diff --git a/demos/demo1.html b/demos/demo1.html index fea7eda..7aa0f2a 100644 --- a/demos/demo1.html +++ b/demos/demo1.html @@ -10,14 +10,16 @@ diff --git a/demos/demo2.html b/demos/demo2.html index 00d9208..123d3b7 100644 --- a/demos/demo2.html +++ b/demos/demo2.html @@ -70,4 +70,4 @@ moveRight.activate(); - + \ No newline at end of file diff --git a/docs/.nojekyll b/docs/.nojekyll new file mode 100644 index 0000000..e2ac661 --- /dev/null +++ b/docs/.nojekyll @@ -0,0 +1 @@ +TypeDoc added this file to prevent GitHub Pages from using Jekyll. You can turn off this behavior by setting the `githubPages` option to false. \ No newline at end of file diff --git a/docs/assets/highlight.css b/docs/assets/highlight.css new file mode 100644 index 0000000..de2932d --- /dev/null +++ b/docs/assets/highlight.css @@ -0,0 +1,120 @@ +:root { + --light-hl-0: #800000; + --dark-hl-0: #808080; + --light-hl-1: #800000; + --dark-hl-1: #569CD6; + --light-hl-2: #000000FF; + --dark-hl-2: #D4D4D4; + --light-hl-3: #E50000; + --dark-hl-3: #9CDCFE; + --light-hl-4: #0000FF; + --dark-hl-4: #CE9178; + --light-hl-5: #000000; + --dark-hl-5: #D4D4D4; + --light-hl-6: #0000FF; + --dark-hl-6: #569CD6; + --light-hl-7: #0070C1; + --dark-hl-7: #4FC1FF; + --light-hl-8: #795E26; + --dark-hl-8: #DCDCAA; + --light-hl-9: #001080; + --dark-hl-9: #9CDCFE; + --light-hl-10: #098658; + --dark-hl-10: #B5CEA8; + --light-hl-11: #A31515; + --dark-hl-11: #CE9178; + --light-hl-12: #267F99; + --dark-hl-12: #4EC9B0; + --light-hl-13: #008000; + --dark-hl-13: #6A9955; + --light-code-background: #FFFFFF; + --dark-code-background: #1E1E1E; +} + +@media (prefers-color-scheme: light) { :root { + --hl-0: var(--light-hl-0); + --hl-1: var(--light-hl-1); + --hl-2: var(--light-hl-2); + --hl-3: var(--light-hl-3); + --hl-4: var(--light-hl-4); + --hl-5: var(--light-hl-5); + --hl-6: var(--light-hl-6); + --hl-7: var(--light-hl-7); + --hl-8: var(--light-hl-8); + --hl-9: var(--light-hl-9); + --hl-10: var(--light-hl-10); + --hl-11: var(--light-hl-11); + --hl-12: var(--light-hl-12); + --hl-13: var(--light-hl-13); + --code-background: var(--light-code-background); +} } + +@media (prefers-color-scheme: dark) { :root { + --hl-0: var(--dark-hl-0); + --hl-1: var(--dark-hl-1); + --hl-2: var(--dark-hl-2); + --hl-3: var(--dark-hl-3); + --hl-4: var(--dark-hl-4); + --hl-5: var(--dark-hl-5); + --hl-6: var(--dark-hl-6); + --hl-7: var(--dark-hl-7); + --hl-8: var(--dark-hl-8); + --hl-9: var(--dark-hl-9); + --hl-10: var(--dark-hl-10); + --hl-11: var(--dark-hl-11); + --hl-12: var(--dark-hl-12); + --hl-13: var(--dark-hl-13); + --code-background: var(--dark-code-background); +} } + +:root[data-theme='light'] { + --hl-0: var(--light-hl-0); + --hl-1: var(--light-hl-1); + --hl-2: var(--light-hl-2); + --hl-3: var(--light-hl-3); + --hl-4: var(--light-hl-4); + --hl-5: var(--light-hl-5); + --hl-6: var(--light-hl-6); + --hl-7: var(--light-hl-7); + --hl-8: var(--light-hl-8); + --hl-9: var(--light-hl-9); + --hl-10: var(--light-hl-10); + --hl-11: var(--light-hl-11); + --hl-12: var(--light-hl-12); + --hl-13: var(--light-hl-13); + --code-background: var(--light-code-background); +} + +:root[data-theme='dark'] { + --hl-0: var(--dark-hl-0); + --hl-1: var(--dark-hl-1); + --hl-2: var(--dark-hl-2); + --hl-3: var(--dark-hl-3); + --hl-4: var(--dark-hl-4); + --hl-5: var(--dark-hl-5); + --hl-6: var(--dark-hl-6); + --hl-7: var(--dark-hl-7); + --hl-8: var(--dark-hl-8); + --hl-9: var(--dark-hl-9); + --hl-10: var(--dark-hl-10); + --hl-11: var(--dark-hl-11); + --hl-12: var(--dark-hl-12); + --hl-13: var(--dark-hl-13); + --code-background: var(--dark-code-background); +} + +.hl-0 { color: var(--hl-0); } +.hl-1 { color: var(--hl-1); } +.hl-2 { color: var(--hl-2); } +.hl-3 { color: var(--hl-3); } +.hl-4 { color: var(--hl-4); } +.hl-5 { color: var(--hl-5); } +.hl-6 { color: var(--hl-6); } +.hl-7 { color: var(--hl-7); } +.hl-8 { color: var(--hl-8); } +.hl-9 { color: var(--hl-9); } +.hl-10 { color: var(--hl-10); } +.hl-11 { color: var(--hl-11); } +.hl-12 { color: var(--hl-12); } +.hl-13 { color: var(--hl-13); } +pre, code { background: var(--code-background); } diff --git a/docs/assets/main.js b/docs/assets/main.js new file mode 100644 index 0000000..7270cff --- /dev/null +++ b/docs/assets/main.js @@ -0,0 +1,59 @@ +"use strict"; +"use strict";(()=>{var Pe=Object.create;var ne=Object.defineProperty;var Ie=Object.getOwnPropertyDescriptor;var Oe=Object.getOwnPropertyNames;var _e=Object.getPrototypeOf,Re=Object.prototype.hasOwnProperty;var Me=(t,e)=>()=>(e||t((e={exports:{}}).exports,e),e.exports);var Fe=(t,e,n,r)=>{if(e&&typeof e=="object"||typeof e=="function")for(let i of Oe(e))!Re.call(t,i)&&i!==n&&ne(t,i,{get:()=>e[i],enumerable:!(r=Ie(e,i))||r.enumerable});return t};var De=(t,e,n)=>(n=t!=null?Pe(_e(t)):{},Fe(e||!t||!t.__esModule?ne(n,"default",{value:t,enumerable:!0}):n,t));var ae=Me((se,oe)=>{(function(){var t=function(e){var n=new t.Builder;return n.pipeline.add(t.trimmer,t.stopWordFilter,t.stemmer),n.searchPipeline.add(t.stemmer),e.call(n,n),n.build()};t.version="2.3.9";t.utils={},t.utils.warn=function(e){return function(n){e.console&&console.warn&&console.warn(n)}}(this),t.utils.asString=function(e){return e==null?"":e.toString()},t.utils.clone=function(e){if(e==null)return e;for(var n=Object.create(null),r=Object.keys(e),i=0;i0){var d=t.utils.clone(n)||{};d.position=[a,u],d.index=s.length,s.push(new t.Token(r.slice(a,o),d))}a=o+1}}return s},t.tokenizer.separator=/[\s\-]+/;t.Pipeline=function(){this._stack=[]},t.Pipeline.registeredFunctions=Object.create(null),t.Pipeline.registerFunction=function(e,n){n in this.registeredFunctions&&t.utils.warn("Overwriting existing registered function: "+n),e.label=n,t.Pipeline.registeredFunctions[e.label]=e},t.Pipeline.warnIfFunctionNotRegistered=function(e){var n=e.label&&e.label in this.registeredFunctions;n||t.utils.warn(`Function is not registered with pipeline. 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+ --light-color-ts-interface: #108024; + --light-color-ts-constructor: var(--light-color-ts-class); + --light-color-ts-property: var(--light-color-ts-variable); + --light-color-ts-method: var(--light-color-ts-function); + --light-color-ts-call-signature: var(--light-color-ts-method); + --light-color-ts-index-signature: var(--light-color-ts-property); + --light-color-ts-constructor-signature: var(--light-color-ts-constructor); + --light-color-ts-parameter: var(--light-color-ts-variable); + /* type literal not included as links will never be generated to it */ + --light-color-ts-type-parameter: #a55c0e; + --light-color-ts-accessor: var(--light-color-ts-property); + --light-color-ts-get-signature: var(--light-color-ts-accessor); + --light-color-ts-set-signature: var(--light-color-ts-accessor); + --light-color-ts-type-alias: #d51270; + /* reference not included as links will be colored with the kind that it points to */ + + --light-external-icon: url("data:image/svg+xml;utf8,"); + --light-color-scheme: light; 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+ --dark-color-ts-call-signature: var(--dark-color-ts-method); + --dark-color-ts-index-signature: var(--dark-color-ts-property); + --dark-color-ts-constructor-signature: var(--dark-color-ts-constructor); + --dark-color-ts-parameter: var(--dark-color-ts-variable); + /* type literal not included as links will never be generated to it */ + --dark-color-ts-type-parameter: #e07d13; + --dark-color-ts-accessor: var(--dark-color-ts-property); + --dark-color-ts-get-signature: var(--dark-color-ts-accessor); + --dark-color-ts-set-signature: var(--dark-color-ts-accessor); + --dark-color-ts-type-alias: #ff6492; + /* reference not included as links will be colored with the kind that it points to */ + + --dark-external-icon: url("data:image/svg+xml;utf8,"); + --dark-color-scheme: dark; +} + +@media (prefers-color-scheme: light) { + :root { + --color-background: var(--light-color-background); + --color-background-secondary: var(--light-color-background-secondary); + --color-background-warning: var(--light-color-background-warning); + --color-warning-text: var(--light-color-warning-text); + --color-icon-background: var(--light-color-icon-background); + --color-accent: var(--light-color-accent); + --color-active-menu-item: var(--light-color-active-menu-item); + --color-text: var(--light-color-text); + --color-text-aside: var(--light-color-text-aside); + --color-link: var(--light-color-link); + + --color-ts-keyword: var(--light-color-ts-keyword); + --color-ts-module: var(--light-color-ts-module); + --color-ts-namespace: var(--light-color-ts-namespace); + --color-ts-enum: var(--light-color-ts-enum); + --color-ts-enum-member: var(--light-color-ts-enum-member); + --color-ts-variable: var(--light-color-ts-variable); + --color-ts-function: var(--light-color-ts-function); + --color-ts-class: var(--light-color-ts-class); + --color-ts-interface: var(--light-color-ts-interface); + --color-ts-constructor: var(--light-color-ts-constructor); + --color-ts-property: var(--light-color-ts-property); + --color-ts-method: var(--light-color-ts-method); + --color-ts-call-signature: