Added dvd bouncing effect as default example
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3fabeb109b
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bae774a0ec
10
common.js
10
common.js
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@ -14,9 +14,16 @@ class Vec2 {
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this.x += other.x;
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this.y += other.y;
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}
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addScalar(scalar) {
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this.x += scalar;
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this.y += scalar;
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}
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addNew(other) {
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return new Vec2(this.x + other.x, this.y + other.y);
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}
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addScalarNew(scalar) {
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return new Vec2(this.x + scalar, this.y + scalar);
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}
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sub(other) {
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this.x -= other.x;
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this.y -= other.y;
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@ -25,6 +32,9 @@ class Vec2 {
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this.x *= scalar;
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this.y *= scalar;
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}
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multNew(scalar) {
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return new Vec2(this.x * scalar, this.y * scalar);
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}
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splatToArray() {
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return [this.x, this.y];
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}
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13
common.ts
13
common.ts
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@ -21,10 +21,19 @@ class Vec2 {
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this.y += other.y;
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}
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addScalar(scalar: number) {
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this.x += scalar;
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this.y += scalar;
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}
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addNew(other: Vec2): Vec2 {
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return new Vec2(this.x + other.x, this.y + other.y);
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}
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addScalarNew(scalar: number): Vec2 {
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return new Vec2(this.x + scalar, this.y + scalar);
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}
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sub(other: Vec2) {
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this.x -= other.x;
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this.y -= other.y;
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@ -35,6 +44,10 @@ class Vec2 {
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this.y *= scalar;
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}
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multNew(scalar: number): Vec2 {
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return new Vec2(this.x * scalar, this.y * scalar);
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}
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splatToArray(): Array<number> {
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return [this.x, this.y];
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}
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32
script.js
32
script.js
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@ -26,15 +26,15 @@ const fragmentShader = `#version 300 es
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outColor = color;
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}
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`;
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function draw(gfx) {
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const position = new Vec2(gfx.ctx.canvas.width / 2 - 100, gfx.ctx.canvas.height / 2 - 100);
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function draw(gfx, dt, pos, velocity) {
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gfx.clear(0, 0, 0, 0);
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gfx.ctx.uniform2f(gfx.getUniform("u_resolution"), gfx.ctx.canvas.width, gfx.ctx.canvas.height);
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drawing.drawRectangle(gfx, position, new Vec2(200, 200), [0, 0, 1, 1]);
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drawing.drawTriangle(gfx, [new Vec2(100, 100), new Vec2(200, 100), new Vec2(100, 200)], [1, 0, 0, 1]);
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drawing.drawTriangleExts(gfx, new Vec2(200, 200), new Vec2(-100, -100), [0, 1, 0, 0.8]);
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drawing.drawCircle(gfx, new Vec2(400, 200), 100, [0.7, 0.1, 0.1, 1]);
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drawing.drawLine(gfx, new Vec2(100, 600), new Vec2(600, 600), [1, 0, 0, 1]);
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drawing.drawCircle(gfx, pos, 200, [1, 0, 0, 1]);
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if (pos.x + 200 >= gfx.ctx.canvas.width || pos.x - 200 <= 0)
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velocity.x *= -1;
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if (pos.y + 200 >= gfx.ctx.canvas.height || pos.y - 200 <= 0)
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velocity.y *= -1;
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pos.add(velocity.multNew(dt));
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}
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(() => {
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const canvasId = "game";
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@ -48,9 +48,19 @@ function draw(gfx) {
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const a_color = gfx.createAttribute("a_color");
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a_color.format(4, gfx.ctx.FLOAT, false, 0, 0);
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gfx.createUniform("u_resolution");
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draw(gfx);
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window.onresize = () => {
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fullscreenCanvas(gfx, canvasId);
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draw(gfx);
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let pos = new Vec2(300, 300);
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let velocity = new Vec2(200, 200);
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let prevTimestamp = 0;
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const frame = (timestamp) => {
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const deltaTime = (timestamp - prevTimestamp) / 1000;
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const time = timestamp / 1000;
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prevTimestamp = timestamp;
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fullscreenCanvas(gfx, "game");
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draw(gfx, deltaTime, pos, velocity);
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window.requestAnimationFrame(frame);
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};
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window.requestAnimationFrame((timestamp) => {
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prevTimestamp = timestamp;
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window.requestAnimationFrame(frame);
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});
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})();
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37
script.ts
37
script.ts
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@ -33,16 +33,15 @@ const fragmentShader =
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function draw(gfx: Graphics) {
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const position: Vec2 = new Vec2(gfx.ctx.canvas.width / 2 - 100, gfx.ctx.canvas.height / 2 - 100);
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function draw(gfx: Graphics, dt: number, pos: Vec2, velocity: Vec2) {
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gfx.clear(0, 0, 0, 0);
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gfx.ctx.uniform2f(gfx.getUniform("u_resolution"), gfx.ctx.canvas.width, gfx.ctx.canvas.height);
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drawing.drawRectangle(gfx, position, new Vec2(200, 200), [0, 0, 1, 1]);
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drawing.drawTriangle(gfx, [new Vec2(100, 100), new Vec2(200, 100), new Vec2(100, 200)], [1, 0, 0, 1]);
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drawing.drawTriangleExts(gfx, new Vec2(200, 200), new Vec2(-100, -100), [0, 1, 0, 0.8]);
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drawing.drawCircle(gfx, new Vec2(400, 200), 100, [0.7, 0.1, 0.1, 1]);
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drawing.drawLine(gfx, new Vec2(100, 600), new Vec2(600, 600), [1, 0, 0, 1]);
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drawing.drawCircle(gfx, pos, 200, [1, 0, 0, 1]);
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if (pos.x + 200 >= gfx.ctx.canvas.width || pos.x - 200 <= 0) velocity.x *= -1;
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if (pos.y + 200 >= gfx.ctx.canvas.height || pos.y - 200 <= 0) velocity.y *= -1;
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pos.add(velocity.multNew(dt));
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}
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(() => {
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@ -61,9 +60,23 @@ function draw(gfx: Graphics) {
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gfx.createUniform("u_resolution");
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draw(gfx);
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window.onresize = () => {
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fullscreenCanvas(gfx, canvasId);
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draw(gfx);
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let pos = new Vec2(300, 300);
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let velocity = new Vec2(200, 200);
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let prevTimestamp = 0;
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const frame = (timestamp: number) => {
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const deltaTime = (timestamp - prevTimestamp)/1000;
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const time = timestamp/1000;
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prevTimestamp = timestamp;
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fullscreenCanvas(gfx, "game");
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draw(gfx, deltaTime, pos, velocity);
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window.requestAnimationFrame(frame);
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}
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window.requestAnimationFrame((timestamp) => {
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prevTimestamp = timestamp;
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window.requestAnimationFrame(frame);
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});
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})();
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