Repository: KilledByAPixel/SpaceHuggers Branch: main Commit: bdabe47ffb98 Files: 23 Total size: 224.3 KB Directory structure: gitextract_bxe1a8ta/ ├── LICENSE ├── README.md ├── app.js ├── appCharacters.js ├── appEffects.js ├── appLevel.js ├── appObjects.js ├── engine/ │ ├── build/ │ │ ├── build.bat │ │ ├── build.html │ │ ├── engineBuild.js │ │ ├── index.html │ │ └── setupBuild.bat │ ├── engine.js │ ├── engineAudio.js │ ├── engineDebug.js │ ├── engineDraw.js │ ├── engineInput.js │ ├── engineObject.js │ ├── engineParticle.js │ ├── engineTileLayer.js │ ├── engineUtil.js │ └── engineWebGL.js └── index.html ================================================ FILE CONTENTS ================================================ ================================================ FILE: LICENSE ================================================ GNU GENERAL PUBLIC LICENSE Version 3, 29 June 2007 Copyright (C) 2007 Free Software Foundation, Inc. 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But first, please read . ================================================ FILE: README.md ================================================ ![Space Huggers - A JS13k Game by Frank Force](/screenshot.png) The empire is spreading like a plague across the galaxy and building outposts on remote planets. You are an elite rebel soldier tasked with wiping out those bases. Explore strange planets using your tools of destruction and eliminate the invaders! You have only 10 clones left, 3 more will be replenished after each mission. Good luck, have fun, and give space a hug for me. ## This game is only for learning purposes and not intended to be redistributed! # [PLAY SPACE HUGGERS!](https://www.newgrounds.com/portal/view/819609) # [OFFICIAL JS13K BUILD](https://js13kgames.com/entries/space-huggers) # [VIDEO DEMO](https://www.youtube.com/watch?v=6VXrnk18Z4s) # How To Play - Use WASD or D-Pad - Move, jump, and climb - Z or Left click - Shoot - Most things will break, some will burn - X or Middle click - Roll - brief invulnerability, does damage, gives a boost, puts out fire - C or Right click - Grenade - 3 per life, use wisely - You can also use a Xbox or SNES style controller, connect up to 4 for co-op play! - Kill all enemies to complete the level - A radar along the bottom of the screen shows nearby enemies - You start with 10 lives and get 3 more for completing each level - For an optimal play experience please use Chrome in full screen mode - There is no end, but for a challenge, try beating the first 5 levels # Gameplay Tips - Roll to put out fire! - Rolling also does melee damage to enemies - Keep your distance from the specialists (white), they roll and flip often! - You can hold down jump to climb up walls - Jump flip to get more vertical height (roll immediately after jumping) - To reach really high places try a grenade jump! - You can press R to restart the game # Game Features - Run and gun / roguelike hybrid gameplay - 2-4 player jump in local co-op mode - Procedural level generation of great variety and complexity - Levels are fully destructible with persistence - Fire propagation and explosion system - 5 enemy types with a larger variant - 7 different crate/barrel/rock types - 17 sprite textures using a 12 color palette - Checkpoints can be captured for players to respawn there - Multi layer procedurally generated parallax background - Starfield simulation with moving stars, planets, and suns - Particle systems for rain, snow, blood, explosions, weapons, water and more - Native resolution rendering up to 1920x1200 - 11 different sound effects with [ZzFX](https://github.com/KilledByAPixel/ZzFX) - Up to 4 player co-op with 4 gamepads! # Engine Features - Custom game engine written during the compo is separate from game code - Super fast rendering system for up to 50,000 objects at 60 fps - Physics engine for axis aligned bounding box rigid body dynamics - Tile based rendering and collision system - Particle effects system - Input processing system for keyboard, mouse, gamepads, and touch - Math library with Vector2, Color and Timer utility classes - Audio with ZzFX has ability to attenuate sounds by distance - Debug visualization system not in JS13K build. (press ~ to enter debug mode) # Enemy Types - Recruit (Green) - A bit shorter, more hesitant, takes only 1 hit - Soldier (Blue) - Average height and ability, takes 2 hits - Captain (Red) - Can climb walls and jumps more often, takes 3 hits - Specialist (White) - Jumps and rolls often, they are ninjas, takes 4 hits - Demolitions Expert (Purple) - Throws grenades and can't catch fire, takes 5 hits - Small chance of a heavy weapons variation that has double health and fires full auto # Object Types - Plastic Crate (Brown) - Burns easily and breaks when fully burnt - Metal Crate & Barrel (Gray) - Is hard to destroy, can't burn - Water Barrel (Blue) - Puts out fires and pushes away objects - Explosive Crate & Barrel (Green) - Burns and explodes after a few seconds - High Explosive Barrel (Red) - Explodes quickly and much larger than normal explosives - Rock (Color Varies) - Heavy and very hard to destroy, can't burn, can crush enemies - Lava Rock (Glowing Red & Orange) - Anything that touches it is lit on fire # Tools Used - [Roadroller](https://github.com/lifthrasiir/roadroller) - [Google Closure Compiler](https://github.com/google/closure-compiler) - [UglifyJS](https://github.com/mishoo/UglifyJS) - [Imagemin](https://github.com/imagemin/imagemin) - [Efficient Compression Tool](https://github.com/fhanau/Efficient-Compression-Tool) - [Advzip](https://www.npmjs.com/package/advzip-bin) - [ZzFX](https://github.com/KilledByAPixel/ZzFX) # How to build the 13k Zip - Run engine\build\setupBuild.bat to install the necessary tools via npm - You will need: google-closure-compiler, uglify, roadroller, imagemin-cli, and advzip - Run engine\build\build.bat, to build app.zip which is the final result - It will also create a file called index.min.html you can use for testing - The zip size may vary by 20 bytes or so due to randomness of roadroller ================================================ FILE: app.js ================================================ /* Javascript Space Game By Frank Force 2021 */ 'use strict'; const clampCamera = !debug; const lowGraphicsSettings = glOverlay = !window['chrome']; // only chromium uses high settings const startCameraScale = 4*16; const defaultCameraScale = 4*16; const maxPlayers = 4; const team_none = 0; const team_player = 1; const team_enemy = 2; let updateWindowSize, renderWindowSize, gameplayWindowSize; engineInit( /////////////////////////////////////////////////////////////////////////////// ()=> // appInit { resetGame(); cameraScale = startCameraScale; }, /////////////////////////////////////////////////////////////////////////////// ()=> // appUpdate { const cameraSize = vec2(mainCanvas.width, mainCanvas.height).scale(1/cameraScale); renderWindowSize = cameraSize.add(vec2(5)); gameplayWindowSize = vec2(mainCanvas.width, mainCanvas.height).scale(1/defaultCameraScale); updateWindowSize = gameplayWindowSize.add(vec2(30)); //debugRect(cameraPos, maxGameplayCameraSize); //debugRect(cameraPos, updateWindowSize); if (debug) { randSeeded(randSeeded(randSeeded(randSeed = Date.now()))); // set random seed for debug mode stuf if (keyWasPressed(81)) new Enemy(mousePosWorld); if (keyWasPressed(84)) { //for(let i=30;i--;) new Prop(mousePosWorld); } if (keyWasPressed(69)) explosion(mousePosWorld); if (keyIsDown(89)) { let e = new ParticleEmitter(mousePosWorld); // test e.collideTiles = 1; //e.tileIndex=7; e.emitSize = 2; e.colorStartA = new Color(1,1,1,1); e.colorStartB = new Color(0,1,1,1); e.colorEndA = new Color(0,0,1,0); e.colorEndB = new Color(0,.5,1,0); e.emitConeAngle = .1; e.particleTime = 1 e.speed = .3 e.elasticity = .1 e.gravityScale = 1; //e.additive = 1; e.angle = -PI; } if (mouseWheel) // mouse zoom cameraScale = clamp(cameraScale*(1-mouseWheel/10), defaultTileSize.x*16, defaultTileSize.x/16); //if (keyWasPressed(77)) // playSong([[[,0,219,,,,,1.1,,-.1,-50,-.05,-.01,1],[2,0,84,,,.1,,.7,,,,.5,,6.7,1,.05]],[[[0,-1,1,0,5,0],[1,1,8,8,0,3]]],[0,0,0,0],90]) // music test if (keyWasPressed(77)) players[0].pos = mousePosWorld; /*if (keyWasPressed(32)) { skyParticles && skyParticles.destroy(); tileLayer.destroy(); tileBackgroundLayer.destroy(); tileParallaxLayers.forEach((tileParallaxLayer)=>tileParallaxLayer.destroy()); randomizeLevelParams(); applyArtToLevel(); }*/ if (keyWasPressed(78)) nextLevel(); } // restart if no lives left let minDeadTime = 1e3; for(const player of players) minDeadTime = min(minDeadTime, player && player.isDead() ? player.deadTimer.get() : 0); if (minDeadTime > 3 && (keyWasPressed(90) || keyWasPressed(32) || gamepadWasPressed(0)) || keyWasPressed(82)) resetGame(); if (levelEndTimer.get() > 3) nextLevel(); }, /////////////////////////////////////////////////////////////////////////////// ()=> // appUpdatePost { if (players.length == 1) { const player = players[0]; if (!player.isDead()) cameraPos = cameraPos.lerp(player.pos, clamp(player.getAliveTime()/2)); } else { // camera follows average pos of living players let posTotal = vec2(); let playerCount = 0; let cameraOffset = 1; for(const player of players) { if (player && !player.isDead()) { ++playerCount; posTotal = posTotal.add(player.pos.add(vec2(0,cameraOffset))); } } if (playerCount) cameraPos = cameraPos.lerp(posTotal.scale(1/playerCount), .2); } // spawn players if they don't exist for(let i = maxPlayers;i--;) { if (!players[i] && (gamepadWasPressed(0, i)||gamepadWasPressed(1, i))) { ++playerLives; new Player(checkpointPos, i); } } // clamp to bottom and sides of level if (clampCamera) { const w = mainCanvas.width/2/cameraScale+1; const h = mainCanvas.height/2/cameraScale+2; cameraPos.y = max(cameraPos.y, h); if (w*2 < tileCollisionSize.x) cameraPos.x = clamp(cameraPos.x, tileCollisionSize.x - w, w); } updateParallaxLayers(); updateSky(); }, /////////////////////////////////////////////////////////////////////////////// ()=> // appRender { const gradient = mainContext.createLinearGradient(0,0,0,mainCanvas.height); gradient.addColorStop(0,levelSkyColor.rgba()); gradient.addColorStop(1,levelSkyHorizonColor.rgba()); mainContext.fillStyle = gradient; //mainContext.fillStyle = levelSkyColor.rgba(); mainContext.fillRect(0,0,mainCanvas.width, mainCanvas.height); drawStars(); }, /////////////////////////////////////////////////////////////////////////////// ()=> // appRenderPost { //let minAliveTime = 9; //for(const player of players) // minAliveTime = min(minAliveTime, player.getAliveTime()); //const livesPercent = percent(minAliveTime, 5, 4) //const s = 8; //const offset = 100*livesPercent; //mainContext.drawImage(tileImage, 32, 8, s, s, 32, mainCanvas.height-90, s*9, s*9); mainContext.textAlign = 'center'; const p = percent(gameTimer.get(), 8, 10); //mainContext.globalCompositeOperation = 'difference'; mainContext.fillStyle = new Color(0,0,0,p).rgba(); if (p > 0) { //mainContext.fillStyle = (new Color).setHSLA(time/3,1,.5,p).rgba(); mainContext.font = '1.5in impact'; mainContext.fillText('SPACE HUGGERS', mainCanvas.width/2, 140); } mainContext.font = '.5in impact'; p > 0 && mainContext.fillText('A JS13K Game by Frank Force',mainCanvas.width/2, 210); // check if any enemies left let enemiesCount = 0; for (const o of engineCollideObjects) { if (o.isCharacter && o.team == team_enemy) { ++enemiesCount; const pos = vec2(mainCanvas.width/2 + (o.pos.x - cameraPos.x)*30,mainCanvas.height-20); drawRectScreenSpace(pos, o.size.scale(20), o.color.scale(1,.6)); } } if (!enemiesCount && !levelEndTimer.isSet()) levelEndTimer.set(); mainContext.fillStyle = new Color(0,0,0).rgba(); mainContext.fillText('Level ' + level + ' Lives ' + playerLives + ' Enemies ' + enemiesCount, mainCanvas.width/2, mainCanvas.height-40); // fade in level transition const fade = levelEndTimer.isSet() ? percent(levelEndTimer.get(), 3, 1) : percent(levelTimer.get(), .5, 2); drawRect(cameraPos, vec2(1e3), new Color(0,0,0,fade)) }); ================================================ FILE: appCharacters.js ================================================ /* Javascript Space Game By Frank Force 2021 */ 'use strict'; const aiEnable = 1; const debugAI = 0; const maxCharacterSpeed = .2; class Character extends GameObject { constructor(pos, sizeScale = 1) { super(pos, vec2(.6,.95).scale(sizeScale), 32); this.health = this.healthMax = this.canBurn = this.isCharacter = 1; this.sizeScale = sizeScale; this.groundTimer = new Timer; this.jumpTimer = new Timer; this.pressedJumpTimer = new Timer; this.preventJumpTimer = new Timer; this.dodgeTimer = new Timer; this.dodgeRechargeTimer = new Timer; this.deadTimer = new Timer; this.blinkTimer = new Timer; this.moveInput = vec2(); this.extraAdditiveColor = new Color(0,0,0,0); this.color = new Color; this.eyeColor = new Color; this.bodyTile = 3; this.headTile = 2; this.renderOrder = 10; this.overkill = this.grenadeCount = this.walkCyclePercent = 0; this.grendeThrowTimer = new Timer; this.setCollision(); } update() { this.lastPos = this.pos.copy(); this.gravityScale = 1; // reset default gravity (incase climbing ladder) if (this.isDead() || !this.inUpdateWindow() && !this.persistent) { super.update(); return; // ignore offscreen objects } let moveInput = this.moveInput.copy(); // allow grabbing ladder at head or feet let touchingLadder = 0; for(let y=2;y--;) { const testPos = this.pos.add(vec2(0, y + .1*this.moveInput.y - this.size.y*.5)); const collisionData = getTileCollisionData(testPos); touchingLadder |= collisionData == tileType_ladder; } if (!touchingLadder) this.climbingLadder = 0; else if (this.moveInput.y) this.climbingLadder = 1; if (this.dodgeTimer.active()) { // update roll this.angle = this.getMirrorSign(2*PI*this.dodgeTimer.getPercent()); if (this.groundObject) this.velocity.x += this.getMirrorSign(.1); // apply damage to enemies when rolling forEachObject(this.pos, this.size, (o)=> { if (o.isCharacter && o.team != this.team && !o.isDead()) o.damage(1, this); }); } else this.angle = 0; if (this.climbingLadder) { this.gravityScale = this.climbingWall = this.groundObject = 0; this.jumpTimer.unset(); this.groundTimer.unset(); this.velocity = this.velocity.multiply(vec2(.85)).add(vec2(0,.02*moveInput.y)); const delta = (this.pos.x|0)+.5 - this.pos.x; this.velocity.x += .02*delta*abs(moveInput.x ? 0:moveInput.y); moveInput.x *= .2; // exit ladder if ground is below this.climbingLadder = moveInput.y >= 0 || getTileCollisionData(this.pos.subtract(vec2(0,1))) <= 0; } else { // update jumping and ground check if (this.groundObject || this.climbingWall) this.groundTimer.set(.1); if (this.groundTimer.active() && !this.dodgeTimer.active()) { // is on ground if (this.pressedJumpTimer.active() && !this.jumpTimer.active() && !this.preventJumpTimer.active()) { // start jump if (this.climbingWall) { this.velocity.y = .25; } else { this.velocity.y = .15; this.jumpTimer.set(.2); } this.preventJumpTimer.set(.5); playSound(sound_jump, this.pos); } } if (this.jumpTimer.active() && !this.climbingWall) { // update variable height jump this.groundTimer.unset(); if (this.holdingJump && this.velocity.y > 0 && this.jumpTimer.active()) this.velocity.y += .017; } if (!this.groundObject) { // air control if (sign(moveInput.x) == sign(this.velocity.x)) moveInput.x *= .1; // moving with velocity else moveInput.x *= .2; // moving against velocity (stopping) // slight extra gravity when moving down if (this.velocity.y < 0) this.velocity.y += gravity*.2; } } if (this.pressedDodge && !this.dodgeTimer.active() && !this.dodgeRechargeTimer.active()) { // start dodge this.dodgeTimer.set(.4); this.dodgeRechargeTimer.set(2); this.jumpTimer.unset(); this.extinguish(); playSound(sound_dodge, this.pos); if (!this.groundObject && this.getAliveTime() > .2) this.velocity.y += .2; } // apply movement acceleration and clamp this.velocity.x = clamp(this.velocity.x + moveInput.x * .042, maxCharacterSpeed, -maxCharacterSpeed); // call parent, update physics const oldVelocity = this.velocity.copy(); super.update(); if (!this.isPlayer && !this.dodgeTimer.active()) { // apply collision damage const deltaSpeedSquared = this.velocity.subtract(oldVelocity).lengthSquared(); deltaSpeedSquared > .1 && this.damage(10*deltaSpeedSquared); } if (this.climbingLadder || this.groundTimer.active() && !this.dodgeTimer.active()) { const speed = this.velocity.length(); this.walkCyclePercent += speed * .5; this.walkCyclePercent = speed > .01 ? mod(this.walkCyclePercent, 1) : 0; } else this.walkCyclePercent = 0; this.weapon.triggerIsDown = this.holdingShoot && !this.dodgeTimer.active(); if (!this.dodgeTimer.active()) { if (this.grenadeCount > 0 && this.pressingThrow && !this.wasPressingThrow && !this.grendeThrowTimer.active()) { // throw greande --this.grenadeCount; const grenade = new Grenade(this.pos); grenade.velocity = this.velocity.add(vec2(this.getMirrorSign(),rand(.8,.7)).normalize(.25+rand(.02))); grenade.angleVelocity = this.getMirrorSign() * rand(.8,.5); playSound(sound_jump, this.pos); this.grendeThrowTimer.set(1); } this.wasPressingThrow = this.pressingThrow; } // update mirror if (this.moveInput.x && !this.dodgeTimer.active()) this.mirror = this.moveInput.x < 0; // clamp x pos this.pos.x = clamp(this.pos.x, levelSize.x-2, 2); // randomly blink rand() < .005 && this.blinkTimer.set(rand(.2,.1)); } render() { if (!isOverlapping(this.pos, this.size, cameraPos, renderWindowSize)) return; // set tile to use this.tileIndex = this.isDead() ? this.bodyTile : this.climbingLadder || this.groundTimer.active() ? this.bodyTile + 2*this.walkCyclePercent|0 : this.bodyTile+1; let additive = this.additiveColor.add(this.extraAdditiveColor); if (this.isPlayer && !this.isDead() && this.dodgeRechargeTimer.elapsed() && this.dodgeRechargeTimer.get() < .2) { const v = .6 - this.dodgeRechargeTimer.get()*3; additive = additive.add(new Color(0,v,v,0)).clamp(); } const sizeScale = this.sizeScale; const color = this.color.scale(this.burnColorPercent(),1); const eyeColor = this.eyeColor.scale(this.burnColorPercent(),1); const bodyPos = this.pos.add(vec2(0,-.1+.06*Math.sin(this.walkCyclePercent*PI)).scale(sizeScale)); drawTile(bodyPos, vec2(sizeScale), this.tileIndex, this.tileSize, color, this.angle, this.mirror, additive); drawTile(this.pos.add(vec2(this.getMirrorSign(.05),.46).scale(sizeScale).rotate(-this.angle)),vec2(sizeScale/2),this.headTile,vec2(8), color,this.angle,this.mirror, additive); //for(let i = this.grenadeCount; i--;) // drawTile(bodyPos, vec2(.5), 5, vec2(8), new Color, this.angle, this.mirror, additive); const blinkScale = this.canBlink ? this.isDead() ? .3: .5 + .5*Math.cos(this.blinkTimer.getPercent()*PI*2) : 1; drawTile(this.pos.add(vec2(this.getMirrorSign(.05),.46).scale(sizeScale).rotate(-this.angle)),vec2(sizeScale/2, blinkScale*sizeScale/2),this.headTile+1,vec2(8), eyeColor, this.angle, this.mirror, this.additiveColor); } damage(damage, damagingObject) { if (this.destroyed) return; if (this.team == team_player) { // safety window after spawn if (godMode || this.getAliveTime() < 2) return; } if (this.isDead() && !this.persistent) { this.overkill += damage; if (this.overkill > 5) { makeBlood(this.pos, 300); this.destroy(); } } this.blinkTimer.set(rand(.5,.4)); makeBlood(damagingObject ? damagingObject.pos : this.pos); super.damage(damage, damagingObject); } kill(damagingObject) { if (this.isDead()) return 0; if (levelWarmup) { this.destroy(); return 1; } this.deadTimer.set(); this.size = this.size.scale(.5); makeBlood(this.pos, 300); playSound(sound_die, this.pos); this.team = team_none; this.health = 0; const fallDirection = damagingObject ? sign(damagingObject.velocity.x) : randSign(); this.angleVelocity = fallDirection*rand(.22,.14); this.angleDamping = .9; this.weapon && this.weapon.destroy(); // move to back layer this.renderOrder = 1; } collideWithTile(data, pos) { if (!data) return; if (data == tileType_ladder) { if (pos.y + 1 > this.lastPos.y - this.size.y*.5) return; if (getTileCollisionData(pos.add(vec2(0,1))) // above && !