forked from arne/asdf-games
Added TypeScript definitions
This commit is contained in:
parent
3264ae157e
commit
5701a7946d
@ -1,47 +1,23 @@
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/**
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* Container class
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*/
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class Container {
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constructor() {
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this.pos = { x: 0, y: 0 };
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this.children = [];
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}
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/**
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* Adds child to container
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* @param {*} child Child to add
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* @returns {any} Added child
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*/
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add(child) {
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this.children.push(child);
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return child;
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}
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/**
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* Removes child from container
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* @param {*} child Child to remove
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* @returns {any} Removed child
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*/
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remove(child) {
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this.children = this.children.filter(c => c !== child);
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return child;
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}
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/**
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* Preforms a function on all children
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* @param {function} f Function to preform on children
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* @returns {any} Function altered array
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*/
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map(f) {
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return this.children.map(f);
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}
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/**
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* Updates all children when called
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* @param {number} dt Delta time
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* @param {number} t Total time
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* @returns {boolean} Returns if the child is dead or not
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*/
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update(dt, t) {
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this.children = this.children.filter(child => {
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if (child.update) {
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14
asdf/Game.js
14
asdf/Game.js
@ -4,17 +4,7 @@ import CanvasRenderer from "./renderer/CanvasRenderer.js";
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const STEP = 1 / 60;
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const FRAME_MAX = 5 * STEP;
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/**
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* Game class
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*/
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class Game {
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/**
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* Set the games parameters
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* @param {number} w Width of canvas
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* @param {number} h Height of canvas
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* @param {boolean} pixelated Turns canvas smoothening on or off
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* @param {String} [parent="#board"] HTML id of element to push the canvas element too
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*/
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constructor(w, h, pixelated, parent = "#board") {
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this.w = w;
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this.h = h;
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@ -28,10 +18,6 @@ class Game {
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this.scene = new Container();
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}
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/**
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* Start game loop
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* @param {Function} gameUpdate Function to run next to scene updates such as debug logging, etc.
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*/
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run(gameUpdate = () => { }) {
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let dt = 0;
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let last = 0;
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@ -1,11 +1,4 @@
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/**
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* Sprite class
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*/
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class Sprite {
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/**
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* Draw sprite on canvas
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* @param {*} texture Sprite image
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*/
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constructor(texture) {
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this.texture = texture;
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this.pos = { x: 0, y: 0 };
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@ -1,29 +1,9 @@
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/**
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* SpriteSheetXML - Reads XML files to get texture data
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*
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* **XML format must be:**
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*
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* <TextureAlias imagePath="">
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*
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* <SubTexture x="" y="" width="" height=""></SubTexture>
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* ...
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* </TextureAlias>
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*/
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class SpriteSheetXML {
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/**
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* Set url of XML file
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* @param {String} url Url to XML file
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*/
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constructor(url) {
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this.array = [];
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this.fetchXMLtoArray(url);
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}
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/**
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* Fetch XML file and put contents in a JS array
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* @param {String} url Url to XML file
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*/
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fetchXMLtoArray(url) {
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var xhr = new XMLHttpRequest();
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xhr.open('GET', url, false);
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@ -46,12 +26,6 @@ class SpriteSheetXML {
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}
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}
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/**
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* Find index of XML element with attribute == value
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* @param {String} attribute XML element attribute
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* @param {String} value Value of XML element attribute
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* @returns {number} Index of XML element
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*/
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findIndex(attribute, value) {
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for (let index = 0; index < this.array.length; index++) {
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const element = this.array[index];
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@ -1,12 +1,4 @@
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/**
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* Text class
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*/
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class Text {
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/**
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* Prints styled text on canvas
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* @param {String} text Text to print
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* @param {String} style Styles to apply to text
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*/
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constructor(text = "", style = {}) {
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this.pos = { x: 0, y: 0 };
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this.text = text;
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@ -1,11 +1,4 @@
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/**
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* Texture class
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*/
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class Texture {
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/**
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* Sets url of source image and creates an instance of Image()
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* @param {*} url
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*/
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constructor(url) {
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this.img = new Image();
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this.img.src = url;
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@ -1,19 +1,7 @@
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import Container from "./Container.js";
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import TileSprite from "./TileSprite.js";
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/**
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* Tilemap class
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*/
