3D game
This commit is contained in:
+18
-21
@@ -1,20 +1,17 @@
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import { Component } from "$/common/ecs/mod.ts";
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export class Camera extends Component {
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active = true;
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x: number;
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y: number;
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zoom: number;
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rotation = 0;
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offset_x = 0;
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offset_y = 0;
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x = 0;
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y = 0;
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z = 3;
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constructor(x = 0, y = 0, zoom = 1) {
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super();
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this.x = x;
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this.y = y;
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this.zoom = zoom;
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}
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pitch = 0;
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yaw = 0;
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roll = 0;
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fov = Math.PI / 3;
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near = 0.1;
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far = 1000;
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}
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export function screen_to_world(
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@@ -24,10 +21,10 @@ export function screen_to_world(
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screen_width: number,
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screen_height: number,
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) {
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return {
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x: (screen_x - screen_width / 2) / camera.zoom + camera.x,
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y: (screen_y - screen_height / 2) / camera.zoom + camera.y,
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};
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// return {
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// x: (screen_x - screen_width / 2) / camera.zoom + camera.x,
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// y: (screen_y - screen_height / 2) / camera.zoom + camera.y,
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// };
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}
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export function world_to_screen(
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@@ -37,8 +34,8 @@ export function world_to_screen(
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screen_width: number,
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screen_height: number,
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) {
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return {
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x: (world_x - camera.x) / camera.zoom + screen_width / 2,
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y: (world_y - camera.y) / camera.zoom + screen_height / 2,
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};
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// return {
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// x: (world_x - camera.x) / camera.zoom + screen_width / 2,
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// y: (world_y - camera.y) / camera.zoom + screen_height / 2,
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// };
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}
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@@ -7,6 +7,7 @@ import { Texture } from "../renderer/mod.ts";
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export interface Tile<T = unknown> {
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x: number;
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y: number;
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z: number;
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id: string;
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data?: T;
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tickable?: boolean;
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@@ -2,11 +2,11 @@ import { Component } from "$/common/ecs/mod.ts";
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import { KeyCode } from "$/client/input_manager.ts";
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export class PlayerControls extends Component {
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move_speed: number = 100;
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move_speed: number = 5;
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// Keys
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move_up: KeyCode = "KeyW";
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move_down: KeyCode = "KeyS";
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move_forward: KeyCode = "KeyW";
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move_backwards: KeyCode = "KeyS";
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move_left: KeyCode = "KeyA";
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move_right: KeyCode = "KeyD";
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+1
-1
@@ -16,7 +16,7 @@ export function start_game(world: ClientWorld) {
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world.dimension = new Dimension([]);
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dimension.add(world.dimension);
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world.add_entity(dimension);
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generate(dimension.get(Dimension)!, 100, 100);
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generate(dimension.get(Dimension)!, 20, 20);
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create_player(world);
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@@ -8,13 +8,13 @@ export function generate(dimension: Dimension, width: number, height: number, se
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const scale = 0.05;
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for (let y = 0; y < height; y++) {
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for (let z = 0; z < height; z++) {
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for (let x = 0; x < width; x++) {
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// multi-octave terrain
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const nx = x * scale;
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const ny = y * scale;
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const nz = z * scale;
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let h = height_noise(nx, ny) * 1 + height_noise(nx * 2, ny * 2) * 0.5 + height_noise(nx * 4, ny * 4) * 0.25;
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let h = height_noise(nx, nz) * 1 + height_noise(nx * 2, nz * 2) * 0.5 + height_noise(nx * 4, nz * 4) * 0.25;