var(--light-color-ts-call-signature); + --color-ts-index-signature: var(--light-color-ts-index-signature); + --color-ts-constructor-signature: var( + --light-color-ts-constructor-signature + ); + --color-ts-parameter: var(--light-color-ts-parameter); + --color-ts-type-parameter: var(--light-color-ts-type-parameter); + --color-ts-accessor: var(--light-color-ts-accessor); + --color-ts-get-signature: var(--light-color-ts-get-signature); + --color-ts-set-signature: var(--light-color-ts-set-signature); + --color-ts-type-alias: var(--light-color-ts-type-alias); + + --external-icon: var(--light-external-icon); + --color-scheme: var(--light-color-scheme); + } +} + +@media (prefers-color-scheme: dark) { + :root { + --color-background: var(--dark-color-background); + --color-background-secondary: var(--dark-color-background-secondary); + --color-background-warning: var(--dark-color-background-warning); + --color-warning-text: var(--dark-color-warning-text); + --color-icon-background: var(--dark-color-icon-background); + --color-accent: var(--dark-color-accent); + --color-active-menu-item: var(--dark-color-active-menu-item); + --color-text: var(--dark-color-text); + --color-text-aside: var(--dark-color-text-aside); + --color-link: var(--dark-color-link); + + --color-ts-keyword: var(--dark-color-ts-keyword); + --color-ts-module: var(--dark-color-ts-module); + --color-ts-namespace: var(--dark-color-ts-namespace); + --color-ts-enum: var(--dark-color-ts-enum); + --color-ts-enum-member: var(--dark-color-ts-enum-member); + --color-ts-variable: var(--dark-color-ts-variable); + --color-ts-function: var(--dark-color-ts-function); + --color-ts-class: var(--dark-color-ts-class); + --color-ts-interface: var(--dark-color-ts-interface); + --color-ts-constructor: var(--dark-color-ts-constructor); + --color-ts-property: var(--dark-color-ts-property); + --color-ts-method: var(--dark-color-ts-method); + --color-ts-call-signature: var(--dark-color-ts-call-signature); + --color-ts-index-signature: var(--dark-color-ts-index-signature); + --color-ts-constructor-signature: var( + --dark-color-ts-constructor-signature + ); + --color-ts-parameter: var(--dark-color-ts-parameter); + --color-ts-type-parameter: var(--dark-color-ts-type-parameter); + --color-ts-accessor: var(--dark-color-ts-accessor); + --color-ts-get-signature: var(--dark-color-ts-get-signature); + --color-ts-set-signature: var(--dark-color-ts-set-signature); + --color-ts-type-alias: var(--dark-color-ts-type-alias); + + --external-icon: var(--dark-external-icon); + --color-scheme: var(--dark-color-scheme); + } +} + +html { + color-scheme: var(--color-scheme); +} + +body { + margin: 0; +} + +:root[data-theme="light"] { + --color-background: var(--light-color-background); + --color-background-secondary: var(--light-color-background-secondary); + --color-background-warning: var(--light-color-background-warning); + --color-warning-text: var(--light-color-warning-text); + --color-icon-background: var(--light-color-icon-background); + --color-accent: var(--light-color-accent); 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+ --color-ts-parameter: var(--light-color-ts-parameter); + --color-ts-type-parameter: var(--light-color-ts-type-parameter); + --color-ts-accessor: var(--light-color-ts-accessor); + --color-ts-get-signature: var(--light-color-ts-get-signature); + --color-ts-set-signature: var(--light-color-ts-set-signature); + --color-ts-type-alias: var(--light-color-ts-type-alias); + + --external-icon: var(--light-external-icon); + --color-scheme: var(--light-color-scheme); +} + +:root[data-theme="dark"] { + --color-background: var(--dark-color-background); + --color-background-secondary: var(--dark-color-background-secondary); + --color-background-warning: var(--dark-color-background-warning); + --color-warning-text: var(--dark-color-warning-text); + --color-icon-background: var(--dark-color-icon-background); + --color-accent: var(--dark-color-accent); + --color-active-menu-item: var(--dark-color-active-menu-item); + --color-text: var(--dark-color-text); + --color-text-aside: var(--dark-color-text-aside); + --color-link: var(--dark-color-link); + + --color-ts-keyword: var(--dark-color-ts-keyword); + --color-ts-module: var(--dark-color-ts-module); + --color-ts-namespace: var(--dark-color-ts-namespace); + --color-ts-enum: var(--dark-color-ts-enum); + --color-ts-enum-member: var(--dark-color-ts-enum-member); + --color-ts-variable: var(--dark-color-ts-variable); + --color-ts-function: var(--dark-color-ts-function); + --color-ts-class: var(--dark-color-ts-class); + --color-ts-interface: var(--dark-color-ts-interface); + --color-ts-constructor: var(--dark-color-ts-constructor); + --color-ts-property: var(--dark-color-ts-property); + --color-ts-method: var(--dark-color-ts-method); + --color-ts-call-signature: var(--dark-color-ts-call-signature); + --color-ts-index-signature: var(--dark-color-ts-index-signature); + --color-ts-constructor-signature: var( + --dark-color-ts-constructor-signature + ); + --color-ts-parameter: var(--dark-color-ts-parameter); + --color-ts-type-parameter: var(--dark-color-ts-type-parameter); + --color-ts-accessor: var(--dark-color-ts-accessor); + --color-ts-get-signature: var(--dark-color-ts-get-signature); + --color-ts-set-signature: var(--dark-color-ts-set-signature); + --color-ts-type-alias: var(--dark-color-ts-type-alias); + + --external-icon: var(--dark-external-icon); + --color-scheme: var(--dark-color-scheme); +} + +.always-visible, +.always-visible .tsd-signatures { + display: inherit !important; +} + +h1, +h2, +h3, +h4, +h5, +h6 { + line-height: 1.2; +} + +h1 > a:not(.link), +h2 > a:not(.link), +h3 > a:not(.link), +h4 > a:not(.link), +h5 > a:not(.link), +h6 > a:not(.link) { + text-decoration: none; + color: var(--color-text); +} + +h1 { + font-size: 1.875rem; + margin: 0.67rem 0; +} + +h2 { + font-size: 1.5rem; + margin: 0.83rem 0; +} + +h3 { + font-size: 1.25rem; + margin: 1rem 0; +} + +h4 { + font-size: 1.05rem; + margin: 1.33rem 0; +} + +h5 { + font-size: 1rem; + margin: 1.5rem 0; +} + +h6 { + font-size: 0.875rem; + margin: 2.33rem 0; +} + +.uppercase { + text-transform: uppercase; +} + +dl, +menu, +ol, +ul { + margin: 1em 0; +} + +dd { + margin: 0 0 0 40px; +} + +.container { + max-width: 1700px; + padding: 0 2rem; +} + +/* Footer */ +.tsd-generator { + border-top: 1px solid var(--color-accent); + padding-top: 1rem; + padding-bottom: 1rem; + max-height: 3.5rem; +} + +.tsd-generator > p { + margin-top: 0; + margin-bottom: 0; + padding: 0 1rem; +} + +.container-main { + margin: 0 auto; + /* toolbar, footer, margin */ + min-height: calc(100vh - 41px - 56px - 4rem); +} + +@keyframes fade-in { + from { + opacity: 0; + } + to { + opacity: 1; + } +} +@keyframes fade-out { + from { + opacity: 1; + visibility: visible; + } + to { + opacity: 0; + } +} +@keyframes fade-in-delayed { + 0% { + opacity: 0; + } + 33% { + opacity: 0; + } + 100% { + opacity: 1; + } +} +@keyframes fade-out-delayed { + 0% { + opacity: 1; + visibility: visible; + } + 66% { + opacity: 0; + } + 100% { + opacity: 0; + } +} +@keyframes pop-in-from-right { + from { + transform: translate(100%, 0); + } + to { + transform: translate(0, 0); + } +} +@keyframes pop-out-to-right { + from { + transform: translate(0, 0); + visibility: visible; + } + to { + transform: translate(100%, 0); + } +} +body { + background: var(--color-background); + font-family: "Segoe UI", sans-serif; + font-size: 16px; + color: var(--color-text); +} + +a { + color: var(--color-link); + text-decoration: none; +} +a:hover { + text-decoration: underline; +} +a.external[target="_blank"] { + background-image: var(--external-icon); + background-position: top 3px right; + background-repeat: no-repeat; + padding-right: 13px; +} + +code, +pre { + font-family: Menlo, Monaco, Consolas, "Courier New", monospace; + padding: 0.2em; + margin: 0; + font-size: 0.875rem; + border-radius: 0.8em; +} + +pre { + position: relative; + white-space: pre; + white-space: pre-wrap; + word-wrap: break-word; + padding: 10px; + border: 1px solid var(--color-accent); +} +pre code { + padding: 0; + font-size: 100%; +} +pre > button { + position: absolute; + top: 10px; + right: 10px; + opacity: 0; + transition: opacity 0.1s; + box-sizing: border-box; +} +pre:hover > button, +pre > button.visible { + opacity: 1; +} + +blockquote { + margin: 1em 0; + padding-left: 1em; + border-left: 4px solid gray; +} + +.tsd-typography { + line-height: 1.333em; +} +.tsd-typography ul { + list-style: square; + padding: 0 0 0 20px; + margin: 0; +} +.tsd-typography .tsd-index-panel h3, +.tsd-index-panel .tsd-typography h3, +.tsd-typography h4, +.tsd-typography h5, +.tsd-typography h6 { + font-size: 1em; +} +.tsd-typography h5, +.tsd-typography h6 { + font-weight: normal; +} +.tsd-typography p, +.tsd-typography ul, +.tsd-typography ol { + margin: 1em 0; +} +.tsd-typography table { + border-collapse: collapse; + border: none; +} +.tsd-typography td, +.tsd-typography th { + padding: 6px 13px; + border: 1px solid var(--color-accent); +} +.tsd-typography