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class TileMap extends Container {
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/**
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* Draws array of tiles from unindexed spritesheet
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* @param {[ { x: number, y: number} ]} tiles Array of x and y values of the source tile on an unindexed Spritesheet
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* @param {number} mapW Amount of tiles over the width of the map
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* @param {number} mapH Amount of tiles over the height of the map
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* @param {number} tileW Width of source tile(s) in pixels
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* @param {number} tileH Height of source tile(s) in pixels
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* @param {*} texture Texture instance of source image file
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*/
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constructor(tiles, mapW, mapH, tileW, tileH, texture) {
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super();
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this.mapW = mapW;
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@ -1,18 +1,7 @@
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import Container from "./Container.js";
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import TileSpriteXML from "./TileSpriteXML.js";
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/**
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* TileMapXML class
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*/
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class TileMapXML extends Container {
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/**
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* Draws array of tiles from XML indexed spritesheet
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* @param {number[]} tiles Array of XML indexes
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* @param {*} mapW Amount of tiles over the width of the map
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* @param {*} mapH Amount of tiles over the height of the map
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* @param {*} texture Texture instance of source image file
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* @param {*} xml SpriteSheetXML instance of source xml file
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*/
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constructor(tiles, mapW, mapH, texture, xml) {
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super(texture);
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this.mapW = mapW;
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@ -1,14 +1,6 @@
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import Sprite from "./Sprite.js";
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/**
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* TileSprite class
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*/
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class TileSprite extends Sprite {
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/**
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* Creates sprite instance from unindexed spritesheet
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* @param {*} texture Instance of Texture with source image
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* @param {number} w Width of sprite on source image
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* @param {number} h Height of spirte on source image
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*/
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constructor(texture, w, h) {
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super(texture);
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this.tileW = w;
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import Sprite from "./Sprite.js";
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/**
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* TileSpriteXML class
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*/
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class TileSpriteXML extends Sprite {
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/**
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* Creates sprite instance from XML indexed spritesheet
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* @param {*} texture Instance of Texture with source image
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* @param {*} xml Instance of SpriteSheetXML with xml index
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* @param {number} index Index of XML element
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*/
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constructor(texture, xml, index) {
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super(texture);
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var src = xml.array[index];
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@ -1,10 +1,6 @@
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/**
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* KeyControls class
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*/
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class KeyControls {
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/**
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* Listens for keypresses and prevents default actions
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*/
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constructor() {
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this.keys = {};
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// Bind event handlers
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@ -19,21 +15,11 @@ class KeyControls {
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}, false);
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}
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/**
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* Returns value of action key (spacebar)
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* @returns {boolean} Key value
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*/
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get action() {
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// Spacebar
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return this.keys[32];
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}
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/**
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* Returns -1 on Arrow Left or A
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*
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* Returns 1 on Arrow Right or D
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* @returns {number} Key Value
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*/
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get x() {
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// Arrow Left or A (WASD)
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if (this.keys[37] || this.keys[65]) {
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@ -46,12 +32,6 @@ class KeyControls {
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return 0;
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}
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/**
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* Returns -1 on Arrow Up or W
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*
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* Returns 1 on Arrow Down or S
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* @returns {number} Key value
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*/
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get y() {
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// Arrow Up or W (WASD)
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if (this.keys[38] || this.keys[87]) {
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@ -64,12 +44,7 @@ class KeyControls {
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return 0;
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}
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/**
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* Read or write value of any key
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* @param {number} key Keycode for targetted key
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* @param {*} [value] Value to set to key
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* @return {*} Value of key
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*/
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key(key, value) {
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if (value !== undefined) {
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this.keys[key] = value;
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@ -77,9 +52,6 @@ class KeyControls {
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return this.keys[key];
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}
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/**
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* Resets default value to all keys
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*/
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reset() {
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for (let key in this.keys) {
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this.keys[key] = false;
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@ -1,11 +1,4 @@
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/**
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* MouseControls class
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*/
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class MouseControls {
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/**
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* Sets container element where handlers will listen
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* @param {*} [container] Container element, defaults to document.body
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*/
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constructor(container) {
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this.el = container || document.body;
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// State
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@ -19,10 +12,6 @@ class MouseControls {
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document.addEventListener('mouseup', this.up.bind(this), false);
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}
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/**
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* Recalculates mouse position based on the position of the container
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* @param {{ clientX: number, clientY: number}} param0 Native mouse event x and y values
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*/
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mousePosFromEvent({ clientX, clientY }) {
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const { el, pos } = this;
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const rect = el.getBoundingClientRect();