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h /= 1.75; // normalize
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@@ -28,10 +28,10 @@ export function generate(dimension: Dimension, width: number, height: number, se
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id = "bworld:grass";
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}
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dimension.tiles.push({ x, y, id });
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dimension.tiles.push({ x, z, id, y: 0 });
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// tree placement
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if (id === "bworld:grass") {
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/*if (id === "bworld:grass") {
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const t = tree_noise(x * 0.12, y * 0.12);
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if (t > 0.65) {
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@@ -41,7 +41,7 @@ export function generate(dimension: Dimension, width: number, height: number, se
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id: "bworld:tree",
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});
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}
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}
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}*/
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}
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}
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}
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+93
-13
@@ -1,3 +1,5 @@
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import { canvas } from "./renderer/core.ts";
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export type KeyCode =
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// letters
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| "KeyA"
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@@ -89,9 +91,16 @@ export class InputManager {
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static typed_characters = new Set<string>();
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static pointer_lock_flag = false;
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static mouse_grab_timer = 0;
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static mouse_ungrab_timer = 0;
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static mouse_ungrab_timeout = -1;
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static pointer_lock_waiting = false;
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static initialize(canvas: HTMLCanvasElement) {
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self.addEventListener("keydown", (e) => {
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e.preventDefault();
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e.stopPropagation();
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if (!this.keys_down.has(e.code)) {
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this.keys_pressed.add(e.code);
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}
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@@ -103,12 +112,18 @@ export class InputManager {
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self.addEventListener("keyup", (e) => {
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e.preventDefault();
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e.stopPropagation();
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this.keys_down.delete(e.code);
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this.keys_released.add(e.code);
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});
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self.addEventListener("mousedown", (e) => {
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e.preventDefault();
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e.stopPropagation();
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if (!document.hasFocus() && document.pointerLockElement !== canvas) {
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this.set_mouse_grabbed(true);
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return;
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}
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if (!this.mouse_buttons_down.has(e.button)) {
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this.mouse_buttons_pressed.add(e.button);
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}
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@@ -121,22 +136,44 @@ export class InputManager {
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this.mouse_buttons_released.add(e.button);
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});
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self.addEventListener("mousemove", (e) => {
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e.preventDefault();
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const rect = canvas.getBoundingClientRect();
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const new_x = e.clientX - rect.left;
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const new_y = e.clientY - rect.top;
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this.mouse_delta_x += new_x - this.mouse_x;
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this.mouse_delta_y += new_y - this.mouse_y;
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this.mouse_x = new_x;
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this.mouse_y = new_y;
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});
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self.addEventListener("wheel", (e) => {
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this.wheel_delta += e.deltaY;
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});
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document.addEventListener("mousemove", (e) => {
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e.preventDefault();
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if (document.pointerLockElement) {
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this.mouse_delta_x += e.movementX;
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this.mouse_delta_y += e.movementY;
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} else {
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const rect = canvas.getBoundingClientRect();
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const new_x = e.clientX - rect.left;
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const new_y = e.clientY - rect.top;
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this.mouse_delta_x += new_x - this.mouse_x;
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this.mouse_delta_y += new_y - this.mouse_y;
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this.mouse_x = new_x;
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this.mouse_y = new_y;
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}
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});
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document.addEventListener("pointerlockchange", () => {
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self.setTimeout(() => {
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const grab = document.pointerLockElement === canvas;
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if (!grab) {
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if (this.pointer_lock_flag) {
