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# ⚠️ IN DEVELOPMENT
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# ⚠️ WARNING. IN DEVELOPMENT
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![engine_icon](test/icons/apple-touch-icon.png)
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# Documentation
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- 🇷🇺 [Russian](docs/ru/)
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- 🇷🇺 [Russian](README.ru.md)
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# Build `ENGINE`
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41
README.ru.md
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41
README.ru.md
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# ⚠️ ВНИМАНИЕ. В РАЗРАБОТКЕ
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![engine_icon](test/icons/apple-touch-icon.png)
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# ujs
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**ujs** — JavaScript библиотека для разработки игр на HTML5/Canvas.
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# ⚙️ Сборка **ujs**
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Сборка осуществляется с помощью `npm` и `rollup`.
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Запустите следующие команды, чтобы запустить процесс сборки `ujs`.
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```sh
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npm install
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npm run build
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```
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По окончанию сборки, в директории `dist` будут находится собранные файлы `ujs`.
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# 👋🏻 Использование
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...
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# 🧰 Contribute
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## Branch info
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- `master` — current `dev` branch.
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- `release` — latest **stable** version branch.
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## Git hooks
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### pre-commit
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**Requiments:**
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1. NPM module `prettier`.
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2. [editorconfig-checker](https://github.com/editorconfig-checker/editorconfig-checker)
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(_Go application_).
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41
examples/simple_scene/game.js
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41
examples/simple_scene/game.js
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import * as ujs from './engine.js';
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let app = new ujs.App(400, 400);
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let player = {
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x: 200 - 25,
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y: 200 - 25,
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obj: null,
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};
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player.obj = new ujs.Rect(player.x, player.y, 50, 50, 'red');
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player.obj.ticker = () => {
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player.obj.y = player.y;
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player.obj.x = player.x;
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};
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let firstScene = new ujs.Scene(app.canvas, app.context, 400, 400);
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let layerInstances = new ujs.SceneLayer('Instances', [player.obj]);
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firstScene.addLayer(layerInstances);
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app.scene = firstScene;
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window.addEventListener('DOMContentLoaded', () => {
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document.body.appendChild(app.view);
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});
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document.addEventListener('keydown', (e) => {
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switch (e.code) {
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case 'ArrowUp':
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player.y -= 10;
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break;
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case 'ArrowDown':
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player.y += 10;
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break;
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case 'ArrowLeft':
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player.x -= 10;
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break;
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case 'ArrowRight':
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player.x += 10;
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break;
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}
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});
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examples/simple_scene/index.html
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examples/simple_scene/index.html
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, initial-scale=1">
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<title>simple scene</title>
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<script src="./game.js" type="module"></script>
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</head>
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<body>
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</body>
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</html>
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467
package-lock.json
generated
467
package-lock.json
generated
File diff suppressed because it is too large
Load Diff
@ -11,7 +11,8 @@
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"docs-serve": "docsify serve docs"
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},
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"devDependencies": {
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"prettier": "2.8.7",
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"docsify-cli": "^4.4.4"
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"@rollup/plugin-terser": "^0.4.4",
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"docsify-cli": "^4.4.4",
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"prettier": "2.8.7"
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}
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}
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import terser from '@rollup/plugin-terser';
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import pkg from './package.json' assert { type: 'json' };
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export default {
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input: 'src/main.js',
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output: {
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file: `dist/engine-${pkg.version}.js`,
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format: 'es',
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},
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output: [
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{
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file: `dist/engine-${pkg.version}.js`,
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format: 'es',
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},
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{
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file: `dist/engine-${pkg.version}.min.js`,
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format: 'es',
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plugins: [terser()],
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},
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],
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};
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@ -12,7 +12,7 @@ export class App {
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options = {
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backgroundColor: '#ffcc68',
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welcome: true,
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}
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},
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) {
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this.#version = 'beeeeeeta';
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class Object {
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class DefaultObject {
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constructor(x, y, w, h) {
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this.x = x;
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this.y = y;
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@ -14,7 +14,7 @@ export class Empty {
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}
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}
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export class Rect extends Object {
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export class Rect extends DefaultObject {
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constructor(x, y, w, h, fillColor = 'white') {
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super(x, y, w, h);
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@ -135,10 +135,10 @@ export class TiledSprite extends Sprite {
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let copyUpByY = Math.ceil(this.y / this.image().height);
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let copyUpByX = Math.ceil(this.y / this.image().width);
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let copyDownByY = Math.ceil(
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(context.canvas.height - this.y - this.image().height) / this.image().height
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(context.canvas.height - this.y - this.image().height) / this.image().height,
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);
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let copyDownByX = Math.ceil(
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(context.canvas.width - this.y - this.image().width) / this.image().width
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(context.canvas.width - this.y - this.image().width) / this.image().width,
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);
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for (let iy = 0; iy <= copyUpByY; iy++) {
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@ -163,12 +163,12 @@ export class TiledSprite extends Sprite {
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context.drawImage(
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this.image(),
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this.x + this.image().width * ix,
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this.y - this.image().height * iy
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this.y - this.image().height * iy,
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);
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context.drawImage(
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this.image(),
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this.x - this.image().width * ix,
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this.y - this.image().height * iy
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this.y - this.image().height * iy,
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);
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break;
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}
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context.drawImage(
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this.image(),
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this.x + this.image().width * ix,
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this.y + this.image().height * iy
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this.y + this.image().height * iy,
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);
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context.drawImage(
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this.image(),
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this.x - this.image().width * ix,
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this.y + this.image().height * iy
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this.y + this.image().height * iy,
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);
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break;
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}
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objects = Array(),
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options = {
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debug: false,
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}
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},
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) {
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// TODO: check types
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this.#objects = Array();
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