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@ -32,36 +21,21 @@ class MouseControls {
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pos.y = (clientY - rect.top) * yr;
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}
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/**
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* Calls mousePosFromEvent() on mouse move
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* @param {*} e Event
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*/
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move(e) {
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this.mousePosFromEvent(e);
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}
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/**
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* Handles mouseDown event and calls mousePosFromEvent() to determine the exact pixel
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* @param {*} e Event
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*/
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down(e) {
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this.isDown = true;
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this.pressed = true;
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this.mousePosFromEvent(e);
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}
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/**
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* Handles mouseUp event and calls mousePosFromEvent() to determine the exact pixel
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* @param {*} e Event
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*/
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up() {
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this.isDown = false;
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this.released = true;
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}
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/**
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* Resets pressed and released values to make sure they are only true on a press or release
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*/
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update() {
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this.released = false;
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this.pressed = false;
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414
asdf/index.d.ts
vendored
Normal file
414
asdf/index.d.ts
vendored
Normal file
@ -0,0 +1,414 @@
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export as namespace asdf;
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type Coordinates = {x: number, y: number};
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/**
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* TileSpriteXML class
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*/
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export class TileSpriteXML extends Sprite {
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width: number;
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height: number;
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imgPos: Coordinates;
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/**
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* Creates sprite instance from XML indexed spritesheet
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* @param texture Instance of Texture with source image
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* @param xml Instance of SpriteSheetXML with xml index
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* @param index Index of XML element
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*/
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constructor(texture: Texture, xml: SpriteSheetXML, index: number);
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}
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/**
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* TileMapXML class
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*/
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export class TileMapXML extends Container<TileSpriteXML> {
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mapW: number;
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mapH: number;
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tileW: number;
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tileH: number;
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w: number;
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h: number;
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children: TileSpriteXML[];
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/**
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* Draws array of tiles from XML indexed spritesheet
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* @param tiles Array of XML indexes
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* @param mapW Amount of tiles over the width of the map
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* @param mapH Amount of tiles over the height of the map
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* @param texture Texture instance of source image file
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* @param xml SpriteSheetXML instance of source xml file
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*/
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constructor(tiles: number[], mapW: number, mapH: number, texture: Texture, xml: SpriteSheetXML)
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}
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/**
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* TileSprite class
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*/
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export class TileSprite extends Sprite {
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tileW: number;
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tileH: number;
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frame: Coordinates;
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/**
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* Creates sprite instance from unindexed spritesheet
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* @param texture Instance of Texture with source image
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* @param w Width of sprite on source image
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* @param h Height of spirte on source image
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*/
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constructor(texture: Texture, w: number, h: number);
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}
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/**
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* Tilemap class
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*/
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export class TileMap extends Container<TileSprite> {
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mapW: number;
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mapH: number;
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tileW: number;
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tileH: number;
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w: number;
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h: number;
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children: TileSprite[];
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/**
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* Draws array of tiles from unindexed spritesheet
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* @param tiles Array of x and y values of the source tile on an unindexed Spritesheet
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* @param mapW Amount of tiles over the width of the map
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* @param mapH Amount of tiles over the height of the map
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* @param tileW Width of source tile(s) in pixels
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* @param tileH Height of source tile(s) in pixels
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* @param texture Texture instance of source image file
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*/
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constructor(tiles: Coordinates[], mapW: number, mapH: number, tileW: number, tileH: number, texture: Texture);
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}
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/**
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* Texture class
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*/
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export class Texture {
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img: HTMLImageElement;
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/**
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* Sets url of source image and creates an instance of Image()
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* @param url
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*/
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constructor(url: string);
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}
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/**
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* Text class
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*/
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export class Text {
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pos: Coordinates;
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text: string;
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visible: boolean;
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update?: (dt?: number, t?: number) => void;
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style: {
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font?: string,
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fill?: string | CanvasGradient | CanvasPattern,
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align?: CanvasTextAlign
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};
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/**
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* Prints styled text on canvas
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* @param text Text to print
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* @param style Styles to apply to text
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*/
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constructor(text: string, style: {});
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}
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/**
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* SpriteSheetXML - Reads XML files to get texture data
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*
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* **XML format must be:**
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*
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* <TextureAlias imagePath="">
|
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*
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* <SubTexture x="" y="" width="" height=""></SubTexture>
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* ...