thead, +.tsd-typography tr:nth-child(even) { + background-color: var(--color-background-secondary); +} + +.tsd-breadcrumb { + margin: 0; + padding: 0; + color: var(--color-text-aside); +} +.tsd-breadcrumb a { + color: var(--color-text-aside); + text-decoration: none; +} +.tsd-breadcrumb a:hover { + text-decoration: underline; +} +.tsd-breadcrumb li { + display: inline; +} +.tsd-breadcrumb li:after { + content: " / "; +} + +.tsd-comment-tags { + display: flex; + flex-direction: column; +} +dl.tsd-comment-tag-group { + display: flex; + align-items: center; + overflow: hidden; + margin: 0.5em 0; +} +dl.tsd-comment-tag-group dt { + display: flex; + margin-right: 0.5em; + font-size: 0.875em; + font-weight: normal; +} +dl.tsd-comment-tag-group dd { + margin: 0; +} +code.tsd-tag { + padding: 0.25em 0.4em; + border: 0.1em solid var(--color-accent); + margin-right: 0.25em; + font-size: 70%; +} +h1 code.tsd-tag:first-of-type { + margin-left: 0.25em; +} + +dl.tsd-comment-tag-group dd:before, +dl.tsd-comment-tag-group dd:after { + content: " "; +} +dl.tsd-comment-tag-group dd pre, +dl.tsd-comment-tag-group dd:after { + clear: both; +} +dl.tsd-comment-tag-group p { + margin: 0; +} + +.tsd-panel.tsd-comment .lead { + font-size: 1.1em; + line-height: 1.333em; + margin-bottom: 2em; +} +.tsd-panel.tsd-comment .lead:last-child { + margin-bottom: 0; +} + +.tsd-filter-visibility h4 { + font-size: 1rem; + padding-top: 0.75rem; + padding-bottom: 0.5rem; + margin: 0; +} +.tsd-filter-item:not(:last-child) { + margin-bottom: 0.5rem; +} +.tsd-filter-input { + display: flex; + width: fit-content; + width: -moz-fit-content; + align-items: center; + user-select: none; + -webkit-user-select: none; + -moz-user-select: none; + -ms-user-select: none; + cursor: pointer; +} +.tsd-filter-input input[type="checkbox"] { + cursor: pointer; + position: absolute; + width: 1.5em; + height: 1.5em; + opacity: 0; +} +.tsd-filter-input input[type="checkbox"]:disabled { + pointer-events: none; +} +.tsd-filter-input svg { + cursor: pointer; + width: 1.5em; + height: 1.5em; + margin-right: 0.5em; + border-radius: 0.33em; + /* Leaving this at full opacity breaks event listeners on Firefox. + Don't remove unless you know what you're doing. */ + opacity: 0.99; +} +.tsd-filter-input input[type="checkbox"]:focus + svg { + transform: scale(0.95); +} +.tsd-filter-input input[type="checkbox"]:focus:not(:focus-visible) + svg { + transform: scale(1); +} +.tsd-checkbox-background { + fill: var(--color-accent); +} +input[type="checkbox"]:checked ~ svg .tsd-checkbox-checkmark { + stroke: var(--color-text); +} +.tsd-filter-input input:disabled ~ svg > .tsd-checkbox-background { + fill: var(--color-background); + stroke: var(--color-accent); + stroke-width: 0.25rem; +} +.tsd-filter-input input:disabled ~ svg > .tsd-checkbox-checkmark { + stroke: var(--color-accent); +} + +.tsd-theme-toggle { + padding-top: 0.75rem; +} +.tsd-theme-toggle > h4 { + display: inline; + vertical-align: middle; + margin-right: 0.75rem; +} + +.tsd-hierarchy { + list-style: square; + margin: 0; +} +.tsd-hierarchy .target { + font-weight: bold; +} + +.tsd-full-hierarchy:not(:last-child) { + margin-bottom: 1em; + padding-bottom: 1em; + border-bottom: 1px solid var(--color-accent); +} +.tsd-full-hierarchy, +.tsd-full-hierarchy ul { + list-style: none; + margin: 0; + padding: 0; +} +.tsd-full-hierarchy ul { + padding-left: 1.5rem; +} +.tsd-full-hierarchy a { + padding: 0.25rem 0 !important; + font-size: 1rem; + display: inline-flex; + align-items: center; + color: var(--color-text); +} + +.tsd-panel-group.tsd-index-group { + margin-bottom: 0; +} +.tsd-index-panel .tsd-index-list { + list-style: none; + line-height: 1.333em; + margin: 0; + padding: 0.25rem 0 0 0; + overflow: hidden; + display: grid; + grid-template-columns: repeat(3, 1fr); + column-gap: 1rem; + grid-template-rows: auto; +} +@media (max-width: 1024px) { + .tsd-index-panel .tsd-index-list { + grid-template-columns: repeat(2, 1fr); + } +} +@media (max-width: 768px) { + .tsd-index-panel .tsd-index-list { + grid-template-columns: repeat(1, 1fr); + } +} +.tsd-index-panel .tsd-index-list li { + -webkit-page-break-inside: avoid; + -moz-page-break-inside: avoid; + -ms-page-break-inside: avoid; + -o-page-break-inside: avoid; + page-break-inside: avoid; +} + +.tsd-flag { + display: inline-block; + padding: 0.25em 0.4em; + border-radius: 4px; + color: var(--color-comment-tag-text); + background-color: var(--color-comment-tag); + text-indent: 0; + font-size: 75%; + line-height: 1; + font-weight: normal; +} + +.tsd-anchor { + position: relative; + top: -100px; +} + +.tsd-member { + position: relative; +} +.tsd-member .tsd-anchor + h3 { + display: flex; + align-items: center; + margin-top: 0; + margin-bottom: 0; + border-bottom: none; +} + +.tsd-navigation.settings { + margin: 1rem 0; +} +.tsd-navigation > a, +.tsd-navigation .tsd-accordion-summary { + width: calc(100% - 0.25rem); + display: flex; + align-items: center; +} +.tsd-navigation a, +.tsd-navigation summary > span, +.tsd-page-navigation a { + display: flex; + width: calc(100% - 0.25rem); + align-items: center; + padding: 0.25rem; + color: var(--color-text); + text-decoration: none; + box-sizing: border-box; +} +.tsd-navigation a.current, +.tsd-page-navigation a.current { + background: var(--color-active-menu-item); +} +.tsd-navigation a:hover, +.tsd-page-navigation a:hover { + text-decoration: underline; +} +.tsd-navigation ul, +.tsd-page-navigation ul { + margin-top: 0; + margin-bottom: 0; + padding: 0; + list-style: none; +} +.tsd-navigation li, +.tsd-page-navigation li { + padding: 0; + max-width: 100%; +} +.tsd-nested-navigation { + margin-left: 3rem; +} +.tsd-nested-navigation > li > details { + margin-left: -1.5rem; +} +.tsd-small-nested-navigation { + margin-left: 1.5rem; +} +.tsd-small-nested-navigation > li > details { + margin-left: -1.5rem; +} + +.tsd-page-navigation ul { + padding-left: 1.75rem; +} + +#tsd-sidebar-links a { + margin-top: 0; + margin-bottom: 0.5rem; + line-height: 1.25rem; +} +#tsd-sidebar-links a:last-of-type { + margin-bottom: 0; +} + +a.tsd-index-link { + padding: 0.25rem 0 !important; + font-size: 1rem; + line-height: 1.25rem; + display: inline-flex; + align-items: center; + color: var(--color-text); +} +.tsd-accordion-summary { + list-style-type: none; /* hide marker on non-safari */ + outline: none; /* broken on safari, so just hide it */ +} +.tsd-accordion-summary::-webkit-details-marker { + display: none; /* hide marker on safari */ +} +.tsd-accordion-summary, +.tsd-accordion-summary a { + user-select: none; + -moz-user-select: none; + -webkit-user-select: none; + -ms-user-select: none; + + cursor: pointer; +} +.tsd-accordion-summary a { + width: calc(100% - 1.5rem); +} +.tsd-accordion-summary > * { + margin-top: 0; + margin-bottom: 0; + padding-top: 0; + padding-bottom: 0; +} +.tsd-index-accordion .tsd-accordion-summary > svg { + margin-left: 0.25rem; +} +.tsd-index-content > :not(:first-child) { + margin-top: 0.75rem; +} +.tsd-index-heading { + margin-top: 1.5rem; + margin-bottom: 0.75rem; +} + +.tsd-kind-icon { + margin-right: 0.5rem; + width: 1.25rem; + height: 1.25rem; + min-width: 1.25rem; + min-height: 1.25rem; +} +.tsd-kind-icon path { + transform-origin: center; + transform: scale(1.1); +} +.tsd-signature > .tsd-kind-icon { + margin-right: 0.8rem; +} + +.tsd-panel { + margin-bottom: 2.5rem; +} +.tsd-panel.tsd-member { + margin-bottom: 4rem; +} +.tsd-panel:empty { + display: none; +} +.tsd-panel > h1, +.tsd-panel > h2, +.tsd-panel > h3 { + margin: 1.5rem -1.5rem 0.75rem -1.5rem; + padding: 0 1.5rem 0.75rem 1.5rem; +} +.tsd-panel > h1.tsd-before-signature, +.tsd-panel > h2.tsd-before-signature, +.tsd-panel > h3.tsd-before-signature { + margin-bottom: 0; + border-bottom: none; +} + +.tsd-panel-group { + margin: 4rem 0; +} +.tsd-panel-group.tsd-index-group { + margin: 2rem 0; +} +.tsd-panel-group.tsd-index-group details { + margin: 2rem 0; +} + +#tsd-search { + transition: background-color 0.2s; +} +#tsd-search .title { + position: relative; + z-index: 2; +} +#tsd-search .field { + position: absolute; + left: 0; + top: 0; + right: 2.5rem; + height: 100%; +} +#tsd-search .field input { + box-sizing: border-box; + position: relative; + top: -50px; + z-index: 1; + width: 100%; + padding: 0 10px; + opacity: 0; + outline: 0; + border: 0; + background: transparent; + color: var(--color-text); +} +#tsd-search .field label { + position: absolute; + overflow: hidden; + right: -40px; +} +#tsd-search .field input, +#tsd-search .title, +#tsd-toolbar-links a { + transition: opacity 0.2s; +} +#tsd-search .results { + position: absolute; + visibility: hidden; + top: 40px; + width: 100%; + margin: 0; + padding: 0; + list-style: none; + box-shadow: 0 0 4px rgba(0, 0, 0, 0.25); +} +#tsd-search .results li { + background-color: var(--color-background); + line-height: initial; + padding: 4px; +} +#tsd-search .results li:nth-child(even) { + background-color: var(--color-background-secondary); +} +#tsd-search .results li.state { + display: none; +} +#tsd-search .results