-
-
Notifications
You must be signed in to change notification settings - Fork 215
Expand file tree
/
Copy pathsrc_engineDraw.js.html
More file actions
1154 lines (1061 loc) · 65.5 KB
/
src_engineDraw.js.html
File metadata and controls
1154 lines (1061 loc) · 65.5 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
<!DOCTYPE html><html lang="en" style="font-size:16px"><head><meta charset="utf-8"><meta name="viewport" content="width=device-width,initial-scale=1"><link rel="icon" href="./static/favicon.png"><meta name="description" content="LittleJS is a lightweight HTML5 game engine with fast WebGL rendering, physics, particles, sound, and more!"><meta name="keywords" content="javascript, game engine, html5, webgl, 2d, game development, indie games"><meta name="author" content="Frank Force"><meta property="og:title" content="LittleJS - The Tiny JavaScript Game Engine"><meta property="og:description" content="Lightweight HTML5 game engine with WebGL rendering, physics, and sound"><meta property="og:type" content="website"><title>Source: src/engineDraw.js</title><!--[if lt IE 9]>
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
<![endif]--><script src="scripts/third-party/hljs.js" defer="defer"></script><script src="scripts/third-party/hljs-line-num.js" defer="defer"></script><script src="scripts/third-party/popper.js" defer="defer"></script><script src="scripts/third-party/tippy.js" defer="defer"></script><script src="scripts/third-party/tocbot.min.js"></script><script>var baseURL="/",locationPathname="";baseURL=(baseURL=(baseURL="https://killedbyapixel.github.io/LittleJS/docs/").replace(/https?:\/\//i,"")).substr(baseURL.indexOf("/"))</script><link rel="stylesheet" href="styles/clean-jsdoc-theme.min.css"><svg aria-hidden="true" version="1.1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" style="display:none"><defs><symbol id="copy-icon" viewbox="0 0 488.3 488.3"><g><path d="M314.25,85.4h-227c-21.3,0-38.6,17.3-38.6,38.6v325.7c0,21.3,17.3,38.6,38.6,38.6h227c21.3,0,38.6-17.3,38.6-38.6V124 C352.75,102.7,335.45,85.4,314.25,85.4z M325.75,449.6c0,6.4-5.2,11.6-11.6,11.6h-227c-6.4,0-11.6-5.2-11.6-11.6V124 c0-6.4,5.2-11.6,11.6-11.6h227c6.4,0,11.6,5.2,11.6,11.6V449.6z"/><path d="M401.05,0h-227c-21.3,0-38.6,17.3-38.6,38.6c0,7.5,6,13.5,13.5,13.5s13.5-6,13.5-13.5c0-6.4,5.2-11.6,11.6-11.6h227 c6.4,0,11.6,5.2,11.6,11.6v325.7c0,6.4-5.2,11.6-11.6,11.6c-7.5,0-13.5,6-13.5,13.5s6,13.5,13.5,13.5c21.3,0,38.6-17.3,38.6-38.6 V38.6C439.65,17.3,422.35,0,401.05,0z"/></g></symbol><symbol id="search-icon" viewBox="0 0 512 512"><g><g><path d="M225.474,0C101.151,0,0,101.151,0,225.474c0,124.33,101.151,225.474,225.474,225.474 c124.33,0,225.474-101.144,225.474-225.474C450.948,101.151,349.804,0,225.474,0z M225.474,409.323 c-101.373,0-183.848-82.475-183.848-183.848S124.101,41.626,225.474,41.626s183.848,82.475,183.848,183.848 S326.847,409.323,225.474,409.323z"/></g></g><g><g><path d="M505.902,476.472L386.574,357.144c-8.131-8.131-21.299-8.131-29.43,0c-8.131,8.124-8.131,21.306,0,29.43l119.328,119.328 c4.065,4.065,9.387,6.098,14.715,6.098c5.321,0,10.649-2.033,14.715-6.098C514.033,497.778,514.033,484.596,505.902,476.472z"/></g></g></symbol><symbol id="font-size-icon" viewBox="0 0 24 24"><path fill="none" d="M0 0h24v24H0z"/><path d="M11.246 15H4.754l-2 5H.6L7 4h2l6.4 16h-2.154l-2-5zm-.8-2L8 6.885 5.554 13h4.892zM21 12.535V12h2v8h-2v-.535a4 4 0 1 1 0-6.93zM19 18a2 2 0 1 0 0-4 2 2 0 0 0 0 4z"/></symbol><symbol id="add-icon" viewBox="0 0 24 24"><path fill="none" d="M0 0h24v24H0z"/><path d="M11 11V5h2v6h6v2h-6v6h-2v-6H5v-2z"/></symbol><symbol id="minus-icon" viewBox="0 0 24 24"><path fill="none" d="M0 0h24v24H0z"/><path d="M5 11h14v2H5z"/></symbol><symbol id="dark-theme-icon" viewBox="0 0 24 24"><path fill="none" d="M0 0h24v24H0z"/><path d="M10 7a7 7 0 0 0 12 4.9v.1c0 5.523-4.477 10-10 10S2 17.523 2 12 6.477 2 12 2h.1A6.979 6.979 0 0 0 10 7zm-6 5a8 8 0 0 0 15.062 3.762A9 9 0 0 1 8.238 4.938 7.999 7.999 0 0 0 4 12z"/></symbol><symbol id="light-theme-icon" viewBox="0 0 24 24"><path fill="none" d="M0 0h24v24H0z"/><path d="M12 18a6 6 0 1 1 0-12 6 6 0 0 1 0 12zm0-2a4 4 0 1 0 0-8 4 4 0 0 0 0 8zM11 1h2v3h-2V1zm0 19h2v3h-2v-3zM3.515 4.929l1.414-1.414L7.05 5.636 5.636 7.05 3.515 4.93zM16.95 18.364l1.414-1.414 2.121 2.121-1.414 1.414-2.121-2.121zm2.121-14.85l1.414 1.415-2.121 2.121-1.414-1.414 2.121-2.121zM5.636 16.95l1.414 1.414-2.121 2.121-1.414-1.414 2.121-2.121zM23 11v2h-3v-2h3zM4 11v2H1v-2h3z"/></symbol><symbol id="reset-icon" viewBox="0 0 24 24"><path fill="none" d="M0 0h24v24H0z"/><path d="M18.537 19.567A9.961 9.961 0 0 1 12 22C6.477 22 2 17.523 2 12S6.477 2 12 2s10 4.477 10 10c0 2.136-.67 4.116-1.81 5.74L17 12h3a8 8 0 1 0-2.46 5.772l.997 1.795z"/></symbol><symbol id="down-icon" viewBox="0 0 16 16"><path fill-rule="evenodd" clip-rule="evenodd" d="M12.7803 6.21967C13.0732 6.51256 13.0732 6.98744 12.7803 7.28033L8.53033 11.5303C8.23744 11.8232 7.76256 11.8232 7.46967 11.5303L3.21967 7.28033C2.92678 6.98744 2.92678 6.51256 3.21967 6.21967C3.51256 5.92678 3.98744 5.92678 4.28033 6.21967L8 9.93934L11.7197 6.21967C12.0126 5.92678 12.4874 5.92678 12.7803 6.21967Z"></path></symbol><symbol id="codepen-icon" viewBox="0 0 24 24"><path fill="none" d="M0 0h24v24H0z"/><path d="M16.5 13.202L13 15.535v3.596L19.197 15 16.5 13.202zM14.697 12L12 10.202 9.303 12 12 13.798 14.697 12zM20 10.869L18.303 12 20 13.131V10.87zM19.197 9L13 4.869v3.596l3.5 2.333L19.197 9zM7.5 10.798L11 8.465V4.869L4.803 9 7.5 10.798zM4.803 15L11 19.131v-3.596l-3.5-2.333L4.803 15zM4 13.131L5.697 12 4 10.869v2.262zM2 9a1 1 0 0 1 .445-.832l9-6a1 1 0 0 1 1.11 0l9 6A1 1 0 0 1 22 9v6a1 1 0 0 1-.445.832l-9 6a1 1 0 0 1-1.11 0l-9-6A1 1 0 0 1 2 15V9z"/></symbol><symbol id="close-icon" viewBox="0 0 24 24"><path fill="none" d="M0 0h24v24H0z"/><path d="M12 10.586l4.95-4.95 1.414 1.414-4.95 4.95 4.95 4.95-1.414 1.414-4.95-4.95-4.95 4.95-1.414-1.414 4.95-4.95-4.95-4.95L7.05 5.636z"/></symbol><symbol id="menu-icon" viewBox="0 0 24 24"><path fill="none" d="M0 0h24v24H0z"/><path d="M3 4h18v2H3V4zm0 7h18v2H3v-2zm0 7h18v2H3v-2z"/></symbol></defs></svg></head><body data-theme="dark"><div class="sidebar-container"><div class="sidebar" id="sidebar"><a href="/" class="sidebar-title sidebar-title-anchor">LittleJS - The Tiny JavaScript Game Engine That Can!