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* </TextureAlias>
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*/
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export class SpriteSheetXML {
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array: {
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name: string,
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x: number,
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y: number,
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width: number,
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height: number
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}[];
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/**
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* Set url of XML file
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* @param url Url to XML file
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*/
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constructor(url: string);
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/**
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* Fetch XML file and put contents in a JS array
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* @param url Url to XML file
|
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*/
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fetchXMLtoArray(url: string): void;
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/**
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* Find index of XML element with attribute == value
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* @param attribute XML element attribute
|
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* @param value Value of XML element attribute
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* @returns Index of XML element
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*/
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findIndex(attribute: string, value: string): number;
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}
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/**
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* Sprite class
|
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*/
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export class Sprite {
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texture: Texture;
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pos: Coordinates;
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anchor: Coordinates;
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scale: Coordinates;
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pivot: Coordinates;
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visible: boolean;
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rotation: number;
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dead: boolean;
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update?: (dt?: number, t?: number) => void;
|
||||
|
||||
/**
|
||||
* Draw sprite on canvas
|
||||
* @param texture Sprite image
|
||||
*/
|
||||
constructor(texture: Texture);
|
||||
}
|
||||
|
||||
/**
|
||||
* Game class
|
||||
*/
|
||||
export class Game {
|
||||
w: number;
|
||||
h: number;
|
||||
renderer: CanvasRenderer;
|
||||
scene: Container<unknown>;
|
||||
|
||||
/**
|
||||
* Set the games parameters
|
||||
* @param w Width of canvas
|
||||
* @param h Height of canvas
|
||||
* @param pixelated Turns canvas smoothening on or off
|
||||
* @param parent HTML id of element to push the canvas element too. Default is set to "#board".
|
||||
*/
|
||||
constructor(w: number, h: number, pixelated: boolean, parent?: string);
|
||||
|
||||
/**
|
||||
* Start game loop
|
||||
* @param gameUpdate Function to run next to scene updates such as debug logging, etc.