li.current:not(.no-results), +#tsd-search .results li:hover:not(.no-results) { + background-color: var(--color-accent); +} +#tsd-search .results a { + display: flex; + align-items: center; + padding: 0.25rem; + box-sizing: border-box; +} +#tsd-search .results a:before { + top: 10px; +} +#tsd-search .results span.parent { + color: var(--color-text-aside); + font-weight: normal; +} +#tsd-search.has-focus { + background-color: var(--color-accent); +} +#tsd-search.has-focus .field input { + top: 0; + opacity: 1; +} +#tsd-search.has-focus .title, +#tsd-search.has-focus #tsd-toolbar-links a { + z-index: 0; + opacity: 0; +} +#tsd-search.has-focus .results { + visibility: visible; +} +#tsd-search.loading .results li.state.loading { + display: block; +} +#tsd-search.failure .results li.state.failure { + display: block; +} + +#tsd-toolbar-links { + position: absolute; + top: 0; + right: 2rem; + height: 100%; + display: flex; + align-items: center; + justify-content: flex-end; +} +#tsd-toolbar-links a { + margin-left: 1.5rem; +} +#tsd-toolbar-links a:hover { + text-decoration: underline; +} + +.tsd-signature { + margin: 0 0 1rem 0; + padding: 1rem 0.5rem; + border: 1px solid var(--color-accent); + font-family: Menlo, Monaco, Consolas, "Courier New", monospace; + font-size: 14px; + overflow-x: auto; +} + +.tsd-signature-keyword { + color: var(--color-ts-keyword); + font-weight: normal; +} + +.tsd-signature-symbol { + color: var(--color-text-aside); + font-weight: normal; +} + +.tsd-signature-type { + font-style: italic; + font-weight: normal; +} + +.tsd-signatures { + padding: 0; + margin: 0 0 1em 0; + list-style-type: none; +} +.tsd-signatures .tsd-signature { + margin: 0; + border-color: var(--color-accent); + border-width: 1px 0; + transition: background-color 0.1s; +} +.tsd-description .tsd-signatures .tsd-signature { + border-width: 1px; +} + +ul.tsd-parameter-list, +ul.tsd-type-parameter-list { + list-style: square; + margin: 0; + padding-left: 20px; +} +ul.tsd-parameter-list > li.tsd-parameter-signature, +ul.tsd-type-parameter-list > li.tsd-parameter-signature { + list-style: none; + margin-left: -20px; +} +ul.tsd-parameter-list h5, +ul.tsd-type-parameter-list h5 { + font-size: 16px; + margin: 1em 0 0.5em 0; +} +.tsd-sources { + margin-top: 1rem; + font-size: 0.875em; +} +.tsd-sources a { + color: var(--color-text-aside); + text-decoration: underline; +} +.tsd-sources ul { + list-style: none; + padding: 0; +} + +.tsd-page-toolbar { + position: sticky; + z-index: 1; + top: 0; + left: 0; + width: 100%; + color: var(--color-text); + background: var(--color-background-secondary); + border-bottom: 1px var(--color-accent) solid; + transition: transform 0.3s ease-in-out; +} +.tsd-page-toolbar a { + color: var(--color-text); + text-decoration: none; +} +.tsd-page-toolbar a.title { + font-weight: bold; +} +.tsd-page-toolbar a.title:hover { + text-decoration: underline; +} +.tsd-page-toolbar .tsd-toolbar-contents { + display: flex; + justify-content: space-between; + height: 2.5rem; + margin: 0 auto; +} +.tsd-page-toolbar .table-cell { + position: relative; + white-space: nowrap; + line-height: 40px; +} +.tsd-page-toolbar .table-cell:first-child { + width: 100%; +} +.tsd-page-toolbar .tsd-toolbar-icon { + box-sizing: border-box; + line-height: 0; + padding: 12px 0; +} + +.tsd-widget { + display: inline-block; + overflow: hidden; + opacity: 0.8; + height: 40px; + transition: + opacity 0.1s, + background-color 0.2s; + vertical-align: bottom; + cursor: pointer; +} +.tsd-widget:hover { + opacity: 0.9; +} +.tsd-widget.active { + opacity: 1; + background-color: var(--color-accent); +} +.tsd-widget.no-caption { + width: 40px; +} +.tsd-widget.no-caption:before { + margin: 0; +} + +.tsd-widget.options, +.tsd-widget.menu { + display: none; +} +input[type="checkbox"] + .tsd-widget:before { + background-position: -120px 0; +} +input[type="checkbox"]:checked + .tsd-widget:before { + background-position: -160px 0; +} + +img { + max-width: 100%; +} + +.tsd-anchor-icon { + display: inline-flex; + align-items: center; + margin-left: 0.5rem; + vertical-align: middle; + color: var(--color-text); +} + +.tsd-anchor-icon svg { + width: 1em; + height: 1em; + visibility: hidden; +} + +.tsd-anchor-link:hover > .tsd-anchor-icon svg { + visibility: visible; +} + +.deprecated { + text-decoration: line-through !important; +} + +.warning { + padding: 1rem; + color: var(--color-warning-text); + background: var(--color-background-warning); +} + +.tsd-kind-project { + color: var(--color-ts-project); +} +.tsd-kind-module { + color: var(--color-ts-module); +} +.tsd-kind-namespace { + color: var(--color-ts-namespace); +} +.tsd-kind-enum { + color: var(--color-ts-enum); +} +.tsd-kind-enum-member { + color: var(--color-ts-enum-member); +} +.tsd-kind-variable { + color: var(--color-ts-variable); +} +.tsd-kind-function { + color: var(--color-ts-function); +} +.tsd-kind-class { + color: var(--color-ts-class); +} +.tsd-kind-interface { + color: var(--color-ts-interface); +} +.tsd-kind-constructor { + color: var(--color-ts-constructor); +} +.tsd-kind-property { + color: var(--color-ts-property); +} +.tsd-kind-method { + color: var(--color-ts-method); +} +.tsd-kind-call-signature { + color: var(--color-ts-call-signature); +} +.tsd-kind-index-signature { + color: var(--color-ts-index-signature); +} +.tsd-kind-constructor-signature { + color: var(--color-ts-constructor-signature); +} +.tsd-kind-parameter { + color: var(--color-ts-parameter); +} +.tsd-kind-type-literal { + color: var(--color-ts-type-literal); +} +.tsd-kind-type-parameter { + color: var(--color-ts-type-parameter); +} +.tsd-kind-accessor { + color: var(--color-ts-accessor); +} +.tsd-kind-get-signature { + color: var(--color-ts-get-signature); +} +.tsd-kind-set-signature { + color: var(--color-ts-set-signature); +} +.tsd-kind-type-alias { + color: var(--color-ts-type-alias); +} + +/* if we have a kind icon, don't color the text by kind */ +.tsd-kind-icon ~ span { + color: var(--color-text); +} + +* { + scrollbar-width: thin; + scrollbar-color: var(--color-accent) var(--color-icon-background); +} + +*::-webkit-scrollbar { + width: 0.75rem; +} + +*::-webkit-scrollbar-track { + background: var(--color-icon-background); +} + +*::-webkit-scrollbar-thumb { + background-color: var(--color-accent); + border-radius: 999rem; + border: 0.25rem solid var(--color-icon-background); +} + +/* mobile */ +@media (max-width: 769px) { + .tsd-widget.options, + .tsd-widget.menu { + display: inline-block; + } + + .container-main { + display: flex; + } + html .col-content { + float: none; + max-width: 100%; + width: 100%; + } + html .col-sidebar { + position: fixed !important; + overflow-y: auto; + -webkit-overflow-scrolling: touch; + z-index: 1024; + top: 0 !important; + bottom: 0 !important; + left: auto !important; + right: 0 !important; + padding: 1.5rem 1.5rem 0 0; + width: 75vw; + visibility: hidden; + background-color: var(--color-background); + transform: translate(100%, 0); + } + html .col-sidebar > *:last-child { + padding-bottom: 20px; + } + html .overlay { + content: ""; + display: block; + position: fixed; + z-index: 1023; + top: 0; + left: 0; + right: 0; + bottom: 0; + background-color: rgba(0, 0, 0, 0.75); + visibility: hidden; + } + + .to-has-menu .overlay { + animation: fade-in 0.4s; + } + + .to-has-menu .col-sidebar { + animation: pop-in-from-right 0.4s; + } + + .from-has-menu .overlay { + animation: fade-out 0.4s; + } + + .from-has-menu .col-sidebar { + animation: pop-out-to-right 0.4s; + } + + .has-menu body { + overflow: hidden; + } + .has-menu .overlay { + visibility: visible; + } + .has-menu .col-sidebar { + visibility: visible; + transform: translate(0, 0); + display: flex; + flex-direction: column; + gap: 1.5rem; + max-height: 100vh; + padding: 1rem 2rem; + } + .has-menu .tsd-navigation { + max-height: 100%; + } +} + +/* one sidebar */ +@media (min-width: 770px) { + .container-main { + display: grid; + grid-template-columns: minmax(0, 1fr) minmax(0, 2fr); + grid-template-areas: "sidebar content"; + margin: 2rem auto; + } + + .col-sidebar { + grid-area: sidebar; + } + .col-content { + grid-area: content; + padding: 0 1rem; + } +} +@media (min-width: 770px) and (max-width: 1399px) { + .col-sidebar { + max-height: calc(100vh - 2rem - 42px); + overflow: auto; + position: sticky; + top: 42px; + padding-top: 1rem; + } + .site-menu { + margin-top: 1rem; + } +} + +/* two sidebars */ +@media (min-width: 1200px) { + .container-main { + grid-template-columns: minmax(0, 1fr) minmax(0, 2.5fr) minmax(0, 20rem); + grid-template-areas: "sidebar content toc"; + } + + .col-sidebar { + display: contents; + } + + .page-menu { + grid-area: toc; + padding-left: 1rem; + } + .site-menu { + grid-area: sidebar; + } + + .site-menu { + margin-top: 1rem 0; + } + + .page-menu, + .site-menu { + max-height: calc(100vh - 2rem - 42px); + overflow: auto; + position: sticky; + top: 42px; + } +} diff --git a/docs/index.html b/docs/index.html new file mode 100644 index 0000000..5b426c1 --- /dev/null +++ b/docs/index.html @@ -0,0 +1,53 @@ +anvil