</a><div class="sidebar-items-container"><div class="sidebar-section-title with-arrow" data-isopen="false" id="sidebar-classes"><div>Classes</div><svg><use xlink:href="#down-icon"></use></svg></div><div class="sidebar-section-children-container"><div class="sidebar-section-children"><a href="Audio.Sound.html">Sound</a></div><div class="sidebar-section-children"><a href="Audio.SoundInstance.html">SoundInstance</a></div><div class="sidebar-section-children"><a href="Box2D.Box2dDistanceJoint.html">Box2dDistanceJoint</a></div><div class="sidebar-section-children"><a href="Box2D.Box2dFrictionJoint.html">Box2dFrictionJoint</a></div><div class="sidebar-section-children"><a href="Box2D.Box2dGearJoint.html">Box2dGearJoint</a></div><div class="sidebar-section-children"><a href="Box2D.Box2dJoint.html">Box2dJoint</a></div><div class="sidebar-section-children"><a href="Box2D.Box2dKinematicObject.html">Box2dKinematicObject</a></div><div class="sidebar-section-children"><a href="Box2D.Box2dMotorJoint.html">Box2dMotorJoint</a></div><div class="sidebar-section-children"><a href="Box2D.Box2dObject.html">Box2dObject</a></div><div class="sidebar-section-children"><a href="Box2D.Box2dPinJoint.html">Box2dPinJoint</a></div><div class="sidebar-section-children"><a href="Box2D.Box2dPlugin.html">Box2dPlugin</a></div><div class="sidebar-section-children"><a href="Box2D.Box2dPrismaticJoint.html">Box2dPrismaticJoint</a></div><div class="sidebar-section-children"><a href="Box2D.Box2dPulleyJoint.html">Box2dPulleyJoint</a></div><div class="sidebar-section-children"><a href="Box2D.Box2dRevoluteJoint.html">Box2dRevoluteJoint</a></div><div class="sidebar-section-children"><a href="Box2D.Box2dRopeJoint.html">Box2dRopeJoint</a></div><div class="sidebar-section-children"><a href="Box2D.Box2dStaticObject.html">Box2dStaticObject</a></div><div class="sidebar-section-children"><a href="Box2D.Box2dTargetJoint.html">Box2dTargetJoint</a></div><div class="sidebar-section-children"><a href="Box2D.Box2dTileLayer.html">Box2dTileLayer</a></div><div class="sidebar-section-children"><a href="Box2D.Box2dWeldJoint.html">Box2dWeldJoint</a></div><div class="sidebar-section-children"><a href="Box2D.Box2dWheelJoint.html">Box2dWheelJoint</a></div><div class="sidebar-section-children"><a href="Box2dRaycastResult.html">Box2dRaycastResult</a></div><div class="sidebar-section-children"><a href="Draw.FontImage.html">FontImage</a></div><div class="sidebar-section-children"><a href="Draw.TextureInfo.html">TextureInfo</a></div><div class="sidebar-section-children"><a href="Draw.TileInfo.html">TileInfo</a></div><div class="sidebar-section-children"><a href="Engine.Color.html">Color</a></div><div class="sidebar-section-children"><a href="Engine.EngineObject.html">EngineObject</a></div><div class="sidebar-section-children"><a href="Engine.RandomGenerator.html">RandomGenerator</a></div><div class="sidebar-section-children"><a href="Engine.Timer.html">Timer</a></div><div class="sidebar-section-children"><a href="Engine.Vector2.html">Vector2</a></div><div class="sidebar-section-children"><a href="Medals.Medal.html">Medal</a></div><div class="sidebar-section-children"><a href="Newgrounds.NewgroundsMedal.html">NewgroundsMedal</a></div><div class="sidebar-section-children"><a href="Newgrounds.NewgroundsPlugin.html">NewgroundsPlugin</a></div><div class="sidebar-section-children"><a href="Particles.Particle.html">Particle</a></div><div class="sidebar-section-children"><a href="Particles.ParticleEmitter.html">ParticleEmitter</a></div><div class="sidebar-section-children"><a href="PostProcess.PostProcessPlugin.html">PostProcessPlugin</a></div><div class="sidebar-section-children"><a href="TileLayers.CanvasLayer.html">CanvasLayer</a></div><div class="sidebar-section-children"><a href="TileLayers.TileCollisionLayer.html">TileCollisionLayer</a></div><div class="sidebar-section-children"><a href="TileLayers.TileLayer.html">TileLayer</a></div><div class="sidebar-section-children"><a href="TileLayers.TileLayerData.html">TileLayerData</a></div><div class="sidebar-section-children"><a href="UISystem.UIButton.html">UIButton</a></div><div class="sidebar-section-children"><a href="UISystem.UICheckbox.html">UICheckbox</a></div><div class="sidebar-section-children"><a href="UISystem.UIObject.html">UIObject</a></div><div class="sidebar-section-children"><a href="UISystem.UIScrollbar.html">UIScrollbar</a></div><div class="sidebar-section-children"><a href="UISystem.UISystemPlugin.html">UISystemPlugin</a></div><div class="sidebar-section-children"><a href="UISystem.UIText.html">UIText</a></div><div class="sidebar-section-children"><a href="UISystem.UITile.html">UITile</a></div><div class="sidebar-section-children"><a href="UISystem.UIVideo.html">UIVideo</a></div><div class="sidebar-section-children"><a href="ZzFXM.ZzFXMusic.html">ZzFXMusic</a></div></div><div class="sidebar-section-title with-arrow" data-isopen="false" id="sidebar-namespaces"><div>Namespaces</div><svg><use xlink:href="#down-icon"></use></svg></div><div class="sidebar-section-children-container"><div class="sidebar-section-children"><a href="Audio.html">Audio</a></div><div class="sidebar-section-children"><a href="Box2D.html">Box2D</a></div><div class="sidebar-section-children"><a href="Debug.html">Debug</a></div><div class="sidebar-section-children"><a href="Draw.html">Draw</a></div><div class="sidebar-section-children"><a href="DrawUtilities.html">DrawUtilities</a></div><div class="sidebar-section-children"><a href="Engine.html">Engine</a></div><div class="sidebar-section-children"><a href="Input.html">Input</a></div><div class="sidebar-section-children"><a href="Math.html">Math</a></div><div class="sidebar-section-children"><a href="Medals.html">Medals</a></div><div class="sidebar-section-children"><a href="Newgrounds.html">Newgrounds</a></div><div class="sidebar-section-children"><a