Ready? Set. Go!
This commit is contained in:
commit
d36d54f130
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node_modules/
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package-lock.json
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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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<title>Game</title>
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<meta name="viewport" content="width=device-width,initial-scale=1" />
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<meta name="description" content="" />
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<link rel="stylesheet" href="style.css"></link>
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<script src="script.js" defer></script>
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</head>
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<body>
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<canvas id="game"></canvas>
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</body>
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</html>
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{
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"name": "webgame",
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"version": "1.0.0",
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"main": "script.js",
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"scripts": {
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"test": "echo \"Error: no test specified\" && exit 1"
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},
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"author": "",
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"license": "MIT",
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"description": "",
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"devDependencies": {
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"typescript": "^5.7.2"
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}
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}
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"use strict";
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var vertexShaderSource = `#version 300 es
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in vec2 a_position;
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uniform vec2 u_resolution;
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void main() {
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vec2 clipSpace = (a_position / u_resolution) * 2.0 - 1.0;
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gl_Position = vec4(clipSpace.xy, 0.0, 1.0);
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}
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`;
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var fragmentShaderSource = ` #version 300 es
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precision highp float;
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out vec4 outColor;
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uniform vec4 u_color;
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void main() {
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outColor = u_color;
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||||
}
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||||
`;
|
||||
function createShader(ctx, type, source) {
|
||||
var shader = ctx.createShader(type);
|
||||
if (!shader) {
|
||||
throw new Error("Couldn't create shader: " + type);
|
||||
}
|
||||
ctx.shaderSource(shader, source);
|
||||
ctx.compileShader(shader);
|
||||
var success = ctx.getShaderParameter(shader, ctx.COMPILE_STATUS);
|
||||
if (!success) {
|
||||
console.log(ctx.getShaderInfoLog(shader));
|
||||
ctx.deleteShader(shader);
|
||||
throw new Error("Couldn't compile shader: " + type);
|
||||
}
|
||||
return shader;
|
||||
}
|
||||
function createProgram(ctx, vertexShaderSource, fragmentShaderSource) {
|
||||
var program = ctx.createProgram();
|
||||
if (vertexShaderSource !== null) {
|
||||
const vs = createShader(ctx, ctx.VERTEX_SHADER, vertexShaderSource);
|
||||
ctx.attachShader(program, vs);
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||||
}
|
||||
if (fragmentShaderSource !== null) {
|
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const fs = createShader(ctx, ctx.FRAGMENT_SHADER, fragmentShaderSource);
|