anvil

Anvil.js

Anvil.js is a lightweight JavaScript library that simplifies the creation and management of 2D scenes for web applications. It provides an easy-to-use interface for rendering graphics, handling user input, implementing physics simulations, and incorporating lighting effects.

+

Capabilities

    +
  • multiple scenes
  • +
  • lighting
  • +
  • physics
  • +
  • collision detection
  • +
  • keyboard input
  • +
  • mouse input
  • +
+

Getting Started

To get started, add the script to HTML file.

+
<script src = "/dist/anvil.min.js"></script>
+
+
+

Make sure to grab .min.js, as that is the bundled version. Otherwise, install /deps/gpu.js and /deps/matter.js alongside it.

+
+

Create a canvas element in your HTML file where you want to render the scene.

+
<canvas id="myCanvas" width="800" height="600"></canvas>
+
+

Now, you can start using Anvil.js to create and manage your 2D scenes.

+

Features

1. Scene Management

Anvil.js provides a Scene class for managing 2D scenes. You can easily create scenes, add objects (polygons and sprites), enable physics, and control the rendering loop.

+
const myScene = new Scene({
width: 800,
height: 600,
canvas: document.getElementById("myCanvas"),
fpsMonitoringEnabled: true,
lighting: true,
physics: true,
start: true,
}); +
+

2. Polygon and Sprite Objects

Anvil.js supports two types of objects: Polygon for geometric shapes and Sprite for image-based objects. You can create, manipulate, and add these objects to the scene.

+

Example: Creating a Polygon

+
const myPolygon = new Polygon({
points: [[0, 0], [50, 0], [50, 50], [0, 50]],
backgroundColor: "#00FF00",
});

myScene.addObject(myPolygon); +
+

Example: Creating a Sprite

+
const mySprite = new Sprite({
url: "path/to/image.png",
coordinates: [100, 100],
width: 50,
height: 50,
});

myScene.addObject(mySprite); +
+

On top of that, Anvil.js also allows for creating your own game objects by extending the parent class GameObject:

+
class MyFancyGameObject extends GameObject
+
+

3. Input Monitoring

Anvil.js provides an Input class for monitoring keyboard and mouse events. You can easily create monitors and handle events.

+

Example: Monitoring Arrow Keys

+
const moveLeft = new Input("ArrowLeft");
const moveRight = new Input("ArrowRight");

moveLeft.on = () => {
// Handle left arrow key press
};

moveRight.on = () => {
// Handle right arrow key press
};

moveLeft.activate();
moveRight.activate(); +
+

4. Lighting Effects

Anvil.js supports lighting effects within the scene. You can create and manipulate light sources to enhance the visual appeal of your application.