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this.mouse_ungrab_timer = performance.now();
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}
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}
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this.pointer_lock_flag = grab;
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}, 60);
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this.pointer_lock_waiting = false;
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});
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document.addEventListener("pointerlockerror", () => {
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this.pointer_lock_waiting = false;
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});
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}
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static is_key_down(code: KeyCode): boolean {
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@@ -197,4 +234,47 @@ export class InputManager {
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this.typed_characters.clear();
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this.mouse_buttons_consumed.clear();
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}
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static async set_mouse_grabbed(grab: boolean) {
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this.pointer_lock_flag = grab;
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const t = performance.now();
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this.mouse_grab_timer = t;
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if (grab) {
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this.mouse_x = -1;
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this.mouse_y = -1;
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this.pointer_lock_waiting = true;
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try {
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await canvas.requestPointerLock();
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} catch (_) { /* */ }
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if (this.mouse_ungrab_timeout !== -1) {
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self.clearTimeout(this.mouse_ungrab_timeout);
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}
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this.mouse_ungrab_timeout = -1;
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if (t - this.mouse_ungrab_timer < 3000) {
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this.mouse_ungrab_timeout = self.setTimeout(async () => {
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try {
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await canvas.requestPointerLock();
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} catch (_) { /* */ }
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}, 3100 - (t - this.mouse_ungrab_timer));
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}
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} else {
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if (this.mouse_ungrab_timeout !== -1) self.clearTimeout(this.mouse_ungrab_timeout);
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this.mouse_ungrab_timeout = -1;
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if (!this.pointer_lock_waiting) {
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document.exitPointerLock();
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}
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}
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}
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static is_mouse_grabbed() {
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return document.hasFocus() && document.pointerLockElement === canvas;
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}
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static toggle_fullscreen() {
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if (!document.fullscreenElement) {
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canvas.requestFullscreen();
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} else {
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document.exitFullscreen();
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}
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}
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}
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+2
-24
@@ -4,9 +4,7 @@ import { Component, Entity } from "$/common/ecs/mod.ts";
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import { Camera } from "$/client/components/camera.ts";
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import { ItemStack, PlayerInventory } from "./inventory.ts";
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import { PlayerControls } from "$/client/components/player_controls.ts";
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import { AnimatedSprite, Sprite } from "$/client/components/sprite.ts";
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import { ClientWorld } from "./client_world.ts";
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import { AssetManager } from "./assets.ts";
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import { GuiScreen } from "./gui/gui_screen.ts";
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export class PlayerComponent extends Component {
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@@ -23,26 +21,8 @@ export class PlayerComponent extends Component {
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export function create_player(world: ClientWorld) {
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const player = new Entity("player");
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player.add(new Position(1440, 700));
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player.add(new Position(0, 0));
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player.add(new Velocity(0, 0));
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player.add(
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new AnimatedSprite("bworld:player", 72, 72, {
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"idle": {
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source_x: [0, 24],
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source_y: [0, 0],
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source_width: 24,
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source_height: 24,
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duration: 60,
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},
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"running": {
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source_x: [0, 24, 48, 72, 96, 120, 144, 168],
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source_y: [24, 24, 24, 24, 24, 24, 24, 24],
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source_width: 24,
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source_height: 24,
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duration: 20,
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},
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}, "idle"),
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);
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player.add(new PlayerControls());
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player.add(new PlayerComponent());