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ctx.attachShader(program, fs);
|
||||
}
|
||||
ctx.linkProgram(program);
|
||||
var success = ctx.getProgramParameter(program, ctx.LINK_STATUS);
|
||||
if (!success) {
|
||||
console.log(ctx.getProgramInfoLog(program));
|
||||
ctx.deleteProgram(program);
|
||||
throw new Error("Failed to create program!");
|
||||
}
|
||||
return program;
|
||||
}
|
||||
function createUniform(ctx, program, name) {
|
||||
const loc = ctx.getUniformLocation(program, name);
|
||||
return loc;
|
||||
}
|
||||
function initializeContext(canvasId) {
|
||||
const canvas = document.getElementById(canvasId);
|
||||
const ctx = canvas.getContext("webgl2", { antialias: false });
|
||||
return ctx;
|
||||
}
|
||||
function drawTriangle(gfx, position, exts) {
|
||||
const positionLoc = gfx.attribs.get("a_position");
|
||||
if (positionLoc === undefined)
|
||||
throw new Error("`drawTriangle` requires attribute `a_position` to be defined");
|
||||
const points = [
|
||||
position.x, position.y,
|
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position.x + exts.x, position.y,
|
||||
position.x, position.y + exts.y,
|
||||
];
|
||||
gfx.ctx.bindBuffer(gfx.ctx.ARRAY_BUFFER, gfx.buffer);
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||||
gfx.ctx.enableVertexAttribArray(positionLoc);
|
||||
gfx.ctx.vertexAttribPointer(positionLoc, 2, gfx.ctx.FLOAT, false, 0, 0);
|
||||
gfx.ctx.bufferData(gfx.ctx.ARRAY_BUFFER, new Float32Array(points), gfx.ctx.STATIC_DRAW);
|
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gfx.ctx.bindVertexArray(gfx.vao);
|
||||
gfx.ctx.drawArrays(gfx.ctx.TRIANGLES, 0, 3);
|
||||
gfx.ctx.disableVertexAttribArray(positionLoc);
|
||||
}
|
||||
function drawRectangle(gfx, position, exts) {
|
||||
const positionLoc = gfx.attribs.get("a_position");
|
||||
if (positionLoc === undefined)
|
||||
throw new Error("`drawRectange` requires attribute `a_position` to be defined");
|
||||
const points = [
|
||||
position.x, position.y,
|
||||
position.x + exts.x, position.y,
|
||||
position.x, position.y + exts.y,
|
||||
position.x + exts.x, position.y + exts.y,
|
||||
position.x + exts.x, position.y,
|
||||
position.x, position.y + exts.y,
|
||||
];
|
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gfx.ctx.bindBuffer(gfx.ctx.ARRAY_BUFFER, gfx.buffer);
|
||||
gfx.ctx.enableVertexAttribArray(positionLoc);
|
||||
gfx.ctx.vertexAttribPointer(positionLoc, 2, gfx.ctx.FLOAT, false, 0, 0);
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gfx.ctx.bufferData(gfx.ctx.ARRAY_BUFFER, new Float32Array(points), gfx.ctx.STATIC_DRAW);
|
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gfx.ctx.bindVertexArray(gfx.vao);
|
||||
gfx.ctx.drawArrays(gfx.ctx.TRIANGLES, 0, 6);
|
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gfx.ctx.disableVertexAttribArray(positionLoc);
|
||||
}
|
||||
function drawCircle(gfx, position, radius) {
|
||||
const precision = 20;
|
||||
const positionLoc = gfx.attribs.get("a_position");
|
||||
if (positionLoc === undefined)
|
||||
throw new Error("`drawCircle` requires attribute `a_position` to be defined");
|
||||
const points = new Array();
|
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const angle = 2.0 * Math.PI / precision;
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var a = 0;
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points.push(position.x);
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points.push(position.y);
|
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points.push(position.x);
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points.push(position.y + radius);
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for (let i = precision; i >= 0; --i) {
|
||||
var vec = Vec2.angle(a);
|
||||
a += angle;
|
||||
}
|
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gfx.ctx.bindBuffer(gfx.ctx.ARRAY_BUFFER, gfx.buffer);
|
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gfx.ctx.enableVertexAttribArray(positionLoc);
|
||||
gfx.ctx.vertexAttribPointer(positionLoc, 2, gfx.ctx.FLOAT, false, 0, 0);
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gfx.ctx.bufferData(gfx.ctx.ARRAY_BUFFER, new Float32Array(points), gfx.ctx.STATIC_DRAW);
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||||
gfx.ctx.bindVertexArray(gfx.vao);
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gfx.ctx.drawArrays(gfx.ctx.TRIANGLES, 0, 3 * precision);