+

Example: Adding Lights

+
const myLight = new Light([100, 100], 0.7, 0.8, [255, 255, 255]);

myScene.addLight(myLight); +
+

5. Physics Simulation

Anvil.js enables physics simulations for objects within the scene. You can enable physics on polygons and control their interactions.

+

Example: Enabling Physics on a Polygon

+
const physicsPolygon = new Polygon({
points: [[0, 0], [50, 0], [50, 50], [0, 50]],
backgroundColor: "#0000FF",
physicsEnabled: true,
physicsOptions: { mass: 10, friction: 0.5 },
});

myScene.addObject(physicsPolygon); +
+

Examples

Check out the provided demo examples to see Anvil.js in action:

+
    +
  1. Lighting example wth multiple lights
  2. +
  3. Physics Demo with Player-Controlled Square
  4. +
  5. No Physics and No lights demo
  6. +
+

Documentation

For detailed documentation and usage instructions, refer to the Anvil.js Documentation.

+

License

Anvil.js is licensed under the MIT License.

+

Generated using TypeDoc

\ No newline at end of file diff --git a/docs/modules.html b/docs/modules.html new file mode 100644 index 0000000..ca2a6fa --- /dev/null +++ b/docs/modules.html @@ -0,0 +1,2 @@ +anvil

anvil

Index

Variables

Generated using TypeDoc

\ No newline at end of file diff --git a/docs/variables/ANVIL.html b/docs/variables/ANVIL.html new file mode 100644 index 0000000..758126c --- /dev/null +++ b/docs/variables/ANVIL.html @@ -0,0 +1 @@ +ANVIL | anvil

Variable ANVILConst

ANVIL: {
    DirectionalLight: typeof DirectionalLight;
    GameObject: typeof GameObject;
    Input: typeof Input;
    Light: typeof Light;
    Polygon: typeof Polygon;
    Scene: typeof Scene;
    SceneManager: typeof SceneManager;
    Sprite: typeof Sprite;
} = ...

Type declaration

  • DirectionalLight: typeof DirectionalLight
  • GameObject: typeof GameObject
  • Input: typeof Input
  • Light: typeof Light
  • Polygon: typeof Polygon
  • Scene: typeof Scene
  • SceneManager: typeof SceneManager
  • Sprite: typeof Sprite