href="Particles.html">Particles</a></div><div class="sidebar-section-children"><a href="PostProcess.html">PostProcess</a></div><div class="sidebar-section-children"><a href="Random.html">Random</a></div><div class="sidebar-section-children"><a href="Settings.html">Settings</a></div><div class="sidebar-section-children"><a href="TileLayers.html">TileLayers</a></div><div class="sidebar-section-children"><a href="UISystem.html">UISystem</a></div><div class="sidebar-section-children"><a href="Utilities.html">Utilities</a></div><div class="sidebar-section-children"><a href="WebGL.html">WebGL</a></div><div class="sidebar-section-children"><a href="ZzFXM.html">ZzFXM</a></div></div></div></div></div><div class="navbar-container" id="VuAckcnZhf"><nav class="navbar"><div class="navbar-left-items"><div class="navbar-item"><a id="" href="https://github.com/KilledByAPixel/LittleJS" target="_blank">GitHub</a></div><div class="navbar-item"><a id="" href="https://killedbyapixel.github.io/LittleJS/examples/" target="_blank">Examples</a></div><div class="navbar-item"><a id="" href="https://github.com/KilledByAPixel/LittleJS/blob/main/FAQ.md" target="_blank">FAQ</a></div></div><div class="navbar-right-items"><div class="navbar-right-item"><button class="icon-button search-button" aria-label="open-search"><svg><use xlink:href="#search-icon"></use></svg></button></div><div class="navbar-right-item"><button class="icon-button theme-toggle" aria-label="toggle-theme"><svg><use class="theme-svg-use" xlink:href="#light-theme-icon"></use></svg></button></div><div class="navbar-right-item"><button class="icon-button font-size" aria-label="change-font-size"><svg><use xlink:href="#font-size-icon"></use></svg></button></div></div><nav></nav></nav></div><div class="toc-container"><div class="toc-content"><span class="bold">On this page</span><div id="eed4d2a0bfd64539bb9df78095dec881"></div></div></div><div class="body-wrapper"><div class="main-content"><div class="main-wrapper"><section id="source-page" class="source-page"><header><h1 id="title" class="has-anchor">src_engineDraw.js</h1></header><article><pre class="prettyprint source lang-js"><code>/**
* LittleJS Drawing System
* - Hybrid rendering with both Canvas2D and WebGL support
* - Optimized tile sheet sprite rendering using WebGL batching
* - Primitive drawing for polygons, ellipses, and lines
* - Tile-based rendering with TileInfo and TextureInfo classes
* - Text rendering with custom fonts and FontImage support
* - Color and additive color blending for effects
* - Rotation, mirroring, and scaling transformations
* - Camera system with position, scale, and rotation
* - Multiple canvas support (main, WebGL, work canvases)
* - Gradient fills and outlined shapes
* - Image manipulation and color tinting
*
* Rendering Architecture:
* - glCanvas: WebGL canvas for accelerated sprite batch rendering
* - mainCanvas: Canvas2D overlay for text, UI, and custom drawing
* - All draw functions default to WebGL when enabled, can force Canvas2D with useWebGL parameter
*
* @namespace Draw
*/
'use strict';
/** The primary 2D canvas visible to the user
* @type {HTMLCanvasElement}
* @memberof Draw */
let mainCanvas;
/** 2d context for mainCanvas
* @type {CanvasRenderingContext2D}
* @memberof Draw */
let mainContext;
/** The default 2d context to use for drawing, usually mainContext
* @type {CanvasRenderingContext2D|OffscreenCanvasRenderingContext2D}
* @memberof Draw */
let drawContext;
/** Offscreen canvas that can be used for image processing
* @type {OffscreenCanvas}
* @memberof Draw */
let workCanvas;
/** Offscreen canvas that can be used for image processing
* @type {OffscreenCanvasRenderingContext2D}
* @memberof Draw */
let workContext;
/** Offscreen canvas with willReadFrequently that can be used for image processing
* @type {OffscreenCanvas}
* @memberof Draw */
let workReadCanvas;
/** Offscreen canvas with willReadFrequently that can be used for image processing
* @type {OffscreenCanvasRenderingContext2D}
* @memberof Draw */
let workReadContext;
/** The size of the main canvas (and other secondary canvases)
* @type {Vector2}
* @memberof Draw */
let mainCanvasSize = vec2();
/** Array containing texture info for batch rendering system
* @type {Array<TextureInfo>}
* @memberof Draw */
let textureInfos = [];
/** Keeps track of how many draw calls there were each frame for debugging
* @type {number}
* @memberof Draw */
let drawCount;
///////////////////////////////////////////////////////////////////////////////
/**
* Create a tile info object using a grid based system
* - This can take vecs or floats for easier use and conversion
* - If an index is passed in, the tile size and index will determine the position
* @param {Vector2|number} [index=0] - Index of the tile in 1d or 2d form
* @param {Vector2|number} [size] - Size of tile in pixels
* @param {TextureInfo|number} [texture] - Texture index or info to use
* @param {number} [padding] - How many pixels padding around tiles
* @param {number} [bleed] - How many pixels smaller to draw tiles
* @return {TileInfo}
* @example
* tile(2) // a tile at index 2 using the default tile size of 16
* tile(5, 8) // a tile at index 5 using a tile size of 8
* tile(1, 16, 3) // a tile at index 1 of size 16 on texture 3
* tile(vec2(4,8), vec2(30,10)) // a tile at index (4,8) with a size of (30,10)
* @memberof Draw */
function tile(index=new Vector2, size=tileDefaultSize, texture=0, padding=tileDefaultPadding, bleed=tileDefaultBleed)
{
ASSERT(isVector2(index) || typeof index === 'number', 'index must be a vec2 or number');
ASSERT(isVector2(size) || typeof size === 'number', 'size must be a vec2 or number');
ASSERT(isNumber(texture) || texture instanceof TextureInfo, 'texture must be a number or TextureInfo');
ASSERT(isNumber(padding), 'padding must be a number');
if (headlessMode) return new TileInfo;
if (typeof size === 'number')
{
// if size is a number, make it a vector
ASSERT(size > 0);
size = new Vector2(size, size);
}
// create tile info object
const textureInfo = typeof texture === 'number' ?