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@@ -58,14 +38,12 @@ export function create_player(world: ClientWorld) {
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// player_inventory.container.add_item(new ItemStack("bworld:pumpkin_seeds", 64));
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// player_inventory.container.add_item(new ItemStack("bworld:carrot_seeds", 64));
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player_inventory.container.add_item(new ItemStack("bworld:furnace", 1));
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player.add(new Camera(-100, -100));
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player.add(new Camera());
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world.add_entity(player);
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const player_hand = new Entity("playerhand");
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player_hand.add(new Position(0, 0));
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// empty sprite
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player_hand.add(new Sprite(AssetManager.instance.get("bworld:textures"), 0, 0));
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world.add_entity(player_hand);
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world.add_tag("player", [player, player_hand]);
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+123
-303
@@ -1,33 +1,21 @@
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import { Camera } from "../components/camera.ts";
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import { mat4_mul, mat4_perspective, mat4_view } from "./math.ts";
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import { mat4 } from "gl-matrix";
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export let gl: WebGLRenderingContext;
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export let canvas: HTMLCanvasElement;
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const MAX_SPRITES = 10000;
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const VERTS_PER_SPRITE = 6;
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const FLOATS_PER_VERT = 9;
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export let gl: WebGLRenderingContext;
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export let canvas: HTMLCanvasElement;
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let program: WebGLProgram;
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let buffer: WebGLBuffer;
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// const default_camera = new Camera();
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// let camera: Camera = default_camera;
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//
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// let camera_pos_loc: WebGLUniformLocation | null;
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// let camera_zoom_loc: WebGLUniformLocation | null;
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// let camera_rot_loc: WebGLUniformLocation | null;
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// let camera_offset_loc: WebGLUniformLocation | null;
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export const projection = new Float32Array(16);
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export const view = new Float32Array(16);
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export const mvp_matrix = new Float32Array(16);
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const vertex_data = new Float32Array(MAX_SPRITES * VERTS_PER_SPRITE * FLOATS_PER_VERT);
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let vert_index = 0;
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let pos_loc: GLint;
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let uv_loc: GLint;
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let resolution_loc: WebGLUniformLocation | null;
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let texture_loc: WebGLUniformLocation | null;
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let mvp_loc: WebGLUniformLocation | null;
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let col_diffuse_loc: WebGLUniformLocation | null;
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@@ -35,22 +23,14 @@ let col_diffuse_loc: WebGLUniformLocation | null;
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let current_texture: WebGLTexture | null = null;
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export let white_tex: WebGLTexture | null = null;
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export const camera = {
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x: 3,
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y: 3,
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z: 3,
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pitch: 0,
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yaw: 0,
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roll: 0,
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fov: Math.PI / 3,
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near: 0.1,
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far: 1000,
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};
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let mode3d = false;
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let active_camera = camera;
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let camera: Camera | undefined;
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const ortho = mat4.create();
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const proj = mat4.create();
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const view = mat4.create();
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const mvp = mat4.create();
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const vertex_src = `#version 300 es
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precision mediump float;
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@@ -121,15 +101,13 @@ export function init_window(canvas_element: HTMLCanvasElement) {
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gl.enable(gl.BLEND);
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gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
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gl.disable(gl.CULL_FACE);
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create_white_texture();
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update_mvp(canvas.width, canvas.height);
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}
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export function begin_drawing() {
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update_2d_mvp();
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gl.depthFunc(gl.LEQUAL);
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gl.clearDepth(1.0);
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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vert_index = 0;
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}
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@@ -138,49 +116,35 @@ export function end_drawing() {
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flush_batch();
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}
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export const ortho_matrix = new Float32Array(16);
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export function update_2d_mvp() {