(getTileCollisionData(pos.add(vec2(1,0))) // left && getTileCollisionData(pos.add(vec2(1,0)))) // right ) return; // dont collide if something above it and nothing to left or right // allow standing on top of ladders return !this.climbingLadder; } // break blocks above const d = pos.y - this.pos.y; if (!this.climbingLadder && this.velocity.y > .1 && d > 0 && d < this.size.y*.5) { if (destroyTile(pos)) { this.velocity.y = 0; return; } } return 1; } collideWithObject(o) { if (this.isDead()) return super.collideWithObject(o); if (o.velocity.lengthSquared() > .04) { const v = o.velocity.subtract(this.velocity); const m = 25*o.mass * v.lengthSquared(); if (!o.groundObject && o.isCrushing && !this.persistent && o.velocity.y < 0 && this.pos.y < o.pos.y - o.size.y/2 && abs(o.pos.x - this.pos.x) < o.size.x*.5) { // crushing this.damage(1e3, o); if (this.isDead()) { makeBlood(this.pos, 300); this.destroy(); } } else if (m > 1) this.damage(4*m|0, o) } return super.collideWithObject(o); } } /////////////////////////////////////////////////////////////////////////////// const type_weak = 0; const type_normal = 1; const type_strong = 2; const type_elite = 3; const type_grenade= 4; const type_count = 5; function alertEnemies(pos, playerPos) { const radius = 4; forEachObject(pos, radius, (o)=>{o.team == team_enemy && o.alert && o.alert(playerPos)}); debugAI && debugCircle(pos, radius, '#0ff6'); } class Enemy extends Character { constructor(pos) { super(pos); this.team = team_enemy; this.sawPlayerTimer = new Timer; this.reactionTimer = new Timer; this.facePlayerTimer = new Timer; this.holdJumpTimer = new Timer; this.shootTimer = new Timer; this.maxVisionRange = 12; this.type = randSeeded()**3*min(level+1,type_count)|0; let health = 1 + this.type; this.eyeColor = new Color(1,.5,0); if (this.type == type_weak) { this.color = new Color(0,1,0); this.size = this.size.scale(this.sizeScale = .9); } else if (this.type == type_normal) { this.color = new Color(0,.4,1); } else if (this.type == type_strong) { this.color = new Color(1,0,0); this.eyeColor = new Color(1,1,0); } else if (this.type == type_elite) { this.color = new Color(1,1,1); this.eyeColor = new Color(1,0,0); this.maxVisionRange = 15; } else if (this.type == type_grenade) { this.color = new Color(.7,0,1); this.eyeColor = new Color(0,0,0); this.grenadeCount = 3; this.canBurn = 0; } if (this.isBig = randSeeded() < .05) { // chance of large enemy with extra health this.size = this.size.scale(this.sizeScale = 1.3); health *= 2; this.grenadeCount *= 10; this.maxVisionRange = 15; --levelEnemyCount; } this.health = this.healthMax = health; this.color = this.color.mutate(); this.mirror = rand() < .5; new Weapon(this.pos, this); --levelEnemyCount; this.sightCheckFrame = rand(9)|0; } update() { if (!aiEnable || levelWarmup || this.isDead() || !this.inUpdateWindow()) { if (this.weapon) this.weapon.triggerIsDown = 0; super.update(); return; // ignore offscreen objects } if (this.weapon) this.weapon.localPos = this.weapon.localOffset.scale(this.sizeScale); // update check if players are visible const sightCheckFrames = 9; ASSERT(this.sawPlayerPos || !this.sawPlayerTimer.isSet()); if (frame%sightCheckFrames == this.sightCheckFrame) { const sawRecently = this.sawPlayerTimer.isSet() && this.sawPlayerTimer.get() < 5; const visionRangeSquared = (sawRecently ? this.maxVisionRange * 1.2 : this.maxVisionRange)**2; debugAI && debugCircle(this.pos, visionRangeSquared**.5, '#f003', .1); for(const player of players) { // check range if (player && !player.isDead()) if (sawRecently || this.getMirrorSign() == sign(player.pos.x - this.pos.x)) if (sawRecently || abs(player.pos.x - this.pos.x) > abs(player.pos.y - this.pos.y) ) // 45 degree slope if (this.pos.distanceSquared(player.pos) < visionRangeSquared) { const raycastHit = tileCollisionRaycast(this.pos, player.pos); if (!raycastHit) { this.alert(player.pos, 1); debugAI && debugLine(this.pos, player.pos, '#0f0',.1) break; } debugAI && debugLine(this.pos, player.pos, '#f00',.1) debugAI && raycastHit && debugPoint(raycastHit, '#ff0',.1) } } if (sawRecently) { // alert nearby enemies alertEnemies(this.pos, this.sawPlayerPos); } } this.pressedDodge = this.climbingWall = this.pressingThrow = 0; if (this.burnTimer.isSet()) { // burning, run around this.facePlayerTimer.unset(); // random jump if (rand()< .005) { this.pressedJumpTimer.set(.05); this.holdJumpTimer.set(rand(.05)); } // random movement if (rand()<.05) this.moveInput.x = randSign()*rand(.6, .3); this.moveInput.y = 0; // random dodge if (this.type == type_elite) this.pressedDodge = 1; else if (this.groundObject) this.pressedDodge = rand() < .005; } else if (this.sawPlayerTimer.isSet() && this.sawPlayerTimer.get() < 10) { debugAI && debugPoint(this.sawPlayerPos, '#f00'); // wall climb if (this.type >= type_strong && this.moveInput.x && !this.velocity.x && this.velocity.y < 0) { this.velocity.y *=.8; this.climbingWall = 1; this.pressedJumpTimer.set(.1); this.holdJumpTimer.set(rand(.2)); } const timeSinceSawPlayer = this.sawPlayerTimer.get(); this.weapon.localAngle *= .8; if (this.reactionTimer.active()) { // just saw player for first time, act surprised this.moveInput.x = 0; } else if (timeSinceSawPlayer < 5) { debugAI && debugRect(this.pos, this.size, '#f00'); if (!this.dodgeTimer.active()) { const playerDirection = sign(this.sawPlayerPos.x - this.pos.x); if (this.type == type_grenade && rand() < .002 && this.getMirrorSign() == playerDirection) this.pressingThrow = 1; // actively fighting player if (rand()<.05) this.facePlayerTimer.set(rand(2,.5)); // random jump if (rand()<(this.type < type_strong ? .0005 : .005)) { this.pressedJumpTimer.set(.1); this.holdJumpTimer.set(rand(.2)); } // random movement if (rand()<(this.isBig?.05:.02)) this.moveInput.x = 0; else if (rand()<.01) this.moveInput.x = rand()<.6 ? playerDirection*rand(.5, .2) : -playerDirection*rand(.4, .2); if (rand()<.03) this.moveInput.y = rand()<.5 ? 0 : randSign()*rand(.4, .2); // random shoot if (abs(this.sawPlayerPos.y - this.pos.y) < 4) if (!this.shootTimer.isSet() || this.shootTimer.get() > 1) rand() < (this.type > type_weak ? .02 : .01) && this.shootTimer.set(this.isBig ? rand(2,1) : .05); } // random dodge if (this.type == type_elite) this.pressedDodge = rand() < .01 && timeSinceSawPlayer < .5; } else { // was fighting but lost player debugAI && debugRect(this.pos, this.size, '#ff0'); if (rand()<.04) this.facePlayerTimer.set(rand(2,.5)); // random movement if (rand()<.02) this.moveInput.x = 0; else if (rand()<.01) this.moveInput.x = randSign()*rand(.4, .2); // random jump if (rand() < (this.sawPlayerPos.y > this.pos.y ? .002 : .001)) { this.pressedJumpTimer.set(.1); this.holdJumpTimer.set(rand(.2)); } // random shoot if (!this.shootTimer.isSet() || this.shootTimer.get() > 5) rand() < .001 && this.shootTimer.set(rand(.2,.1)); // move up/down in dirction last player was seen this.moveInput.y = clamp(this.sawPlayerPos.y - this.pos.y,.5,-.5); } } else { // try to act normal if (rand()<.03) this.moveInput.x = 0; else if (rand()<.005) this.moveInput.x = randSign()*rand(.2, .1); else if (rand()<.001) this.moveInput.x = randSign()*1e-9; // hack: look in a direction this.weapon.localAngle = lerp(.1, .7, this.weapon.localAngle); this.reactionTimer.unset(); } if (this.isBig && this.type != type_elite) { // big enemies cant jump this.pressedJumpTimer.unset(); this.holdJumpTimer.unset(); } this.holdingShoot = this.shootTimer.active(); this.holdingJump = this.holdJumpTimer.active(); super.update(); // override default mirror if (this.facePlayerTimer.active() && !this.dodgeTimer.active() && !this.reactionTimer.active()) this.mirror = this.sawPlayerPos.x < this.pos.x; } alert(playerPos, resetSawPlayer) { if (resetSawPlayer || !this.sawPlayerTimer.isSet()) { if (!this.reactionTimer.isSet()) { this.reactionTimer.set(rand(1,.5)*(this.type == type_weak ? 2 : 1)); this.facePlayerTimer.set(rand(2,1)); if (this.groundObject && rand() < .2) this.velocity.y += .1; // random jump } this.sawPlayerTimer.set(); this.sawPlayerPos = playerPos; } } damage(damage, damagingObject) { super.damage(damage, damagingObject); if (!this.isDead()) { this.alert(damagingObject ? damagingObject.pos.subtract(damagingObject.velocity.normalize()) : this.pos, 1); this.reactionTimer.set(rand(1,.5)); this.shootTimer.unset(); } } kill(damagingObject) { if (this.isDead()) return 0; super.kill(damagingObject); levelWarmup || ++totalKills; } } /////////////////////////////////////////////////////////////////////////////// class Player extends Character { constructor(pos, playerIndex=0) { super(pos); this.grenadeCount = 3; this.burnTime = 2; this.eyeColor = (new Color).setHSLA(-playerIndex*.6,1,.5); if (playerIndex) { this.color = (new Color).setHSLA(playerIndex*.3-.3,.5,.5); this.extraAdditiveColor = (new Color).setHSLA(playerIndex*.3-.3,1,.1,0); } this.bodyTile = 5; this.headTile = 18; this.playerIndex = playerIndex; this.renderOrder = 20 + 10*playerIndex; this.walkSoundTime = 0; this.persistent = this.wasHoldingJump = this.canBlink = this.isPlayer = 1; this.team = team_player; new Weapon(this.pos, this); players[playerIndex] = this; // small jump on spawn this.velocity.y = .2; this.mirror = playerIndex%2; --playerLives; } update() { if (this.isDead()) { if (this.persistent && playerLives) { if (players.length == 1) { if (this.deadTimer.get() > 2) { this.persistent = 0; new Player(checkpointPos, this.playerIndex); playSound(sound_jump, cameraPos); } } else { // respawn only if all players dead, or checkpoint touched let hasLivingPlayers = 0; let minDeadTime = 1e3; for(const player of players) { if (player) { minDeadTime = min(minDeadTime, player.isDead() ? player.deadTimer.get() : 1e3); hasLivingPlayers |= (!player.isDead() && player.getAliveTime() > .1); } } if (minDeadTime > 2) { if (!hasLivingPlayers) { // respawn all this.persistent = 0; new Player(checkpointPos.add(vec2(1-this.playerIndex/2,0)), this.playerIndex); this.playerIndex || playSound(sound_jump, cameraPos); } else if (checkpointTimer.active()) { // respawn if checkpoint active this.persistent = 0; const player = new Player(checkpointPos, this.playerIndex); playSound(sound_jump, cameraPos); } } } } super.update(); return; } // wall climb this.climbingWall = 0; if (this.moveInput.x && !this.velocity.x && this.velocity.y < 0) { this.velocity.y *=.8; this.climbingWall = 1; } // movement control this.moveInput.x = isUsingGamepad || this.playerIndex ? gamepadStick(0, this.playerIndex).x : keyIsDown(39) - keyIsDown(37); this.moveInput.y = isUsingGamepad || this.playerIndex ? gamepadStick(0, this.playerIndex).y : keyIsDown(38) - keyIsDown(40); // jump this.holdingJump = (!this.playerIndex && keyIsDown(38)) || gamepadIsDown(0, this.playerIndex); if (!this.holdingJump) this.pressedJumpTimer.unset(); else if (!this.wasHoldingJump || this.climbingWall) this.pressedJumpTimer.set(.3); this.wasHoldingJump = this.holdingJump; // controls this.holdingShoot = !this.playerIndex && (mouseIsDown(0) || keyIsDown(90)) || gamepadIsDown(2, this.playerIndex); this.pressingThrow = !this.playerIndex && (mouseIsDown(2) || keyIsDown(67)) || gamepadIsDown(1, this.playerIndex); this.pressedDodge = !this.playerIndex && (mouseIsDown(1) || keyIsDown(88)) || gamepadIsDown(3, this.playerIndex); super.update(); // update walk sound this.walkSoundTime += abs(this.velocity.x); if (abs(this.velocity.x) > .01 && this.groundTimer.active() && !this.dodgeTimer.active()) { if (this.walkSoundTime > 1) { this.walkSoundTime = 0; playSound(sound_walk, this.pos); } } else this.walkSoundTime = .5; if (players.length > 1 && !this.isDead()) { // move to other player if offscreen and multiplayer if (!isOverlapping(this.pos, this.size, cameraPos, gameplayWindowSize)) { // move to location of another player if not falling off a cliff if (tileCollisionRaycast(this.pos,vec2(this.pos.x,0))) { for(const player of players) if (player && player != this && !player.isDead()) { this.pos = player.pos.copy(); this.velocity = vec2(); playSound(sound_jump, this.pos); } } else this.kill(); } } } } ================================================ FILE: appEffects.js ================================================ /* Javascript Space Game By Frank Force 2021 */ 'use strict'; const precipitationEnable = 1; const debugFire = 0; /////////////////////////////////////////////////////////////////////////////// // sounds const sound_shoot = [,,90,,.01,.03,4,,,,,,,9,50,.2,,.2,.01]; const sound_destroyTile = [.5,,1e3,.02,,.2,1,3,.1,,,,,1,-30,.5,,.5]; const sound_die = [.5,.4,126,.05,,.2,1,2.09,,-4,,,1,1,1,.4,.03]; const sound_jump = [.4,.2,250,.04,,.04,,,1,,,,,3]; const sound_dodge = [.4,.2,150,.05,,.05,,,-1,,,,,4,,,,,.02]; const sound_walk = [.3,.1,70,,,.01,4,,,,-9,.1,,,,,,.5]; const sound_explosion = [2,.2,72,.01,.01,.2,4,,,,,,,1,,.5,.1,.5,.02]; const sound_checkpoint = [.6,0,500,,.04,.3,1,2,,,570,.02,.02,,,,.04]; const sound_rain = [.02,,1e3,2,,2,,,,,,,,99]; const sound_wind = [.01,.3,2e3,2,1,2,,,,,,,1,2,,,,,,.1]; const sound_grenade = [.5,.01,300,,,.02,3,.22,,,-9,.2,,,,,,.5]; /////////////////////////////////////////////////////////////////////////////// // special effects const persistentParticleDestroyCallback = (particle)=> { // copy particle to tile layer on death ASSERT(particle.tileIndex < 0); // quick draw to tile layer uses canvas 2d so must be untextured if (particle.groundObject) tileLayer.drawTile(particle.pos, particle.size, particle.tileIndex, particle.tileSize, particle.color, particle.angle, particle.mirror); } function makeBlood(pos, amount=50) { const emitter = new ParticleEmitter( pos, 1, .1, amount, PI, // pos, emitSize, emitTime, emitRate, emiteCone undefined, undefined, // tileIndex, tileSize new Color(1,0,0), new Color(.5,0,0), // colorStartA, colorStartB new Color(1,0,0), new Color(.5,0,0), // colorEndA, colorEndB 3, .1, .1, .1, .1, // particleTime, sizeStart, sizeEnd, particleSpeed, particleAngleSpeed 1, .95, .7, PI, 0, // damping, angleDamping, gravityScale, particleCone, fadeRate, .5, 1 // randomness, collide, additive, randomColorLinear, renderOrder ); emitter.particleDestroyCallback = persistentParticleDestroyCallback; return emitter; } function makeFire(pos = vec2()) { return new ParticleEmitter( pos, 1, 0, 60, PI, // pos, emitSize, emitTime, emitRate, emiteCone 0, undefined, // tileIndex, tileSize new Color(1,1,0), new Color(1,.5,.5), // colorStartA, colorStartB new Color(1,0,0), new Color(1,.5,.1), // colorEndA, colorEndB .5, .5, .1, .01, .1, // particleTime, sizeStart, sizeEnd, particleSpeed, particleAngleSpeed .95, .1, -.05, PI, .5, // damping, angleDamping, gravityScale, particleCone, fadeRate, .5, 0, 1); // randomness, collide, additive, randomColorLinear, renderOrder } function makeDebris(pos, color = new Color, amount = 100) { const color2 = color.lerp(new Color, .5); const emitter = new ParticleEmitter( pos, 1, .1, amount, PI, // pos, emitSize, emitTime, emitRate, emiteCone undefined, undefined, // tileIndex, tileSize color, color2, // colorStartA, colorStartB color, color2, // colorEndA, colorEndB 3, .2, .2, .1, .05, // particleTime, sizeStart, sizeEnd, particleSpeed, particleAngleSpeed 1, .95, .4, PI, 0, // damping, angleDamping, gravityScale, particleCone, fadeRate, .5, 1 // randomness, collide, additive, randomColorLinear, renderOrder ); emitter.elasticity = .3; emitter.particleDestroyCallback = persistentParticleDestroyCallback; return emitter; } function makeWater(pos, amount=400) { // overall spray new ParticleEmitter( pos, 1, .05, 400, PI, // pos, emitSize, emitTime, emitRate, emiteCone 0, undefined, // tileIndex, tileSize new Color(1,1,1,.5), new Color(.5,1,1,.2), // colorStartA, colorStartB new Color(1,1,1,.5), new Color(.5,1,1,.2), // colorEndA, colorEndB .5, .5, 2, .1, .05, // particleTime, sizeStart, sizeEnd, particleSpeed, particleAngleSpeed .9, 1, 0, PI, .5, // damping, angleDamping, gravityScale, particleCone, fadeRate, .5, 0, 0, 0, 1e9 // randomness, collide, additive, randomColorLinear, renderOrder ); // droplets const emitter = new ParticleEmitter( pos, 1, .1, amount, PI, // pos, emitSize, emitTime, emitRate, emiteCone 0, undefined, // tileIndex, tileSize new Color(.8,1,1,.6), new Color(.5,.5,1,.2), // colorStartA, colorStartB new Color(.8,1,1,.6), new Color(.5,.5,1,.2), // colorEndA, colorEndB 2, .1, .1, .2, 0, // particleTime, sizeStart, sizeEnd, particleSpeed, particleAngleSpeed .99, 1, .5, PI, .2, // damping, angleDamping, gravityScale, particleCone, fadeRate, .5, 1 // randomness, collide, additive, randomColorLinear, renderOrder ); emitter.elasticity = .2; emitter.trailScale = 2; // put out fires const radius = 3; forEachObject(pos, 3, (o)=> { if (o.isGameObject) { o.burnTimer.isSet() && o.extinguish(); const d = o.pos.distance(pos); const p = percent(d, radius/2, radius); const force = o.pos.subtract(pos).normalize(p*radius*.2); o.applyForce(force); if (o.isDead && o.isDead()) o.angleVelocity += randSign()*rand(radius/4,.3); } }); debugFire && debugCircle(pos, radius, '#0ff', 1) return emitter; } /////////////////////////////////////////////////////////////////////////////// function explosion(pos, radius=2) { ASSERT(radius > 0); if (levelWarmup) return; const damage = radius*2; // destroy level for(let x = -radius; x < radius; ++x) { const h = (radius**2 - x**2)**.5; for(let y = -h; y <= h; ++y) destroyTile(pos.add(vec2(x,y)), 0, 0); } // cleanup neighbors const cleanupRadius = radius + 1; for(let x = -cleanupRadius; x < cleanupRadius; ++x) { const h = (cleanupRadius**2 - x**2)**.5; for(let y = -h; y < h; ++y) decorateTile(pos.add(vec2(x,y)).int()); } // kill/push objects const maxRangeSquared = (radius*1.5)**2; forEachObject(pos, radius*3, (o)=> { const d = o.pos.distance(pos); if (o.isGameObject) { // do damage d < radius && o.damage(damage); // catch fire d < radius*1.5 && o.burn(); } // push const p = percent(d, radius, 2*radius); const force = o.pos.subtract(pos).normalize(p*radius*.2); o.applyForce(force); if (o.isDead && o.isDead()) o.angleVelocity += randSign()*rand(p*radius/4,.3); }); playSound(sound_explosion, pos); debugFire && debugCircle(pos, maxRangeSquared**.5, '#f00', 2); debugFire && debugCircle(pos, radius**.5, '#ff0', 2); // smoke new ParticleEmitter( pos, radius/2, .2, 50*radius, PI, // pos, emitSize, emitTime, emitRate, emiteCone 0, undefined, // tileIndex, tileSize new Color(0,0,0), new Color(0,0,0), // colorStartA, colorStartB new Color(0,0,0,0), new Color(0,0,0,0), // colorEndA, colorEndB 1, .5, 2, .1, .05, // particleTime, sizeStart, sizeEnd, particleSpeed, particleAngleSpeed .9, 1, -.3, PI, .1, // damping, angleDamping, gravityScale, particleCone, fadeRate, .5, 0, 0, 0, 1e8 // randomness, collide, additive, randomColorLinear, renderOrder ); // fire new ParticleEmitter( pos, radius/2, .1, 100*radius, PI, // pos, emitSize, emitTime, emitRate, emiteCone 0, undefined, // tileIndex, tileSize new Color(1,.5,.1), new Color(1,.1,.1), // colorStartA, colorStartB new Color(1,.5,.1,0), new Color(1,.1,.1,0), // colorEndA, colorEndB .5, .5, 2, .1, .05, // particleTime, sizeStart, sizeEnd, particleSpeed, particleAngleSpeed .9, 1, 0, PI, .05, // damping, angleDamping, gravityScale, particleCone, fadeRate, .5, 0, 1, 0, 1e9 // randomness, collide, additive, randomColorLinear, renderOrder ); } /////////////////////////////////////////////////////////////////////////////// class TileCascadeDestroy extends EngineObject { constructor(pos, cascadeChance=1, glass=0) { super(pos, vec2()); this.cascadeChance = cascadeChance; this.destroyTimer = new Timer(glass ? .05 : rand(.3, .1)); } update() { if (this.destroyTimer.elapsed()) { destroyTile(this.pos, 1, 1, this.cascadeChance); this.destroy(); } } } function decorateBackgroundTile(pos) { const tileData = getTileBackgroundData(pos); if (tileData <= 0) return; // no need to clear if background cant change // round corners for(let i=4;i--;) { // check corner neighbors const neighborTileDataA = getTileBackgroundData(pos.add(vec2().setAngle(i*PI/2))); const neighborTileDataB = getTileBackgroundData(pos.add(vec2().setAngle((i+1)%4*PI/2))); if (neighborTileDataA > 0 | neighborTileDataB > 0) continue; const directionVector = vec2().setAngle(i*PI/2+PI/4, 10).int(); let drawPos = pos.add(vec2(.5)) // center .scale(16).add(directionVector).int(); // direction offset // clear rect without any scaling to prevent blur from filtering const s = 2; tileBackgroundLayer.context.clearRect( drawPos.x - s/2|0, tileBackgroundLayer.canvas.height - drawPos.y - s/2|0, s|0, s|0); } } function decorateTile(pos) { ASSERT((pos.x|0) == pos.x && (pos.y|0)== pos.y); const tileData = getTileCollisionData(pos); if (tileData <= 0) { tileData || tileLayer.setData(pos, new TileLayerData, 1); // force it to clear if it is empty return; } if (tileData != tileType_dirt & tileData != tileType_base & tileData != tileType_pipeV & tileData != tileType_pipeH & tileData != tileType_solid) return; for(let i=4;i--;) { // outline towards neighbors of differing type const neighborTileData = getTileCollisionData(pos.add(vec2().setAngle(i*PI/2))); if (neighborTileData == tileData) continue; // hacky code to make pixel perfect outlines let size = tileData == tileType_dirt ? vec2( rand(16,8), 2) : vec2( 16, 1); i&1 && (size = size.flip()); const color = tileData == tileType_dirt ? levelGroundColor.mutate(.1) : new Color(.1,.1,.1); tileLayer.context.fillStyle = color.rgba(); const drawPos = pos.scale(16); if (tileData == tileType_dirt) tileLayer.context.fillRect( drawPos.x + ((i==1?14:0)+(i&1?0:8-size.x/2)) |0, tileLayer.canvas.height - drawPos.y + ((i==0?-14:0)-(i&1?8-size.y/2:0)) |0, size.x|0, -size.y|0); else tileLayer.context.fillRect( drawPos.x + (i==1?15:0) |0, tileLayer.canvas.height - drawPos.y + (i==0?-15:0) |0, size.x|0, -size.y|0); } } function destroyTile(pos, makeSound = 1, cleanNeighbors = 1, maxCascadeChance = 1) { // pos must be an int pos = pos.int(); // destroy tile const tileType = getTileCollisionData(pos); if (!tileType) return 1; // empty if (tileType == tileType_solid) return 0; // indestructable const centerPos = pos.add(vec2(.5)); const layerData = tileLayer.getData(pos); if (layerData) { makeDebris(centerPos, layerData.color.mutate()); makeSound && playSound(sound_destroyTile, centerPos); setTileCollisionData(pos, tileType_empty); tileLayer.setData(pos, new TileLayerData, 1); // set and clear tile // cleanup neighbors if (cleanNeighbors) { for(let i=-1;i<=1;++i) for(let j=-1;j<=1;++j) decorateTile(pos.add(vec2(i,j))); } // if weak earth, random chance of delayed destruction of tile directly above if (tileType == tileType_glass) { maxCascadeChance = 1; if (getTileCollisionData(pos.add(vec2(0,-1))) == tileType) new TileCascadeDestroy(pos.add(vec2(0,-1)), 1, 1); } else if (tileType != tileType_dirt) maxCascadeChance = 0; if (rand() < maxCascadeChance && getTileCollisionData(pos.add(vec2(0,1))) == tileType) new TileCascadeDestroy(pos.add(vec2(0,1)), maxCascadeChance * .4, tileType == tileType_glass); } return 1; } /////////////////////////////////////////////////////////////////////////////// function drawStars() { randSeed = levelSeed; for(let i = lowGraphicsSettings ? 400 : 1e3; i--;) { let size = randSeeded(6, 1); let speed = randSeeded() < .9 ? randSeeded(5) : randSeeded(99,9); let color = (new Color).setHSLA(randSeeded(.2,-.3), randSeeded()**9, randSeeded(1,.5), randSeeded(.9,.3)); if (i < 9) { // suns or moons size = randSeeded()**3*99 + 9; speed = randSeeded(5); color = (new Color).setHSLA(randSeeded(), randSeeded(), randSeeded(1,.5)).add(levelSkyColor.scale(.5)).clamp(); } const w = mainCanvas.width+400, h = mainCanvas.height+400; const screenPos = vec2( (randSeeded(w)+time*speed)%w-200, (randSeeded(h)+time*speed*randSeeded(1,.2))%h-200); if (lowGraphicsSettings) { // drawing stars with gl wont work in low graphics mode, just draw rects mainContext.fillStyle = color.rgba(); if (size < 9) mainContext.fillRect(screenPos.x, screenPos.y, size, size); else mainContext.beginPath(mainContext.fill(mainContext.arc(screenPos.x, screenPos.y, size, 0, 9))); } else drawTileScreenSpace(screenPos, vec2(size), 0, vec2(16), color); } } function updateSky() { if (!skyParticles) return; let skyParticlesPos = cameraPos.add(vec2(rand(-40,40),0)); const raycastHit = tileCollisionRaycast(vec2(skyParticlesPos.x, levelSize.y), vec2(skyParticlesPos.x, 0)); if (raycastHit && raycastHit.y > cameraPos.y+10) skyParticlesPos = raycastHit; skyParticles.pos = skyParticlesPos.add(vec2(0,20)); if (rand() < .002) { skyParticles.emitRate = clamp(skyParticles.emitRate + rand(200,-200), 500); skyParticles.angle = clamp(skyParticles.angle + rand(.3,-.3),PI+.5,PI-.5); } if (!levelWarmup && !skySoundTimer.active()) { skySoundTimer.set(rand(2,1)); playSound(skyRain ? sound_rain : sound_wind, skyParticlesPos, 20, skyParticles.emitRate/1e3); if (rand() < .1) playSound(sound_wind, skyParticlesPos, 20, rand(skyParticles.emitRate/1e3)); } } /////////////////////////////////////////////////////////////////////////////// let tileParallaxLayers = []; function generateParallaxLayers() { tileParallaxLayers = []; for(let i=0; i<3; ++i) { const parallaxSize = vec2(600,300), startGroundLevel = rand(99,120)+i*30; const tileParallaxLayer = tileParallaxLayers[i] = new TileLayer(vec2(), parallaxSize); let groundLevel = startGroundLevel, groundSlope = rand(1,-1); tileParallaxLayer.renderOrder = -3e3+i; tileParallaxLayer.canvas.width = parallaxSize.x; const layerColor = levelColor.mutate(.2).lerp(levelSkyColor,.95-i*.15); const gradient = tileParallaxLayer.context.fillStyle = tileParallaxLayer.context.createLinearGradient(0,0,0,tileParallaxLayer.canvas.height = parallaxSize.y); gradient.addColorStop(0,layerColor.rgba()); gradient.addColorStop(1,layerColor.subtract(new Color(1,1,1,0)).mutate(.1).clamp().rgba()); for(let x=parallaxSize.x;x--;) { // pull slope towards start ground level tileParallaxLayer.context.fillRect(x,groundLevel += groundSlope = rand() < .05 ? rand(1,-1) : groundSlope + (startGroundLevel - groundLevel)/2e3,1,parallaxSize.y) } } } function updateParallaxLayers() { tileParallaxLayers.forEach((tileParallaxLayer, i)=> { const distance = 4+i; const parallax = vec2(150,30).scale((i*i+1)); const cameraDeltaFromCenter = cameraPos.subtract(levelSize.scale(.5)).divide(levelSize.scale(-.5).divide(parallax)); tileParallaxLayer.scale = vec2(distance/cameraScale); tileParallaxLayer.pos = cameraPos .subtract(tileParallaxLayer.size.multiply(tileParallaxLayer.scale).scale(.5)) .add(cameraDeltaFromCenter.scale(1/cameraScale)) .subtract(vec2(0,150/cameraScale)) }); } ================================================ FILE: appLevel.js ================================================ /* Javascript Space Game By Frank Force 2021 */ 'use strict'; const tileType_ladder = -1; const tileType_empty = 0; const tileType_solid = 1; const tileType_dirt = 2; const tileType_base = 3; const tileType_pipeH = 4; const tileType_pipeV = 5; const tileType_glass = 6; const tileType_baseBack= 7; const tileType_window = 8; const tileRenderOrder = -1e3; const tileBackgroundRenderOrder = -2e3; // level objects let players=[], playerLives, tileLayer, tileBackgroundLayer, totalKills; // level settings let levelSize, level, levelSeed, levelEnemyCount, levelWarmup; let levelColor, levelBackgroundColor, levelSkyColor, levelSkyHorizonColor, levelGroundColor; let skyParticles, skyRain, skySoundTimer = new Timer; let gameTimer = new Timer, levelTimer = new Timer, levelEndTimer = new Timer; let tileBackground; const setTileBackgroundData = (pos, data=0)=> pos.arrayCheck(tileCollisionSize) && (tileBackground[(pos.y|0)*tileCollisionSize.x+pos.x|0] = data); const getTileBackgroundData = (pos)=> pos.arrayCheck(tileCollisionSize) ? tileBackground[(pos.y|0)*tileCollisionSize.x+pos.x|0] : 0; /////////////////////////////////////////////////////////////////////////////// // level generation const resetGame=()=> { levelEndTimer.unset(); gameTimer.set(totalKills = level = 0); nextLevel(playerLives = 6); } function buildTerrain(size) { tileBackground = []; initTileCollision(size); let startGroundLevel = rand(40, 60); let groundLevel = startGroundLevel; let groundSlope = rand(.5,-.5); let canayonWidth = 0, backgroundDelta = 0, backgroundDeltaSlope = 0; for(let x=0; x < size.x; x++) { // pull slope towards start ground level groundLevel += groundSlope = rand() < .05 ? rand(.5,-.5) : groundSlope + (startGroundLevel - groundLevel)/1e3; // small jump if (rand() < .04) groundLevel += rand(9,-9); if (rand() < .03) { // big jump const jumpDelta = rand(9,-9); startGroundLevel = clamp(startGroundLevel + jumpDelta, 80, 20); groundLevel += jumpDelta; groundSlope = rand(.5,-.5); } --canayonWidth; if (rand() < .005) canayonWidth = rand(7, 2); backgroundDelta += backgroundDeltaSlope; if (rand() < .1) backgroundDelta = rand(3, -1); if (rand() < .1) backgroundDelta = 0; if (rand() < .1) backgroundDeltaSlope = rand(1,-1); backgroundDelta = clamp(backgroundDelta, 3, -1) groundLevel = clamp(groundLevel, 99, 30); for(let y=0; y < size.y; y++) { const pos = vec2(x,y); let frontTile = tileType_empty; if (y < groundLevel && canayonWidth <= 0) frontTile = tileType_dirt; let backTile = tileType_empty; if (y < groundLevel + backgroundDelta) backTile = tileType_dirt; setTileCollisionData(pos, frontTile); setTileBackgroundData(pos, backTile); } } // add random holes for(let i=levelSize.x; i--;) { const pos = vec2(rand(levelSize.x), rand(levelSize.y-19, 19)); for(let x = rand(9,1)|0;--x;) for(let y = rand(9,1)|0;--y;) setTileCollisionData(pos.add(vec2(x,y)), tileType_empty); } } function spawnProps(pos) { if (abs(checkpointPos.x-pos.x) > 5) { new Prop(pos); const propPlaceSize = .51; if (randSeeded() < .2) { // 3 triangle prop stack new Prop(pos.add(vec2(propPlaceSize*2,0))); if (randSeeded() < .2) new Prop(pos.add(vec2(propPlaceSize,propPlaceSize*2))); } else if (randSeeded() < .2) { // 3 column prop stack new Prop(pos.add(vec2(0,propPlaceSize*2))); if (randSeeded() < .2) new Prop(pos.add(vec2(0,propPlaceSize*4))); } } } function buildBase() { let raycastHit; for(let tries=99;!raycastHit;) { if (!tries--) return 1; // count not find pos const pos = vec2(randSeeded(levelSize.x-40,40), levelSize.y); // must not be near player start if (abs(checkpointPos.x-pos.x) > 30) raycastHit = tileCollisionRaycast(pos, vec2(pos.x, 0)); } const cave = rand() < .5; const baseBottomCenterPos = raycastHit.int(); const baseSize = randSeeded(20,9)|0; const baseFloors = cave? 1 : randSeeded(6,1)|0; const basementFloors = randSeeded(cave?7:4, 0)|0; let floorBottomCenterPos = baseBottomCenterPos.subtract(vec2(0,basementFloors*6)); floorBottomCenterPos.y = max(floorBottomCenterPos.y, 9); // prevent going through bottom let floorWidth = baseSize; let previousFloorHeight = 0; for(let floor=-basementFloors; floor <= baseFloors; ++floor) { const topFloor = floor == baseFloors; const groundFloor = !floor; const isCaveFloor = cave ? rand() < .8 | (floor == 0 && rand() < .6): 0; let floorHeight = isCaveFloor ? randSeeded(9,2)|0 : topFloor? 0 : groundFloor? randSeeded(9,4)|0 : randSeeded(7,2)|0; const floorSpace = topFloor ? 4 : max(floorHeight - 1, 0); let backWindow = rand() < .5; const windowTop = rand(4,2); for(let x=-floorWidth; x <= floorWidth; ++x) { const isWindow = !isCaveFloor && randSeeded() < .3; const hasSide = !isCaveFloor && randSeeded() < .9; if (cave) backWindow = 0; else if (rand() < .1) backWindow = !backWindow; if (cave && rand() < .2) floorHeight = clamp(floorHeight + rand(3,-3)|0, 9, 2) for(let y=-1; y < floorHeight; ++y) { const pos = floorBottomCenterPos.add(vec2(x,y)); let foregroundTile = tileType_empty; if (isCaveFloor) { // add ceiling and floor if ( y < 0 | y == floorHeight-1) foregroundTile = tileType_dirt; setTileBackgroundData(pos, tileType_dirt); setTileCollisionData(pos, foregroundTile); } else { // add ceiling and floor const isHorizontal = y < 0 | y == floorHeight-1; if (isHorizontal) foregroundTile = tileType_pipeH; // add walls and windows if (abs(x) == floorWidth) foregroundTile = isHorizontal ? tileType_base : isWindow ? tileType_glass : tileType_pipeV; let backgroundTile = foregroundTile>0||floorHeight<3? tileType_baseBack : tileType_base; if (backWindow && y > 0 && y < floorHeight-windowTop && abs(x) < floorWidth-2) backgroundTile = tileType_window; setTileBackgroundData(pos, backgroundTile); setTileCollisionData(pos, foregroundTile); } } } // add ladders to floor below if (!cave || !topFloor) for(let ladderCount=randSeeded(2)+1|0;ladderCount--;) { const x = randSeeded(floorWidth-1, -floorWidth+1)|0; const pos = floorBottomCenterPos.add(vec2(x,-2)); let y=0; let hitBottom = 0; for(; y < levelSize.y; ++y) { const pos = floorBottomCenterPos.add(vec2(x,-y-1)); if (pos.y < 2) { // hit bottom, no ladder break; } if (y && getTileCollisionData(pos) > 0 && getTileCollisionData(pos.add(vec2(0,1))) <= 0 ) { for(;y--;) { const pos = floorBottomCenterPos.add(vec2(x,-y-1)); setTileCollisionData(pos, tileType_ladder); } break; } } } // spawn crates const propCount = randSeeded(floorWidth/2)|0; for(let i = propCount; i--;) spawnProps(floorBottomCenterPos.add(vec2(randSeeded( floorWidth-2,-floorWidth+2),.5))); if (topFloor || floorSpace > 1) { // spawn enemies for(let i = propCount; i--;) { const pos = floorBottomCenterPos.add(vec2(randSeeded( floorWidth-1,-floorWidth+1),.7)); new Enemy(pos); } } const oldFloorWidth = floorWidth; floorWidth = max(floorWidth + randSeeded(8,-8),9)|0; floorBottomCenterPos.y += floorHeight; floorBottomCenterPos.x += randSeeded(oldFloorWidth - floorWidth+1)|0; previousFloorHeight = floorHeight; } //checkpointPos = floorBottomCenterPos.copy(); // start player on base for testing // spawn random enemies and props for(let i=20;levelEnemyCount>0&&i--;) { const pos = vec2(floorBottomCenterPos.x + randSeeded(99, -99), levelSize.y); raycastHit = tileCollisionRaycast(pos, vec2(pos.x, 0)); // must not be near player start if (raycastHit && abs(checkpointPos.x-pos.x) > 20) { const pos = raycastHit.add(vec2(0,2)); randSeeded() < .7 ? new Enemy(pos) : spawnProps(pos); } } } function generateLevel() { levelEndTimer.unset(); // remove all objects that are not persistnt or are descendants of something persitant for(const o of engineObjects) o.destroy(); engineObjects = []; engineCollideObjects = []; // randomize ground level hills buildTerrain(levelSize); // find starting poing for player let raycastHit; for(let tries=99;!raycastHit;) { if (!tries--) return 1; // count not find pos // start on either side of level checkpointPos = vec2(levelSize.x/2 + (levelSize.x/2-10-randSeeded(9))*(randSeeded()<.5?