add webpack & gameloop examples
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# JavaScript
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## Basic
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- [Webpack](webpack.md) example config
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## Canvas
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- [Drawing text](drawing-text.js) - примеры рисования текста на CANVAS
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- [`measureText()`](measureText.js) - возвращает информацию об измеренном тексте, например ширину
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- [`drawImage()`](canvas.drawImage.js) - метод Canvas 2D API рисования изображения на холсте
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## GameDev
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- Canvas [GameLoop](gameloop.js) example
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113
JavaScript/gameloop.js
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113
JavaScript/gameloop.js
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// Main variables
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let DEBUG = true;
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let canvas;
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let context;
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let cW;
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let cH;
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// FPS
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let secondsPassed;
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let oldTimeStamp;
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let fps;
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let dragging = false;
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function mMove(e) {
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'use strict';
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if (dragging) {
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point.pX = e.offsetX * cW / canvas.clientWidth | 0;
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point.pY = e.offsetY * cH / canvas.clientHeight | 0;
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};
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}
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function mDown(e) {
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'use strict';
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dragging = true;
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}
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function mUp(e) {
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'use strict';
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dragging = false;
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}
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function clearContext() {
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'use strict';
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context.fillStyle = '#b27e56';
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context.fillRect(0, 0, cW, cH);
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}
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// Init
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window.onload = function() {
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'use strict';
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canvas = document.getElementById('game');
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context = canvas.getContext('2d');
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cW = canvas.width;
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cH = canvas.height;
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canvas.style.height = window.innerHeight + "px";
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if (DEBUG) {
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console.log('Canvas set size to ' + window.innerHeight + 'px');
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console.log(canvas.getBoundingClientRect());
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};
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canvas.addEventListener('mousedown', mDown, false);
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canvas.addEventListener('mouseup', mUp, false);
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canvas.addEventListener('mousemove', mMove, false);
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canvas.addEventListener('touchstart', mDown, false);
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canvas.addEventListener('touchend', mUp, false);
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canvas.addEventListener('touchmove', mMove, false);
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window.requestAnimationFrame(gameLoop);
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};
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window.addEventListener('resize', function() {
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'use strict';
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let canvas = document.getElementById('game');
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canvas.style.height = window.innerHeight + "px";
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if (DEBUG) {
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console.log('Canvas resized to ' + window.innerHeight + 'px');
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console.log(canvas.getBoundingClientRect());
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};
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}, true);
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// GameLoop
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function gameLoop(timeStamp) {
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'use strict';
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// fps counter
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secondsPassed = (timeStamp - oldTimeStamp) / 1000;
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oldTimeStamp = timeStamp;
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fps = Math.round(1 / secondsPassed);
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// end fps counter
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update();
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draw();
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if (DEBUG) {
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context.font = '15px Arial';
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context.fillStyle = '#101024';
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context.fillText('FPS: ' + fps, 10, 20);
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};
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window.requestAnimationFrame(gameLoop);
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}
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function update() {
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'use strict';
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//
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}
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function draw() {
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'use strict';
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clearContext();
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}
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33
JavaScript/webpack.md
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33
JavaScript/webpack.md
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## WebPack
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`packages.json`
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```json
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"scripts": {
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"serve": "webpack serve",
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"html": "html-minifier --collapse-whitespace --remove-comments src/index.html --output dist/index.html",
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"css": "csso src/styles.css --output dist/styles.css",
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"build": "npm run html && npm run css && webpack --mode=production"
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},
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"devDependencies": {
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"webpack": "^5.42.0",
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"webpack-cli": "^4.7.2",
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"webpack-dev-server": "^3.11.2"
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}
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```
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`webpack.config.js`
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```javascript
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const path = require('path');
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module.exports = {
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mode: 'development',
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entry: './src/index.js',
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output: {
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path: path.resolve(__dirname, 'dist'),
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filename: 'engine.js',
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},
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devServer: {
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contentBase: path.join(__dirname, 'src'),
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compress: false,
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port: 55555,
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},
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};
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```
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