|
||||
*/
|
||||
run(gameUpdate: (dt?: number, t?: number) => void): void;
|
||||
}
|
||||
|
||||
/**
|
||||
* Container class
|
||||
*/
|
||||
export class Container<T> {
|
||||
pos: {x: number, y: number};
|
||||
children: T[];
|
||||
|
||||
constructor();
|
||||
|
||||
/**
|
||||
* Adds child to container
|
||||
* @param child Child to add
|
||||
* @returns Added child
|
||||
*/
|
||||
add(child: T): T;
|
||||
|
||||
/**
|
||||
* Removes child from container
|
||||
* @param child Child to remove
|
||||
* @returns Removed child
|
||||
*/
|
||||
remove(child: T): T;
|
||||
|
||||
/**
|
||||
* Preforms a function on all children
|
||||
* @param f Function to preform on children
|
||||
* @returns Function altered array
|
||||
*/
|
||||
map(f: (value: T, index: number, array: T[]) => any): any[];
|
||||
|
||||
/**
|
||||
* Updates all children when called
|
||||
* @param dt Delta time
|
||||
* @param t Total time
|
||||
* @returns Returns if the child is dead or not
|
||||
*/
|
||||
update(dt: number, t: number): boolean;
|
||||
}
|
||||
|
||||
/**
|
||||
* MouseControls class
|
||||
*/
|
||||
export class MouseControls {
|
||||
|
||||
el: HTMLElement;
|
||||
pos: Coordinates;
|
||||
isDown: boolean;
|
||||
pressed: boolean;
|
||||
released: boolean;
|
||||
|
||||
/**
|
||||
* Sets container element where handlers will listen
|
||||
* @param container Container element, defaults to document.body
|
||||
*/
|
||||
constructor(container?: HTMLElement);
|
||||
|
||||
/**
|
||||
* Recalculates mouse position based on the position of the container
|
||||
* @param ClientXandY Native mouse event x and y values
|
||||
*/
|
||||
mousePosFromEvent({clientX, clientY}: {clientX: number, clientY: number}): void;
|
||||
|
||||
/**
|
||||
* Calls mousePosFromEvent() on mouse move
|
||||
* @param e Event
|
||||
*/
|
||||
move(e: MouseEvent): void;
|
||||
|
||||
/**
|
||||
* Handles mouseDown event and calls mousePosFromEvent() to determine the exact pixel
|
||||
* @param e Event
|
||||
*/
|
||||
down(e: MouseEvent): void;
|
||||
|
||||
/**
|
||||
* Handles mouseUp event and calls mousePosFromEvent() to determine the exact pixel
|
||||
* @param e Event
|
||||
*/
|
||||
up(e: MouseEvent): void;
|
||||
|
||||
/**
|
||||
* Resets pressed and released values to make sure they are only true on a press or release
|
||||
*/
|
||||
update(): void;
|
||||
}
|
||||
|
||||
/**
|
||||
* KeyControls class
|
||||
*/
|
||||
export class KeyControls {
|
||||
|
||||
keys: {
|
||||
[key: number]: boolean
|
||||
}
|
||||
|
||||
/**
|
||||
* Listens for keypresses and prevents default actions
|
||||
*/
|
||||
constructor();
|
||||
|
||||
/**
|
||||
* Returns value of action key (spacebar)
|
||||
* @returns Key value
|
||||
*/
|
||||
get action(): boolean;
|
||||
|
||||
/**
|
||||
* Returns -1 on Arrow Left or A
|
||||
*
|
||||
* Returns 1 on Arrow Right or D
|
||||
* @returns Key Value
|
||||
*/
|
||||
get x(): -1 | 0 | 1
|
||||
|
||||
/**
|
||||
* Returns -1 on Arrow Up or W
|
||||
*
|
||||
* Returns 1 on Arrow Down or S
|
||||
* @returns Key value
|
||||
*/
|
||||
get y(): -1 | 0 | 1
|
||||
|
||||
/**
|
||||
* Read or write value of any key
|
||||
* @param key Keycode for targetted key
|
||||
* @param value Value to set to key
|
||||
* @return Value of key
|
||||
*/
|
||||
key(key: number, value: boolean): boolean;
|
||||
|
||||
/**
|
||||
* Resets default value to all keys
|
||||
*/
|
||||
reset(): void;
|
||||
}
|
||||
|
||||
/**
|
||||
* CanvasRenderer class
|
||||
*/
|
||||
export class CanvasRenderer {
|
||||
|
||||
w: number;
|
||||
h: number;
|
||||
view: HTMLCanvasElement;
|
||||
ctx: CanvasRenderingContext2D
|
||||
|
||||
/**
|
||||
* Renderer for CanvasJS, defines width and height for the canvas element
|
||||
* @param w Width for canvas element
|
||||
* @param h Height for canvas element
|
||||
*/
|
||||
constructor(w: number, h: number)
|
||||
|
||||
/**
|
||||
* Turns off image smoothening on the canvas element
|
||||
*/
|
||||
setPixelated(): void
|
||||
|
||||
/**
|
||||
* Render all children on the canvas element
|
||||
* @param container Containing element of the canvas element
|
||||
* @param clear Defines if the canvas element needs to be cleared for the next render. Default is set to true.