-1:1) | 0, levelSize.y); raycastHit = tileCollisionRaycast(checkpointPos, vec2(checkpointPos.x, 0)); } checkpointPos = raycastHit.add(vec2(0,1)); // random bases until there enough enemies for(let tries=99;levelEnemyCount>0;) { if (!tries--) return 1; // count not spawn enemies if (buildBase()) return 1; } // build checkpoints for(let x=0; x 50) { // todo prevent overhangs const pos = raycastHit.add(vec2(0,1)); new Checkpoint(pos); } } } const groundTileStart = 8; function makeTileLayers(level_) { // create foreground layer tileLayer = new TileLayer(vec2(), levelSize); tileLayer.renderOrder = tileRenderOrder; // create background layer tileBackgroundLayer = new TileLayer(vec2(), levelSize); tileBackgroundLayer.renderOrder = tileBackgroundRenderOrder; for(let x=levelSize.x;x--;) for(let y=levelSize.y;y--;) { const pos = vec2(x,y); let tileType = getTileCollisionData(pos); if (tileType) { // todo pick tile, direction etc based on neighbors tile type let direction = rand(4)|0 let mirror = rand(2)|0; let color; let tileIndex = groundTileStart; if (tileType == tileType_dirt) { tileIndex = groundTileStart+2 + rand()**3*2|0; color = levelColor.mutate(.03); } else if (tileType == tileType_pipeH) { tileIndex = groundTileStart+5; direction = 1; } else if (tileType == tileType_pipeV) { tileIndex = groundTileStart+5; direction = 0; } else if (tileType == tileType_glass) { tileIndex = groundTileStart+5; direction = 0; color = new Color(0,1,1,.5); } else if (tileType == tileType_base) tileIndex = groundTileStart+4; else if (tileType == tileType_ladder) { tileIndex = groundTileStart+7; direction = mirror = 0; } tileLayer.setData(pos, new TileLayerData(tileIndex, direction, mirror, color)); } tileType = getTileBackgroundData(pos); if (tileType) { // todo pick tile, direction etc based on neighbors tile type const direction = rand(4)|0 const mirror = rand(2)|0; let color = new Color(); let tileIndex = groundTileStart; if (tileType == tileType_dirt) { tileIndex = groundTileStart +2 + rand()**3*2|0; color = levelColor.mutate(); } else if (tileType == tileType_base) { tileIndex = groundTileStart+6; color = color.scale(rand(1,.7),1) } else if (tileType == tileType_baseBack) { tileIndex = groundTileStart+6; color = color.scale(rand(.5,.3),1).mutate(); } else if (tileType == tileType_window) { tileIndex = 0; color = new Color(0,1,1,.5); } tileBackgroundLayer.setData(pos, new TileLayerData(tileIndex, direction, mirror, color.scale(.4,1))); } } tileLayer.redraw(); tileBackgroundLayer.redraw(); } function applyArtToLevel() { makeTileLayers(); // apply decoration to level tiles for(let x=levelSize.x;x--;) for(let y=levelSize.y;--y;) { decorateBackgroundTile(vec2(x,y)); decorateTile(vec2(x,y)); } generateParallaxLayers(); if (precipitationEnable && !lowGraphicsSettings) { // create rain or snow particles if (skyRain = rand() < .5) { // rain skyParticles = new ParticleEmitter( vec2(), 3, 0, 0, .3, // pos, emitSize, emitTime, emitRate, emiteCone 0, undefined, // tileIndex, tileSize new Color(.8,1,1,.6), new Color(.5,.5,1,.2), // colorStartA, colorStartB new Color(.8,1,1,.6), new Color(.5,.5,1,.2), // colorEndA, colorEndB 2, .1, .1, .2, 0, // particleTime, sizeStart, sizeEnd, particleSpeed, particleAngleSpeed .99, 1, .5, PI, .2, // damping, angleDamping, gravityScale, particleCone, fadeRate, .5, 1 // randomness, collide, additive, randomColorLinear, renderOrder ); skyParticles.elasticity = .2; skyParticles.trailScale = 2; } else { // snow skyParticles = new ParticleEmitter( vec2(), 3, 0, 0, .5, // pos, emitSize, emitTime, emitRate, emiteCone 0, undefined, // tileIndex, tileSize new Color(1,1,1,.8), new Color(1,1,1,.2), // colorStartA, colorStartB new Color(1,1,1,.8), new Color(1,1,1,.2), // colorEndA, colorEndB 3, .1, .1, .3, .01, // particleTime, sizeStart, sizeEnd, particleSpeed, particleAngleSpeed .98, 1, .2, PI, .2, // damping, angleDamping, gravityScale, particleCone, fadeRate, .5, 1 // randomness, collide, additive, randomColorLinear, renderOrder ); } skyParticles.emitRate = precipitationEnable && rand()<.5 ? rand(500) : 0; skyParticles.angle = PI+rand(.5,-.5); } } function nextLevel() { playerLives += 4; // three for beating a level plus 1 for respawning levelEnemyCount = 15 + min(level * 30, 300); ++level; levelSeed = randSeed = rand(1e9)|0; levelSize = vec2(min(level*99,400),200); levelColor = randColor(new Color(.2,.2,.2), new Color(.8,.8,.8)); levelSkyColor = randColor(new Color(.5,.5,.5), new Color(.9,.9,.9)); levelSkyHorizonColor = levelSkyColor.subtract(new Color(.05,.05,.05)).mutate(.3).clamp(); levelGroundColor = levelColor.mutate().add(new Color(.3,.3,.3)).clamp(); // keep trying until a valid level is generated for(;generateLevel();); // warm up level levelWarmup = 1; // objects that effect the level must be added here const firstCheckpoint = new Checkpoint(checkpointPos).setActive(); applyArtToLevel(); const warmUpTime = 2; for(let i=warmUpTime * FPS; i--;) { updateSky(); engineUpdateObjects(); } levelWarmup = 0; // destroy any objects that are stuck in collision forEachObject(0, 0, (o)=> { if (o.isGameObject && o != firstCheckpoint) { const checkBackground = o.isCheckpoint; (checkBackground ? getTileBackgroundData(o.pos) > 0 : tileCollisionTest(o.pos,o.size)) && o.destroy(); } }); // hack, subtract off warm up time from main game timer //gameTimer.time += warmUpTime; levelTimer.set(); // spawn player players = []; new Player(checkpointPos); //new Enemy(checkpointPos.add(vec2(3))); // test enemy } ================================================ FILE: appObjects.js ================================================ /* Javascript Space Game By Frank Force 2021 */ 'use strict'; class GameObject extends EngineObject { constructor(pos, size, tileIndex, tileSize, angle) { super(pos, size, tileIndex, tileSize, angle); this.isGameObject = 1; this.health = this.healthMax = 0; this.burnDelay = .1; this.burnTime = 3; this.damageTimer = new Timer; this.burnDelayTimer = new Timer; this.burnTimer = new Timer; this.extinguishTimer = new Timer; this.color = new Color; this.additiveColor = new Color(0,0,0,0); } inUpdateWindow() { return levelWarmup || isOverlapping(this.pos, this.size, cameraPos, updateWindowSize); } update() { if (this.parent || this.persistent || !this.groundObject || this.inUpdateWindow()) // pause physics if outside update window super.update(); if (!this.isLavaRock) { if (!this.isDead() && this.damageTimer.isSet()) { // flash white when damaged const a = .5*percent(this.damageTimer.get(), 0, .15); this.additiveColor = new Color(a,a,a,0); } else this.additiveColor = new Color(0,0,0,0); } if (!this.parent && this.pos.y < -1) { // kill and destroy if fall below level this.kill(); this.persistent || this.destroy(); } else if (this.burnTime) { if (this.burnTimer.isSet()) { // burning if (this.burnTimer.elapsed()) { this.kill(); if (this.fireEmitter) this.fireEmitter.emitRate = 0; } else if (rand() < .01) { // random chance to spread fire const spreadRadius = 2; debugFire && debugCircle(this.pos, spreadRadius, '#f00', 1); forEachObject(this.pos, spreadRadius, (o)=>o.isGameObject && o.burn()); } } else if (this.burnDelayTimer.elapsed()) { // finished waiting to burn this.burn(1); } } } render() { drawTile(this.pos, this.size, this.tileIndex, this.tileSize, this.color.scale(this.burnColorPercent(),1), this.angle, this.mirror, this.additiveColor); } burnColorPercent() { return lerp(this.burnTimer.getPercent(), .2, 1); } burn(instant) { if (!this.canBurn || this.burnTimer.isSet() || this.extinguishTimer.active()) return; if (godMode && this.isPlayer) return; if (this.team == team_player) { // safety window after spawn if (godMode || this.getAliveTime() < 2) return; } if (instant) { this.burnTimer.set(this.burnTime*rand(1.5, 1)); this.fireEmitter = makeFire(); this.addChild(this.fireEmitter); } else this.burnDelayTimer.isSet() || this.burnDelayTimer.set(this.burnDelay*rand(1.5, 1)); } extinguish() { if (this.fireEmitter && this.fireEmitter.emitRate == 0) return; // stop burning this.extinguishTimer.set(.1); this.burnTimer.unset(); this.burnDelayTimer.unset(); if (this.fireEmitter) this.fireEmitter.destroy(); this.fireEmitter = 0; } heal(health) { assert(health >= 0); if (this.isDead()) return 0; // apply healing and return amount healed return this.health - (this.health = min(this.health + health, this.healthMax)); } damage(damage, damagingObject) { ASSERT(damage >= 0); if (this.isDead()) return 0; // set damage timer; this.damageTimer.set(); for(const child of this.children) child.damageTimer && child.damageTimer.set(); // apply damage and kill if necessary const newHealth = max(this.health - damage, 0); if (!newHealth) this.kill(damagingObject); // set new health and return amount damaged return this.health - (this.health = newHealth); } isDead() { return !this.health; } kill(damagingObject) { this.destroy(); } collideWithObject(o) { if (o.isLavaRock && this.canBurn) { if (levelWarmup) { this.destroy(); return 1; } this.burn(); } return 1; } } /////////////////////////////////////////////////////////////////////////////// const propType_crate_wood = 0; const propType_crate_explosive = 1; const propType_crate_metal = 2; const propType_barrel_explosive = 3; const propType_barrel_water = 4; const propType_barrel_metal = 5; const propType_barrel_highExplosive = 6; const propType_rock = 7; const propType_rock_lava = 8; const propType_count = 9; class Prop extends GameObject { constructor(pos, typeOverride) { super(pos); const type = this.type = (typeOverride != undefined ? typeOverride : rand()**2*propType_count|0); let health = 5; this.tileIndex = 16; this.explosionSize = 0; if (this.type == propType_crate_wood) { this.color = new Color(1,.5,0); this.canBurn = 1; } else if (this.type == propType_crate_metal) { this.color = new Color(.9,.9,1); health = 10; } else if (this.type == propType_crate_explosive) { this.color = new Color(.2,.8,.2); this.canBurn = 1; this.explosionSize = 2; health = 1e3; } else if (this.type == propType_barrel_metal) { this.tileIndex = 17; this.color = new Color(.9,.9,1); health = 10; } else if (this.type == propType_barrel_explosive) { this.tileIndex = 17; this.color = new Color(.2,.8,.2); this.canBurn = 1; this.explosionSize = 2; health = 1e3; } else if (this.type == propType_barrel_highExplosive) { this.tileIndex = 17; this.color = new Color(1,.1,.1); this.canBurn = 1; this.explosionSize = 3; this.burnTimeDelay = 0; this.burnTime = rand(.5,.1); health = 1e3; } else if (this.type == propType_barrel_water) { this.tileIndex = 17; this.color = new Color(0,.6,1); health = .01; } else if (this.type == propType_rock || this.type == propType_rock_lava) { this.tileIndex = 18; this.color = new Color(.8,.8,.8).mutate(.2); health = 30; this.mass *= 4; if (rand() < .2) { health = 99; this.mass *= 4; this.size = this.size.scale(2); this.pos.y += .5; } this.isCrushing = 1; if (this.type == propType_rock_lava) { this.color = new Color(1,.9,0); this.additiveColor = new Color(1,0,0); this.isLavaRock = 1; } } // randomly angle and flip axis (90 degree rotation) this.angle = (rand(4)|0)*PI/2; if (rand() < .5) this.size = this.size.flip(); this.mirror = rand() < .5; this.health = this.healthMax = health; this.setCollision(1, 1); } update() { const oldVelocity = this.velocity.copy(); super.update(); // apply collision damage const deltaSpeedSquared = this.velocity.subtract(oldVelocity).lengthSquared(); deltaSpeedSquared > .05 && this.damage(2*deltaSpeedSquared); } damage(damage, damagingObject) { (this.explosionSize || this.type == propType_crate_wood && rand() < .1) && this.burn(); super.damage(damage, damagingObject); } kill() { if (this.destroyed) return; if (this.type == propType_barrel_water) makeWater(this.pos); this.destroy(); makeDebris(this.pos, this.color.scale(this.burnColorPercent(),1)); this.explosionSize ? explosion(this.pos, this.explosionSize) : playSound(sound_destroyTile, this.pos); } } /////////////////////////////////////////////////////////////////////////////// let checkpointPos, activeCheckpoint, checkpointTimer = new Timer; class Checkpoint extends GameObject { constructor(pos) { super(pos.int().add(vec2(.5))) this.renderOrder = tileRenderOrder-1; this.isCheckpoint = 1; for(let x=3;x--;) for(let y=6;y--;) setTileCollisionData(pos.subtract(vec2(x-1,1-y)), y ? tileType_empty : tileType_solid); } update() { if (!this.inUpdateWindow()) return; // ignore offscreen objects // check if player is near for(const player of players) player && !player.isDead() && this.pos.distanceSquared(player.pos) < 1 && this.setActive(); } setActive() { if (activeCheckpoint != this && !levelWarmup) playSound(sound_checkpoint, this.pos); checkpointPos = this.pos; activeCheckpoint = this; checkpointTimer.set(.1); } render() { // draw flag const height = 4; const color = activeCheckpoint == this ? new Color(1,0,0) : new Color; const a = Math.sin(time*4+this.pos.x); drawTile(this.pos.add(vec2(.5,height-.3-.5-.03*a)), vec2(1,.6), 14, undefined, color, a*.06); drawRect(this.pos.add(vec2(0,height/2-.5)), vec2(.1,height), new Color(.9,.9,.9)); } } /////////////////////////////////////////////////////////////////////////////// class Grenade extends GameObject { constructor(pos) { super(pos, vec2(.2), 5, vec2(8)); this.health = this.healthMax = 1e3; this.beepTimer = new Timer(1); this.elasticity = .3; this.friction = .9; this.angleDamping = .96; this.renderOrder = 1e8; this.setCollision(); } update() { super.update(); if (this.getAliveTime() > 3) { explosion(this.pos, 3); this.destroy(); return; } if (this.beepTimer.elapsed()) { playSound(sound_grenade, this.pos) this.beepTimer.set(1); } alertEnemies(this.pos, this.pos); } render() { drawTile(this.pos, vec2(.5), this.tileIndex, this.tileSize, this.color, this.angle); const a = this.getAliveTime(); setBlendMode(1); drawTile(this.pos, vec2(2), 0, vec2(16), new Color(1,0,0,.2-.2*Math.cos(a*2*PI))); drawTile(this.pos, vec2(1), 0, vec2(16), new Color(1,0,0,.2-.2*Math.cos(a*2*PI))); drawTile(this.pos, vec2(.5), 0, vec2(16), new Color(1,1,1,.2-.2*Math.cos(a*2*PI))); setBlendMode(0); } } /////////////////////////////////////////////////////////////////////////////// class Weapon extends EngineObject { constructor(pos, parent) { super(pos, vec2(.6), 4, vec2(8)); // weapon settings this.isWeapon = 1; this.fireTimeBuffer = this.localAngle = 0; this.recoilTimer = new Timer; this.addChild(this.shellEmitter = new ParticleEmitter( vec2(), 0, 0, 0, .1, // pos, emitSize, emitTime, emitRate, emiteCone undefined, undefined, // tileIndex, tileSize new Color(1,.8,.5), new Color(.9,.7,.5), // colorStartA, colorStartB new Color(1,.8,.5), new Color(.9,.7,.5), // colorEndA, colorEndB 3, .1, .1, .15, .1, // particleTime, sizeStart, sizeEnd, particleSpeed, particleAngleSpeed 1, .95, 1, 0, 0, // damping, angleDamping, gravityScale, particleCone, fadeRate, .1, 1 // randomness, collide, additive, randomColorLinear, renderOrder )); this.shellEmitter.elasticity = .5; this.shellEmitter.particleDestroyCallback = persistentParticleDestroyCallback; this.renderOrder = parent.renderOrder+1; parent.weapon = this; parent.addChild(this, this.localOffset = vec2(.55,0)); } update() { super.update(); const fireRate = 8; const bulletSpeed = .5; const spread = .1; this.mirror = this.parent.mirror; this.fireTimeBuffer += timeDelta; if (this.recoilTimer.active()) this.localAngle = lerp(this.recoilTimer.getPercent(), 0, this.localAngle); if (this.triggerIsDown) { // slow down enemy bullets const speed = bulletSpeed * (this.parent.isPlayer ? 1 : .5); const rate = 1/fireRate; for(; this.fireTimeBuffer > 0; this.fireTimeBuffer -= rate) { this.localAngle = -rand(.2,.15); this.recoilTimer.set(rand(.4,.3)); const bullet = new Bullet(this.pos, this.parent); const direction = vec2(this.getMirrorSign(speed), 0); bullet.velocity = direction.rotate(rand(spread,-spread)); this.shellEmitter.localAngle = -.8*this.getMirrorSign(); this.shellEmitter.emitParticle(); playSound(sound_shoot, this.pos); // alert enemies this.parent.isPlayer && alertEnemies(this.pos, this.pos); } } else this.fireTimeBuffer = min(this.fireTimeBuffer, 0); } } /////////////////////////////////////////////////////////////////////////////// class Bullet extends EngineObject { constructor(pos, attacker) { super(pos, vec2(0)); this.color = new Color(1,1,0,1); this.lastVelocity = this.velocity; this.setCollision(); this.damage = this.damping = 1; this.gravityScale = 0; this.attacker = attacker; this.team = attacker.team; this.renderOrder = 1e9; this.range = 8; } update() { this.lastVelocity = this.velocity; super.update(); this.range -= this.velocity.length(); if (this.range < 0) { const emitter = new ParticleEmitter( this.pos, .2, .1, 100, PI, // pos, emitSize, emitTime, emitRate, emiteCone 0, undefined, // tileIndex, tileSize new Color(1,1,0,.5), new Color(1,1,1,.5), // colorStartA, colorStartB new Color(1,1,0,0), new Color(1,1,1,0), // colorEndA, colorEndB .1, .5, .1, .1, .1, // particleTime, sizeStart, sizeEnd, particleSpeed, particleAngleSpeed 1, 1, .5, PI, .1, // damping, angleDamping, gravityScale, particleCone, fadeRate, .5, 0, 1 // randomness, collide, additive, randomColorLinear, renderOrder ); this.destroy(); return; } // check if hit someone forEachObject(this.pos, this.size, (o)=> { if (o.isGameObject && !o.parent && o.team != this.team) if (!o.dodgeTimer || !o.dodgeTimer.active()) this.collideWithObject(o) }); } collideWithObject(o) { if (o.isGameObject) { o.damage(this.damage, this); o.applyForce(this.velocity.scale(.1)); if (o.isCharacter) { playSound(sound_walk, this.pos); this.destroy(); } else this.kill(); } return 1; } collideWithTile(data, pos) { if (data <= 0) return 0; const destroyTileChance = data == tileType_glass ? 1 : data == tileType_dirt ? .2 : .05; rand() < destroyTileChance && destroyTile(pos); this.kill(); return 1; } kill() { if (this.destroyed) return; const emitter = new ParticleEmitter( this.pos, 0, .1, 100, .5, // pos, emitSize, emitTime, emitRate, emiteCone undefined, undefined, // tileIndex, tileSize new Color(1,1,0), new Color(1,0,0), // colorStartA, colorStartB new Color(1,1,0), new Color(1,0,0), // colorEndA, colorEndB .2, .2, 0, .1, .1, // particleTime, sizeStart, sizeEnd, particleSpeed, particleAngleSpeed 1, 1, .5, PI, .1, // damping, angleDamping, gravityScale, particleCone, fadeRate, .5, 1, 1 // randomness, collide, additive, randomColorLinear, renderOrder ); emitter.trailScale = 1; emitter.angle = this.lastVelocity.angle() + PI; emitter.elasticity = .3; this.destroy(); } render() { drawRect(this.pos, vec2(.4,.5), new Color(1,1,1,.5), this.velocity.angle()); drawRect(this.pos, vec2(.2,.5), this.color, this.velocity.angle()); } } ================================================ FILE: engine/build/build.bat ================================================ rem SIMPLE BUILD SCRIPT FOR JS13k by FRANK FORCE rem minfies and combines index.html and index.js and zips the result set name=app rem go to top of project cd .. cd .. rem remove old files del %name%.zip index.min.html rmdir /s /q build rem combine code mkdir build type engine\engineUtil.js >> build\index.js echo.>> build\index.js type engine\build\engineBuild.js >> build\index.js echo.>> build\index.js type engine\engine.js >> build\index.js echo.>> build\index.js type engine\engineAudio.js >> build\index.js echo.>> build\index.js type engine\engineObject.js >> build\index.js echo.>> build\index.js type engine\engineTileLayer.js >> build\index.js echo.>> build\index.js type engine\engineInput.js >> build\index.js echo.>> build\index.js type engine\engineParticle.js >> build\index.js echo.>> build\index.js type engine\engineWebGL.js >> build\index.js echo.>> build\index.js type engine\engineDraw.js >> build\index.js echo.>> build\index.js rem add app files to include here type appObjects.js >> build\index.js echo.>> build\index.js type appCharacters.js >> build\index.js echo.>> build\index.js type appEffects.js >> build\index.js echo.>> build\index.js type appLevel.js >> build\index.js echo.>> build\index.js type app.js >> build\index.js echo.>> build\index.js rem minify code with closure call google-closure-compiler --js build\index.js --js_output_file build\index.js --compilation_level ADVANCED --language_out ECMASCRIPT_2019 --warning_level VERBOSE --jscomp_off * --assume_function_wrapper if %ERRORLEVEL% NEQ 0 ( pause exit /b %ERRORLEVEL% ) rem more minification with uglify or terser (they both are about the same) call uglifyjs -o build\index.js --compress --mangle -- build\index.js rem call terser -o build\index.js --compress --mangle -- build\index.js if %ERRORLEVEL% NEQ 0 ( pause exit /b %ERRORLEVEL% ) rem roadroaller compresses the code better then zip call roadroller build\index.js -o build\index.js if %ERRORLEVEL% NEQ 0 ( pause exit /b %ERRORLEVEL% ) rem build the html type engine\build\index.html >> build\index.html echo ^ >> build\index.html type build\index.js >> build\index.html echo ^ >> build\index.html rem minify the png call imagemin tiles.png > build\tiles.png if %ERRORLEVEL% NEQ 0 ( pause exit /b %ERRORLEVEL% ) rem zip the result cd build rem call advzip -a -4 -i 99 ..\%name%.zip index.html call ..\ect -9 -strip -zip ..\%name%.zip index.html if %ERRORLEVEL% NEQ 0 ( pause exit /b %ERRORLEVEL% ) rem remove build folder copy index.html ..