Generated using TypeDoc

\ No newline at end of file diff --git a/index.ts b/index.ts index ffcedff..d2f8a8c 100644 --- a/index.ts +++ b/index.ts @@ -2,49 +2,67 @@ const ANVIL = (() => { const Matter = require("matter-js"); const GPU = require("gpu.js"); + // Options interfaces + + // For configuring basic properties of a GameObject interface GameObjectOptions { - physicsEnabled?: boolean; - physicsOptions?: PhysicsOptions; + physicsEnabled?: boolean; // set to true to enable physics, default is false + physicsOptions?: PhysicsOptions; // options passed to matter.js engine } + + // For configuring the gravity of a scene interface Gravity extends Vector { - scale?: number; + scale?: number; // The magnitude of the gravitational acceleration. Set to 0 if you want a scene with physics but no gravity, default is 0.001 } + + // For configuring the properties of a polygon interface PolygonOptions extends GameObjectOptions { - points: Point[]; - backgroundColor?: string; + points: Point[]; // a list of points that make up the polygon + backgroundColor: string; // CSS color, background color of the polygon } + + // For configuring the properties of a sprite interface SpriteOptions extends GameObjectOptions { - url: string; - coordinates: Vec2; - width: number; - height: number; + url: string; // url of the image + coordinates: Vec2; // initial coordinates of the sprite + width: number; // width of the sprite + height: number; // height of the sprite } - interface SceneManagerOptions { - initialScene?: Scene; - canvas: HTMLCanvasElement; - width: number; - height: number; + + // For configuring the properties of Scene Manager + interface SceneManagerOptions { + initialScene?: Scene; // the scene to start with + canvas: HTMLCanvasElement; // the canvas to render to + width: number; // width of canvas (this will overwrite the canvas width) + height: number; // height of canvas (this will overwrite the canvas height) } + + // For configuring the properties of a Scene interface SceneOptions { - fpsMonitoringEnabled?: boolean; - lighting?: boolean; - lightOptions?: lightingOptions; - GPUsettings?: GPUsettings; - physics?: boolean; - physicsOptions?: WorldPhysicsOptions; - update?: Function; - clear?: boolean; - bounds?: Vec2; - FPS_BUFFER_SIZE?: number; - bindCameraTo?: GameObject; + fpsMonitoringEnabled?: boolean; // set to true to enable an FPS counter in top-left, default is false + lighting?: boolean; // true to enable lighting, default is false + lightOptions?: lightingOptions; // options for lighting, default {} (empty object) + GPUsettings?: GPUsettings; // settings for GPU.js, default {} (empty object) + physics?: boolean; // set to true to enable physics (Uses matter.js under the hood), default is false + physicsOptions?: WorldPhysicsOptions; // options passed to matter.js engine + update?: Function; // function to run on every tick, default is an empty function + clear?: boolean; // set to false to disable clearing the canvas on every tick, default is true + bounds?: Vec2; // set the bounds of the scene, by default bounds are not enabled + FPS_BUFFER_SIZE?: number; // size of the buffer used to calculate FPS, default is 60 + bindCameraTo?: GameObject; // bind the camera to a GameObject, by default camera is static } + + // Configuring lights in a scene interface lightingOptions { - fog?: number; - ambient?: number; + fog?: number; // changes how light spreads, default is 1.3 + ambient?: number; // ambient lighting of the scene, default is 0.2 } + + // Settings passed to GPU.js interface GPUsettings { - mode?: "dev" | "webgl" | "webgl2" | "headlessgl" | "cpu"; + mode?: "dev" | "webgl" | "webgl2" | "headlessgl" | "cpu"; // mode to run GPU.js in, default is "webgl" } + interface LightKernelOptions { pix: Uint8ClampedArray; width: number; @@ -57,95 +75,121 @@ const ANVIL = (() => { fog: number; globalAlpha: number; } + + // For configuring the properties of a World (matter.js) + // refer to matter.js documentation + // interface WorldPhysicsOptions { - constraintIterations?: number; - detector?: any; - enableSleeping?: boolean; - gravity?: Gravity; - plugin?: any; - positionIterations?: number; - timing?: PhysicsTimingOptions; - velocityIterations?: number; - world?: Object; + constraintIterations?: number; // An integer Number that specifies the number of constraint iterations to perform each update. The higher the value, the higher quality the simulation will be at the expense of performance. The default value of 2 is usually very adequate. + detector?: any; // A Matter.Detector instance, default is Matter.Detector + enableSleeping?: boolean; // A flag that specifies whether the engine should allow sleeping via the Matter.Sleeping module. Sleeping can improve stability and performance, but often at the expense of accuracy. default is false + gravity?: Gravity; // An optional gravitational acceleration applied to all bodies in engine.world on every update. default is { x: 0, y: 1, scale: 0.001 } + plugin?: any; // An object reserved for storing plugin-specific properties. + positionIterations?: number; // An integer Number that specifies the number of position iterations to perform each update. The higher the value, the higher quality the simulation will be at the expense of performance. The default value is 6 + timing?: PhysicsTimingOptions; // An object that specifies the timing systems to use for engine updates and rendering. default is { lastDelta: 1000 / 60, lastElapsed: 1000 / 60, timeScale: 1, timestamp: 0 } + velocityIterations?: number; // An integer Number that specifies the number of velocity iterations to perform each update. The higher the value, the higher quality the simulation will be at the expense of performance. + world?: Object; // The root Matter.Composite instance that will contain all bodies, constraints and other composites to be simulated by this engine. default is a Matter.Composite with no bodies (Handled under the hood, do not worry about this) } interface PhysicsTimingOptions { - lastDelta: number; - lastElapsed: number; - timeScale: number; - timestamp: number; + lastDelta: number; // A Number that represents the delta value used in the last engine update. default is 0 + lastElapsed: number; // A Number that represents the total execution time elapsed during the last Engine.update in milliseconds. It is updated by timing from the start of the last Engine.update call until it ends. default is 0. This value will also include the total execution time of all event handlers directly or indirectly triggered by the engine update. + timeScale: number; // A Number that specifies the global scaling factor of time for all bodies. A value of 0 freezes the simulation. A value of 0.1 gives a slow-motion effect. A value of 1.2 gives a speed-up effect. default is 1 + timestamp: number; // A Number that specifies the current simulation-time in milliseconds starting from 0. It is incremented on every Engine.update by the given delta argument. default is 0 } interface PhysicsOptions { - angle?: number; - readonly angularSpeed?: number; - anglarVelocity?: number; - readonly area?: string; - readonly axes?: Vector; - bounds?: Bounds; - collisionFileter?: { - category?: number; - group?: number; - mask?: number; + angle?: number; // A Number specifying the angle of the body, in radians. default is 0 + readonly angularSpeed?: number; // Read only. Use GameObject.body.setAngularSpeed to set. default is 0. The current rotational speed of the body. + anglarVelocity?: number; // Read only. Use Body.setAngularVelocity to set. default is 0. Gets the current rotational velocity of the body. + readonly area?: string; // Read only. Calculated automatically when vertices are set. A Number that measures the area of the body's convex hull. + readonly axes?: Vector; // Read only. Calculated automatically when vertices are set. An array of unique axis vectors (edge normals) used for collision detection. These are automatically calculated when vertices are set. They are constantly updated by Body.update during the simulation. + bounds?: Bounds; // A Bounds object that defines the AABB region for the body. It is automatically calculated when vertices are set and constantly updated by Body.update during simulation. + collisionFileter?: { // An Object that specifies the collision filtering properties of this body. See https://brm.io/matter-js/docs/classes/Body.html#property_collisionFilter + category?: number; // A bit field that specifies the collision category this body belongs to. The category value should have only one bit set, for example 0x0001. This means there are up to 32 unique collision categories available. See body.collisionFilter for more information. default is 1 + group?: number; // An Integer Number, that specifies the collision group this body belongs to. See body.collisionFilter for more information. default is 0 + mask?: number; // A bit mask that specifies the collision categories this body may collide with. See body.collisionFilter for more information. default is -1 }; - readonly deltaTime?: number; - readonly density?: number; - force?: Vector; - friction?: number; - frictionAir?: number; - frictionStatic?: number; - id?: number; - readonly inertia?: number; - readonly inverseInertia?: number; - readonly inverseMass?: number; - isSensor?: boolean; - readonly isSleeping?: boolean; - readonly isStatic?: boolean; - label?: string; - readonly mass?: number; - readonly motion?: number; - readonly parent?: Object; - readonly parts?: Object[]; - readonly position?: Vector; - restitution?: number; - sleepThreshold?: number; - slop?: number; - readonly speed?: number; - timeScale?: number; - torque?: number; - readonly "type"?: string; - readonly velocity?: Vector; - readonly vertices?: Vector[]; + readonly deltaTime?: number; // Read only. Updated during engine update. A Number that records the last delta time value used to update this body. Used to calculate speed and velocity. default is 1000 / 60 + readonly density?: number; // Read only. Use GameObject.body.setDensity to set. A Number that defines the density of the body (mass per unit area). Mass will also be updated when set. default is 0.001 + force?: Vector; // A Vector that accumulates the total force applied to the body for a single update. Force is zeroed after every Engine.update, so constant forces should be applied for every update they are needed. Apply force with GameObject.body.applyForce (https://brm.io/matter-js/docs/classes/Body.html#method_applyForce) + friction?: number; // A Number that defines the friction of the body. The value is always positive and is in the range (0, 1). A value of 0 means that the body may slide indefinitely. A value of 1 means the body may come to a stop almost instantly after a force is applied. The effects of the value may be non-linear. High values may be unstable depending on the body. The engine uses a Coulomb friction model including static and kinetic friction. Note that collision response is based on pairs of bodies, and that friction values are combined with the following formula: Math.min(bodyA.friction, bodyB.friction). default is 0.1 + frictionAir?: number; // A Number that defines the air friction of the body (air resistance). A value of 0 means the body will never slow as it moves through space. The higher the value, the faster a body slows when moving through space. The effects of the value are non-linear. default is 0.01 + frictionStatic?: number; // A Number that defines the static friction of the body (in the Coulomb friction model). A value of 0 means the body will never 'stick' when it is nearly stationary and only dynamic friction is used. The higher the value (e.g. 10), the more force it will take to initially get the body moving when nearly stationary. This value is multiplied with the friction property to make it easier to change friction and maintain an appropriate amount of static friction. default is 0.5 + id?: number; // An integer Number uniquely identifying number generated in Body.create by Common.nextId. + readonly inertia?: number; // Read only. Automatically calculated when vertices, mass or density are set or set through GameObject.body.setInertia. A Number that defines the moment of inertia of the body. This is the second moment of area in two dimensions. Can be manually set to Infinity to prevent rotation of the body. See https://brm.io/matter-js/docs/classes/Body.html#method_setInertia. + readonly inverseInertia?: number; // Read only. Automatically calculated when vertices, mass or density are set or calculated by Body.setInertia. A Number that defines the inverse moment of inertia of the body (1 / inertia). + readonly inverseMass?: number; // Read only. Use GameObject.body.setMass to set. A Number that defines the inverse mass of the body (1 / mass). + isSensor?: boolean; // A flag that indicates whether a body is a sensor. Sensor triggers collision events, but doesn't react with colliding body physically. False by default. + readonly isSleeping?: boolean; // Read only. Use Matter.Sleeping.set to set. A flag that indicates whether the body is considered sleeping. A sleeping body acts similar to a static body, except it is only temporary and can be awoken. False by default. + readonly isStatic?: boolean; // Read only. Use GameObject.body.setStatic to set. A flag that indicates whether a body is considered static. A static body can never change position or angle and is completely fixed. False by default. + label?: string; // A String that defines the label property of the body. See https://brm.io/matter-js/docs/classes/Body.html#property_label + readonly mass?: number; // A Number that defines the mass of the body. Density will also be updated when set. Read only. Use GameObject.body.setMass to set. Calculated automatically from object properties + readonly motion?: number; // Read only. Calculated during engine update only when sleeping is enabled. A Number that loosely measures the amount of movement a body currently has. Derived from body.speed^2 + body.angularSpeed^2. See Sleeping.update. 