textureInfos[texture] : texture;
// get the position of the tile
const sizePaddedX = size.x + padding*2;
const sizePaddedY = size.y + padding*2;
let x, y;
if (typeof index === 'number')
{
const cols = textureInfo.size.x / sizePaddedX |0;
x = index % cols;
y = index / cols |0;
}
else
{
x = index.x;
y = index.y;
}
const pos = new Vector2(x*sizePaddedX + padding, y*sizePaddedY + padding);
return new TileInfo(pos, size, textureInfo, padding, bleed);
}
/**
* Tile Info - Stores info about how to draw a tile
* @memberof Draw
*/
class TileInfo
{
/** Create a tile info object
* @param {Vector2} [pos=vec2()] - Top left corner of tile in pixels
* @param {Vector2} [size] - Size of tile in pixels
* @param {TextureInfo} [textureInfo] - Texture info to use
* @param {number} [padding] - How many pixels padding around tiles
* @param {number} [bleed] - How many pixels smaller to draw tiles
*/
constructor(pos=vec2(), size=tileDefaultSize, textureInfo=textureInfos[0], padding=tileDefaultPadding, bleed=tileDefaultBleed)
{
/** @property {Vector2} - Top left corner of tile in pixels */
this.pos = pos.copy();
/** @property {Vector2} - Size of tile in pixels */
this.size = size.copy();
/** @property {number} - How many pixels padding around tiles */
this.padding = padding;
/** @property {TextureInfo} - The texture info for this tile */
this.textureInfo = textureInfo;
/** @property {number} - Shrinks tile by this many pixels to prevent neighbors bleeding */
this.bleed = bleed;
}
/** Returns a copy of this tile offset by a vector
* @param {Vector2} offset - Offset to apply in pixels
* @return {TileInfo}
*/
offset(offset)
{ return new TileInfo(this.pos.add(offset), this.size, this.textureInfo, this.padding, this.bleed); }
/** Returns a copy of this tile offset by a number of animation frames
* @param {number} frame - Offset to apply in animation frames
* @return {TileInfo}
*/
frame(frame)
{
ASSERT(typeof frame === 'number');
const w = this.size.x + this.padding*2;
const x = frame*w;
ASSERT(x < this.textureInfo.size.x, 'frame extends beyond texture width!');
return this.offset(new Vector2(x));
}
/**
* Set this tile to use a full image in a texture info
* @param {TextureInfo} [textureInfo]
* @return {TileInfo}
*/
setFullImage(textureInfo=this.textureInfo)
{
this.textureInfo = textureInfo;
this.pos = new Vector2;
this.size = textureInfo.size.copy();
this.bleed = this.padding = 0;
return this;
}
/**
* Returns a tile info for an index using this tile as reference
* @param {Vector2|number} [index=0]
* @return {TileInfo}
*/
tile(index)
{ return tile(index, this.size, this.textureInfo, this.padding, this.bleed); }
}
/**
* Tile Info - Stores info about each texture
* @memberof Draw
*/
class TextureInfo
{
/**
* Create a TextureInfo, called automatically by the engine
* @param {HTMLImageElement|OffscreenCanvas} image
* @param {boolean} [useWebGL] - Should use WebGL if available?
*/
constructor(image, useWebGL=true)
{
/** @property {HTMLImageElement|OffscreenCanvas} - image source */
this.image = image;
/** @property {Vector2} - size of the image */
this.size = image ? vec2(image.width, image.height) : vec2();
/** @property {Vector2} - inverse of the size, cached for rendering */
this.sizeInverse = image ? vec2(1/image.width, 1/image.height) : vec2();
/** @property {WebGLTexture} - WebGL texture */
this.glTexture = undefined;
useWebGL && this.createWebGLTexture();
}
/** Creates the WebGL texture, updates if already created */
createWebGLTexture() { glRegisterTextureInfo(this); }
/** Destroys the WebGL texture */
destroyWebGLTexture() { glUnregisterTextureInfo(this); }
/** Check if the texture is webgl enabled
* @return {boolean} */
hasWebGL() { return !!this.glTexture; }
}
///////////////////////////////////////////////////////////////////////////////
// Drawing functions
/** Draw textured tile centered in world space
* @param {Vector2} pos - Center of the tile in world space
* @param {Vector2} [size=vec2(1)] - Size of the tile in world space
* @param {TileInfo} [tileInfo] - Tile info to use, untextured if undefined
* @param {Color} [color=WHITE] - Color to modulate with
* @param {number} [angle] - Angle to rotate by
* @param {boolean} [mirror] - Is image flipped along the Y axis?
* @param {Color} [additiveColor] - Additive color to be applied if any
* @param {boolean} [useWebGL=glEnable] - Use accelerated WebGL rendering?
* @param {boolean} [screenSpace=false] - Are the pos and size are in screen space?