\index.min.html cd .. rmdir /s /q build rem pause to see result ect -9 -strip -zip js13k.zip index.html ================================================ FILE: engine/build/build.html ================================================ ================================================ FILE: engine/build/engineBuild.js ================================================ /* LittleJS - Build include file By Frank Force 2021 This file is automatically included first by the build system. */ 'use strict'; const debug = 0; const showWatermark = 0; const godMode = 0; const debugOverlay = 0; const debugPhysics = 0; const debugParticles = 0; // allow debug commands to be removed from the final build const ASSERT = ()=> {} const debugPoint = ()=> {} const debugRect = ()=> {} const debugLine = ()=> {} const debugInit = ()=> {} const debugUpdate = ()=> {} const debugRender = ()=> {} ================================================ FILE: engine/build/index.html ================================================ ================================================ FILE: engine/build/setupBuild.bat ================================================ rem install these command line tools if necessary npm install -g google-closure-compiler npm install -g terser npm install -g uglify npm install -g roadroller npm install --global imagemin-cli npm install -g advzip-bin ================================================ FILE: engine/engine.js ================================================ /* LittleJS - The Little JavaScript Game Engine That Can - By Frank Force 2021 Engine Features - Engine and debug system are separate from game code - Object oriented with base class engine object - Engine handles core update loop - Base class object handles update, physics, collision, rendering, etc - Engine helper classes and functions like Vector2, Color, and Timer - Super fast rendering system for tile sheets - Sound effects audio with zzfx and music with zzfxm - Input processing system with gamepad and touchscreen support - Tile layer rendering and collision system - Particle effect system - Automatically calls appInit(), appUpdate(), appUpdatePost(), appRender(), appRenderPost() - Debug tools and debug rendering system - Call engineInit() to start it up! */ 'use strict'; /////////////////////////////////////////////////////////////////////////////// // engine config const engineName = 'LittleJS'; const engineVersion = 'v0.74'; const FPS = 60, timeDelta = 1/FPS; const defaultFont = 'arial'; // font used for text rendering const maxWidth = 1920, maxHeight = 1200; // up to 1080p and 16:10 const fixedWidth = 0; // native resolution //const fixedWidth = 1280, fixedHeight = 720; // 720p //const fixedWidth = 128, fixedHeight = 128; // PICO-8 //const fixedWidth = 240, fixedHeight = 136; // TIC-80 // tile sheet settings //const defaultTilesFilename = 'a.png'; // everything goes in one tile sheet const defaultTileSize = vec2(16); // default size of tiles in pixels const tileBleedShrinkFix = .3; // prevent tile bleeding from neighbors const pixelated = 1; // use crisp pixels for pixel art /////////////////////////////////////////////////////////////////////////////// // core engine const gravity = -.01; let mainCanvas=0, mainContext=0, mainCanvasSize=vec2(); let engineObjects=[], engineCollideObjects=[]; let frame=0, time=0, realTime=0, paused=0, frameTimeLastMS=0, frameTimeBufferMS=0, debugFPS=0; let cameraPos=vec2(), cameraScale=4*max(defaultTileSize.x, defaultTileSize.y); let tileImageSize, tileImageSizeInverse, shrinkTilesX, shrinkTilesY, drawCount; const tileImage = new Image(); // the tile image used by everything function engineInit(appInit, appUpdate, appUpdatePost, appRender, appRenderPost) { // init engine when tiles load tileImage.onload = ()=> { // save tile image info tileImageSizeInverse = vec2(1).divide(tileImageSize = vec2(tileImage.width, tileImage.height)); debug && (tileImage.onload=()=>ASSERT(1)); // tile sheet can not reloaded shrinkTilesX = tileBleedShrinkFix/tileImageSize.x; shrinkTilesY = tileBleedShrinkFix/tileImageSize.y; // setup html document.body.appendChild(mainCanvas = document.createElement('canvas')); document.body.style = 'margin:0;overflow:hidden;background:#000'; mainCanvas.style = 'position:absolute;top:50%;left:50%;transform:translate(-50%,-50%);image-rendering:crisp-edges;image-rendering:pixelated'; // pixelated rendering mainContext = mainCanvas.getContext('2d'); debugInit(); glInit(); appInit(); engineUpdate(); }; // main update loop const engineUpdate = (frameTimeMS=0)=> { requestAnimationFrame(engineUpdate); if (!document.hasFocus()) inputData[0].length = 0; // clear input when lost focus // prepare to update time const realFrameTimeDeltaMS = frameTimeMS - frameTimeLastMS; let frameTimeDeltaMS = realFrameTimeDeltaMS; frameTimeLastMS = frameTimeMS; realTime = frameTimeMS / 1e3; if (debug) frameTimeDeltaMS *= keyIsDown(107) ? 5 : keyIsDown(109) ? .2 : 1; if (!paused) frameTimeBufferMS += frameTimeDeltaMS; // update frame mousePosWorld = screenToWorld(mousePosScreen); updateGamepads(); // apply time delta smoothing, improves smoothness of framerate in some browsers let deltaSmooth = 0; if (frameTimeBufferMS < 0 && frameTimeBufferMS > -9) { // force an update each frame if time is close enough (not just a fast refresh rate) deltaSmooth = frameTimeBufferMS; frameTimeBufferMS = 0; //debug && frameTimeBufferMS < 0 && console.log('time smoothing: ' + -deltaSmooth); } //debug && frameTimeBufferMS < 0 && console.log('skipped frame! ' + -frameTimeBufferMS); // clamp incase of extra long frames (slow framerate) frameTimeBufferMS = min(frameTimeBufferMS, 50); // update the frame for (;frameTimeBufferMS >= 0; frameTimeBufferMS -= 1e3 / FPS) { // main frame update appUpdate(); engineUpdateObjects(); appUpdatePost(); debugUpdate(); // update input for(let deviceInputData of inputData) deviceInputData.map(k=> k.r = k.p = 0); mouseWheel = 0; } // add the smoothing back in frameTimeBufferMS += deltaSmooth; if (fixedWidth) { // clear and fill window if smaller mainCanvas.width = fixedWidth; mainCanvas.height = fixedHeight; // fit to window width if smaller const fixedAspect = fixedWidth / fixedHeight; const aspect = innerWidth / innerHeight; mainCanvas.style.width = aspect < fixedAspect ? '100%' : ''; mainCanvas.style.height = aspect < fixedAspect ? '' : '100%'; } else { // fill the window mainCanvas.width = min(innerWidth, maxWidth); mainCanvas.height = min(innerHeight, maxHeight); } // save canvas size mainCanvasSize = vec2(mainCanvas.width, mainCanvas.height); mainContext.imageSmoothingEnabled = !pixelated; // disable smoothing for pixel art // render sort then render while removing destroyed objects glPreRender(mainCanvas.width, mainCanvas.height); appRender(); engineObjects.sort((a,b)=> a.renderOrder - b.renderOrder); for(const o of engineObjects) o.destroyed || o.render(); glCopyToContext(mainContext); appRenderPost(); debugRender(); if (showWatermark) { // update fps debugFPS = lerp(.05, 1e3/(realFrameTimeDeltaMS||1), debugFPS); mainContext.textAlign = 'right'; mainContext.textBaseline = 'top'; mainContext.font = '1em monospace'; mainContext.fillStyle = '#000'; const text = engineName + ' ' + engineVersion + ' / ' + drawCount + ' / ' + engineObjects.length + ' / ' + debugFPS.toFixed(1); mainContext.fillText(text, mainCanvas.width-3, 3); mainContext.fillStyle = '#fff'; mainContext.fillText(text, mainCanvas.width-2,2); drawCount = 0; } // copy anything left in the buffer if necessary glCopyToContext(mainContext); } //tileImage.src = 'tiles.png'; tileImage.src = `data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAIAAAABABAMAAAAg+GJMAAAAJ1BMVEUAAAD///+AgID/AAAAAACJT6T/dwBIG11mlD2i91azs7PZ2dlAQEA9UPniAAAAAXRSTlMAQObYZgAAAoRJREFUeNqsk8dZw0AQhWfNiHDbARfgVAB0sNI3LTgcfSLcbasC0o0j6panHIYMT+FX+p8y/UdECJnNJlTn6PJnft4wEvHFasCkis2JakItl9dpemjZxgniywInnhX2hWAxXug0NIwKcduwjRTpF8hVLp7PJDSEuE5X24ofFZAQV7cAEZtDQ4jLJcSKgzuAXD8DDuVDdGOFmWjNaPN0v1zdPtU0BTSIi8cQY60ZPWcQ715r2oIzeqFupBQbZqVY0xY8PT1RN6zIh7QP8TTL+lcwmiE1megkRagif1DgvB8WsAILbQpYgZ2aD8kWsGLMUSybdfMpm1tgDRiJzfr7P5MteGufDpXchoE4jGcKj32C2oBKsM5jlPUlT4VKyN9TdFuSwKsfqrLHTcE5ucQgKL8H+GZW2n0YZptZKUXSXhIUic4nfa4OXrPPNmXTxI8BwzCBFcP6DjGxfwFmmwIwBv548/sccBJqPGRK10uYu5YCtRkD/r3xc8AEELDOk6ZAn3OHXR7h19D8OAckE3ukFiAkyb7V+lPXAqecd/8DYCSAkAGK+r37W3fhDZYCQqg4ICS/HKjNQsACbuYYRHLmHLh1BFfRHikKevd0dwATAQzTW3Dv7n8DKCrsZSF51wLh2hssfCOGQTLoegvZrn/j0iIlVEyKLSDjk0VaWGVjZERCQpHLqwywcEzIlbCChLArx1SbpQBgjITB5+f88l6bw+tLnbzW2eZWJQGEOMwKk3hz4JQnuy8FIH4tw+T2QNkNzSmeA0eA7T0BgFMc8mQox9qsCiQIY+AwDO/bNSOk4zaMIxxyvi8AMAW2xwcH1o+w/hHXf+P6RVq/yo86pjXn/PT09LTsL3dlHSBbTLmdAAAAAElFTkSuQmCC`; } function engineUpdateObjects() { // recursive object update const updateObject = (o)=> { if (!o.destroyed) { o.update(); for(const child of o.children) updateObject(child); } } for(const o of engineObjects) o.parent || updateObject(o); engineObjects = engineObjects.filter(o=>!o.destroyed); engineCollideObjects = engineCollideObjects.filter(o=>!o.destroyed); time = ++frame / FPS; } function forEachObject(pos, size=0, callbackFunction=(o)=>1, collideObjectsOnly=1) { const objectList = collideObjectsOnly ? engineCollideObjects : engineObjects; if (!size) { // no overlap test for (const o of objectList) callbackFunction(o); } else if (size.x != undefined) { // aabb test for (const o of objectList) isOverlapping(pos, size, o.pos, o.size) && callbackFunction(o); } else { // circle test const sizeSquared = size**2; for (const o of objectList) pos.distanceSquared(o.pos) < sizeSquared && callbackFunction(o); } } ================================================ FILE: engine/engineAudio.js ================================================ /* LittleJS Audio System - Speech Synthesis - ZzFX Sound Effects - ZzFXM Music - Can attenuate zzfx sounds by camera range */ 'use strict'; const soundEnable = 1; // all audio can be disabled const defaultSoundRange = 15;// distance where taper starts const soundTaperPecent = .5; // extra range added for sound taper const audioVolume = .5; // volume for sound, music and speech let audioContext; // main audio context /////////////////////////////////////////////////////////////////////////////// // play a zzfx sound in world space with attenuation and culling function playSound(zzfxSound, pos, range=defaultSoundRange, volumeScale=1) { if (!soundEnable) return; const lengthSquared = cameraPos.distanceSquared(pos); const maxRange = range * (soundTaperPecent + 1); if (lengthSquared > maxRange**2) return; // copy sound (so volume scale isnt permanant) zzfxSound = [...zzfxSound]; // scale volume const scale = volumeScale * percent(lengthSquared**.5, range, maxRange); zzfxSound[0] = (zzfxSound[0]||1) * scale; zzfx(...zzfxSound); } // render and play zzfxm music with an option to loop function playMusic(zzfxmMusic, loop=1) { if (!soundEnable) return; const source = zzfxP(...zzfxM(...zzfxmMusic)); source && (source.loop = loop); return source; } /////////////////////////////////////////////////////////////////////////////// // speak text with passed in settings function speak(text, language='', volume=1, rate=1, pitch=1) { if (!soundEnable || !speechSynthesis) return; // common languages (not supported by all browsers) // en - english, it - italian, fr - french, de - german, es - spanish // ja - japanese, ru - russian, zh - chinese, hi - hindi, ko - korean // build utterance and speak const utterance = new SpeechSynthesisUtterance(text); utterance.lang = language; utterance.volume = volume*audioVolume*3; utterance.rate = rate; utterance.pitch = pitch; speechSynthesis.speak(utterance); } const stopSpeech = ()=> speechSynthesis && speechSynthesis.cancel(); /////////////////////////////////////////////////////////////////////////////// // ZzFXMicro - Zuper Zmall Zound Zynth - v1.1.8 by Frank Force const zzfxR = 44100; // sample rate function zzfx( // parameters volume = 1, randomness = .05, frequency = 220, attack = 0, sustain = 0, release = .1, shape = 0, shapeCurve = 1, slide = 0, deltaSlide = 0, pitchJump = 0, pitchJumpTime = 0, repeatTime = 0, noise = 0, modulation = 0, bitCrush = 0, delay = 0, sustainVolume = 1, decay = 0, tremolo = 0 ) { // wait for user input to create audio context if (!soundEnable || !hadInput) return; // init parameters let PI2 = PI*2, sign = v => v>0?1:-1, startSlide = slide *= 500 * PI2 / zzfxR / zzfxR, b=[], startFrequency = frequency *= (1 + randomness*2*Math.random() - randomness) * PI2 / zzfxR, t=0, tm=0, i=0, j=1, r=0, c=0, s=0, f, length; // scale by sample rate attack = attack * zzfxR + 9; // minimum attack to prevent pop decay *= zzfxR; sustain *= zzfxR; release *= zzfxR; delay *= zzfxR; deltaSlide *= 500 * PI2 / zzfxR**3; modulation *= PI2 / zzfxR; pitchJump *= PI2 / zzfxR; pitchJumpTime *= zzfxR; repeatTime = repeatTime * zzfxR | 0; // generate waveform for(length = attack + decay + sustain + release + delay | 0; i < length; b[i++] = s) { if (!(++c%(bitCrush*100|0))) // bit crush { s = shape? shape>1? shape>2? shape>3? // wave shape Math.sin((t%PI2)**3) : // 4 noise Math.max(Math.min(Math.tan(t),1),-1): // 3 tan 1-(2*t/PI2%2+2)%2: // 2 saw 1-4*abs(Math.round(t/PI2)-t/PI2): // 1 triangle Math.sin(t); // 0 sin s = (repeatTime ? 1 - tremolo + tremolo*Math.sin(PI2*i/repeatTime) // tremolo : 1) * sign(s)*(abs(s)**shapeCurve) * // curve 0=square, 2=pointy volume * audioVolume * ( // envelope i < attack ? i/attack : // attack i < attack + decay ? // decay 1-((i-attack)/decay)*(1-sustainVolume) : // decay falloff i < attack + decay + sustain ? // sustain sustainVolume : // sustain volume i < length - delay ? // release (length - i - delay)/release * // release falloff sustainVolume : // release volume 0); // post release s = delay ? s/2 + (delay > i ? 0 : // delay (i pitchJumpTime) // pitch jump { frequency += pitchJump; // apply pitch jump startFrequency += pitchJump; // also apply to start j = 0; // reset pitch jump time } if (repeatTime && !(++r % repeatTime)) // repeat { frequency = startFrequency; // reset frequency slide = startSlide; // reset slide j = j || 1; // reset pitch jump time } } // create audio context if (!audioContext) audioContext = new (window.AudioContext||webkitAudioContext); // create buffer and source const buffer = audioContext.createBuffer(1, b.length, zzfxR), source = audioContext.createBufferSource(); // copy samples to buffer and play buffer.getChannelData(0).set(b); source.buffer = buffer; source.connect(audioContext.destination); source.start(); return source; } /////////////////////////////////////////////////////////////////////////////// // ZzFX Music Renderer v2.0.3 by Keith Clark and Frank Force /////////////////////////////////////////////////////////////////////////////// // ZzFX Music Renderer v2.0.3 by Keith Clark and Frank Force function zzfxM(instruments, patterns, sequence, BPM = 125) { if (!soundEnable) return; let instrumentParameters; let i; let j; let k; let note; let sample; let patternChannel; let notFirstBeat; let stop; let instrument; let pitch; let attenuation; let outSampleOffset; let isSequenceEnd; let sampleOffset = 0; let nextSampleOffset; let sampleBuffer = []; let leftChannelBuffer = []; let rightChannelBuffer = []; let channelIndex = 0; let panning = 0; let hasMore = 1; let sampleCache = {}; let beatLength = zzfxR / BPM * 60 >> 2; // for each channel in order until there are no more for(; hasMore; channelIndex++) { // reset current values sampleBuffer = [hasMore = notFirstBeat = pitch = outSampleOffset = 0]; // for each pattern in sequence sequence.map((patternIndex, sequenceIndex) => { // get pattern for current channel, use empty 1 note pattern if none found patternChannel = patterns[patternIndex][channelIndex] || [0, 0, 0]; // check if there are more channels hasMore |= !!patterns[patternIndex][channelIndex]; // get next offset, use the length of first channel nextSampleOffset = outSampleOffset + (patterns[patternIndex][0].length - 2 - !notFirstBeat) * beatLength; // for each beat in pattern, plus one extra if end of sequence isSequenceEnd = sequenceIndex == sequence.length - 1; for (i = 2, k = outSampleOffset; i < patternChannel.length + isSequenceEnd; notFirstBeat = ++i) { // note = patternChannel[i]; // stop if end, different instrument or new note stop = i == patternChannel.length + isSequenceEnd - 1 && isSequenceEnd || instrument != (patternChannel[0] || 0) | note | 0; // fill buffer with samples for previous beat, most cpu intensive part for (j = 0; j < beatLength && notFirstBeat; // fade off attenuation at end of beat if stopping note, prevents clicking j++ > beatLength - 99 && stop ? attenuation += (attenuation < 1) / 99 : 0 ) { // copy sample to stereo buffers with panning sample = (1 - attenuation) * sampleBuffer[sampleOffset++] / 2 || 0; leftChannelBuffer[k] = (leftChannelBuffer[k] || 0) - sample * panning + sample; rightChannelBuffer[k] = (rightChannelBuffer[k++] || 0) + sample * panning + sample; } // set up for next note if (note) { // set attenuation attenuation = note % 1; panning = patternChannel[1] || 0; if (note |= 0) { // get cached sample sampleBuffer = sampleCache[ [ instrument = patternChannel[sampleOffset = 0] || 0, note ] ] = sampleCache[[instrument, note]] || ( // add sample to cache instrumentParameters = [...instruments[instrument]], instrumentParameters[2] *= 2 ** ((note - 12) / 12), // allow negative values to stop notes note > 0 ? zzfxG(...instrumentParameters) : [] ); } } } // update the sample offset outSampleOffset = nextSampleOffset; }); } return [leftChannelBuffer, rightChannelBuffer]; } ================================================ FILE: engine/engineDebug.js ================================================ /* LittleJS Debug System Debug Features - debug console - debug rendering - debug controls - save snapshot */ 'use strict'; const debug = 1; const enableAsserts = 1; const debugPointSize = .5; let showWatermark = 1; let godMode = 0; let debugRects = []; let debugOverlay = 0; let debugPhysics = 0; let debugParticles = 0; let debugCanvas = -1; let debugTakeScreenshot; let downloadLink; // debug helper functions const ASSERT = enableAsserts ? (...assert)=> console.assert(...assert) : ()=>{}; const debugRect = (pos, size=0, color='#fff', time=0, angle=0, fill=0)=> { ASSERT(typeof color == 'string'); // pass in regular html strings as colors debugRects.push({pos, size, color, time:new Timer(time), angle, fill}); } const debugCircle = (pos, radius, color, time, fill=0)=> debugRect(pos, radius, color, time, fill); const debugPoint = (pos, color, time, angle)=> debugRect(pos, 0, color, time, angle); const debugLine = (posA, posB, color, thickness=.1, time)=> { const halfDelta = vec2((posB.x - posA.x)*.5, (posB.y - posA.y)*.5); const size = vec2(thickness, halfDelta.length()*2); debugRect(posA.add(halfDelta), size, color, time, halfDelta.angle(), 1); } const debugSaveCanvas = (canvas, filename = engineName + '.png') => { downloadLink.download = "screenshot.png"; downloadLink.href = canvas.toDataURL('image/png').replace('image/png','image/octet-stream'); downloadLink.click(); } const debugAABB = (pA, pB, sA, sB, color)=> { const minPos = vec2(min(pA.x - sA.x/2, pB.x - sB.x/2), min(pA.y - sA.y/2, pB.y - sB.y/2)); const maxPos = vec2(max(pA.x + sA.x/2, pB.x + sB.x/2), max(pA.y + sA.y/2, pB.y + sB.y/2)); debugRect(minPos.lerp(maxPos,.5), maxPos.subtract(minPos), color); } /////////////////////////////////////////////////////////////////////////////// // engine debug function (called automatically) const debugInit = ()=> { // create link for saving screenshots document.body.appendChild(downloadLink = document.createElement('a')); downloadLink.style.display = 'none'; } const debugUpdate = ()=> { if (!debug) return; if (keyWasPressed(192)) // ~ { debugOverlay = !debugOverlay; } if (keyWasPressed(49)) // 1 { debugPhysics = !debugPhysics; debugParticles = 0; } if (keyWasPressed(50)) // 2 { debugParticles = !debugParticles; debugPhysics = 0; } if (keyWasPressed(51)) // 3 { godMode = !godMode; } if (keyWasPressed(53)) // 5 { debugTakeScreenshot = 1; } if (keyWasPressed(54)) // 6 { //debugToggleParticleEditor(); //debugPhysics = debugParticles = 0; } if (keyWasPressed(55)) // 7 { } if (keyWasPressed(56)) // 8 { } if (keyWasPressed(57)) // 9 { } if (keyWasPressed(48)) // 0 { showWatermark = !showWatermark; } // asserts to check for things that could go wrong ASSERT(gravity <= 0) // only supports downward gravity } const debugRender = ()=> { if (debugTakeScreenshot) { debugSaveCanvas(mainCanvas); debugTakeScreenshot = 0; } if (debugOverlay) { for(const o of engineObjects) { if (o.canvas) continue; // skip tile layers const size = o.size.copy(); size.x = max(size.x, .2); size.y = max(size.y, .2); const color = new Color( o.collideTiles?1:0, o.collideSolidObjects?1:0, o.isSolid?1:0, o.parent ? .2 : .5); // show object info drawRect(o.pos, size, color); drawRect(o.pos, size.scale(.8), o.parent ? new Color(1,1,1,.5) : new Color(0,0,0,.8)); o.parent && drawLine(o.pos, o.parent.pos, .1, new Color(0,0,1,.5)); } // mouse pick let bestDistance = Infinity, bestObject; for(const o of engineObjects) { const distance = mousePosWorld.distanceSquared(o.pos); if (distance < bestDistance) { bestDistance = distance; bestObject = o } } if (bestObject) { const raycastHitPos = tileCollisionRaycast(bestObject.pos, mousePosWorld); raycastHitPos && drawRect(raycastHitPos.int().add(vec2(.5)), vec2(1), new Color(0,1,1,.3)); drawRect(mousePosWorld.int().add(vec2(.5)), vec2(1), new Color(0,0,1,.5)); drawLine(mousePosWorld, bestObject.pos, .1, !raycastHitPos ? new Color(0,1,0,.5) : new Color(1,0,0,.5)); let pos = mousePosWorld.copy(), height = vec2(0,.5); const printVec2 = (v)=> '(' + (v.x>0?' ':'') + (v.x).toFixed(2) + ',' + (v.y>0?' ':'') + (v.y).toFixed(2) + ')'; const args = [.5, new Color, .05, undefined, undefined, 'monospace']; drawText('pos = ' + printVec2(bestObject.pos) + (bestObject.angle>0?' ':' ') + (bestObject.angle*180/PI).toFixed(1) + '°', pos = pos.add(height), ...args); drawText('vel = ' + printVec2(bestObject.velocity), pos = pos.add(height), ...args); drawText('size = ' + printVec2(bestObject.size), pos = pos.add(height), ...args); drawText('collision = ' + getTileCollisionData(mousePosWorld), pos = mousePosWorld.subtract(height), ...args); } glCopyToContext(mainContext); } { // render debug rects mainContext.lineWidth = 1; const pointSize = debugPointSize * cameraScale; debugRects.forEach(r=> { // create canvas transform from world space to screen space const pos = worldToScreen(r.pos); mainContext.save(); mainContext.lineWidth = 2; mainContext.translate(pos.x|0, pos.y|0); mainContext.rotate(r.angle); mainContext.fillStyle = mainContext.strokeStyle = r.color; if (r.size == 0 || r.size.x === 0 && r.size.y === 0 ) { // point mainContext.fillRect(-pointSize/2, -1, pointSize, 3), mainContext.fillRect(-1, -pointSize/2, 3, pointSize); } else if (r.size.x != undefined) { // rect const w = r.size.x*cameraScale|0, h = r.size.y*cameraScale|0; r.fill && mainContext.fillRect(-w/2|0, -h/2|0, w, h), mainContext.strokeRect(-w/2|0, -h/2|0, w, h); } else { // circle mainContext.beginPath(); mainContext.arc(0, 0, r.size*cameraScale, 0, 9); r.fill && mainContext.fill(); mainContext.stroke(); } mainContext.restore(); }); mainContext.fillStyle = mainContext.strokeStyle = '#fff'; } { let x = 9, y = -20, h = 30; mainContext.fillStyle = '#fff'; mainContext.textAlign = 'left'; mainContext.textBaseline = 'top'; mainContext.font = '28px monospace'; mainContext.shadowColor = '#000'; mainContext.shadowBlur = 9; if (debugOverlay) { mainContext.fillText(engineName, x, y += h); mainContext.fillText('Objects: ' + engineObjects.length, x, y += h); mainContext.fillText('Time: ' + formatTime(time), x, y += h); mainContext.fillText('---------', x, y += h); mainContext.fillStyle = '#f00'; mainContext.fillText('~: Debug Overlay', x, y += h); mainContext.fillStyle = debugPhysics ? '#f00' : '#fff'; mainContext.fillText('1: Debug Physics', x, y += h); mainContext.fillStyle = debugParticles ? '#f00' : '#fff'; mainContext.fillText('2: Debug Particles', x, y += h); mainContext.fillStyle = godMode ? '#f00' : '#fff'; mainContext.fillText('3: God Mode', x, y += h); mainContext.fillStyle = '#fff'; mainContext.fillText('5: Save Screenshot', x, y += h); //mainContext.fillStyle = debugParticleEditor ? '#f00' : '#fff'; //mainContext.fillText('6: Particle Editor', x, y += h); } else { mainContext.fillText(debugPhysics ? 'Debug Physics' : '', x, y += h); mainContext.fillText(debugParticles ? 'Debug Particles' : '', x, y += h); mainContext.fillText(godMode ? 'God Mode' : '', x, y += h); } mainContext.shadowBlur = 0; } debugRects = debugRects.filter(r=>!r.time.elapsed()); } /////////////////////////////////////////////////////////////////////////////// // particle system editor let debugParticleEditor = 0, debugParticleSystem, debugParticleSystemDiv, particleSystemCode; const debugToggleParticleEditor = ()=> { debugParticleEditor = !debugParticleEditor; if (debugParticleEditor) { if (!debugParticleSystem || debugParticleSystem.destroyed) debugParticleSystem = new ParticleEmitter(cameraPos); } else if (debugParticleSystem && !debugParticleSystem.destroyed) debugParticleSystem.destroy(); const colorToHex = (color)=> { const componentToHex = (c)=> { const hex = (c*255|0).toString(16); return hex.length == 1 ? "0" + hex : hex; } return "#" + componentToHex(color.r) + componentToHex(color.g) + componentToHex(color.b); } const hexToColor = (hex)=> { return new Color( parseInt(hex.substr(1,2), 16)/255, parseInt(hex.substr(3,2), 16)/255, parseInt(hex.substr(5,2), 16)/255) } if (!debugParticleSystemDiv) { const div = debugParticleSystemDiv = document.createElement('div'); div.innerHTML = 'Particle Editor'; div.style = 'position:absolute;top:10;left:10;color:#fff'; document.body.appendChild(div); for( const setting of debugParticleSettings) { const input = setting[2] = document.createElement('input'); const name = setting[0]; const type = setting[1]; if (type) { if (type == 'color') { input.type = type; const color = debugParticleSystem[name]; input.value = colorToHex(color); } else if (type == 'alpha' && name == 'colorStartAlpha') input.value = debugParticleSystem.colorStartA.a; else if (type == 'alpha' && name == 'colorEndAlpha') input.value = debugParticleSystem.colorEndA.a; else if (name == 'tileSizeX') input.value = debugParticleSystem.tileSize.x; else if (name == 'tileSizeY') input.value = debugParticleSystem.tileSize.y; } else input.value = debugParticleSystem[name] || '0'; input.oninput = (e)=> { const inputFloat = parseFloat(input.value) || 0; if (type) { if (type == 'color') { const color = hexToColor(input.value); debugParticleSystem[name].r = color.r; debugParticleSystem[name].g = color.g; debugParticleSystem[name].b = color.b; } else if (type == 'alpha' && name == 'colorStartAlpha') { debugParticleSystem.colorStartA.a = clamp(inputFloat); debugParticleSystem.colorStartB.a = clamp(inputFloat); } else if (type == 'alpha' && name == 'colorEndAlpha') { debugParticleSystem.colorEndA.a = clamp(inputFloat); debugParticleSystem.colorEndB.a = clamp(inputFloat); } else if (name == 'tileSizeX') { debugParticleSystem.tileSize = vec2(parseInt(input.value), debugParticleSystem.tileSize.y); } else if (name == 'tileSizeY') { debugParticleSystem.tileSize.y = vec2(debugParticleSystem.tileSize.x, parseInt(input.value)); } } else debugParticleSystem[name] = inputFloat; updateCode(); } div.appendChild(document.createElement('br')); div.appendChild(input); div.appendChild(document.createTextNode(' ' + name)); } div.appendChild(document.createElement('br')); div.appendChild(document.createElement('br')); div.appendChild(particleSystemCode = document.createElement('input')); particleSystemCode.disabled = true; div.appendChild(document.createTextNode(' code')); div.appendChild(document.createElement('br')); const button = document.createElement('button') div.appendChild(button); button.innerHTML = 'Copy To Clipboard'; button.onclick = (e)=> navigator.clipboard.writeText(particleSystemCode.value); const updateCode = ()=> { let code = ''; let count = 0; for( const setting of debugParticleSettings) { const name = setting[0]; const type = setting[1]; let value; if (name == 'tileSizeX' || type == 'alpha') continue; if (count++) code += ', '; if (name == 'tileSizeY') { value = `vec2(${debugParticleSystem.tileSize.x},${debugParticleSystem.tileSize.y})`; } else if (type == 'color') { const c = debugParticleSystem[name]; value = `new Color(${c.r},${c.g},${c.b},${c.a})`; } else value = debugParticleSystem[name]; code += value; } particleSystemCode.value = '...[' + code + ']'; } updateCode(); } debugParticleSystemDiv.style.display = debugParticleEditor ? '' : 'none' } const debugParticleSettings = [ ['emitSize'], ['emitTime'], ['emitRate'], ['emitConeAngle'], ['tileIndex'], ['tileSizeX', 'tileSize'], ['tileSizeY', 'tileSize'], ['colorStartA', 'color'], ['colorStartB', 'color'], ['colorStartAlpha', 'alpha'], ['colorEndA', 'color'], ['colorEndB', 'color'], ['colorEndAlpha', 'alpha'], ['particleTime'], ['sizeStart'], ['sizeEnd'], ['speed'], ['angleSpeed'], ['damping'], ['angleDamping'], ['gravityScale'], ['particleConeAngle'], ['fadeRate'], ['randomness'], ['collideTiles'], ['additive'], ['randomColorComponents'], ['renderOrder'], ]; ================================================ FILE: engine/engineDraw.js ================================================ /* LittleJS Drawing System - Super fast tile sheet rendering - Utility functions for webgl - Adapted from Tiny-Canvas https://github.com/bitnenfer/tiny-canvas */ 'use strict'; ///////////////////////////////////////////////////////////////////////////////\ const screenToWorld = (screenPos)=> screenPos.add(vec2(.5)).subtract(mainCanvasSize.scale(.5)).multiply(vec2(1/cameraScale,-1/cameraScale)).add(cameraPos); const worldToScreen = (worldPos)=> worldPos.subtract(cameraPos).multiply(vec2(cameraScale,-cameraScale)).add(mainCanvasSize.scale(.5)).subtract(vec2(.5)); // draw textured tile centered on pos function drawTile(pos, size=vec2(1), tileIndex=-1, tileSize=defaultTileSize, color=new Color, angle=0, mirror, additiveColor=new Color(0,0,0,0)) { if (!size.x | !size.y) return; showWatermark && ++drawCount; if (glEnable) { if (tileIndex < 0) { // if negative tile index, force untextured glDraw(pos.x, pos.y, size.x, size.y, angle, 0, 0, 0, 0, 0, 0, color.rgbaInt()); } else { // calculate uvs and render const cols = tileImage.width / tileSize.x |0; const uvSizeX = tileSize.x * tileImageSizeInverse.x; const uvSizeY = tileSize.y * tileImageSizeInverse.y; const uvX = (tileIndex%cols)*uvSizeX, uvY = (tileIndex/cols|0)*uvSizeY; glDraw(pos.x, pos.y, size.x, size.y, angle, mirror, uvX, uvY, uvX + uvSizeX, uvY + uvSizeY, color.rgbaInt(), additiveColor.rgbaInt()); } } else { // normal canvas 2D rendering method (slower) drawCanvas2D(pos, size, angle, mirror, (context)=> { if (tileIndex < 0) { // if negative tile index, force untextured context.fillStyle = color.rgba(); context.fillRect(-.5, -.5, 1, 1); } else { // calculate uvs and render const cols = tileImage.width / tileSize.x |0; const sX = (tileIndex%cols)*tileSize.x + tileBleedShrinkFix; const sY = (tileIndex/cols|0)*tileSize.y + tileBleedShrinkFix; const sWidth = tileSize.x - 2*tileBleedShrinkFix; const sHeight = tileSize.y - 2*tileBleedShrinkFix; context.globalAlpha = color.a; // only alpha is supported context.drawImage(tileImage, sX, sY, sWidth, sHeight, -.5, -.5, 1, 1); } }); } } // draw a colored untextured rect centered on pos function drawRect(pos, size, color, angle) { drawTile(pos, size, -1, defaultTileSize, color, angle); } // draw textured tile centered on pos in screen space function drawTileScreenSpace(pos, size=vec2(1), tileIndex, tileSize, color, angle, mirror, additiveColor) { drawTile(screenToWorld(pos), size.scale(1/cameraScale), tileIndex, tileSize, color, angle, mirror, additiveColor); } // draw a colored untextured rect in screen space function drawRectScreenSpace(pos, size, color, angle) { drawTileScreenSpace(pos, size, -1, defaultTileSize, color, angle); } // draw a colored line between two points function drawLine(posA, posB, thickness=.1, color) { const halfDelta = vec2((posB.x - posA.x)*.5, (posB.y - posA.y)*.5); const size = vec2(thickness, halfDelta.length()*2); drawRect(posA.add(halfDelta), size, color, halfDelta.angle()); } // draw directly to the 2d canvas in world space (bipass webgl) function drawCanvas2D(pos, size, angle, mirror, drawFunction) { // create canvas transform from world space to screen space pos = worldToScreen(pos); size = size.scale(cameraScale); mainContext.save(); mainContext.translate(pos.x+.5|0, pos.y-.5|0); mainContext.rotate(angle); mainContext.scale(mirror?-size.x:size.x, size.y); drawFunction(mainContext); mainContext.restore(); } // draw text in world space without canvas scaling because that messes up fonts function drawText(text, pos, size=1, color=new Color, lineWidth=0, lineColor=new Color(0,0,0), textAlign='center', font=defaultFont) { pos = worldToScreen(pos); mainContext.font = size*cameraScale + 'px '+ font; mainContext.textAlign = textAlign; mainContext.textBaseline = 'middle'; if (lineWidth) { mainContext.lineWidth = lineWidth*cameraScale; mainContext.strokeStyle = lineColor.rgba(); mainContext.strokeText(text, pos.x, pos.y); } mainContext.fillStyle = color.rgba(); mainContext.fillText(text, pos.x, pos.y); } // enable additive or regular blend mode function setBlendMode(additive) { glEnable ? glSetBlendMode(additive) : mainContext.globalCompositeOperation = additive ? 'lighter' : 'source-over'; } ================================================ FILE: engine/engineInput.js ================================================ /* LittleJS Input System - Tracks key down, pressed, and released - Also tracks mouse buttons, position, and wheel - Supports multiple gamepads */ 'use strict'; /////////////////////////////////////////////////////////////////////////////// // input const enableGamepads = 1; const enableTouchInput = 0; const copyGamepadDirectionToStick = 1; const copyWASDToDpad = 1; // input for all devices including keyboard, mouse, and gamepad. (d=down, p=pressed, r=released) const inputData = [[]]; const keyIsDown = (key, device=0)=> inputData[device][key] && inputData[device][key].d ? 1 : 0; const keyWasPressed = (key, device=0)=> inputData[device][key] && inputData[device][key].p ? 1 : 0; const keyWasReleased = (key, device=0)=> inputData[device][key] && inputData[device][key].r ? 1 : 0; const clearInput = ()=> inputData[0].length = 0; // mouse input is stored with keyboard let hadInput = 0; let mouseWheel = 0; let mousePosScreen = vec2(); let mousePosWorld = vec2(); const mouseIsDown = keyIsDown; const mouseWasPressed = keyWasPressed; const mouseWasReleased = keyWasReleased; // handle input events onkeydown = e=> { if (debug && e.target != document.body) return; e.repeat || (inputData[isUsingGamepad = 0][remapKeyCode(e.keyCode)] = {d:hadInput=1, p:1}); } onkeyup = e=> { if (debug && e.target != document.body) return; const c = remapKeyCode(e.keyCode); inputData[0][c] && (inputData[0][c].d = 0, inputData[0][c].r = 1); } onmousedown = e=> (inputData[0][e.button] = {d:hadInput=1, p:1}, onmousemove(e)); onmouseup = e=> inputData[0][e.button] && (inputData[0][e.button].d = 0, inputData[0][e.button].r = 1); onmousemove = e=> { if (!mainCanvas) return; // convert mouse pos to canvas space const rect = mainCanvas.getBoundingClientRect(); mousePosScreen.x = mainCanvasSize.x * percent(e.x, rect.right, rect.left); mousePosScreen.y = mainCanvasSize.y * percent(e.y, rect.bottom, rect.top); } if(debug) onwheel = e=> e.ctrlKey || (mouseWheel = sign(e.deltaY)); oncontextmenu = e=> !1; // prevent right click menu const remapKeyCode = c=> copyWASDToDpad ? c==87?38 : c==83?40 : c==65?37 : c==68?39 : c : c; //////////////////////////////////////////////////////////////////// // gamepad let isUsingGamepad = 0; let gamepadCount = 0; const gamepadStick = (stick, gamepad=0)=> gamepad < gamepadCount ? inputData[gamepad+1].stickData[stick] : vec2(); const gamepadIsDown = (button, gamepad=0)=> gamepad < gamepadCount ? keyIsDown (button, gamepad+1) : 0; const gamepadWasPressed = (button, gamepad=0)=> gamepad < gamepadCount ? keyWasPressed (button, gamepad+1) : 0; const gamepadWasReleased = (button, gamepad=0)=> gamepad < gamepadCount ? keyWasReleased(button, gamepad+1) : 0; function updateGamepads() { if (!navigator.getGamepads || !enableGamepads) return; if (!document.hasFocus() && !debug) return; const gamepads = navigator.getGamepads(); gamepadCount = 0; for(let i = 0; i < navigator.getGamepads().length; ++i) { // get or create gamepad data const gamepad = gamepads[i]; let data = inputData[i+1]; if (!data) { data = inputData[i+1] = []; data.stickData = [vec2(), vec2()]; } if (gamepad && gamepad.axes.length >= 2) { gamepadCount = i+1; // read analog sticks and clamp dead zone const deadZone = .3, deadZoneMax = .8; const applyDeadZone = (v)=> v > deadZone ? percent( v, deadZoneMax, deadZone) : v < -deadZone ? -percent(-v, deadZoneMax, deadZone) : 0; data.stickData[0] = vec2(applyDeadZone(gamepad.axes[0]), applyDeadZone(-gamepad.axes[1])); if (copyGamepadDirectionToStick) { // copy dpad to left analog stick when pressed if (gamepadIsDown(12,i)|gamepadIsDown(13,i)|gamepadIsDown(14,i)|gamepadIsDown(15,i)) data.stickData[0] = vec2(gamepadIsDown(15,i) - gamepadIsDown(14,i), gamepadIsDown(12,i) - gamepadIsDown(13,i)); } // clamp stick input to unit vector data.stickData[0] = data.stickData[0].clampLength(); // read buttons gamepad.buttons.map((button, j)=> { inputData[i+1][j] = button.pressed ? {d:1, p:!gamepadIsDown(j,i)} : inputData[i+1][j] = {r:gamepadIsDown(j,i)} isUsingGamepad |= button.pressed && !i; }); } } } /////////////////////////////////////////////////////////////////////////////// // touch screen input if (enableTouchInput && window.ontouchstart !