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function update_2d_mvp() {
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const w = canvas.width;
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const h = canvas.height;
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const l = 0, r = w, t = 0, b = h, n = -1, f = 1;
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ortho_matrix[0] = 2 / (r - l);
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ortho_matrix[1] = 0;
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ortho_matrix[2] = 0;
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ortho_matrix[3] = 0;
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const l = 0;
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const r = w;
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const t = 0;
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const b = h;
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const n = -1;
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const f = 1;
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ortho_matrix[4] = 0;
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ortho_matrix[5] = 2 / (t - b);
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ortho_matrix[6] = 0;
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ortho_matrix[7] = 0;
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ortho_matrix[8] = 0;
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ortho_matrix[9] = 0;
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ortho_matrix[10] = -2 / (f - n);
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ortho_matrix[11] = 0;
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ortho_matrix[12] = -(r + l) / (r - l);
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ortho_matrix[13] = -(t + b) / (t - b);
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ortho_matrix[14] = -(f + n) / (f - n);
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ortho_matrix[15] = 1;
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mat4.ortho(ortho, l, r, b, t, n, f);
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}
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export function begin_mode_2d(new_camera: Camera) {
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mode3d = false;
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//export function begin_mode_2d(new_camera: Camera) {
|
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// mode3d = false;
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//
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||||
// gl.disable(gl.DEPTH_TEST);
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||||
//
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||||
// vert_index = 0;
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||||
//
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||||
// update_2d_mvp();
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// gl.uniformMatrix4fv(mvp_loc, false, ortho_matrix);
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||||
//}
|
||||
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||||
gl.disable(gl.DEPTH_TEST);
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||||
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vert_index = 0;
|
||||
|
||||
update_2d_mvp();
|
||||
gl.uniformMatrix4fv(mvp_loc, false, ortho_matrix);
|
||||
}
|
||||
|
||||
export function end_mode_2d() {
|
||||
flush_batch();
|
||||
// camera = default_camera;
|
||||
}
|
||||
// export function end_mode_2d() {
|
||||
// flush_batch();
|
||||
// // camera = default_camera;
|
||||
// }
|
||||
|
||||
export function begin_clip(x: number, y: number, width: number, height: number) {
|
||||
gl.enable(gl.SCISSOR_TEST);
|
||||
@@ -194,6 +158,28 @@ export function end_clip() {
|
||||
gl.disable(gl.SCISSOR_TEST);
|
||||
}
|
||||
|
||||
export function begin_mode_3d(new_camera: Camera) {
|
||||
flush_batch();
|
||||
|
||||
mode3d = true;
|
||||
camera = new_camera;
|
||||
|
||||
gl.enable(gl.DEPTH_TEST);
|
||||
|
||||
update_camera();
|
||||
}
|
||||
|
||||
export function end_mode_3d() {
|
||||
if (!mode3d) {
|
||||
return;
|
||||
}
|
||||
|
||||
flush_batch();
|
||||
|
||||
mode3d = false;
|
||||
gl.disable(gl.DEPTH_TEST);
|
||||
}
|
||||
|
||||
export function clear_background(r: number, g: number, b: number, a = 1) {
|
||||
gl.clearColor(r, g, b, a);
|
||||
gl.clear(gl.COLOR_BUFFER_BIT);
|
||||
@@ -208,9 +194,9 @@ export function flush_batch() {
|
||||
gl.bufferData(gl.ARRAY_BUFFER, vertex_data.subarray(0, vert_index), gl.STREAM_DRAW);
|
||||
|
||||
if (mode3d) {
|
||||
gl.uniformMatrix4fv(mvp_loc, false, mvp_matrix);
|
||||
gl.uniformMatrix4fv(mvp_loc, false, mvp);
|
||||
} else {
|
||||
gl.uniformMatrix4fv(mvp_loc, false, ortho_matrix);
|
||||
gl.uniformMatrix4fv(mvp_loc, false, ortho);
|
||||
}
|
||||
|
||||
gl.uniform4f(col_diffuse_loc, 1, 1, 1, 1);
|
||||
@@ -224,6 +210,44 @@ export function flush_batch() {
|
||||
vert_index = 0;
|
||||
}
|
||||
|
||||
export function resize_canvas() {
|
||||
const width = self.innerWidth;
|
||||
const height = self.innerHeight;
|
||||
|
||||
if (canvas.width !== width || canvas.height !== height) {
|
||||
canvas.width = width;
|
||||
canvas.height = height;
|
||||
canvas.style.width = canvas.width + "px";
|
||||
canvas.style.height = canvas.height + "px";
|
||||
|
||||
gl.viewport(0, 0, width, height);
|
||||
|
||||
gl.useProgram(program);
|
||||
}
|
||||
}
|
||||
|
||||
export function get_current_texture(): WebGLTexture | null {
|
||||
return current_texture;
|
||||
}
|
||||
|
||||
export function set_current_texture(texture: WebGLTexture) {
|
||||
current_texture = texture;
|
||||
}
|
||||
|
||||
export function push_vertex(px: number, py: number, pz: number, u: number, vv: number, r = 1, g = 1, b = 1, a = 1) {
|
||||
let i = vert_index;
|
||||
vertex_data[i++] = px;
|
||||
vertex_data[i++] = py;
|
||||
vertex_data[i++] = pz;
|
||||
vertex_data[i++] = u;
|
||||
vertex_data[i++] = vv;
|
||||
vertex_data[i++] = r;
|
||||
vertex_data[i++] = g;
|
||||
vertex_data[i++] = b;
|
||||
vertex_data[i++] = a;
|
||||
vert_index = i;
|
||||
}
|
||||
|
||||
export function push_quad(
|
||||
dx: number,
|
||||
dy: number,
|
||||
@@ -241,97 +265,41 @@ export function push_quad(
|
||||
const x2 = dx + dw;
|
||||
const y2 = dy + dh;
|
||||
|
||||
let i = vert_index;
|
||||
|
||||
// triangle 1
|
||||
vertex_data[i++] = dx;
|
||||
vertex_data[i++] = dy;
|
||||
vertex_data[i++] = 0;
|
||||
vertex_data[i++] = u0;
|
||||
vertex_data[i++] = v0;
|
||||
vertex_data[i++] = r;
|
||||
vertex_data[i++] = g;
|
||||
vertex_data[i++] = b;
|
||||
vertex_data[i++] = a;
|
||||
|
||||
vertex_data[i++] = x2;
|
||||
vertex_data[i++] = dy;
|
||||
vertex_data[i++] = 0;
|
||||
vertex_data[i++] = u1;
|
||||
vertex_data[i++] = v0;
|
||||
vertex_data[i++] = r;
|
||||
vertex_data[i++] = g;
|
||||
vertex_data[i++] = b;
|
||||
vertex_data[i++] = a;
|
||||
|
||||
vertex_data[i++] = dx;
|
||||
vertex_data[i++] = y2;
|
||||
vertex_data[i++] = 0;
|
||||
vertex_data[i++] = u0;
|
||||
vertex_data[i++] = v1;
|
||||
vertex_data[i++] = r;
|
||||
vertex_data[i++] = g;
|
||||
vertex_data[i++] = b;
|
||||
vertex_data[i++] = a;
|
||||
push_vertex(dx, dy, 0, u0, v0, r, g, b, a);
|
||||
push_vertex(x2, dy, 0, u1, v0, r, g, b, a);
|
||||
push_vertex(dx, y2, 0, u0, v1, r, g, b, a);
|
||||
|
||||
// triangle 2
|
||||
vertex_data[i++] = x2;
|
||||
vertex_data[i++] = dy;
|
||||
vertex_data[i++] = 0;
|
||||
