rayjs/examples/ts_game.js

367 lines
12 KiB
JavaScript
Raw Normal View History

/******/ (() => { // webpackBootstrap
/******/ "use strict";
/******/ var __webpack_modules__ = ({
/***/ "./src/examples.ts":
/*!*************************!*\
!*** ./src/examples.ts ***!
\*************************/
/***/ ((__unused_webpack_module, exports, __webpack_require__) => {
Object.defineProperty(exports, "__esModule", ({ value: true }));
exports.FirstPersonMaze = exports.GameController = void 0;
const systems_1 = __webpack_require__(/*! ./systems */ "./src/systems.ts");
class GameController extends systems_1.SystemContainer {
constructor() {
super(...arguments);
this.systems = [
new BasicWindow(),
new FirstPersonMaze()
];
}
load() {
super.load();
this.currentIndex = 0;
this.currentId = this.addSystem(this.systems[this.currentIndex]);
}
update(dt) {
if (isKeyPressed(KEY_RIGHT)) {
this.removeSystem(this.currentId);
this.currentIndex = (this.currentIndex + 1) % this.systems.length;
this.currentId = this.addSystem(this.systems[this.currentIndex]);
}
super.update(dt);
}
}
exports.GameController = GameController;
class BasicWindow extends systems_1.SystemBase {
draw() {
super.draw();
drawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
}
}
class FirstPersonMaze extends systems_1.SystemBase {
load() {
super.load();
// Define the camera to look into our 3d world
this.camera = new Camera3D(new Vector3(0.2, 0.4, 0.2), new Vector3(0.185, 0.4, 0.0), new Vector3(0, 1, 0), 45, CAMERA_PERSPECTIVE);
const position = new Vector3(0, 0, 0); // Set model position
const imMap = loadImage("assets/cubicmap.png"); // Load cubicmap image (RAM)
this.cubicmap = loadTextureFromImage(imMap); // Convert image to texture to display (VRAM)
const mesh = genMeshCubicmap(imMap, new Vector3(1.0, 1.0, 1.0));
this.model = loadModelFromMesh(mesh);
// NOTE: By default each cube is mapped to one part of texture atlas
this.texture = loadTexture("assets/cubicmap_atlas.png"); // Load map texture
//model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
const mat = loadMaterialDefault();
setMaterialTexture(mat, MATERIAL_MAP_DIFFUSE, this.texture);
setModelMaterial(this.model, 0, mat);
// Get map image data to be used for collision detection
this.mapPixels = new Uint8Array(loadImageColors(imMap));
unloadImage(imMap); // Unload image from RAM
this.mapPosition = new Vector3(-16.0, 0.0, -8.0); // Set model position
disableCursor();
}
update(dt) {
super.update(dt);
let oldCamPos = this.camera.position; // Store old camera position
updateCamera(this.camera, CAMERA_FIRST_PERSON);
// Check player collision (we simplify to 2D collision detection)
const playerPos = new Vector2(this.camera.position.x, this.camera.position.z);
const playerRadius = 0.1; // Collision radius (player is modelled as a cilinder for collision)
this.playerCellX = Math.floor(playerPos.x - this.mapPosition.x + 0.5);
this.playerCellY = Math.floor(playerPos.y - this.mapPosition.z + 0.5);
// Out-of-limits security check
if (this.playerCellX < 0)
this.playerCellX = 0;
else if (this.playerCellX >= this.cubicmap.width)
this.playerCellX = this.cubicmap.width - 1;
if (this.playerCellY < 0)
this.playerCellY = 0;
else if (this.playerCellY >= this.cubicmap.height)
this.playerCellY = this.cubicmap.height - 1;
// Check map collisions using image data and player position
// TODO: Improvement: Just check player surrounding cells for collision
for (let y = 0; y < this.cubicmap.height; y++) {
for (let x = 0; x < this.cubicmap.width; x++) {
const pixelValR = this.mapPixels[((y * this.cubicmap.width + x) * 4)];