== undefined) { // handle all touch events the same way ontouchstart = ontouchmove = ontouchend = e=> { e.button = 0; // all touches are left click hadInput || zzfx(hadInput = 1) ; // fix mobile audio, force it to play a sound the first time // check if touching and pass to mouse events const touching = e.touches.length; if (touching) { // set event pos and pass it along e.x = e.touches[0].clientX; e.y = e.touches[0].clientY; wasTouching ? onmousemove(e) : onmousedown(e); } else if (wasTouching) wasTouching && onmouseup(e); // set was touching wasTouching = touching; } let wasTouching; } ================================================ FILE: engine/engineObject.js ================================================ /* LittleJS Object Base Class - Base object class used by the engine - Automatically adds self to object list - Will be updated and rendered each frame - Renders as a sprite from a tilesheet by default - Can have color and addtive color applied - 2d Physics and collision system - Sorted by renderOrder - Objects can have children attached - Parents are updated before children, and set child transform - Call destroy() to get rid of objects */ 'use strict'; /////////////////////////////////////////////////////////////////////////////// // object defaults const defaultObjectSize = vec2(.999); const defaultObjectMass = 1; const defaultObjectDamping = .99; const defaultObjectAngleDamping = .99; const defaultObjectElasticity = 0; const defaultObjectFriction = .8; const maxObjectSpeed = 1; class EngineObject { constructor(pos, size=defaultObjectSize, tileIndex=-1, tileSize=defaultTileSize, angle=0, color) { // set passed in params ASSERT(pos); this.pos = pos.copy(); this.size = size; this.tileIndex = tileIndex; this.tileSize = tileSize; this.angle = angle; this.color = color; // set physics defaults this.mass = defaultObjectMass; this.damping = defaultObjectDamping; this.angleDamping = defaultObjectAngleDamping; this.elasticity = defaultObjectElasticity; this.friction = defaultObjectFriction; // init other object stuff this.spawnTime = time; this.velocity = vec2(this.collideSolidObjects = this.renderOrder = this.angleVelocity = 0); this.collideTiles = this.gravityScale = 1; this.children = []; // add to list of objects engineObjects.push(this); } update() { if (this.parent) { // copy parent pos/angle this.pos = this.localPos.multiply(vec2(this.getMirrorSign(),1)).rotate(-this.parent.angle).add(this.parent.pos); this.angle = this.getMirrorSign()*this.localAngle + this.parent.angle; return; } // limit max speed to prevent missing collisions this.velocity.x = clamp(this.velocity.x, maxObjectSpeed, -maxObjectSpeed); this.velocity.y = clamp(this.velocity.y, maxObjectSpeed, -maxObjectSpeed); // apply physics const oldPos = this.pos.copy(); this.pos.x += this.velocity.x = this.damping * this.velocity.x; this.pos.y += this.velocity.y = this.damping * this.velocity.y + gravity * this.gravityScale; this.angle += this.angleVelocity *= this.angleDamping; // physics sanity checks ASSERT(this.angleDamping >= 0 && this.angleDamping <= 1); ASSERT(this.damping >= 0 && this.damping <= 1); if (!this.mass) // do not update collision for fixed objects return; const wasMovingDown = this.velocity.y < 0; if (this.groundObject) { // apply friction in local space of ground object const groundSpeed = this.groundObject.velocity ? this.groundObject.velocity.x : 0; this.velocity.x = groundSpeed + (this.velocity.x - groundSpeed) * this.friction; this.groundObject = 0; //debugPhysics && debugPoint(this.pos.subtract(vec2(0,this.size.y/2)), '#0f0'); } if (this.collideSolidObjects) { // check collisions against solid objects const epsilon = 1e-3; // necessary to push slightly outside of the collision for(const o of engineCollideObjects) { // non solid objects don't collide with eachother if (!this.isSolid & !o.isSolid || o.destroyed || o.parent) continue; // check collision if (!isOverlapping(this.pos, this.size, o.pos, o.size) || o == this) continue; // pass collision to objects if (!this.collideWithObject(o) | !o.collideWithObject(this)) continue; if (isOverlapping(oldPos, this.size, o.pos, o.size)) { // if already was touching, try to push away const deltaPos = oldPos.subtract(o.pos); const length = deltaPos.length(); const pushAwayAccel = .001; // push away if alread overlapping const velocity = length < .01 ? randVector(pushAwayAccel) : deltaPos.scale(pushAwayAccel/length); this.velocity = this.velocity.add(velocity); if (o.mass) // push away if not fixed o.velocity = o.velocity.subtract(velocity); debugPhysics && debugAABB(this.pos, o.pos, this.size, o.size, '#f00'); continue; } // check for collision const sx = this.size.x + o.size.x; const sy = this.size.y + o.size.y; const smallStepUp = (oldPos.y - o.pos.y)*2 > sy + gravity; // prefer to push up if small delta const isBlockedX = abs(oldPos.y - o.pos.y)*2 < sy; const isBlockedY = abs(oldPos.x - o.pos.x)*2 < sx; if (smallStepUp || isBlockedY || !isBlockedX) // resolve y collision { // push outside object collision this.pos.y = o.pos.y + (sy*.5 + epsilon) * sign(oldPos.y - o.pos.y); if (o.groundObject && wasMovingDown || !o.mass) { // set ground object if landed on something if (wasMovingDown) this.groundObject = o; // bounce if other object is fixed or grounded this.velocity.y *= -this.elasticity; } else if (o.mass) { // set center of mass velocity this.velocity.y = o.velocity.y = (this.mass * this.velocity.y + o.mass * o.velocity.y) / (this.mass + o.mass); } debugPhysics && smallStepUp && (abs(oldPos.x - o.pos.x)*2 > sx) && console.log('stepUp', oldPos.y - o.pos.y); } if (!smallStepUp && (isBlockedX || !isBlockedY)) // resolve x collision { // push outside collision this.pos.x = o.pos.x + (sx*.5 + epsilon) * sign(oldPos.x - o.pos.x); if (o.mass) { // set center of mass velocity this.velocity.x = o.velocity.x = (this.mass * this.velocity.x + o.mass * o.velocity.x) / (this.mass + o.mass); } else // bounce if other object is fixed this.velocity.x *= -this.elasticity; } debugPhysics && debugAABB(this.pos, o.pos, this.size, o.size, '#f0f'); } } if (this.collideTiles) { // check collision against tiles if (tileCollisionTest(this.pos, this.size, this)) { //debugPhysics && debugRect(this.pos, this.size, '#ff0'); // if already was stuck in collision, don't do anything // this should not happen unless something starts in collision if (!tileCollisionTest(oldPos, this.size, this)) { // test which side we bounced off (or both if a corner) const isBlockedY = tileCollisionTest(new Vector2(oldPos.x, this.pos.y), this.size, this); const isBlockedX = tileCollisionTest(new Vector2(this.pos.x, oldPos.y), this.size, this); if (isBlockedY || !isBlockedX) { // set if landed on ground this.groundObject = wasMovingDown; // push out of collision and bounce this.pos.y = oldPos.y; this.velocity.y *= -this.elasticity; } if (isBlockedX || !isBlockedY) { // push out of collision and bounce this.pos.x = oldPos.x; this.velocity.x *= -this.elasticity; } } } } } render() { // default object render drawTile(this.pos, this.size, this.tileIndex, this.tileSize, this.color, this.angle, this.mirror, this.additiveColor); } destroy() { if (this.destroyed) return; // disconnect from parent and destroy chidren this.destroyed = 1; this.parent && this.parent.removeChild(this); for(const child of this.children) child.destroy(child.parent = 0); } collideWithTile(data, pos) { return data > 0; } collideWithTileRaycast(data, pos) { return data > 0; } collideWithObject(o) { return 1; } getAliveTime() { return time - this.spawnTime; } applyAcceleration(a) { ASSERT(!this.isFixed()); this.velocity = this.velocity.add(a); } applyForce(force) { this.applyAcceleration(force.scale(1/this.mass)); } isFixed() { return !this.mass; } getMirrorSign(s=1) { return this.mirror ? -s : s; } addChild(child, localPos=vec2(), localAngle=0) { ASSERT(!child.parent && !this.children.includes(child)); this.children.push(child); child.parent = this; child.localPos = localPos.copy(); child.localAngle = localAngle; } removeChild(child) { ASSERT(child.parent == this && this.children.includes(child)); this.children.splice(this.children.indexOf(child), 1); child.parent = 0; } setCollision(collideSolidObjects=1, isSolid, collideTiles=1) { ASSERT(collideSolidObjects || !isSolid); // solid objects must be set to collide // track collidable objects in separate list if (collideSolidObjects && !this.collideSolidObjects) { ASSERT(!engineCollideObjects.includes(this)); engineCollideObjects.push(this); } else if (!collideSolidObjects && this.collideSolidObjects) { ASSERT(engineCollideObjects.includes(this)) engineCollideObjects.splice(engineCollideObjects.indexOf(this), 1); } this.collideSolidObjects = collideSolidObjects; this.isSolid = isSolid; this.collideTiles = collideTiles; } } ================================================ FILE: engine/engineParticle.js ================================================ /* LittleJS Particle System - Spawns particles with randomness from parameters - Updates particle physics - Fast particle rendering */ 'use strict'; class ParticleEmitter extends EngineObject { constructor ( pos, // world space position of emitter emitSize = 0, // size of emitter (float for circle diameter, vec2 for rect) emitTime = 0, // how long to stay alive (0 is forever) emitRate = 100, // how many particles per second to spawn emitConeAngle = PI, // local angle to apply velocity to particles from emitter tileIndex = -1, // index into tile sheet, if <0 no texture is applied tileSize = defaultTileSize, // tile size for particles colorStartA = new Color, // color at start of life colorStartB = new Color, // randomized between start colors colorEndA = new Color(1,1,1,0), // color at end of life colorEndB = new Color(1,1,1,0), // randomized between end colors particleTime = .5, // how long particles live sizeStart = .1, // how big are particles at start sizeEnd = 1, // how big are particles at end speed = .1, // how fast are particles when spawned angleSpeed = .05, // how fast are particles rotating damping = 1, // how much to dampen particle speed angleDamping = 1, // how much to dampen particle angular speed gravityScale = 0, // how much does gravity effect particles particleConeAngle = PI, // cone for start particle angle fadeRate = .1, // how quick to fade in particles at start/end in percent of life randomness = .2, // apply extra randomness percent collideTiles, // do particles collide against tiles additive, // should particles use addtive blend randomColorLinear = 1, // should color be randomized linearly or across each component renderOrder = additive ? 1e9 : 0// render order for particles (additive is above other stuff by default) ) { super(pos, new Vector2, tileIndex, tileSize); // emitter settings this.emitSize = emitSize this.emitTime = emitTime; this.emitRate = emitRate; this.emitConeAngle = emitConeAngle; // color settings this.colorStartA = colorStartA; this.colorStartB = colorStartB; this.colorEndA = colorEndA; this.colorEndB = colorEndB; this.randomColorLinear = randomColorLinear; // particle settings this.particleTime = particleTime; this.sizeStart = sizeStart; this.sizeEnd = sizeEnd; this.speed = speed; this.angleSpeed = angleSpeed; this.damping = damping; this.angleDamping = angleDamping; this.gravityScale = gravityScale; this.particleConeAngle = particleConeAngle; this.fadeRate = fadeRate; this.randomness = randomness; this.collideTiles = collideTiles; this.additive = additive; this.renderOrder = renderOrder; this.trailScale = this.emitTimeBuffer = 0; } update() { // only do default update to apply parent transforms this.parent && super.update(); // update emitter if (!this.emitTime || this.getAliveTime() <= this.emitTime) { // emit particles if (this.emitRate) { const rate = 1/this.emitRate; for(this.emitTimeBuffer += timeDelta; this.emitTimeBuffer > 0; this.emitTimeBuffer -= rate) this.emitParticle(); } } else this.destroy(); debugParticles && debugRect(this.pos, vec2(this.emitSize), '#0f0', 0, this.angle); } emitParticle() { // spawn a particle const pos = this.emitSize.x != undefined ? // check if vec2 was used for size (new Vector2(rand(-.5,.5), rand(-.5,.5))).multiply(this.emitSize).rotate(this.angle) // box emitter : randInCircle(this.emitSize * .5); // circle emitter const particle = new Particle(this.pos.add(pos), this.tileIndex, this.tileSize, this.angle + rand(this.particleConeAngle, -this.particleConeAngle)); // randomness scales each paremeter by a percentage const randomness = this.randomness; const randomizeScale = (v)=> v + v*rand(randomness, -randomness); // randomize particle settings const particleTime = randomizeScale(this.particleTime); const sizeStart = randomizeScale(this.sizeStart); const sizeEnd = randomizeScale(this.sizeEnd); const speed = randomizeScale(this.speed); const angleSpeed = randomizeScale(this.angleSpeed) * randSign(); const coneAngle = rand(this.emitConeAngle, -this.emitConeAngle); const colorStart = randColor(this.colorStartA, this.colorStartB, this.randomColorLinear); const colorEnd = randColor(this.colorEndA, this.colorEndB, this.randomColorLinear); // build particle settings particle.colorStart = colorStart; particle.colorEndDelta = colorEnd.subtract(colorStart); particle.velocity = (new Vector2).setAngle(this.angle + coneAngle, speed); particle.angleVelocity = angleSpeed; particle.lifeTime = particleTime; particle.sizeStart = sizeStart; particle.sizeEndDelta = sizeEnd - sizeStart; //particle.mirror = rand(2)|0; // random mirroring particle.fadeRate = this.fadeRate; particle.damping = this.damping; particle.angleDamping = this.angleDamping; particle.elasticity = this.elasticity; particle.friction = this.friction; particle.gravityScale = this.gravityScale; particle.collideTiles = this.collideTiles; particle.additive = this.additive; particle.renderOrder = this.renderOrder; particle.trailScale = this.trailScale; // setup callbacks for particles particle.destroyCallback = this.particleDestroyCallback; this.particleCreateCallback && this.particleCreateCallback(particle); // return the newly created particle return particle; } render() {} // emitters are not rendered } /////////////////////////////////////////////////////////////////////////////// // particle object class Particle extends EngineObject { constructor(pos, tileIndex, tileSize, angle) { super(pos, new Vector2, tileIndex, tileSize, angle); } render() { // modulate size and color const p = min((time - this.spawnTime) / this.lifeTime, 1); const radius = this.sizeStart + p * this.sizeEndDelta; const size = new Vector2(radius, radius); const fadeRate = this.fadeRate*.5; const color = new Color( this.colorStart.r + p * this.colorEndDelta.r, this.colorStart.g + p * this.colorEndDelta.g, this.colorStart.b + p * this.colorEndDelta.b, (this.colorStart.a + p * this.colorEndDelta.a) * (p < fadeRate ? p/fadeRate : p > 1-fadeRate ? (1-p)/fadeRate : 1)); // fade alpha // draw the particle this.additive && setBlendMode(1); if (this.trailScale) { // trail style particles const speed = this.velocity.length(); const direction = this.velocity.scale(1/speed); const trailLength = speed * this.trailScale; size.y = max(size.x, trailLength); this.angle = direction.angle(); drawTile(this.pos.add(direction.multiply(vec2(0,-trailLength*.5))), size, this.tileIndex, this.tileSize, color, this.angle, this.mirror); } else drawTile(this.pos, size, this.tileIndex, this.tileSize, color, this.angle, this.mirror); this.additive && setBlendMode() debugParticles && debugRect(this.pos, size, '#f005', 0, this.angle); if (p == 1) { this.color = color; this.size = size; this.destroyCallback && this.destroyCallback(this); this.destroyed = 1; return; } } } ================================================ FILE: engine/engineTileLayer.js ================================================ /* LittleJS Tile Layer System - Caches arrays of tiles to offscreen canvas for fast rendering - Unlimted numbers of layers, allocates canvases as needed - Interfaces with EngineObject for collision - Collision layer is separate from visible layers - Tile layers can be drawn to using their context with canvas2d - It is recommended to have a visible layer that matches the collision */ 'use strict'; /////////////////////////////////////////////////////////////////////////////// // Tile Collision let tileCollision = []; let tileCollisionSize = vec2(); const tileLayerCanvasCache = []; const defaultTileLayerRenderOrder = -1e9; const debugRaycast = 0; function initTileCollision(size) { // reset collision to be clear tileCollisionSize = size; tileCollision = []; for(let i=tileCollision.length = tileCollisionSize.area(); i--;) tileCollision[i] = 0; } const setTileCollisionData = (pos, data=0)=> pos.arrayCheck(tileCollisionSize) && (tileCollision[(pos.y|0)*tileCollisionSize.x+pos.x|0] = data); const getTileCollisionData = (pos)=> pos.arrayCheck(tileCollisionSize) ? tileCollision[(pos.y|0)*tileCollisionSize.x+pos.x|0] : 0; function tileCollisionTest(pos, size=vec2(), object) { // check if there is collision in a given area const minX = pos.x - size.x*.5|0; const minY = pos.y - size.y*.5|0; const maxX = pos.x + size.x*.5|0; const maxY = pos.y + size.y*.5|0; for(let y = minY; y <= maxY; ++y) for(let x = minX; x <= maxX; ++x) { const tileData = tileCollision[y*tileCollisionSize.x + x]; if (tileData && (!object || object.collideWithTile(tileData, new Vector2(x, y)))) return 1; } } // return the center of tile if any that is hit (this does not return the exact hit point) // todo: return the exact hit point, it must still be inside the hit tile function tileCollisionRaycast(posStart, posEnd, object) { // test if a ray collides with tiles from start to end posStart = posStart.int(); posEnd = posEnd.int(); const posDelta = posEnd.subtract(posStart); const dx = abs(posDelta.x), dy = -abs(posDelta.y); const sx = sign(posDelta.x), sy = sign(posDelta.y); let e = dx + dy; for(let x = posStart.x, y = posStart.y;;) { const tileData = getTileCollisionData(vec2(x,y)); if (tileData && (object ? object.collideWithTileRaycast(tileData, new Vector2(x, y)) : tileData > 0)) { debugRaycast && debugLine(posStart, posEnd, '#f00',.02, 1); debugRaycast && debugPoint(new Vector2(x+.5, y+.5), '#ff0', 1); return new Vector2(x+.5, y+.5); } // update Bresenham line drawing algorithm if (x == posEnd.x & y == posEnd.y) break; const e2 = 2*e; if (e2 >= dy) e += dy, x += sx; if (e2 <= dx) e += dx, y += sy; } debugRaycast && debugLine(posStart, posEnd, '#00f',.02, 1); } /////////////////////////////////////////////////////////////////////////////// // Tile Layer Rendering System class TileLayerData { constructor(tile=-1, direction=0, mirror=0, color=new Color) { this.tile = tile; this.direction = direction; this.mirror = mirror; this.color = color; } clear() { this.tile = this.direction = this.mirror = 0; color = new Color; } } class TileLayer extends EngineObject { constructor(pos, size, scale=vec2(1), layer=0) { super(pos, size); // create new canvas if necessary this.canvas = tileLayerCanvasCache.length ? tileLayerCanvasCache.pop() : document.createElement('canvas'); this.context = this.canvas.getContext('2d'); this.scale = scale; this.tileSize = defaultTileSize.copy(); this.layer = layer; this.renderOrder = defaultTileLayerRenderOrder + layer; this.flushGLBeforeRender = 1; // init tile data this.data = []; for(let j = this.size.area(); j--;) this.data.push(new TileLayerData()); } destroy() { // add canvas back to the cache tileLayerCanvasCache.push(this.canvas); super.destroy(); } setData(layerPos, data, redraw) { if (layerPos.arrayCheck(this.size)) { this.data[(layerPos.y|0)*this.size.x+layerPos.x|0] = data; redraw && this.drawTileData(layerPos); } } getData(layerPos) { return layerPos.arrayCheck(this.size) && this.data[(layerPos.y|0)*this.size.x+layerPos.x|0]; } update() {} // tile layers are not updated render() { ASSERT(mainContext != this.context); // must call redrawEnd() after drawing tiles // flush and copy gl canvas because tile canvas does not use gl this.flushGLBeforeRender && glEnable && glCopyToContext(mainContext); // draw the entire cached level onto the main canvas const pos = worldToScreen(this.pos.add(vec2(0,this.size.y*this.scale.y))); mainContext.drawImage ( this.canvas, pos.x, pos.y, cameraScale*this.size.x*this.scale.x, cameraScale*this.size.y*this.scale.y ); } redraw() { // draw all the tile data to an offscreen canvas using webgl if possible this.redrawStart(); this.drawAllTileData(); this.redrawEnd(); } redrawStart(clear = 1) { // clear and set size const width = this.size.x * this.tileSize.x; const height = this.size.y * this.tileSize.y; if (clear) { this.canvas.width = width; this.canvas.height = height; } // save current render settings this.savedRenderSettings = [mainCanvasSize, mainCanvas, mainContext, cameraScale, cameraPos]; // set camera transform for renering cameraScale = this.tileSize.x; cameraPos = this.size.scale(.5); mainCanvas = this.canvas; mainContext = this.context; mainContext.imageSmoothingEnabled = !pixelated; // disable smoothing for pixel art mainCanvasSize = vec2(width, height); glPreRender(width, height); } redrawEnd() { ASSERT(mainContext == this.context); // must call redrawStart() before drawing tiles glCopyToContext(mainContext, 1); //debugSaveCanvas(this.canvas); // set stuff back to normal [mainCanvasSize, mainCanvas, mainContext, cameraScale, cameraPos] = this.savedRenderSettings; } drawTileData(layerPos) { // first clear out where the tile was const pos = layerPos.int().add(this.pos).add(vec2(.5)); this.drawCanvas2D(pos, vec2(1), 0, 0, (context)=>context.clearRect(-.5, -.5, 1, 1)); // draw the tile const d = this.getData(layerPos); ASSERT(d.tile < 0 || mainContext == this.context); // must call redrawStart() before drawing tiles d.tile < 0 || drawTile(pos, vec2(1), d.tile || -1, this.tileSize, d.color, d.direction*PI/2, d.mirror); } drawAllTileData() { for(let x = this.size.x; x--;) for(let y = this.size.y; y--;) this.drawTileData(vec2(x,y)); } // draw directly to the 2d canvas in world space (bipass webgl) drawCanvas2D(pos, size, angle, mirror, drawFunction) { const context = this.context; context.save(); pos = pos.subtract(this.pos).multiply(this.tileSize); size = size.multiply(this.tileSize); context.translate(pos.x, this.canvas.height - pos.y); context.rotate(angle); context.scale(mirror?