* @param {CanvasRenderingContext2D|OffscreenCanvasRenderingContext2D} [context] - Canvas 2D context to draw to
* @memberof Draw */
function drawTile(pos, size=vec2(1), tileInfo, color=WHITE,
angle=0, mirror, additiveColor, useWebGL=glEnable, screenSpace, context)
{
ASSERT(isVector2(pos), 'pos must be a vec2');
ASSERT(isVector2(size), 'size must be a vec2');
ASSERT(isColor(color), 'color is invalid');
ASSERT(isNumber(angle), 'angle must be a number');
ASSERT(!additiveColor || isColor(additiveColor), 'additiveColor must be a color');
ASSERT(!context || !useWebGL, 'context only supported in canvas 2D mode');
const textureInfo = tileInfo?.textureInfo;
const bleed = tileInfo?.bleed ?? 0;
if (useWebGL && glEnable)
{
ASSERT(!!glContext, 'WebGL is not enabled!');
if (screenSpace)
[pos, size, angle] = screenToWorldTransform(pos, size, angle);
if (textureInfo)
{
// calculate uvs and render
const sizeInverse = textureInfo.sizeInverse;
const x = tileInfo.pos.x * sizeInverse.x;
const y = tileInfo.pos.y * sizeInverse.y;
const w = tileInfo.size.x * sizeInverse.x;
const h = tileInfo.size.y * sizeInverse.y;
glSetTexture(textureInfo.glTexture);
if (bleed)
{
const bleedX = sizeInverse.x*bleed;
const bleedY = sizeInverse.y*bleed;
glDraw(pos.x, pos.y, mirror ? -size.x : size.x, size.y, angle,
x + bleedX, y + bleedY,
x - bleedX + w, y - bleedY + h,
color.rgbaInt(), additiveColor && additiveColor.rgbaInt());
}
else
{
glDraw(pos.x, pos.y, mirror ? -size.x : size.x, size.y, angle,
x, y, x + w, y + h,
color.rgbaInt(), additiveColor && additiveColor.rgbaInt());
}
}
else
{
// if no tile info, force untextured
glDraw(pos.x, pos.y, size.x, size.y, angle, 0, 0, 0, 0, 0, color.rgbaInt());
}
}
else
{
// normal canvas 2D rendering method (slower)
++drawCount;
size = new Vector2(size.x, -size.y); // flip upside down sprites
drawCanvas2D(pos, size, angle, mirror, (context)=>
{
if (textureInfo)
{
// calculate uvs and render
const x = tileInfo.pos.x, y = tileInfo.pos.y;
const w = tileInfo.size.x, h = tileInfo.size.y;
drawImageColor(context, textureInfo.image, x, y, w, h, -.5, -.5, 1, 1, color, additiveColor, bleed);
}
else
{
// if no tile info, use untextured rect
const c = additiveColor ? color.add(additiveColor) : color;
context.fillStyle = c.toString();
context.fillRect(-.5, -.5, 1, 1);
}
}, screenSpace, context);
}
}
/** Draw colored rect centered on pos
* @param {Vector2} pos
* @param {Vector2} [size=vec2(1)]
* @param {Color} [color=WHITE]
* @param {number} [angle]
* @param {boolean} [useWebGL=glEnable]
* @param {boolean} [screenSpace]
* @param {CanvasRenderingContext2D|OffscreenCanvasRenderingContext2D} [context]
* @memberof Draw */
function drawRect(pos, size, color, angle, useWebGL, screenSpace, context)
{
drawTile(pos, size, undefined, color, angle, false, undefined, useWebGL, screenSpace, context);
}
/** Draw a rect centered on pos with a gradient from top to bottom
* @param {Vector2} pos
* @param {Vector2} [size=vec2(1)]
* @param {Color} [colorTop=WHITE]
* @param {Color} [colorBottom=BLACK]
* @param {number} [angle]
* @param {boolean} [useWebGL=glEnable]
* @param {boolean} [screenSpace]
* @param {CanvasRenderingContext2D|OffscreenCanvasRenderingContext2D} [context]
* @memberof Draw */
function drawRectGradient(pos, size, colorTop=WHITE, colorBottom=BLACK, angle=0, useWebGL=glEnable, screenSpace=false, context)
{
ASSERT(isVector2(pos), 'pos must be a vec2');
ASSERT(isVector2(size), 'size must be a vec2');
ASSERT(isColor(colorTop) && isColor(colorBottom), 'color is invalid');
ASSERT(isNumber(angle), 'angle must be a number');
ASSERT(!context || !useWebGL, 'context only supported in canvas 2D mode');
if (useWebGL && glEnable)
{
ASSERT(!!glContext, 'WebGL is not enabled!');
if (screenSpace)
{
// convert to world space
pos = screenToWorld(pos);
size = size.scale(1/cameraScale);
angle += cameraAngle;
}
// build 4 corner points for the rectangle
const points = [], colors = [];
const halfSizeX = size.x/2, halfSizeY = size.y/2;
const colorTopInt = colorTop.rgbaInt();
const colorBottomInt = colorBottom.rgbaInt();
const c = cos(-angle), s = sin(-angle);
for (let i=4; i--;)
{
const x = i & 1 ? halfSizeX : -halfSizeX;
const y = i & 2 ? halfSizeY : -halfSizeY;
const rx = x * c - y * s;
const ry = x * s + y * c;
const color = i & 2 ? colorTopInt : colorBottomInt;
points.push(vec2(pos.x + rx, pos.y + ry));
colors.push(color);
}
glDrawColoredPoints(points, colors);
}
else
{
// normal canvas 2D rendering method (slower)
++drawCount;
size = new Vector2(size.x, -size.y); // fix upside down sprites
drawCanvas2D(pos, size, angle, false, (context)=>
{
// if no tile info, use untextured rect
const gradient = context.createLinearGradient(0, -.5, 0, .5);
gradient.addColorStop(0, colorTop.toString());
gradient.addColorStop(1, colorBottom.toString());
context.fillStyle = gradient;
context.fillRect(-.5, -.5, 1, 1);
}, screenSpace, context);
}
}
/** Draw connected lines between a series of points
* @param {Array<Vector2>} points
* @param {number} [width]
* @param {Color} [color=WHITE]
* @param {boolean} [wrap] - Should the last point connect to the first?