if ((pixelValR == 255) && // Collision: white pixel, only check R channel
(checkCollisionCircleRec(playerPos, playerRadius, new Rectangle(this.mapPosition.x - 0.5 + x * 1.0, this.mapPosition.z - 0.5 + y * 1.0, 1.0, 1.0)))) {
// Collision detected, reset camera position
this.camera.position = oldCamPos;
}
}
}
}
draw() {
super.draw();
beginMode3D(this.camera);
drawModel(this.model, this.mapPosition, 1.0, WHITE); // Draw maze map
endMode3D();
drawTextureEx(this.cubicmap, new Vector2(getScreenWidth() - this.cubicmap.width * 4.0 - 20, 20.0), 0.0, 4.0, WHITE);
drawRectangleLines(getScreenWidth() - this.cubicmap.width * 4 - 20, 20, this.cubicmap.width * 4, this.cubicmap.height * 4, GREEN);
// Draw player position radar
drawRectangle(getScreenWidth() - this.cubicmap.width * 4 - 20 + this.playerCellX * 4, 20 + this.playerCellY * 4, 4, 4, RED);
drawFPS(10, 10);
}
unload() {
enableCursor();
unloadTexture(this.cubicmap); // Unload cubicmap texture
unloadTexture(this.texture); // Unload map texture
unloadModel(this.model); // Unload map model
super.unload();
}
}
exports.FirstPersonMaze = FirstPersonMaze;
/***/ }),
/***/ "./src/game.ts":
/*!*********************!*\
!*** ./src/game.ts ***!
\*********************/
/***/ ((__unused_webpack_module, exports, __webpack_require__) => {
Object.defineProperty(exports, "__esModule", ({ value: true }));
exports.Game = void 0;
const systems_1 = __webpack_require__(/*! ./systems */ "./src/systems.ts");
class Game {
constructor(width, height, title) {
this.width = width;
this.height = height;
this.title = title;
this.clearColor = RAYWHITE;
this.systemHost = new systems_1.SystemHost();
this.quit = false;
}
run() {
initWindow(this.width, this.height, this.title);
setTargetFPS(60);
while (!(this.quit = windowShouldClose())) {
this.systemHost.loadSystems();
this.systemHost.updateSystems();
beginDrawing();
clearBackground(this.clearColor);
this.systemHost.drawSystems();
this.systemHost.unloadSystems();
endDrawing();
}
this.systemHost.requestShutdown();
closeWindow();
}
addSystem(system) {
return this.systemHost.addSystem(system);
}
removeSystem(id) {
return this.systemHost.removeSystem(id);
}
}
exports.Game = Game;
/***/ }),
/***/ "./src/systems.ts":
/*!************************!*\
!*** ./src/systems.ts ***!
\************************/
/***/ ((__unused_webpack_module, exports) => {
Object.defineProperty(exports, "__esModule", ({ value: true }));
exports.SystemHost = exports.SystemContainer = exports.SystemBase = void 0;
class SystemBase {
constructor() {
this.isFinished = false;
}
load() {
this.promise = new Promise((res, rej) => this.complete = res);
}
unload() {
this.complete();
}
draw() { }
update(dt) { }
stop() {
this.isFinished = true;
}
}
exports.SystemBase = SystemBase;
class SystemContainer extends SystemBase {
constructor() {
super(...arguments);
this.systemHost = new SystemHost();
}
update(dt) {
this.systemHost.loadSystems();
this.systemHost.updateSystems();
}
draw() {
this.systemHost.drawSystems();
this.systemHost.unloadSystems();
}
unload() {
this.systemHost.requestShutdown();
super.unload();
}
addSystem(system) {
return this.systemHost.addSystem(system);
}
removeSystem(id) {
return this.systemHost.removeSystem(id);
}
}
exports.SystemContainer = SystemContainer;
class SystemHost {
constructor() {
this.systems = new Map();
this.unloadQueue = new Set();
this.loadQueue = new Set();
this.updateOrder = [];
this.updateOrderRev = [];
this.systemPrio = 0;
}
addSystem(system) {
const id = this.systemPrio++;
this.systems.set(id, system);
this.loadQueue.add(id);