-size.x:size.x, size.y); drawFunction(context); context.restore(); } drawTile(pos, size=vec2(1), tileIndex=0, tileSize=defaultTileSize, color=new Color, angle=0, mirror) { // draw a tile directly onto the layer canvas this.drawCanvas2D(pos, size, angle, mirror, (context)=> { if (tileIndex < 0) { // untextured context.fillStyle = color.rgba(); context.fillRect(-.5, -.5, 1, 1); } else { const cols = tileImage.width/tileSize.x; context.globalAlpha = color.a; // full color not supported in this mode context.drawImage(tileImage, (tileIndex%cols)*tileSize.x, (tileIndex/cols|0)*tileSize.x, tileSize.x, tileSize.y, -.5, -.5, 1, 1); } }); } drawRect(pos, size, color, angle) { this.drawTile(pos, size, -1, 0, color, angle, 0); } } ================================================ FILE: engine/engineUtil.js ================================================ /* LittleJS Utility Classes and Functions - Vector2 - fast, simple, easy vector class - Color - holds a rgba color with math functions - Timer - tracks time automatically - Small math lib */ 'use strict'; /////////////////////////////////////////////////////////////////////////////// // helper functions const PI = Math.PI; const abs = (a)=> a < 0 ? -a : a; const sign = (a)=> a < 0 ? -1 : 1; const min = (a, b)=> a < b ? a : b; const max = (a, b)=> a > b ? a : b; const mod = (a, b)=> ((a % b) + b) % b; const clamp = (v, max=1, min=0)=> (ASSERT(max > min), v < min ? min : v > max ? max : v); const percent = (v, max=1, min=0)=> max-min ? clamp((v-min) / (max-min)) : 0; const lerp = (p, max=1, min=0)=> min + clamp(p) * (max-min); const formatTime = (t)=> (t/60|0)+':'+(t%60<10?'0':'')+(t%60|0); const isOverlapping = (pA, sA, pB, sB)=> abs(pA.x - pB.x)*2 < sA.x + sB.x & abs(pA.y - pB.y)*2 < sA.y + sB.y; // random functions const rand = (a=1, b=0)=> b + (a-b)*Math.random(); const randSign = ()=> (rand(2)|0)*2-1; const randInCircle = (radius=1, minRadius=0)=> radius > 0 ? randVector(radius * rand(minRadius / radius, 1)**.5) : new Vector2; const randVector = (length=1)=> new Vector2().setAngle(rand(2*PI), length); const randColor = (cA = new Color, cB = new Color(0,0,0,1), linear)=> linear ? cA.lerp(cB, rand()) : new Color(rand(cA.r,cB.r),rand(cA.g,cB.g),rand(cA.b,cB.b),rand(cA.a,cB.a)); // seeded random numbers - Xorshift let randSeed = 0; const randSeeded = (a=1, b=0)=> b + (a-b)* (Math.sin(++randSeed)**2 * 1e9 % 1); // create a 2d vector, can take another Vector2 to copy, 2 scalars, or 1 scalar const vec2 = (x=0, y)=> x.x == undefined? new Vector2(x, y == undefined? x : y) : new Vector2(x.x, x.y); /////////////////////////////////////////////////////////////////////////////// class Vector2 { constructor(x=0, y=0) { this.x = x; this.y = y; } // basic math operators, a vector or scaler can be passed in copy() { return new Vector2(this.x, this.y); } scale(s) { ASSERT(s.x==undefined); return new Vector2(this.x * s, this.y * s); } add(v) { ASSERT(v.x!=undefined); return new Vector2(this.x + v.x, this.y + v.y); } subtract(v) { ASSERT(v.x!=undefined); return new Vector2(this.x - v.x, this.y - v.y); } multiply(v) { ASSERT(v.x!=undefined); return new Vector2(this.x * v.x, this.y * v.y); } divide(v) { ASSERT(v.x!=undefined); return new Vector2(this.x / v.x, this.y / v.y); } // vector math operators length() { return this.lengthSquared()**.5; } lengthSquared() { return this.x**2 + this.y**2; } distance(p) { return this.distanceSquared(p)**.5; } distanceSquared(p) { return (this.x - p.x)**2 + (this.y - p.y)**2; } normalize(length=1) { const l = this.length(); return l ? this.scale(length/l) : new Vector2(length); } clampLength(length=1) { const l = this.length(); return l > length ? this.scale(length/l) : this; } dot(v) { ASSERT(v.x!=undefined); return this.x*v.x + this.y*v.y; } cross(v) { ASSERT(v.x!=undefined); return this.x*v.y - this.y*v.x; } angle() { return Math.atan2(this.x, this.y); } setAngle(a, length=1) { this.x = length*Math.sin(a); this.y = length*Math.cos(a); return this; } rotate(a) { const c = Math.cos(a), s = Math.sin(a); return new Vector2(this.x*c-this.y*s, this.x*s+this.y*c); } direction() { return abs(this.x) > abs(this.y) ? this.x < 0 ? 3 : 1 : this.y < 0 ? 2 : 0; } flip() { return new Vector2(this.y, this.x); } invert() { return new Vector2(this.y, -this.x); } round() { return new Vector2(Math.round(this.x), Math.round(this.y)); } lerp(v, p) { ASSERT(v.x!=undefined); return this.add(v.subtract(this).scale(clamp(p))); } int() { return new Vector2(this.x|0, this.y|0); } area() { return this.x * this.y; } arrayCheck(arraySize) { return this.x >= 0 && this.y >= 0 && this.x < arraySize.x && this.y < arraySize.y; } } /////////////////////////////////////////////////////////////////////////////// class Color { constructor(r=1, g=1, b=1, a=1) { this.r=r; this.g=g; this.b=b; this.a=a; } copy(c) { return new Color(this.r, this.g, this.b, this.a); } add(c) { return new Color(this.r+c.r, this.g+c.g, this.b+c.b, this.a+c.a); } subtract(c) { return new Color(this.r-c.r, this.g-c.g, this.b-c.b, this.a-c.a); } multiply(c) { return new Color(this.r*c.r, this.g*c.g, this.b*c.b, this.a*c.a); } scale(s,a=s){ return new Color(this.r*s, this.g*s, this.b*s, this.a*a); } clamp() { return new Color(clamp(this.r), clamp(this.g), clamp(this.b), clamp(this.a)); } lerp(c, p) { return this.add(c.subtract(this).scale(clamp(p))); } mutate(amount=.05, alphaAmount=0) { return new Color ( this.r + rand(amount, -amount), this.g + rand(amount, -amount), this.b + rand(amount, -amount), this.a + rand(alphaAmount, -alphaAmount) ).clamp(); } rgba() { ASSERT(this.r>=0 && this.r<=1 && this.g>=0 && this.g<=1 && this.b>=0 && this.b<=1 && this.a>=0 && this.a<=1); return `rgb(${this.r*255|0},${this.g*255|0},${this.b*255|0},${this.a})`; } rgbaInt() { ASSERT(this.r>=0 && this.r<=1 && this.g>=0 && this.g<=1 && this.b>=0 && this.b<=1 && this.a>=0 && this.a<=1); return (this.r*255|0) + (this.g*255<<8) + (this.b*255<<16) + (this.a*255<<24); } setHSLA(h=0, s=0, l=1, a=1) { const q = l < .5 ? l*(1+s) : l+s-l*s, p = 2*l-q, f = (p, q, t)=> (t = ((t%1)+1)%1) < 1/6 ? p+(q-p)*6*t : t < 1/2 ? q : t < 2/3 ? p+(q-p)*(2/3-t)*6 : p; this.r = f(p, q, h + 1/3); this.g = f(p, q, h); this.b = f(p, q, h - 1/3); this.a = a; return this; } } /////////////////////////////////////////////////////////////////////////////// class Timer { constructor(timeLeft) { this.time = timeLeft == undefined ? undefined : time + timeLeft; this.setTime = timeLeft; } set(timeLeft=0) { this.time = time + timeLeft; this.setTime = timeLeft; } unset() { this.time = undefined; } isSet() { return this.time != undefined; } active() { return time <= this.time; } // is set and has no time left elapsed() { return time > this.time; } // is set and has time left get() { return this.isSet()? time - this.time : 0; } getPercent() { return this.isSet()? percent(this.time - time, 0, this.setTime) : 0; } } ================================================ FILE: engine/engineWebGL.js ================================================ /* LittleJS WebGL Interface - All webgl used by the engine is wrapped up here - Can be disabled with glEnable to revert to 2D canvas rendering - Batches sprite rendering on GPU for incredibly fast performance - Sprite transform math is done in the shader where possible - For normal stuff you won't need to call any functions in this file - For advanced stuff there are helper functions to create shaders, textures, etc */ 'use strict'; const glEnable = 1; // can run without gl (texured coloring will be disabled) let glCanvas, glContext, glTileTexture, glShader, glPositionData, glColorData, glBatchCount, glDirty, glAdditive, glShrinkTilesX, glShrinkTilesY, glOverlay; function glInit() { if (!glEnable) return; // create the canvas and tile texture glCanvas = document.createElement('canvas'); glContext = glCanvas.getContext('webgl', {antialias:!pixelated}); glTileTexture = glCreateTexture(tileImage); glShrinkTilesX = tileBleedShrinkFix/tileImageSize.x; glShrinkTilesY = tileBleedShrinkFix/tileImageSize.y; if (glOverlay) { // firefox is much faster without copying the gl buffer so we just overlay it with some tradeoffs document.body.appendChild(glCanvas); glCanvas.style = mainCanvas.style.cssText; } // setup vertex and fragment shaders glShader = glCreateProgram( 'precision lowp float;'+ // use lowp for better performance 'uniform mat4 m;'+ // transform matrix 'attribute float a;'+ // angle 'attribute vec2 p,s,t;'+ // position, size, uv 'attribute vec4 c,b;'+ // color, additiveColor 'varying vec2 v;'+ // return uv 'varying vec4 d,e;'+ // return color, additiveColor 'void main(){'+ // shader entry point 'gl_Position=m*vec4((s*cos(-a)+vec2(-s.y,s.x)*sin(-a))*.5+p,1,1);'+// transform position 'v=t;d=c;e=b;'+ // pass stuff to fragment shader '}' // end of shader , 'precision lowp float;'+ // use lowp for better performance 'varying vec2 v;'+ // uv 'varying vec4 d,e;'+ // color, additiveColor 'uniform sampler2D j;'+ // texture 'void main(){'+ // shader entry point 'gl_FragColor=texture2D(j,v)*d+e;'+ // modulate texture by color plus additive '}' // end of shader ); // init buffers const glVertexData = new ArrayBuffer(MAX_BATCH * VERTICES_PER_QUAD * VERTEX_STRIDE); glCreateBuffer(gl_ARRAY_BUFFER, glVertexData.byteLength, gl_DYNAMIC_DRAW); glPositionData = new Float32Array(glVertexData); glColorData = new Uint32Array(glVertexData); // setup the vertex data array const initVertexAttribArray = (name, type, typeSize, size, normalize=0)=> { const location = glContext.getAttribLocation(glShader, name); glContext.enableVertexAttribArray(location); glContext.vertexAttribPointer(location, size, type, normalize, VERTEX_STRIDE, offset); offset += size*typeSize; } let offset = glDirty = glBatchCount = 0; initVertexAttribArray('a', gl_FLOAT, 4, 1); // angle initVertexAttribArray('p', gl_FLOAT, 4, 2); // position initVertexAttribArray('s', gl_FLOAT, 4, 2); // size initVertexAttribArray('t', gl_FLOAT, 4, 2); // texture coords initVertexAttribArray('c', gl_UNSIGNED_BYTE, 1, 4, 1); // color initVertexAttribArray('b', gl_UNSIGNED_BYTE, 1, 4, 1); // additiveColor // use point filtering for pixelated rendering glContext.texParameteri(gl_TEXTURE_2D, gl_TEXTURE_MIN_FILTER, pixelated ? gl_NEAREST : gl_LINEAR); glContext.texParameteri(gl_TEXTURE_2D, gl_TEXTURE_MAG_FILTER, pixelated ? gl_NEAREST : gl_LINEAR); } function glSetBlendMode(additive) { if (!glEnable) return; if (additive != glAdditive) glFlush(); // setup blending glAdditive = additive; glContext.blendFunc(gl_SRC_ALPHA, additive ? gl_ONE : gl_ONE_MINUS_SRC_ALPHA) /*glContext.blendFuncSeparate( gl_SRC_ALPHA, additive ? gl_ONE : gl_ONE_MINUS_SRC_ALPHA, gl_ONE, additive ? gl_ONE : gl_ONE_MINUS_SRC_ALPHA);*/ glContext.enable(gl_BLEND); } function glCompileShader(source, type) { if (!glEnable) return; // build the shader const shader = glContext.createShader(type); glContext.shaderSource(shader, source); glContext.compileShader(shader); // check for errors if (debug && !glContext.getShaderParameter(shader, gl_COMPILE_STATUS)) throw glContext.getShaderInfoLog(shader); return shader; } function glCreateProgram(vsSource, fsSource) { if (!glEnable) return; // build the program const program = glContext.createProgram(); glContext.attachShader(program, glCompileShader(vsSource, gl_VERTEX_SHADER)); glContext.attachShader(program, glCompileShader(fsSource, gl_FRAGMENT_SHADER)); glContext.linkProgram(program); // check for errors if (debug && !glContext.getProgramParameter(program, gl_LINK_STATUS)) throw glContext.getProgramInfoLog(program); return program; } function glCreateBuffer(bufferType, size, usage) { if (!glEnable) return; // build the buffer const buffer = glContext.createBuffer(); glContext.bindBuffer(bufferType, buffer); glContext.bufferData(bufferType, size, usage); return buffer; } function glCreateTexture(image) { if (!glEnable) return; // build the texture const texture = glContext.createTexture(); glContext.bindTexture(gl_TEXTURE_2D, texture); glContext.texImage2D(gl_TEXTURE_2D, 0, gl_RGBA, gl_RGBA, gl_UNSIGNED_BYTE, image); return texture; } function glPreRender(width, height) { if (!glEnable) return; // clear and set to same size as main canvas glCanvas.width = width; glCanvas.height = height; glContext.viewport(0, 0, width, height); // set up the shader glContext.useProgram(glShader); glSetBlendMode(); // build the transform matrix const sx = 2 * cameraScale / width; const sy = 2 * cameraScale / height; glContext.uniformMatrix4fv(glContext.getUniformLocation(glShader, 'm'), 0, new Float32Array([ sx, 0, 0, 0, 0, sy, 0, 0, 1, 1, -1, 1, -1-sx*cameraPos.x, -1-sy*cameraPos.y, 0, 0 ]) ); } function glFlush() { if (!glEnable) return; if (!glBatchCount) return; // draw all the sprites in the batch and reset the buffer glContext.bufferSubData(gl_ARRAY_BUFFER, 0, glPositionData.subarray(0, glBatchCount * VERTICES_PER_QUAD * VERTEX_STRIDE)); glContext.drawArrays(gl_TRIANGLES, 0, glBatchCount * VERTICES_PER_QUAD); glBatchCount = 0; } function glCopyToContext(context, forceDraw) { if (!glEnable) return; if (!glDirty) return; // draw any sprites still in the buffer, copy to main canvas and clear glFlush(); if (!glOverlay || forceDraw) { // do not draw/clear in overlay mode because the canvas is visible context.drawImage(glCanvas, 0, glAdditive = glDirty = 0); glContext.clear(gl_COLOR_BUFFER_BIT); } } function glDraw(x, y, sizeX, sizeY, angle, mirror, uv0X, uv0Y, uv1X, uv1Y, abgr, abgrAdditive) { if (!glEnable) return; // flush if there is no room for more verts if (glBatchCount >= MAX_BATCH) glFlush(); if (tileBleedShrinkFix) { // shrink tiles to prevent bleeding uv0X += glShrinkTilesX; uv0Y += glShrinkTilesY; uv1X -= glShrinkTilesX; uv1Y -= glShrinkTilesY; } // setup 2 triangles to form a quad let offset = glBatchCount++ * VERTICES_PER_QUAD * INDICIES_PER_VERT - 1; sizeX = mirror ? -sizeX : sizeX; glDirty = 1; // vertex 0 glPositionData[++offset] = angle; glPositionData[++offset] = x; glPositionData[++offset] = y; glPositionData[++offset] = -sizeX; glPositionData[++offset] = -sizeY; glPositionData[++offset] = uv0X; glPositionData[++offset] = uv1Y; glColorData[++offset] = abgr; glColorData[++offset] = abgrAdditive; // vertex 1 glPositionData[++offset] = angle; glPositionData[++offset] = x; glPositionData[++offset] = y; glPositionData[++offset] = sizeX; glPositionData[++offset] = sizeY; glPositionData[++offset] = uv1X; glPositionData[++offset] = uv0Y; glColorData[++offset] = abgr; glColorData[++offset] = abgrAdditive; // vertex 2 glPositionData[++offset] = angle; glPositionData[++offset] = x; glPositionData[++offset] = y; glPositionData[++offset] = -sizeX; glPositionData[++offset] = sizeY; glPositionData[++offset] = uv0X; glPositionData[++offset] = uv0Y; glColorData[++offset] = abgr; glColorData[++offset] = abgrAdditive; // vertex 0 glPositionData[++offset] = angle; glPositionData[++offset] = x; glPositionData[++offset] = y; glPositionData[++offset] = -sizeX; glPositionData[++offset] = -sizeY; glPositionData[++offset] = uv0X; glPositionData[++offset] = uv1Y; glColorData[++offset] = abgr; glColorData[++offset] = abgrAdditive; // vertex 3 glPositionData[++offset] = angle; glPositionData[++offset] = x; glPositionData[++offset] = y; glPositionData[++offset] = sizeX; glPositionData[++offset] = -sizeY; glPositionData[++offset] = uv1X; glPositionData[++offset] = uv1Y; glColorData[++offset] = abgr; glColorData[++offset] = abgrAdditive; // vertex 1 glPositionData[++offset] = angle; glPositionData[++offset] = x; glPositionData[++offset] = y; glPositionData[++offset] = sizeX; glPositionData[++offset] = sizeY; glPositionData[++offset] = uv1X; glPositionData[++offset] = uv0Y; glColorData[++offset] = abgr; glColorData[++offset] = abgrAdditive; } /////////////////////////////////////////////////////////////////////////////// // store gl constants as integers so their name doesn't use space in minifed const gl_ONE = 1, gl_TRIANGLES = 4, gl_SRC_ALPHA = 770, gl_ONE_MINUS_SRC_ALPHA = 771, gl_BLEND = 3042, gl_TEXTURE_2D = 3553, gl_UNSIGNED_BYTE = 5121, gl_FLOAT = 5126, gl_RGBA = 6408, gl_NEAREST = 9728, gl_LINEAR = 9729, gl_TEXTURE_MAG_FILTER = 10240, gl_TEXTURE_MIN_FILTER = 10241, gl_COLOR_BUFFER_BIT = 16384, gl_ARRAY_BUFFER = 34962, gl_DYNAMIC_DRAW = 35048, gl_FRAGMENT_SHADER = 35632, gl_VERTEX_SHADER = 35633, gl_COMPILE_STATUS = 35713, gl_LINK_STATUS = 35714, // constants for batch rendering VERTICES_PER_QUAD = 6, INDICIES_PER_VERT = 9, MAX_BATCH = 1<<16, VERTEX_STRIDE = 4 + (4 * 2) * 3 + (4) * 2; // float + vec2 * 3 + (char * 4) * 2 ================================================ FILE: index.html ================================================ Space Huggers