vertex_data[i++] = u1;
|
||||
vertex_data[i++] = v0;
|
||||
vertex_data[i++] = r;
|
||||
vertex_data[i++] = g;
|
||||
vertex_data[i++] = b;
|
||||
vertex_data[i++] = a;
|
||||
|
||||
vertex_data[i++] = x2;
|
||||
vertex_data[i++] = y2;
|
||||
vertex_data[i++] = 0;
|
||||
vertex_data[i++] = u1;
|
||||
vertex_data[i++] = v1;
|
||||
vertex_data[i++] = r;
|
||||
vertex_data[i++] = g;
|
||||
vertex_data[i++] = b;
|
||||
vertex_data[i++] = a;
|
||||
|
||||
vertex_data[i++] = dx;
|
||||
vertex_data[i++] = y2;
|
||||
vertex_data[i++] = 0;
|
||||
vertex_data[i++] = u0;
|
||||
vertex_data[i++] = v1;
|
||||
vertex_data[i++] = r;
|
||||
vertex_data[i++] = g;
|
||||
vertex_data[i++] = b;
|
||||
vertex_data[i++] = a;
|
||||
|
||||
vert_index = i;
|
||||
push_vertex(x2, dy, 0, u1, v0, r, g, b, a);
|
||||
push_vertex(x2, y2, 0, u1, v1, r, g, b, a);
|
||||
push_vertex(dx, y2, 0, u0, v1, r, g, b, a);
|
||||
}
|
||||
|
||||
export function resize_canvas() {
|
||||
const width = self.innerWidth;
|
||||
const height = self.innerHeight;
|
||||
// internal
|
||||
|
||||
if (canvas.width !== width || canvas.height !== height) {
|
||||
canvas.width = width;
|
||||
canvas.height = height;
|
||||
canvas.style.width = canvas.width + "px";
|
||||
canvas.style.height = canvas.height + "px";
|
||||
|
||||
gl.viewport(0, 0, width, height);
|
||||
|
||||
gl.useProgram(program);
|
||||
// gl.uniform2f(resolution_loc, width, height);
|
||||
update_mvp(canvas.width, canvas.height);
|
||||
function update_camera() {
|
||||
if (!camera) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
export function get_current_texture(): WebGLTexture | null {
|
||||
return current_texture;
|
||||
}
|
||||
mat4.perspective(
|
||||
proj,
|
||||
camera.fov,
|
||||
canvas.width / canvas.height,
|
||||
camera.near,
|
||||
camera.far,
|
||||
);
|
||||
|
||||
export function set_current_texture(texture: WebGLTexture) {
|
||||
current_texture = texture;
|
||||
mat4.identity(view);
|
||||
|
||||
mat4.rotateZ(view, view, -camera.roll);
|
||||
mat4.rotateX(view, view, -camera.pitch);
|
||||
mat4.rotateY(view, view, -camera.yaw);
|
||||
|
||||
mat4.translate(view, view, [-camera.x, -camera.y, -camera.z]);
|
||||
|
||||
mat4.multiply(mvp, proj, view);
|
||||
}
|
||||
|
||||
function compile_shader(type: number, src: string) {
|
||||
@@ -378,151 +346,3 @@ function create_white_texture() {
|
||||
|
||||
white_tex = tex;
|
||||
}
|
||||
|
||||
function update_mvp(width: number, height: number) {
|
||||
const l = 0;
|
||||
const r = width;
|
||||
const b = height;
|
||||
const t = 0;
|
||||
const n = -1;
|
||||
const f = 1;
|
||||
|
||||
mvp_matrix[0] = 2 / (r - l);
|
||||
mvp_matrix[1] = 0;
|
||||
mvp_matrix[2] = 0;
|
||||
mvp_matrix[3] = 0;
|
||||
|
||||
mvp_matrix[4] = 0;
|
||||
mvp_matrix[5] = 2 / (t - b);
|
||||
mvp_matrix[6] = 0;
|
||||
mvp_matrix[7] = 0;
|
||||
|
||||
mvp_matrix[8] = 0;
|
||||
mvp_matrix[9] = 0;
|
||||
mvp_matrix[10] = -2 / (f - n);
|
||||
mvp_matrix[11] = 0;
|
||||
|
||||
mvp_matrix[12] = -(r + l) / (r - l);
|
||||
mvp_matrix[13] = -(t + b) / (t - b);
|
||||
mvp_matrix[14] = -(f + n) / (f - n);
|
||||
mvp_matrix[15] = 1;
|
||||
}
|
||||
|
||||
export function push_cube(
|
||||
x: number,
|
||||
y: number,
|
||||
z: number,
|
||||
w: number,
|
||||
h: number,
|
||||
d: number,
|
||||
r = 1,
|
||||
g = 1,
|
||||
b = 1,
|
||||
a = 1,
|
||||
) {
|
||||
set_current_texture(white_tex!);
|
||||
|
||||
const x2 = x + w;
|
||||
const y2 = y + h;
|
||||
const z2 = z + d;
|
||||
|
||||
const u0 = 0, v0 = 0;
|
||||
const u1 = 1, v1 = 1;
|
||||
|
||||
let i = vert_index;
|
||||
|
||||
function v(px: number, py: number, pz: number, u: number, vv: number) {
|
||||
vertex_data[i++] = px;
|
||||
vertex_data[i++] = py;
|
||||
vertex_data[i++] = pz;
|
||||
vertex_data[i++] = u;
|
||||
vertex_data[i++] = vv;
|
||||
vertex_data[i++] = r;
|
||||
vertex_data[i++] = g;
|
||||
vertex_data[i++] = b;
|
||||
vertex_data[i++] = a;
|
||||
}
|
||||
|
||||
v(x, y, z2, u0, v0);
|
||||
v(x2, y, z2, u1, v0);
|
||||
v(x, y2, z2, u0, v1);
|
||||
v(x2, y, z2, u1, v0);
|
||||
v(x2, y2, z2, u1, v1);
|
||||
v(x, y2, z2, u0, v1);
|
||||
|
||||
v(x2, y, z, u0, v0);
|
||||
v(x, y, z, u1, v0);
|
||||
v(x2, y2, z, u0, v1);
|
||||
v(x, y, z, u1, v0);
|
||||
v(x, y2, z, u1, v1);
|
||||
v(x2, y2, z, u0, v1);
|
||||
|
||||
v(x, y, z, u0, v0);
|
||||
v(x, y, z2, u1, v0);
|
||||
v(x, y2, z, u0, v1);
|
||||
v(x, y, z2, u1, v0);
|
||||
v(x, y2, z2, u1, v1);
|
||||
v(x, y2, z, u0, v1);
|
||||
|
||||
v(x2, y, z2, u0, v0);
|
||||
v(x2, y, z, u1, v0);
|
||||
v(x2, y2, z2, u0, v1);
|
||||
v(x2, y, z, u1, v0);
|
||||
v(x2, y2, z, u1, v1);
|
||||
v(x2, y2, z2, u0, v1);
|
||||
|
||||
v(x, y2, z2, u0, v0);
|
||||
v(x2, y2, z2, u1, v0);
|
||||
v(x, y2, z, u0, v1);
|
||||
v(x2, y2, z2, u1, v0);
|
||||
v(x2, y2, z, u1, v1);
|
||||
v(x, y2, z, u0, v1);
|
||||
|
||||
v(x, y, z, u0, v0);
|
||||
v(x2, y, z, u1, v0);
|
||||
v(x, y, z2, u0, v1);
|
||||
v(x2, y, z, u1, v0);
|
||||
v(x2, y, z2, u1, v1);
|
||||
v(x, y, z2, u0, v1);
|
||||
|
||||
vert_index = i;
|
||||
}
|
||||
|
||||
export function begin_mode_3d() {
|
||||
flush_batch();
|
||||
|
||||
mode3d = true;
|
||||
active_camera = camera;
|
||||
|
||||
gl.enable(gl.DEPTH_TEST);
|
||||
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
|
||||
|
||||
vert_index = 0;
|
||||
|
||||
update_camera();
|
||||
}
|
||||
|
||||
export function end_mode_3d() {
|
||||
if (!mode3d) {
|
||||
return;
|
||||
}
|
||||
|
||||
flush_batch();
|
||||
|
||||
mode3d = false;
|
||||
gl.disable(gl.DEPTH_TEST);
|
||||
}
|
||||
|
||||
export function update_camera() {
|
||||
mat4_perspective(
|
||||
projection,
|
||||
camera.fov,
|
||||
canvas.width / canvas.height,
|
||||
camera.near,
|
||||
camera.far,
|
||||
);
|
||||
|
||||
mat4_view(view);
|
||||
|
||||
mat4_mul(mvp_matrix, projection, view);
|
||||
}
|
||||
|
||||
@@ -1,84 +0,0 @@
|
||||
import { camera } from "./core.ts";
|
||||
|
||||
export function mat4_perspective(out: Float32Array, fov: number, aspect: number, near: number, far: number) {
|
||||
const f = 1 / Math.tan(fov / 2);
|
||||
|
||||
out[0] = f / aspect;
|
||||
out[1] = 0;
|
||||
out[2] = 0;
|
||||
out[3] = 0;
|
||||
|
||||
out[4] = 0;
|
||||
out[5] = f;
|
||||
out[6] = 0;
|
||||
out[7] = 0;
|
||||
|
||||
out[8] = 0;
|
||||
out[9] = 0;
|
||||
out[10] = -(far + near) / (far - near);
|
||||
out[11] = -1;
|
||||
|
||||
out[12] = 0;
|
||||
out[13] = 0;
|
||||
out[14] = -(2 * far * near) / (far - near);
|
||||
out[15] = 0;
|
||||
}
|
||||
|
||||
export function mat4_view(out: Float32Array) {
|
||||
const cx = camera.x;
|
||||
const cy = camera.y;
|
||||
const cz = camera.z;
|
||||
|
||||
const yaw = camera.yaw;
|
||||
const pitch = camera.pitch;
|
||||
|
||||
const cosY = Math.cos(yaw);
|
||||
const sinY = Math.sin(yaw);
|
||||
const cosP = Math.cos(pitch);
|
||||
const sinP = Math.sin(pitch);
|
||||
|
||||
const fx = cosP * sinY;
|
||||
const fy = sinP;
|
||||
const fz = cosP * cosY;
|
||||
|
||||
const rx = cosY;
|
||||
const rz = -sinY;
|
||||
|
||||
const ux = -sinP * sinY;
|
||||
const uy = cosP;
|
||||
const uz = -sinP * cosY;
|
||||
|
||||
out[0] = rx;
|
||||
out[1] = ux;
|
||||
out[2] = -fx;
|
||||
out[3] = 0;
|
||||
|
||||
out[4] = 0;
|
||||
out[5] = uy;
|
||||
out[6] = -fy;
|
||||
out[7] = 0;
|
||||
|
||||
out[8] = rz;
|
||||
out[9] = uz;
|
||||
out[10] = -fz;
|
||||
out[11] = 0;
|
||||
|
||||
out[12] = -(rx * cx + rz * cz);
|
||||
out[13] = -(ux * cx + uy * cy + uz * cz);
|
||||
out[14] = fx * cx + fy * cy + fz * cz;