* @param {Vector2} [pos=vec2()] - Offset to apply
* @param {number} [angle] - Angle to rotate by
* @param {boolean} [useWebGL=glEnable]
* @param {boolean} [screenSpace]
* @param {CanvasRenderingContext2D|OffscreenCanvasRenderingContext2D} [context]
* @memberof Draw */
function drawLineList(points, width=.1, color, wrap=false, pos=vec2(), angle=0, useWebGL=glEnable, screenSpace, context)
{
ASSERT(isArray(points), 'points must be an array');
ASSERT(isNumber(width), 'width must be a number');
ASSERT(isColor(color), 'color is invalid');
ASSERT(isVector2(pos), 'pos must be a vec2');
ASSERT(isNumber(angle), 'angle must be a number');
ASSERT(!context || !useWebGL, 'context only supported in canvas 2D mode');
if (useWebGL && glEnable)
{
ASSERT(!!glContext, 'WebGL is not enabled!');
let size = vec2(1);
if (screenSpace)
[pos, size, angle] = screenToWorldTransform(pos, size, angle);
glDrawOutlineTransform(points, color.rgbaInt(), width, pos.x, pos.y, size.x, size.y, angle, wrap);
}
else
{
// normal canvas 2D rendering method (slower)
++drawCount;
drawCanvas2D(pos, vec2(1), angle, false, (context)=>
{
context.strokeStyle = color.toString();
context.lineWidth = width;
context.beginPath();
for (let i=0; i<points.length; ++i)
{
const point = points[i];
context.lineTo(point.x, point.y);
}
wrap && context.closePath();
context.stroke();
}, screenSpace, context);
}
}
/** Draw colored line between two points
* @param {Vector2} posA
* @param {Vector2} posB
* @param {number} [width]
* @param {Color} [color=WHITE]
* @param {Vector2} [pos=vec2()] - Offset to apply
* @param {number} [angle] - Angle to rotate by
* @param {boolean} [useWebGL=glEnable]
* @param {boolean} [screenSpace]
* @param {CanvasRenderingContext2D|OffscreenCanvasRenderingContext2D} [context]
* @memberof Draw */
function drawLine(posA, posB, width=.1, color, pos=vec2(), angle=0, useWebGL, screenSpace, context)
{
const halfDelta = vec2((posB.x - posA.x)/2, (posB.y - posA.y)/2);
const size = vec2(width, halfDelta.length()*2);
pos = pos.add(posA.add(halfDelta));
if (screenSpace)
halfDelta.y *= -1; // flip angle Y if screen space
angle += halfDelta.angle();
drawRect(pos, size, color, angle, useWebGL, screenSpace, context);
}
/** Draw colored regular polygon using passed in number of sides
* @param {Vector2} pos
* @param {Vector2} [size=vec2(1)]
* @param {number} [sides]
* @param {Color} [color=WHITE]
* @param {number} [angle]
* @param {number} [lineWidth]
* @param {Color} [lineColor=BLACK]
* @param {boolean} [useWebGL=glEnable]
* @param {boolean} [screenSpace]
* @param {CanvasRenderingContext2D|OffscreenCanvasRenderingContext2D} [context]
* @memberof Draw */
function drawRegularPoly(pos, size=vec2(1), sides=3, color=WHITE, lineWidth=0, lineColor=BLACK, angle=0, useWebGL=glEnable, screenSpace=false, context)
{
ASSERT(isVector2(size), 'size must be a vec2');
ASSERT(isNumber(sides), 'sides must be a number');
// build regular polygon points
const points = [];
const sizeX = size.x/2, sizeY = size.y/2;
for (let i=sides; i--;)
{
const a = (i/sides)*PI*2;
points.push(vec2(sin(a)*sizeX, cos(a)*sizeY));
}
drawPoly(points, color, lineWidth, lineColor, pos, angle, useWebGL, screenSpace, context);
}
/** Draw colored polygon using passed in points
* @param {Array<Vector2>} points - Array of Vector2 points
* @param {Color} [color=WHITE]
* @param {number} [lineWidth]
* @param {Color} [lineColor=BLACK]
* @param {Vector2} [pos=vec2()] - Offset to apply
* @param {number} [angle] - Angle to rotate by
* @param {boolean} [useWebGL=glEnable]
* @param {boolean} [screenSpace]
* @param {CanvasRenderingContext2D|OffscreenCanvasRenderingContext2D} [context]
* @memberof Draw */
function drawPoly(points, color=WHITE, lineWidth=0, lineColor=BLACK, pos=vec2(), angle=0, useWebGL=glEnable, screenSpace=false, context=undefined)
{
ASSERT(isVector2(pos), 'pos must be a vec2');
ASSERT(isArray(points), 'points must be an array');
ASSERT(isColor(color) && isColor(lineColor), 'color is invalid');
ASSERT(isNumber(lineWidth), 'lineWidth must be a number');
ASSERT(isNumber(angle), 'angle must be a number');
ASSERT(!context || !useWebGL, 'context only supported in canvas 2D mode');
if (useWebGL && glEnable)
{
ASSERT(!!glContext, 'WebGL is not enabled!');
let size = vec2(1);
if (screenSpace)
[pos, size, angle] = screenToWorldTransform(pos, size, angle);
glDrawPointsTransform(points, color.rgbaInt(), pos.x, pos.y, size.x, size.y, angle);
if (lineWidth > 0)
glDrawOutlineTransform(points, lineColor.rgbaInt(), lineWidth, pos.x, pos.y, size.x, size.y, angle);
}
else
{
drawCanvas2D(pos, vec2(1), angle, false, context=>
{
context.fillStyle = color.toString();
context.beginPath();
for (const point of points)
context.lineTo(point.x, point.y);
context.closePath();
context.fill();
if (lineWidth)
{
context.strokeStyle = lineColor.toString();
context.lineWidth = lineWidth;
context.stroke();
}
}, screenSpace, context);
}
}
/** Draw colored ellipse using passed in point
* @param {Vector2} pos
* @param {Vector2} [size=vec2(1)] - Width and height diameter
* @param {Color} [color=WHITE]
* @param {number} [angle]
* @param {number} [lineWidth]
* @param {Color} [lineColor=BLACK]
* @param {boolean} [useWebGL=glEnable]
* @param {boolean} [screenSpace]
* @param {CanvasRenderingContext2D|OffscreenCanvasRenderingContext2D} [context]
* @memberof Draw */
function drawEllipse(pos, size=vec2(1), color=WHITE, angle=0, lineWidth=0, lineColor=BLACK, useWebGL=glEnable, screenSpace=false, context)
{
ASSERT(isVector2(pos), 'pos must be a vec2');
ASSERT(isVector2(size), 'size must be a vec2');
ASSERT(isColor(color) && isColor(lineColor), 'color is invalid');
ASSERT(isNumber(angle), 'angle must be a number');
ASSERT(isNumber(lineWidth), 'lineWidth must be a number');
ASSERT(lineWidth >= 0, 'lineWidth must be a positive value or 0');
ASSERT(!context || !useWebGL, 'context only supported in canvas 2D mode');
// clamp line width to prevent artifacts
lineWidth = clamp(lineWidth, 0, Math.min(size.x, size.y));
if (useWebGL && glEnable)
{
// draw as a regular polygon
const sides = glCircleSides;
drawRegularPoly(pos, size, sides, color, lineWidth, lineColor, angle, useWebGL, screenSpace, context);
}
else
{
drawCanvas2D(pos, vec2(1), angle, false, context=>
{
context.fillStyle = color.toString();
context.beginPath();
context.ellipse(0, 0, size.x/2, size.y/2, 0, 0, 9);
context.fill();
if (lineWidth)
{
context.strokeStyle = lineColor.toString();
context.lineWidth = lineWidth;