0 by default. + readonly parent?: Object; // Read only. Updated by GameObject.body.setParts. A reference to the body that this is a part of. See body.parts. This is a self reference if the body is not a part of another body. + readonly parts?: Object[]; // Read only. Use Body.setParts to set. An array of bodies that make up this body. The first body in the array must always be a self reference to the current body instance. All bodies in the parts array together form a single rigid compound body. Parts are allowed to overlap, have gaps or holes or even form concave bodies. Parts themselves should never be added to a World, only the parent body should be. Use Body.setParts when setting parts to ensure correct updates of all properties. + readonly position?: Vector; // Read only. Use GameObject.body.setPosition to set. A Vector that specifies the current world-space position of the body. Default is { x: 0, y: 0 } + restitution?: number; // A Number that defines the restitution (elasticity) of the body. The value is always positive and is in the range (0, 1). A value of 0 means collisions may be perfectly inelastic and no bouncing may occur. A value of 0.8 means the body may bounce back with approximately 80% of its kinetic energy. Note that collision response is based on pairs of bodies, and that restitution values are combined with the following formula: Math.max(bodyA.restitution, bodyB.restitution). 0 by default. + sleepThreshold?: number; // A Number that defines the length of time during which this body must have near-zero velocity before it is set as sleeping by the Matter.Sleeping module (if sleeping is enabled by the engine). Default is 60. + slop?: number; // A Number that specifies a thin boundary around the body where it is allowed to slightly sink into other bodies. This is required for proper collision response, including friction and restitution effects. The default should generally suffice in most cases. You may need to decrease this value for very small bodies that are nearing the default value in scale. Default is 0.05. + readonly speed?: number; // Read only. Use GameObject.body.setVelocity to set. A Number that specifies the speed of the body. This value is always positive, representing the magnitude of velocity. 0 by default. + timeScale?: number; // A Number that specifies per-body time scaling. Defualt is 1.... to make time slower relative to other objects in the scene, set to a number less than 1. To make time faster relative to other objects in the scene, set to a number greater than 1. + torque?: number; // A Number that accumulates the total torque (turning force) applied to the body for a single update. See also Body.applyForce. Torque is zeroed after every Matter.Engine.update (Scene.engine), so constant torques should be applied for every update they are needed. Torques result in angular acceleration on every update, which depends on body inertia and the engine update delta. 0 by default. + readonly "type"?: string; // A String denoting the type of object. Should always be "body". Read only. + readonly velocity?: Vector; // Read only. Use Body.setVelocity to set. Equivalent to the magnitude of body.angularVelocity (always positive). { x: 0, y: 0 } by default. + readonly vertices?: Vector[]; // Read only. Use GameObject.body.setVertices or GameObject.body.setParts to set. See also Scene.Bodies.fromVertices(). An array of Vector objects that specify the convex hull of the rigid body. These should be provided about the origin (0, 0). E.g. [{ x: 0, y: 0 }, { x: 25, y: 50 }, { x: 50, y: 0 }]. Vertices must always be convex, in clockwise order and must not contain any duplicate points. Do not worry about this, it is handled under the hood. If the polygon is not convex and is built using the Polygon class, the points will be deconstructed into multiple convex polygons. } + + // Passed to the draw function of a GameObject interface DrawOptions { - canvas?: HTMLCanvasElement; - ctx: CanvasRenderingContext2D; - camera: Vec2; + canvas?: HTMLCanvasElement; // Used for positional calculations. + ctx: CanvasRenderingContext2D; // Canvas rendering context that the object draws with + camera: Vec2; // Position of the camera in the scene } + + // Bounds defining the boundaries of a physics body type Bounds = { - min: Vec2; - max: Vec2; + min: Vec2; // minimum bounds + max: Vec2; // maximum bounds } - type Point = Vec2; - type Vec2 = [number, number]; + type Point = Vec2; // alias for a Vec2, for easier readability + type Vec2 = [number, number]; // 2D vector + + // Same as Vec2, but with a different structure for compatability with matter.js type Vertex = { x: number; y: number; }; + + // Alias for Vertex type Vector = Vertex; + + // A projection of a polygon onto an axis, used for collision detection type Projection = { min: number; max: number; }; - type CollisionMonitor = [GameObject, GameObject, Function, Function, boolean]; + // Defines a collision between two objects + // [object1, object2, function to run on collision, function to run on seperation, active] + type CollisionMonitor = [GameObject, GameObject, Function, Function, boolean]; + // Used for rendering lights onto a scene, called each pixel and calculates the brightness of the pixel based on the lights in the scene function GPULightingKernel(this: any, pix: Uint8ClampedArray, width: number, height: number, lights: Array, numLights: number, dlights: Array, numDlights: number, ambient: number, fog: number, globalAlpha: number) { + // aliases for coordinates (loop friendly) const i = this.thread.y; const j = this.thread.x; + + // calculates the rows down from the top of the canvas var rowsDown = height - i; + + // calculates the pixel number var pixNum = ((width * rowsDown) + j) * 4; + + // initial brightness (format is r,g,b) var brightness = [ambient, ambient, ambient]; + + // loop over each light, calculate brightness of each pixel based on proximity to the light, how far the light spreads (diffuse), and the strength of the light for (var k = 0; k < numLights; k++) { var ln = k * 7; var attenuation = (1 - Math.pow(Math.min(distance([j, i], [lights[ln], height - lights[ln + 1]]), lights[ln + 3]) / lights[ln + 3], fog)); @@ -154,6 +198,8 @@ const ANVIL = (() => { brightness[1] += attenuation * strength * (lights[ln + 5] / 255); brightness[2] += attenuation * strength * (lights[ln + 6] / 255); } + + // loops over each directional light, calculates brightness of each pixel based on proximity to the light, how far the light spreads (diffuse), the angle of the light, and the strength of the light for (var d = 0; d < numDlights; d++) { var ln = d * 9; var angle = dlights[ln]; @@ -177,7 +223,7 @@ const ANVIL = (() => { const angleDiff = Math.acos(Math.cos(angleToLight - lightDir)); - + // if the pixel is within the spread of the light, calculate the brightness of the pixel if (angleDiff <= spread / 2) { const diffuseFactor = Math.max(0, Math.cos(angleDiff) * (1 - (dist / diffuse))); brightness[0] += diffuseFactor * intensity * (redL / 255); @@ -185,11 +231,13 @@ const ANVIL = (() => { brightness[2] += diffuseFactor * intensity * (blueL / 255); } } - + // apply brightness to the pixel var red = ((pix[pixNum] / 255) * brightness[0]) * globalAlpha; var green = ((pix[pixNum + 1] / 255) * brightness[1]) * globalAlpha; var blue = ((pix[pixNum + 2] / 255) * brightness[2]) * globalAlpha; var alpha = (pix[pixNum + 3] / 255) * globalAlpha; + + // return the color this.color( red, green, blue, alpha ) @@ -302,6 +350,7 @@ const ANVIL = (() => { distance(points[2], points[3]), distance(points[3], points[0]) ]; + // A square has 4 equal side lengths, Set() removes duplicates const uniqueSideLengths = new Set(sideLengths); return uniqueSideLengths.size === 1; } @@ -362,6 +411,7 @@ const ANVIL = (() => { // checks to see if two polygons are colliding (used for convex polygons) function checkSquareCollision(poly1: Point[], poly2: Point[]): boolean { + // Helper function to get the axes of a polygon function getAxes(poly: Point[]): Array { const axes: Array = []; for (let i = 0; i < poly.length; i++) { @@ -373,7 +423,7 @@ const ANVIL = (() => { } return axes; } - + // generates a projection of the polygon onto an axis function project(poly: Point[], axis: Vec2): Projection { let min = Infinity; let max = -Infinity; @@ -384,20 +434,24 @@ const ANVIL = (() => { } return { min, max }; } - + // checks to see if two projections overlap function overlap(projection1: Projection, projection2: Projection): Boolean { return ( projection1.max >= projection2.min && projection2.max >= projection1.min ); } + // get the axes of each polygon const axes1 = getAxes(poly1); const axes2 = getAxes(poly2); + // loop over each axis of each polygon for (const axis of [...axes1, ...axes2]) { + // calculate the projection of each polygon onto the axis const projection1: Projection = project(poly1, axis); const projection2: Projection = project(poly2, axis); + // check if the projections overlap if (!overlap(projection1, projection2)) { // If there is any axis of separation, the polygons do not intersect return false; @@ -467,20 +521,20 @@ const ANVIL = (() => { class GameObject { - physicsEnabled: boolean; - physicsOptions: PhysicsOptions; - id: string; - bounds: Array; - boundsActive: boolean; - pinned: boolean; - _state: { [key: string]: any }; - square: boolean; - hitbox: Vec2; - body: any; - points: Array; - coordinates: Vec2; - type: string; - convex: boolean; + physicsEnabled: boolean; // boolean if physics is enabled on the object + physicsOptions: PhysicsOptions; // options for the physics engine + id: string; // unique ID for each object + bounds: Array; // how the object is bounded in the scene (set with scene.setBoundaries()) + boundsActive: boolean; // are the bounds active on this object? + pinned: boolean; // does nothing! + _state: { [key: string]: any }; // used for state() and returnState(), builds states that are returnable. Stacking two states is destructive. + square: boolean; // True if the object is a square, false otherwise + hitbox: Vec2; // Hitbox of the object, if the object is a square + body: any; // reference to the physics body (matter.js). Empty if physics is not enabled + points: Array; // points of the object (used for collision detection) + coordinates: Vec2; // coordinates of the object, or the top left most point of the object + type: string; // Type of the object, either "gameObject", "sprite", or "polygon" + convex: boolean; // true if the object is convex, false otherwise [key: string]: any; constructor(options: GameObjectOptions = {}) { // will physics work on this object? @@ -576,9 +630,13 @@ const ANVIL = (() => { this.bounds = bounds; this.boundsActive = true; } + + // disables bounds on that object disableBounds() { this.boundsActive = false; } + + // activates bounds on that object activateBounds() { this.boundsActive = true; } @@ -591,9 +649,13 @@ const ANVIL = (() => { Matter.Body.setPosition(this.body, Matter.Vector.create(newX, newY)); return true; } + + // returns the width of the object. Useful for polygons, as polygons do not have a reliable width property getWidth(): number { return 0; } + + // returns the height of the object. Useful for polygons, as polygons do not have a reliable height property getHeight(): number { return 0; } @@ -665,10 +727,14 @@ const ANVIL = (() => { this.hitbox = [this.points[0][0] - this.points[1][0], this.points[0][1] - this.points[1][1]]; } } + + // sets the hitbox of the polygon... useful if the polygon is concave and you want reliable collision detection. Recommended to use as poly.setHitBox(poly.getWidth(), poly.getHeight()) setHitBox(width: number, height: number): void { this.hitbox = [width, height]; this.square = true; } + + // draws the polygon onto the provided drawing context, in accordance with the camera position. This is handled automatically with scene and scene managers draw(options: DrawOptions): void { var { ctx, camera } = options; ctx.fillStyle = this.backgroundColor; @@ -682,6 +748,8 @@ const ANVIL = (() => { ctx.fill(); } + + // returns the vertices of the polygon. polify(): Point[] { return this.points; } @@ -1468,21 +1536,6 @@ const ANVIL = (() => { } var ANVIL = { - GPULightingKernel, - isConvex, - instanceOfDirectionalLight, - getCentroid, - calculateFPS, - findTopLeftMostPoint, - isSquare, - distance, - getBoundingBox, - sumArrays, - multArrays, - uid, - checkSquareCollision, - checkCollision, - GameObject, Polygon, Sprite, diff --git a/package.json b/package.json index 9587cd4..d834303 100644 --- a/package.json +++ b/package.json @@ -18,7 +18,9 @@ }, "homepage": "https://github.com/sojs-coder/Anvil#readme", "devDependencies": { - "@types/node": "^20.10.6" + "@types/matter-js": "^0.19.5", + "@types/node": "^20.10.6", + "typedoc": "^0.25.6" }, "dependencies": { "fs": "^0.0.1-security",