|
||||
out[15] = 1;
|
||||
}
|
||||
|
||||
export function mat4_mul(out: Float32Array, a: Float32Array, b: Float32Array) {
|
||||
for (let i = 0; i < 4; i++) {
|
||||
const ai0 = a[i];
|
||||
const ai1 = a[i + 4];
|
||||
const ai2 = a[i + 8];
|
||||
const ai3 = a[i + 12];
|
||||
|
||||
out[i] = ai0 * b[0] + ai1 * b[1] + ai2 * b[2] + ai3 * b[3];
|
||||
out[i + 4] = ai0 * b[4] + ai1 * b[5] + ai2 * b[6] + ai3 * b[7];
|
||||
out[i + 8] = ai0 * b[8] + ai1 * b[9] + ai2 * b[10] + ai3 * b[11];
|
||||
out[i + 12] = ai0 * b[12] + ai1 * b[13] + ai2 * b[14] + ai3 * b[15];
|
||||
}
|
||||
}
|
||||
@@ -2,4 +2,5 @@ export * from "./core.ts";
|
||||
export * from "./shapes.ts";
|
||||
export * from "./textures.ts";
|
||||
export * from "./text.ts";
|
||||
export * from "./models.ts";
|
||||
export * from "./types.ts";
|
||||
|
||||
@@ -0,0 +1,76 @@
|
||||
import { flush_batch, get_current_texture, push_vertex, set_current_texture } from "./core.ts";
|
||||
import { Texture } from "./types.ts";
|
||||
|
||||
export function push_cube(
|
||||
texture: Texture,
|
||||
x: number,
|
||||
y: number,
|
||||
z: number,
|
||||
w: number,
|
||||
h: number,
|
||||
d: number,
|
||||
sx: number,
|
||||
sy: number,
|
||||
sw: number,
|
||||
sh: number,
|
||||
r = 1,
|
||||
g = 1,
|
||||
b = 1,
|
||||
a = 1,
|
||||
) {
|
||||
if (get_current_texture() !== texture.tex) {
|
||||
flush_batch();
|
||||
set_current_texture(texture.tex);
|
||||
}
|
||||
|
||||
const x2 = x + w;
|
||||
const y2 = y + h;
|
||||
const z2 = z + d;
|
||||
|
||||
const u0 = sx / texture.width;
|
||||
const v0 = sy / texture.height;
|
||||
const u1 = (sx + sw) / texture.width;
|
||||
const v1 = (sy + sh) / texture.height;
|
||||
|
||||
push_vertex(x, y, z2, u0, v0, r, g, b, a);
|
||||
push_vertex(x2, y, z2, u1, v0, r, g, b, a);
|
||||
push_vertex(x, y2, z2, u0, v1, r, g, b, a);
|
||||
push_vertex(x2, y, z2, u1, v0, r, g, b, a);
|
||||
push_vertex(x2, y2, z2, u1, v1, r, g, b, a);
|
||||
push_vertex(x, y2, z2, u0, v1, r, g, b, a);
|
||||
|
||||
push_vertex(x2, y, z, u0, v0, r, g, b, a);
|
||||
push_vertex(x, y, z, u1, v0, r, g, b, a);
|
||||
push_vertex(x2, y2, z, u0, v1, r, g, b, a);
|
||||
push_vertex(x, y, z, u1, v0, r, g, b, a);
|
||||
push_vertex(x, y2, z, u1, v1, r, g, b, a);
|
||||
push_vertex(x2, y2, z, u0, v1, r, g, b, a);
|
||||
|
||||
push_vertex(x, y, z, u0, v0, r, g, b, a);
|
||||
push_vertex(x, y, z2, u1, v0, r, g, b, a);
|
||||
push_vertex(x, y2, z, u0, v1, r, g, b, a);
|
||||
push_vertex(x, y, z2, u1, v0, r, g, b, a);
|
||||
push_vertex(x, y2, z2, u1, v1, r, g, b, a);
|
||||
push_vertex(x, y2, z, u0, v1, r, g, b, a);
|
||||
|
||||
push_vertex(x2, y, z2, u0, v0, r, g, b, a);
|
||||
push_vertex(x2, y, z, u1, v0, r, g, b, a);
|
||||
push_vertex(x2, y2, z2, u0, v1, r, g, b, a);
|
||||
push_vertex(x2, y, z, u1, v0, r, g, b, a);
|
||||
push_vertex(x2, y2, z, u1, v1, r, g, b, a);
|
||||
push_vertex(x2, y2, z2, u0, v1, r, g, b, a);
|
||||
|
||||
push_vertex(x, y2, z2, u0, v0, r, g, b, a);
|
||||
push_vertex(x2, y2, z2, u1, v0, r, g, b, a);
|
||||
push_vertex(x, y2, z, u0, v1, r, g, b, a);
|
||||
push_vertex(x2, y2, z2, u1, v0, r, g, b, a);
|
||||
push_vertex(x2, y2, z, u1, v1, r, g, b, a);
|
||||
push_vertex(x, y2, z, u0, v1, r, g, b, a);
|
||||
|
||||
push_vertex(x, y, z, u0, v0, r, g, b, a);
|
||||
push_vertex(x2, y, z, u1, v0, r, g, b, a);
|
||||
push_vertex(x, y, z2, u0, v1, r, g, b, a);
|
||||
push_vertex(x2, y, z, u1, v0, r, g, b, a);
|
||||
push_vertex(x2, y, z2, u1, v1, r, g, b, a);
|
||||
push_vertex(x, y, z2, u0, v1, r, g, b, a);
|
||||
}
|
||||
@@ -11,7 +11,7 @@ import { distance_point_rectangle } from "../../common/utils.ts";
|
||||
|
||||
export class DimensionLogicSystem extends System {
|
||||
update(world: ClientWorld, delta: number): void {
|
||||
const dimension_entity = world.get_entities().values().find((ent) => ent.get(Dimension));
|
||||
/*const dimension_entity = world.get_entities().values().find((ent) => ent.get(Dimension));
|
||||
const dimension = dimension_entity!.get(Dimension)!;
|
||||
|
||||
dimension.second_timer += delta;
|
||||
@@ -72,7 +72,7 @@ export class DimensionLogicSystem extends System {
|
||||
tile_info.on_click(world, tile);
|
||||
}
|
||||
}
|
||||
}
|
||||
}*/
|
||||
}
|
||||
handle_second(world: ClientWorld, dimension: Dimension) {
|
||||
const tickables = dimension.tiles.filter((t) => t.tickable);
|
||||
|
||||
@@ -1,12 +1,10 @@
|
||||
import { System } from "$/common/ecs/mod.ts";
|
||||
import { Velocity } from "$/common/components/velocity.ts";
|
||||
import { InputManager } from "../input_manager.ts";
|
||||
import { AnimatedSprite } from "../components/sprite.ts";
|
||||
import { ClientWorld } from "../client_world.ts";
|
||||
import { PlayerControls } from "../components/player_controls.ts";
|
||||
import { Camera } from "../components/camera.ts";
|
||||
import { Position } from "../../common/components/position.ts";
|
||||
import { canvas } from "../renderer/mod.ts";
|
||||
import { PlayerComponent } from "../player.ts";
|
||||
import { GuiPlayerInventory } from "../gui/gui_player_inventory.ts";
|
||||
|
||||
@@ -20,40 +18,51 @@ export class PlayerControlsSystem extends System {
|
||||
const velocity = player.get(Velocity)!;
|
||||
const controls = player.get(PlayerControls)!;
|
||||
const player_component = player.get(PlayerComponent)!;
|
||||
const position = player.get(Position)!;
|
||||
const camera = player.get(Camera)!;
|
||||
|
||||
let input_x = 0;
|
||||
let input_z = 0;
|
||||
|
||||
if (InputManager.is_key_down(controls.move_left)) {
|
||||
velocity.vx = -controls.move_speed;
|
||||
} else if (InputManager.is_key_down(controls.move_right)) {
|
||||
velocity.vx = controls.move_speed;
|
||||
} else {
|
||||
velocity.vx = 0;
|
||||
input_x -= 1;
|
||||
}
|
||||
if (InputManager.is_key_down(controls.move_right)) {
|
||||
input_x += 1;
|
||||
}
|
||||
if (InputManager.is_key_down(controls.move_forward)) {
|
||||
input_z -= 1;
|
||||
}
|
||||
if (InputManager.is_key_down(controls.move_backwards)) {
|
||||
input_z += 1;
|
||||
}
|
||||
|
||||
if (InputManager.is_key_down(controls.move_up)) {
|
||||
velocity.vy = -controls.move_speed;
|
||||
} else if (InputManager.is_key_down(controls.move_down)) {
|
||||
velocity.vy = controls.move_speed;
|
||||
const size = Math.hypot(input_x, input_z);
|
||||
if (size > 0) {
|
||||
input_x /= size;
|
||||
input_z /= size;
|
||||
}
|
||||
|
||||
const sin = Math.sin(camera.yaw);
|
||||
const cos = Math.cos(camera.yaw);
|
||||
|
||||
const forwardX = sin;
|
||||
const forwardZ = cos;
|
||||
|
||||
const rightX = cos;
|
||||
const rightZ = -sin;
|
||||
|
||||
velocity.vx = (forwardX * input_z + rightX * input_x) * controls.move_speed;
|
||||
velocity.vz = (forwardZ * input_z + rightZ * input_x) * controls.move_speed;
|
||||
|
||||
if (InputManager.is_key_down("Space")) {
|
||||
velocity.vy += controls.move_speed / 10;
|
||||
} else if (InputManager.is_key_down("ShiftLeft")) {
|
||||
velocity.vy -= controls.move_speed / 10;
|
||||
} else {
|
||||
velocity.vy = 0;
|
||||
}
|
||||
|
||||
const animated_sprite = player.get(AnimatedSprite)!;
|
||||
|
||||
if (
|
||||
InputManager.is_key_down(controls.move_up) || InputManager.is_key_down(controls.move_down) ||
|
||||
InputManager.is_key_down(controls.move_left) || InputManager.is_key_down(controls.move_right)
|
||||
) {
|
||||
animated_sprite.set_state("running");
|
||||
} else {
|
||||
animated_sprite.set_state("idle");
|
||||
}
|
||||
|
||||
if (InputManager.is_key_down(controls.move_left)) {