context.stroke();
}
}, screenSpace, context);
}
}
/** Draw colored circle using passed in point
* @param {Vector2} pos
* @param {number} [size=1] - Diameter
* @param {Color} [color=WHITE]
* @param {number} [lineWidth=0]
* @param {Color} [lineColor=BLACK]
* @param {boolean} [useWebGL=glEnable]
* @param {boolean} [screenSpace]
* @param {CanvasRenderingContext2D|OffscreenCanvasRenderingContext2D} [context]
* @memberof Draw */
function drawCircle(pos, size=1, color=WHITE, lineWidth=0, lineColor=BLACK, useWebGL=glEnable, screenSpace=false, context)
{
ASSERT(isNumber(size), 'size must be a number');
drawEllipse(pos, vec2(size), color, 0, lineWidth, lineColor, useWebGL, screenSpace, context);
}
/**
* @callback Canvas2DDrawFunction - A function that draws to a 2D canvas context
* @param {CanvasRenderingContext2D|OffscreenCanvasRenderingContext2D} context
* @memberof Draw
*/
/** Draw directly to a 2d canvas context in world space
* @param {Vector2} pos
* @param {Vector2} size
* @param {number} angle
* @param {boolean} [mirror]
* @param {Canvas2DDrawFunction} [drawFunction]
* @param {boolean} [screenSpace=false]
* @param {CanvasRenderingContext2D|OffscreenCanvasRenderingContext2D} [context=drawContext]
* @memberof Draw */
function drawCanvas2D(pos, size, angle=0, mirror=false, drawFunction, screenSpace=false, context=drawContext)
{
ASSERT(isVector2(pos), 'pos must be a vec2');
ASSERT(isVector2(size), 'size must be a vec2');
ASSERT(isNumber(angle), 'angle must be a number');
ASSERT(typeof drawFunction === 'function', 'drawFunction must be a function');
if (!screenSpace)
{
pos = worldToScreen(pos);
size = size.scale(cameraScale);
angle -= cameraAngle;
}
context.save();
context.translate(pos.x+.5, pos.y+.5);
context.rotate(angle);
context.scale(mirror ? -size.x : size.x, -size.y);
drawFunction(context);
context.restore();
}
///////////////////////////////////////////////////////////////////////////////
// Text Drawing Functions
/** Draw text on main canvas in world space
* Automatically splits new lines into rows
* @param {string|number} text
* @param {Vector2} pos
* @param {number} [size]
* @param {Color} [color=WHITE]
* @param {number} [lineWidth]
* @param {Color} [lineColor=BLACK]
* @param {CanvasTextAlign} [textAlign='center']
* @param {string} [font=fontDefault]
* @param {string} [fontStyle]
* @param {number} [maxWidth]
* @param {number} [angle]
* @param {CanvasRenderingContext2D|OffscreenCanvasRenderingContext2D} [context=drawContext]
* @memberof Draw */
function drawText(text, pos, size=1, color, lineWidth=0, lineColor, textAlign, font, fontStyle, maxWidth, angle=0, context=drawContext)
{
// convert to screen space
pos = worldToScreen(pos);
size *= cameraScale;
lineWidth *= cameraScale;
angle -= cameraAngle;
angle *= -1;
drawTextScreen(text, pos, size, color, lineWidth, lineColor, textAlign, font, fontStyle, maxWidth, angle, context);
}
/** Draw text in screen space
* Automatically splits new lines into rows
* @param {string|number} text
* @param {Vector2} pos
* @param {number} size
* @param {Color} [color=WHITE]
* @param {number} [lineWidth]
* @param {Color} [lineColor=BLACK]
* @param {CanvasTextAlign} [textAlign]
* @param {string} [font=fontDefault]
* @param {string} [fontStyle]
* @param {number} [maxWidth]
* @param {number} [angle]
* @param {CanvasRenderingContext2D|OffscreenCanvasRenderingContext2D} [context=drawContext]
* @memberof Draw */
function drawTextScreen(text, pos, size, color=WHITE, lineWidth=0, lineColor=BLACK, textAlign='center', font=fontDefault, fontStyle='', maxWidth, angle=0, context=drawContext)
{
ASSERT(isString(text), 'text must be a string');
ASSERT(isVector2(pos), 'pos must be a vec2');
ASSERT(isNumber(size), 'size must be a number');
ASSERT(isColor(color), 'color must be a color');
ASSERT(isNumber(lineWidth), 'lineWidth must be a number');
ASSERT(isColor(lineColor), 'lineColor must be a color');
ASSERT(['left','center','right'].includes(textAlign), 'align must be left, center, or right');
ASSERT(isString(font), 'font must be a string');
ASSERT(isString(fontStyle), 'fontStyle must be a string');
ASSERT(isNumber(angle), 'angle must be a number');
context.fillStyle = color.toString();
context.strokeStyle = lineColor.toString();
context.lineWidth = lineWidth;
context.textAlign = textAlign;
context.font = fontStyle + ' ' + size + 'px '+ font;
context.textBaseline = 'middle';
const lines = (text+'').split('\n');
const posY = pos.y - (lines.length-1) * size/2; // center vertically
context.save();
context.translate(pos.x, posY);
context.rotate(-angle);
let yOffset = 0;
lines.forEach(line=>
{
lineWidth && context.strokeText(line, 0, yOffset, maxWidth);
context.fillText(line, 0, yOffset, maxWidth);
yOffset += size;
});
context.restore();
}
///////////////////////////////////////////////////////////////////////////////
// Drawing utilities
/** Load a texture at a specific index
* @param {number} textureIndex - Index to store the texture at
* @param {string} [src] - Image source path
* @return {Promise} Promise that resolves when texture is loaded
* @memberof Draw */
async function loadTexture(textureIndex, src)
{
ASSERT(isNumber(textureIndex), 'textureIndex must be a number');
ASSERT(!textureInfos[textureIndex], 'textureIndex is already loaded!');
ASSERT(!src || isString(src), 'image src must be a string');
const image = new Image;
if (src)
{
await new Promise(resolve =>
{
image.onerror = image.onload = resolve;
image.crossOrigin = 'anonymous';
image.src = src;
});
}
textureInfos[textureIndex] = new TextureInfo(image);
}
/** Convert from screen to world space coordinates
* @param {Vector2} screenPos
* @return {Vector2}
* @memberof Draw */
function screenToWorld(screenPos)
{
ASSERT(isVector2(screenPos), 'screenPos must be a vec2');
let x = (screenPos.x - mainCanvasSize.x/2 + .5) / cameraScale;
let y = (screenPos.y - mainCanvasSize.y/2 + .5) / -cameraScale;
if (cameraAngle)
{
// apply camera rotation
const c = cos(-cameraAngle), s = sin(-cameraAngle);
const xr = x * c - y * s, yr = x * s + y * c;
x = xr; y = yr;
}
return new Vector2(x + cameraPos.x, y + cameraPos.y);
}
/** Convert from world to screen space coordinates
* @param {Vector2} worldPos
* @return {Vector2}
* @memberof Draw */
function worldToScreen(worldPos)
{
ASSERT(isVector2(worldPos), 'worldPos must be a vec2');
let x = worldPos.x - cameraPos.x;
let y = worldPos.y - cameraPos.y;
if (cameraAngle)
{
// apply inverse camera rotation
const c = cos(cameraAngle), s = sin(cameraAngle);