|
||||
*/
|
||||
render(container: Container<unknown>, clear?: boolean): void
|
||||
}
|
||||
|
||||
export namespace math {
|
||||
/**
|
||||
* Returns random integer between min and max
|
||||
* @param min Minimum value
|
||||
* @param max Maximum value
|
||||
* @returns Random integer
|
||||
*/
|
||||
export function rand(min: number, max: number): number;
|
||||
|
||||
/**
|
||||
* Returns random float between min and max
|
||||
* @param min Minimum value
|
||||
* @param max Maximum value
|
||||
* @returns Random value
|
||||
*/
|
||||
export function randf(min: number, max: number): number;
|
||||
|
||||
/**
|
||||
* Returns random item from items array
|
||||
* @param items Array of anything
|
||||
* @returns Item from items array
|
||||
*/
|
||||
export function randOneFrom<T>(items: T[]): T;
|
||||
|
||||
/**
|
||||
* Returns true one out of max times
|
||||
* @param max Maximum value. Default is set to 2
|
||||
* @returns Outcome
|
||||
*/
|
||||
export function randOneIn(max?: number): boolean;
|
||||
}
|
@ -1,12 +1,6 @@
|
||||
/**
|
||||
* CanvasRenderer class
|
||||
*/
|
||||
|
||||
class CanvasRenderer {
|
||||
/**
|
||||
* Renderer for CanvasJS, defines width and height for the canvas element
|
||||
* @param {*} w Width for canvas element
|
||||
* @param {*} h Height for canvas element
|
||||
*/
|
||||
|
||||
constructor(w, h) {
|
||||
const canvas = document.createElement("canvas");
|
||||
this.w = canvas.width = w;
|
||||
@ -16,9 +10,6 @@ class CanvasRenderer {
|
||||
this.ctx.textBaseLine = "top";
|
||||
}
|
||||
|
||||
/**
|
||||
* Turns off image smoothening on the canvas element
|
||||
*/
|
||||
setPixelated() {
|
||||
this.ctx['imageSmoothingEnabled'] = false; /* standard */
|
||||
this.ctx['mozImageSmoothingEnabled'] = false; /* Firefox */
|
||||
@ -27,12 +18,6 @@ class CanvasRenderer {
|
||||
this.ctx['msImageSmoothingEnabled'] = false; /* IE */
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Render all children on the canvas element
|
||||
* @param {*} container Containing element of the canvas element
|
||||
* @param {boolean} [clear=true] Defines if the canvas element needs to be cleared for the next render
|
||||
*/
|
||||
render(container, clear = true) {
|
||||
const { ctx } = this;
|
||||
function renderRec(container) {
|
||||
|
@ -1,19 +1,7 @@
|
||||
/**
|
||||
* Returns random integer between min and max
|
||||
* @param {number} min Minimum value
|
||||
* @param {number} max Maximum value
|
||||
* @returns {number} Random integer
|
||||
*/
|
||||
function rand(min, max) {
|
||||
return Math.floor(randf(min, max));
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns random float between min and max
|
||||
* @param {number} min Minimum value
|
||||
* @param {number} max Maximum value
|
||||
* @returns {number} Random value
|
||||
*/
|
||||
function randf(min, max) {
|
||||
if (max == null) {
|
||||
max = min || 1;
|
||||
@ -22,20 +10,10 @@ function randf(min, max) {
|
||||
return Math.random() * (max - min) + min;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns random item from items array
|
||||
* @param {*[]} items Array of anything
|
||||
* @returns {any} Item from items array
|
||||
*/
|
||||
function randOneFrom(items) {
|
||||
return items[rand(items.length)];
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns true one out of max times
|
||||
* @param {number} [max=2] Maximum value
|
||||
* @returns {boolean} Outcome
|
||||
*/
|
||||
function randOneIn(max = 2) {
|
||||
return rand(0, max) === 0;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user