|
||||
animated_sprite.flip_x = false;
|
||||
} else if (InputManager.is_key_down(controls.move_right)) {
|
||||
animated_sprite.flip_x = true;
|
||||
}
|
||||
|
||||
if (InputManager.is_key_pressed(controls.open_inventory)) {
|
||||
if (player_component.screens.length === 0) {
|
||||
player_component.screens.push(new GuiPlayerInventory(player_component.player_inventory));
|
||||
@@ -66,13 +75,24 @@ export class PlayerControlsSystem extends System {
|
||||
world.debugging = !world.debugging;
|
||||
}
|
||||
|
||||
const position = player.get(Position)!;
|
||||
const camera = player.get(Camera)!;
|
||||
if (InputManager.is_key_pressed("F11")) {
|
||||
InputManager.toggle_fullscreen();
|
||||
}
|
||||
|
||||
camera.x = Math.round(position.x);
|
||||
camera.y = Math.round(position.y);
|
||||
camera.offset_x = Math.floor(canvas.width / 2);
|
||||
camera.offset_y = Math.floor(canvas.height / 2);
|
||||
camera.x = position.x;
|
||||
camera.y = position.y + 1.79;
|
||||
camera.z = position.z;
|
||||
|
||||
if (InputManager.is_mouse_grabbed()) {
|
||||
const mouse_delta = InputManager.get_mouse_delta();
|
||||
camera.yaw += -mouse_delta.x * 0.001;
|
||||
camera.pitch += -mouse_delta.y * 0.001;
|
||||
|
||||
const limit = Math.PI / 2 - 0.01;
|
||||
camera.pitch = Math.max(-limit, Math.min(limit, camera.pitch));
|
||||
}
|
||||
|
||||
InputManager.set_mouse_grabbed(player_component.screens.length === 0);
|
||||
|
||||
if (player_component.screens.length === 0) {
|
||||
const player_inventory = player_component.player_inventory;
|
||||
|
||||
@@ -8,9 +8,8 @@ import { Camera } from "$/client/components/camera.ts";
|
||||
import { render_animated_sprite, render_sprite } from "./rendering/sprites.ts";
|
||||
import { render_dimension } from "./rendering/dimension.ts";
|
||||
import { render_player_hotbar } from "./rendering/player.ts";
|
||||
import { begin_mode_2d, end_mode_2d } from "../renderer/mod.ts";
|
||||
import { PlayerComponent } from "../player.ts";
|
||||
import { begin_mode_3d, end_mode_3d, push_cube } from "../renderer/core.ts";
|
||||
import { begin_mode_3d, end_mode_3d } from "../renderer/core.ts";
|
||||
|
||||
export class RenderSystem extends System {
|
||||
constructor() {
|
||||
@@ -18,83 +17,42 @@ export class RenderSystem extends System {
|
||||
}
|
||||
|
||||
update(world: World, _delta: number): void {
|
||||
/*const camera_entity = world.get_entities().values().find((e) => e.get(Camera)?.active);
|
||||
const camera_entity = world.get_entities().values().find((e) => e.get(Camera));
|
||||
const camera = camera_entity?.get(Camera);
|
||||
|
||||
if (!camera) {
|
||||
return;
|
||||
}
|
||||
|
||||
begin_mode_2d(camera);
|
||||
begin_mode_3d(camera);
|
||||
|
||||
for (const entity of world.get_entities()) {
|
||||
const position = entity.get(Position);
|
||||
const sprite = entity.get(Sprite);
|
||||
|
||||
if (sprite && position) {
|
||||
render_sprite(sprite, position, camera);
|
||||
}
|
||||
|
||||
const animated_sprite = entity.get(AnimatedSprite);
|
||||
|
||||
if (animated_sprite && position) {
|
||||
render_animated_sprite(animated_sprite, position, camera);
|
||||
}
|
||||
|
||||
const dimension = entity.get(Dimension);
|
||||
|
||||
if (dimension) {
|
||||
render_dimension(dimension, camera);
|
||||
render_dimension(dimension /*, camera*/);
|
||||
}
|
||||
}
|
||||
|
||||
end_mode_2d();
|
||||
end_mode_3d();
|
||||
|
||||
for (const entity of world.get_entities()) {
|
||||
const player_component = entity.get(PlayerComponent);
|
||||
const position = entity.get(Position);
|
||||
|
||||
const sprite = entity.get(Sprite);
|
||||
if (position && sprite) {
|
||||
render_sprite(sprite, position);
|
||||
}
|
||||
|
||||
const animated_sprite = entity.get(AnimatedSprite);
|
||||
if (position && animated_sprite) {
|
||||
render_animated_sprite(animated_sprite, position);
|
||||
}
|
||||
|
||||
const player_component = entity.get(PlayerComponent);
|
||||
if (player_component) {
|
||||
render_player_hotbar(player_component.player_inventory);
|
||||
}
|
||||
}*/
|
||||
|
||||
begin_mode_3d();
|
||||
push_cube(
|
||||
-0.5,
|
||||
-0.5,
|
||||
-0.5,
|
||||
1,
|
||||
1,
|
||||
1,
|
||||
1,
|
||||
0,
|
||||
0,
|
||||
1,
|
||||
);
|
||||
push_cube(
|
||||
0.5,
|
||||
0.5,
|
||||
0.5,
|
||||
1,
|
||||
1,
|
||||
1,
|
||||
1,
|
||||
0,
|
||||
0,
|
||||
1,
|
||||
);
|
||||
push_cube(
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
1,
|
||||
1,
|
||||
1,
|
||||
1,
|
||||
0,
|
||||
0,
|
||||
1,
|
||||
);
|
||||
end_mode_3d();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,23 +1,11 @@
|
||||
import { get_sprite_region } from "$/common/utils.ts";
|
||||
import { Dimension } from "$/client/components/dimension.ts";
|
||||
import { TEXTURE_SIZE, TILE_SIZE } from "$/common/constants.ts";
|
||||
import { Camera, world_to_screen } from "$/client/components/camera.ts";
|
||||
import { canvas, draw_texture_region } from "$/client/renderer/mod.ts";
|
||||
import { TEXTURE_SIZE } from "$/common/constants.ts";
|
||||
import { EverythingRegistry, TileRegistry } from "$/common/everything_registry.ts";
|
||||
import { push_cube } from "$/client/renderer/mod.ts";
|
||||
|
||||
export function render_dimension(dimension: Dimension, camera: Camera) {
|
||||
export function render_dimension(dimension: Dimension /*, camera: Camera*/) {
|
||||
for (const tile of dimension.tiles) {
|
||||
const x = tile.x * TILE_SIZE;
|
||||
const y = tile.y * TILE_SIZE;
|
||||
|
||||
const screen_position = world_to_screen(x, y, camera, canvas.width, canvas.height);
|
||||
if (
|
||||
screen_position.x + TILE_SIZE < 0 || screen_position.x > canvas.width ||
|
||||
screen_position.y + TILE_SIZE < 0 || screen_position.y > canvas.height
|
||||
) {
|
||||
continue;
|
||||
}
|
||||
|
||||
let texture_id = tile.id;
|
||||
const tile_info = EverythingRegistry.get<TileRegistry>("tiles", tile.id);
|
||||
if (tile_info?.texture_id) {
|
||||
@@ -30,16 +18,18 @@ export function render_dimension(dimension: Dimension, camera: Camera) {
|
||||
|
||||
const region = get_sprite_region(texture_id);
|
||||
|
||||
draw_texture_region(
|
||||
push_cube(
|
||||
dimension.image,
|
||||
tile.x,
|
||||
tile.y,
|
||||
tile.z,
|
||||
1,
|
||||
1,
|
||||
1,
|
||||
region.x * TEXTURE_SIZE,
|
||||
region.y * TEXTURE_SIZE,
|
||||
TEXTURE_SIZE,
|
||||
TEXTURE_SIZE,
|
||||
x,
|
||||
y,
|
||||
TILE_SIZE,
|
||||
TILE_SIZE,
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,12 +1,8 @@
|
||||
import { Position } from "$/common/components/position.ts";
|
||||
import { AnimatedSprite, Sprite } from "$/client/components/sprite.ts";
|
||||
import { draw_texture_region } from "$/client/renderer/mod.ts";
|
||||
import { Camera } from "$/client/components/camera.ts";
|
||||
|
||||
// TODO: camera scale
|
||||
// TODO: only render if inside screen
|
||||
|
||||
export function render_sprite(sprite: Sprite, position: Position, _camera: Camera) {
|
||||
export function render_sprite(sprite: Sprite, position: Position) {
|
||||
draw_texture_region(
|
||||
sprite.image,
|
||||
sprite.source_x,
|
||||
@@ -25,7 +21,6 @@ export function render_sprite(sprite: Sprite, position: Position, _camera: Camer
|
||||
export function render_animated_sprite(
|
||||
animated_sprite: AnimatedSprite,
|
||||
position: Position,
|
||||
_camera: Camera,
|
||||
) {
|
||||
const current_animation = animated_sprite.states[animated_sprite.current_state];
|
||||
if (!current_animation) {
|
||||
|
||||
Reference in New Issue
Block a user