const xr = x * c - y * s, yr = x * s + y * c;
x = xr; y = yr;
}
return new Vector2
(
x * cameraScale + mainCanvasSize.x/2 - .5,
y * -cameraScale + mainCanvasSize.y/2 - .5
);
}
/** Convert from screen to world space coordinates for a directional vector (no translation)
* @param {Vector2} screenDelta
* @return {Vector2}
* @memberof Draw */
function screenToWorldDelta(screenDelta)
{
ASSERT(isVector2(screenDelta), 'screenDelta must be a vec2');
let x = screenDelta.x / cameraScale;
let y = screenDelta.y / -cameraScale;
if (cameraAngle)
{
// apply camera rotation
const c = cos(-cameraAngle), s = sin(-cameraAngle);
const xr = x * c - y * s, yr = x * s + y * c;
x = xr; y = yr;
}
return new Vector2(x, y);
}
/** Convert from screen to world space coordinates for a directional vector (no translation)
* @param {Vector2} worldDelta
* @return {Vector2}
* @memberof Draw */
function worldToScreenDelta(worldDelta)
{
ASSERT(isVector2(worldDelta), 'worldDelta must be a vec2');
let x = worldDelta.x;
let y = worldDelta.y;
if (cameraAngle)
{
// apply inverse camera rotation
const c = cos(cameraAngle), s = sin(cameraAngle);
const xr = x * c - y * s, yr = x * s + y * c;
x = xr; y = yr;
}
return new Vector2(x * cameraScale, y * -cameraScale);
}
/** Convert screen space transform to world space
* @param {Vector2} screenPos
* @param {Vector2} screenSize
* @param {number} [screenAngle]
* @return {[Vector2, Vector2, number]} - [pos, size, angle]
* @memberof Draw */
function screenToWorldTransform(screenPos, screenSize, screenAngle=0)
{
ASSERT(isVector2(screenPos), 'screenPos must be a vec2');
ASSERT(isVector2(screenSize), 'screenSize must be a vec2');
ASSERT(isNumber(screenAngle), 'screenAngle must be a number');
return [
screenToWorld(screenPos),
screenSize.scale(1/cameraScale),
screenAngle + cameraAngle
];
}
/** Get the size of the camera window in world space
* @return {Vector2}
* @memberof Draw */
function getCameraSize() { return mainCanvasSize.scale(1/cameraScale); }
/** Check if a box, point, or circle is on screen with a circle test
* If size is a Vector2, uses the length as diameter
* This can be used to cull offscreen objects from render or update
* @param {Vector2} pos - world space position
* @param {Vector2|number} size - world space size or diameter
* @return {boolean}
* @memberof Draw */
function isOnScreen(pos, size=0)
{
ASSERT(isVector2(pos), 'pos must be a vec2');
ASSERT(isVector2(size) || isNumber(size), 'size must be a vec2 or number');
// optimized circle on screen test
// pos = worldToScreen(pos);
let x = pos.x - cameraPos.x;
let y = pos.y - cameraPos.y;
if (cameraAngle)
{
// apply inverse camera rotation
const c = cos(cameraAngle), s = sin(cameraAngle);
const xr = x * c - y * s, yr = x * s + y * c;
x = xr; y = yr;
}
x *= cameraScale*2; y *= -cameraScale*2;
if (size instanceof Vector2)
size = size.length(); // use length of vector as diameter
size *= cameraScale;
// check against screen bounds
const w = mainCanvasSize.x, h = mainCanvasSize.y;
return x + size > -w && x - size < w &&
y + size > -h && y - size < h;
}
/** Enable normal or additive blend mode
* @param {boolean} [additive]
* @param {CanvasRenderingContext2D|OffscreenCanvasRenderingContext2D} [context]
* @memberof Draw */
function setBlendMode(additive=false, context=drawContext)
{
glAdditive = additive;
context.globalCompositeOperation = additive ? 'lighter' : 'source-over';
}
/** Combines LittleJS canvases onto the main canvas
* This is necessary for things like screenshots and video
* @memberof Draw */
function combineCanvases()
{
const w = mainCanvasSize.x, h = mainCanvasSize.y;
workCanvas.width = w;
workCanvas.height = h;
workContext.fillRect(0,0,w,h); // remove background alpha
glCopyToContext(workContext);
workContext.drawImage(mainCanvas, 0, 0);
mainContext.drawImage(workCanvas, 0, 0);
}
/** Helper function to draw an image with color and additive color applied
* This is slower then normal drawImage when color is applied
* @param {CanvasRenderingContext2D|OffscreenCanvasRenderingContext2D} context
* @param {HTMLImageElement|OffscreenCanvas} image
* @param {number} sx
* @param {number} sy
* @param {number} sWidth
* @param {number} sHeight
* @param {number} dx
* @param {number} dy
* @param {number} dWidth
* @param {number} dHeight
* @param {Color} color
* @param {Color} [additiveColor]
* @param {number} [bleed] - How many pixels to shrink the source, used to fix bleeding
* @memberof Draw */
function drawImageColor(context, image, sx, sy, sWidth, sHeight, dx, dy, dWidth, dHeight, color, additiveColor, bleed=0)
{
function isWhite(c) { return c.r >= 1 && c.g >= 1 && c.b >= 1; }
function isBlack(c) { return c.r <= 0 && c.g <= 0 && c.b <= 0 && c.a <= 0; }
const sx2 = bleed;
const sy2 = bleed;
sWidth = max(1,sWidth|0);
sHeight = max(1,sHeight|0);
const sWidth2 = sWidth - 2*bleed;
const sHeight2 = sHeight - 2*bleed;
if (!canvasColorTiles || (additiveColor ? isWhite(color.add(additiveColor)) && additiveColor.a <= 0 : isWhite(color)))
{
// white texture with no additive alpha, no need to tint
context.globalAlpha = color.a;
context.drawImage(image, sx+sx2, sy+sy2, sWidth2, sHeight2, dx, dy, dWidth, dHeight);
context.globalAlpha = 1;
}
else
{
// copy to offscreen canvas
workReadCanvas.width = sWidth;
workReadCanvas.height = sHeight;
workReadContext.drawImage(image, sx|0, sy|0, sWidth, sHeight, 0, 0, sWidth, sHeight);
// tint image using offscreen work context
const imageData = workReadContext.getImageData(0, 0, sWidth, sHeight);
const data = imageData.data;
if (additiveColor && !isBlack(additiveColor))
{
// slower path with additive color
const colorMultiply = [color.r, color.g, color.b, color.a];
const colorAdd = [additiveColor.r * 255, additiveColor.g * 255, additiveColor.b * 255, additiveColor.a * 255];
for (let i = 0; i < data.length; ++i)
data[i] = data[i] * colorMultiply[i&3] + colorAdd[i&3] |0;
workReadContext.putImageData(imageData, 0, 0);
context.drawImage(workReadCanvas, sx2, sy2, sWidth2, sHeight2, dx, dy, dWidth, dHeight);
}
else
{
// faster path with no additive color
for (let i = 0; i < data.length; i+=4)
{
data[i ] *= color.r;
data[i+1] *= color.g;
data[i+2] *= color.b;
}
workReadContext.putImageData(imageData, 0, 0);
context.globalAlpha = color.a;
context.drawImage(workReadCanvas, sx2, sy2, sWidth2, sHeight2, dx, dy, dWidth, dHeight);
context.globalAlpha = 1;
}
}
}
/** Returns true if fullscreen mode is active
* @return {boolean}
* @memberof Draw */