return id;
}
removeSystem(id) {
if (this.systems.has(id)) {
this.unloadQueue.add(id);
}
}
refreshUpdateOrder() {
this.updateOrder = Array.from(this.systems.keys()).sort((a, b) => a - b);
this.updateOrderRev = this.updateOrder.reverse();
}
loadSystems() {
if (this.loadQueue.size === 0)
return;
this.refreshUpdateOrder();
for (const id of this.updateOrder) {
if (this.loadQueue.has(id))
this.systems.get(id)?.load();
}
this.loadQueue.clear();
}
unloadSystems() {
if (this.unloadQueue.size === 0)
return;
for (const id of this.updateOrderRev) {
if (this.unloadQueue.has(id)) {
this.systems.get(id)?.unload();
this.systems.delete(id);
}
}
this.refreshUpdateOrder();
this.unloadQueue.clear();
}
updateSystems() {
for (const id of this.updateOrder) {
this.systems.get(id)?.update(getFrameTime());
}
}
drawSystems() {
for (const id of this.updateOrder) {
const sys = this.systems.get(id);
sys?.draw();
if (sys?.isFinished)
this.unloadQueue.add(id);
}
}
requestShutdown() {
for (const id of this.updateOrderRev) {
this.systems.get(id)?.unload();
}
}
}
exports.SystemHost = SystemHost;
/***/ })
/******/ });
/************************************************************************/
/******/ // The module cache
/******/ var __webpack_module_cache__ = {};
/******/
/******/ // The require function
/******/ function __webpack_require__(moduleId) {
/******/ // Check if module is in cache
/******/ var cachedModule = __webpack_module_cache__[moduleId];
/******/ if (cachedModule !== undefined) {
/******/ return cachedModule.exports;
/******/ }
/******/ // Create a new module (and put it into the cache)
/******/ var module = __webpack_module_cache__[moduleId] = {
/******/ // no module.id needed
/******/ // no module.loaded needed
/******/ exports: {}
/******/ };
/******/
/******/ // Execute the module function
/******/ __webpack_modules__[moduleId](module, module.exports, __webpack_require__);
/******/
/******/ // Return the exports of the module
/******/ return module.exports;
/******/ }
/******/
/************************************************************************/
var __webpack_exports__ = {};
// This entry need to be wrapped in an IIFE because it need to be isolated against other modules in the chunk.
(() => {
var exports = __webpack_exports__;
/*!**********************!*\
!*** ./src/index.ts ***!
\**********************/
Object.defineProperty(exports, "__esModule", ({ value: true }));
const examples_1 = __webpack_require__(/*! ./examples */ "./src/examples.ts");
const game_1 = __webpack_require__(/*! ./game */ "./src/game.ts");
const systems_1 = __webpack_require__(/*! ./systems */ "./src/systems.ts");
class MySys extends systems_1.SystemBase {
load() {
super.load();
this.mesh = new Mesh();
this.mesh.vertexCount = 3;
this.mesh.triangleCount = 1;
const v1 = new Vector3(400, 0, 0);
const v2 = new Vector3(0, 450, 0);
const v3 = new Vector3(800, 450, 0);
this.mesh.indices = new Uint16Array([0, 1, 2]).buffer;
this.mesh.vertices = new Float32Array([
v1.x, v1.y, v1.z,
v2.x, v2.y, v2.z,
v3.x, v3.y, v3.z
]).buffer;
// If your forget to upload to GPU draw will segfault
uploadMesh(this.mesh, false);
this.material = loadMaterialDefault();
this.matrix = matrixIdentity();
}
update(dt) {
this.matrix = matrixRotateZ(getTime());
}
draw() {
drawMesh(this.mesh, this.material, this.matrix);
}
unload() {
super.unload();
unloadMaterial(this.material);
unloadMesh(this.mesh);
}
}
const game = new game_1.Game(800, 450, "Typescript Game");
game.addSystem(new examples_1.GameController());
game.addSystem(new MySys());
game.run();
})();
/******/ })()
;