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engine.js
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engine.js
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/*
The Marriage
Original game by Rod Humble
http://www.rodvik.com/rodgames/marriage.html
HTML Canvas port by Giacomo Preciado
Game: kyrie.pe/the_marriage
GitHub: https://github.com/giacomopc/the-marriage
*/
var InvalidMousePosition = vector2(-1000, -1000)
var mScreen
var mCanvas
var mContext
var mBackgroundColor = 'black'
var mTime
var mStartTime
var mPrevFrameTime
var mDeltaTime
var mTimeScale = 1
var mMousePosition = InvalidMousePosition
var mMouseClicked = false
var mMouseMoved = false
window.requestAnimFrame = (function(callback)
{
return window.requestAnimationFrame
|| window.webkitRequestAnimationFrame
|| window.mozRequestAnimationFrame
|| window.oRequestAnimationFrame
|| window.msRequestAnimationFrame
|| function(callback) {
window.setTimeout(callback, 1000 / 60)
}
})()
function gameLoop()
{
earlyLogic()
//Implemented by the game
logic()
mContext.clearRect(0, 0, mScreen.width, mScreen.height)
draw()
lateLogic()
requestAnimFrame(function() { gameLoop() })
}
function engineStart()
{
mCanvas = document.getElementById('canvas')
// Support for HiDPI displays
var ratio = window.devicePixelRatio || 1
mScreen = rect(0, 0, 800, 600)
mCanvas.width = mScreen.width * ratio
mCanvas.height = mScreen.height * ratio
mCanvas.style.width = '' + mScreen.width + 'px'
mCanvas.style.height = '' + mScreen.height + 'px'
mCanvas.style.backgroundColor = 'black'
mContext = mCanvas.getContext('2d')
mContext.scale(ratio, ratio)
mContext.translate(0.5, 0.5)
mStartTime = getTime()
mPrevFrameTime = getTime()
mCanvas.onmousemove = function(event)
{
var rect = mCanvas.getBoundingClientRect();
var x = event.clientX - rect.left
var y = event.clientY - rect.top
mMousePosition = vector2(x, y)
mMouseMoved = true
}
mCanvas.onclick = function(event)
{
mMouseClicked = true
}
mCanvas.onmouseout = function(event)
{
mMousePosition = InvalidMousePosition
}
start()
gameLoop()
}
function drawRect(x, y, width, height)
{
mContext.beginPath()
mContext.rect(x, y, width, height)
mContext.fillStyle = rgbaToString(rgba(100, 0, 0, 0.5))
mContext.fill()
}
function drawRect(rect, fillColor, strokeColor)
{
mContext.beginPath()
mContext.rect(rect.x, rect.y, rect.width, rect.height)
drawCurrentPath(fillColor, strokeColor)
}
function drawCircle(circle, fillColor, strokeColor)
{
mContext.beginPath()
mContext.arc(circle.x, circle.y, circle.radius, 0, 2 * Math.PI)
drawCurrentPath(fillColor, strokeColor)
}
function drawText(text, position, size, alignment, color)
{
mContext.fillStyle = rgbaToString(color)
mContext.font = '' + size + 'pt Arial Black'
mContext.textAlign = alignment
mContext.fillText(text, position.x, position.y)
}
function drawCurrentPath(fillColor, strokeColor)
{
if(fillColor.a != 0.0)
{
mContext.fillStyle = rgbaToString(fillColor)
mContext.fill()
}
if(strokeColor.a != 0.0)
{
mContext.strokeStyle = rgbaToString(strokeColor)
mContext.stroke()
}
}
function earlyLogic()
{
//// Time
var time = getTime()
mDeltaTime = Math.min((time - mPrevFrameTime), 1.0 / 30.0) * mTimeScale
mPrevFrameTime = time
}
function lateLogic()
{
mMouseClicked = false
mMouseMoved = false
}
function getTime()
{
return (new Date()).getTime() / 1000.0
}
//// Utilities
function rgba(red, green, blue, alpha)
{
return {r: red, g: green, b: blue, a: alpha}
}
function rgbaToString(rgba)
{
return 'rgba(' + rgba.r + ', ' + rgba.g + ', ' + rgba.b + ', ' + rgba.a + ')'
}
function rgbaWithAlpha(rgb, alpha)
{
return rgba(rgb.r, rgb.g, rgb.b, alpha)
}
function isPointInsideRect(point, rect)
{
return point.x > rect.x && point.x < rect.x + rect.width &&
point.y > rect.y && point.y < rect.y + rect.height ? true : false
}
function isRectInsideRect(rect1, rect2)
{
var a = rect1
var b = rect2
return a.x < b.right() && b.x < a.right() && a.y < b.bottom() && b.y < a.bottom()
}
function distance(point1, point2)
{
var dx = Math.abs(point1.x - point2.x)
var dy = Math.abs(point1.y - point2.y)
return Math.sqrt(dx * dx + dy * dy)
}
function isPointInsideCircle(point, circle)
{
return distance(point, circle.center()) < circle.radius
}
function clamp(number, min, max)
{
return Math.max(Math.min(number, max), min)
}
function clamp01(number, min, max)
{
return clamp(number, 0, 1)
}
function rect(x, y, width, height)
{
return { x: x, y: y, width: width, height: height,
right: function()
{
return this.x + this.width
},
bottom: function()
{
return this.y + this.height
},
center: function()
{
return vector2(this.x + this.width / 2, this.y + this.height / 2)
}
}
}
function circle(x, y, radius)
{
return { x: x, y: y, radius: radius,
center: function()
{
return vector2(this.x, this.y)
}
}
}
function debug(string)
{
console.log(string)
}
function randomInRange(x1, x2)
{
return x1 + Math.random() * (x2 - x1)
}
function randomObjectFromArray(array)
{
return array[Math.floor(Math.random() * array.length)]
}
function isRectInsideCircle(rect, circle)
{
var distX = Math.abs(circle.x - rect.x - rect.width / 2)
var distY = Math.abs(circle.y - rect.y - rect.height / 2)
if (distX > (rect.width / 2 + circle.radius)
|| distY > (rect.height / 2 + circle.radius))
return false
if (distX <= (rect.width / 2)
|| distY <= (rect.height / 2))
return true
var dx = distX - rect.width / 2;
var dy = distY - rect.height / 2;
return dx * dx + dy * dy <= circle.radius * circle.radius
}
// vector2
function vector2(x, y)
{
return { x: x, y: y,
normalized: function()
{
var length = Math.sqrt(x * x + y * y)
return vector2(x / length, y / length)
},
negated: function()
{
return vector2(-x, -y)
}
}
}
function vector2subtract(vectorA, vectorB)
{
return vector2(vectorB.x - vectorA.x, vectorB.y - vectorA.y)
}