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gfx.ctx.disableVertexAttribArray(positionLoc);
|
||||
}
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||||
class Graphics {
|
||||
ctx;
|
||||
program;
|
||||
buffer;
|
||||
vao;
|
||||
attribs = new Map();
|
||||
uniforms = new Map();
|
||||
constructor(ctx) {
|
||||
this.ctx = ctx;
|
||||
this.program = createProgram(ctx, vertexShaderSource, fragmentShaderSource);
|
||||
this.buffer = ctx.createBuffer();
|
||||
this.vao = ctx.createVertexArray();
|
||||
ctx.bindVertexArray(this.vao);
|
||||
ctx.viewport(0, 0, ctx.canvas.width, ctx.canvas.height);
|
||||
ctx.useProgram(this.program);
|
||||
}
|
||||
clear(r, g, b, a) {
|
||||
this.ctx.clearColor(r, g, b, a);
|
||||
this.ctx.clear(this.ctx.COLOR_BUFFER_BIT);
|
||||
}
|
||||
createAttribute(name) {
|
||||
const loc = this.ctx.getAttribLocation(this.program, name);
|
||||
this.attribs.set(name, loc);
|
||||
}
|
||||
createUniform(name) {
|
||||
const loc = this.ctx.getUniformLocation(this.program, name);
|
||||
if (loc === null)
|
||||
throw new Error("Couldn't get location for uniform: " + name);
|
||||
this.uniforms.set(name, loc);
|
||||
}
|
||||
getUniform(name) {
|
||||
const loc = this.uniforms.get(name);
|
||||
if (loc === undefined)
|
||||
throw new Error("Tried to get uninitialized uniform: " + name);
|
||||
return loc;
|
||||
}
|
||||
}
|
||||
class Vec2 {
|
||||
x;
|
||||
y;
|
||||
constructor(x, y) {
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
}
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||||
add(other) {
|
||||
this.x += other.x;
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||||
this.y += other.y;
|
||||
}
|
||||
sub(other) {
|
||||
this.x -= other.x;
|
||||
this.y -= other.y;
|
||||
}
|
||||
mult(scalar) {
|
||||
this.x *= scalar;
|
||||
this.y *= scalar;
|
||||
}
|
||||
static angle(angle) {
|
||||
const eps = 1e-6;
|
||||
let x = Math.cos(angle);
|
||||
let y = Math.sin(angle);
|
||||
if ((x > 0 && x < eps)
|
||||
|| (x < 0 && x > -eps))
|
||||
x = 0;
|
||||
if ((y > 0 && y < eps)
|
||||
|| (y < 0 && y > -eps))
|
||||
y = 0;
|
||||
return new Vec2(x, y);
|
||||
}
|
||||
}
|
||||
class Vec3 {
|
||||
x;
|
||||
y;
|
||||
z;
|
||||
constructor(x, y, z) {
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.z = z;
|
||||
}
|
||||
add(other) {
|
||||
this.x += other.x;
|
||||
this.y += other.y;
|
||||
this.z += other.z;
|
||||
}
|
||||
sub(other) {
|
||||
this.x -= other.x;
|
||||
this.y -= other.y;
|
||||
this.z -= other.z;
|
||||
}
|
||||
}
|
||||
function fullscreenCanvas(id) {
|
||||
const canvas = document.getElementById(id);
|
||||
canvas.width = window.innerWidth;
|
||||
canvas.height = window.innerHeight;
|
||||
}
|
||||
function draw() {
|
||||
const canvasId = "game";
|
||||
fullscreenCanvas(canvasId);
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||||
const ctx = initializeContext(canvasId);
|
||||
if (ctx === null)
|
||||
return;
|
||||
const gfx = new Graphics(ctx);
|
||||
gfx.createAttribute("a_position");
|
||||
gfx.createUniform("u_resolution");
|
||||
gfx.createUniform("u_color");
|
||||
const position = new Vec2(ctx.canvas.width / 2 - 100, ctx.canvas.height / 2 - 100);
|
||||
gfx.clear(0, 0, 0, 0);
|
||||
ctx.uniform2f(gfx.getUniform("u_resolution"), ctx.canvas.width, ctx.canvas.height);
|
||||
ctx.uniform4f(gfx.getUniform("u_color"), 0.2, 0.2, 0.2, 1);
|
||||
drawRectangle(gfx, position, new Vec2(200, 200));
|
||||
}
|
||||
(() => {
|
||||
draw();
|
||||
window.onresize = draw;
|
||||
})();
|
|
@ -0,0 +1,303 @@
|
|||
var vertexShaderSource =
|
||||
`#version 300 es
|
||||
|
||||
in vec2 a_position;
|
||||
|
||||
uniform vec2 u_resolution;
|
||||
|
||||
void main() {
|
||||
vec2 clipSpace = (a_position / u_resolution) * 2.0 - 1.0;
|
||||
|
||||
gl_Position = vec4(clipSpace.xy, 0.0, 1.0);
|
||||
}
|
||||
`;
|
||||
|
||||
var fragmentShaderSource =
|
||||
` #version 300 es
|
||||
|
||||
precision highp float;
|
||||
out vec4 outColor;
|
||||
uniform vec4 u_color;
|
||||
|
||||
void main() {
|
||||
outColor = u_color;
|
||||
}
|
||||
`;
|
||||
|
||||
function createShader(ctx: WebGL2RenderingContext, type: GLenum, source: string): WebGLShader {
|
||||
var shader = ctx.createShader(type);
|
||||
if (!shader) {
|
||||
throw new Error("Couldn't create shader: " + type);
|
||||
}
|
||||
|
||||
ctx.shaderSource(shader, source);
|
||||
ctx.compileShader(shader);
|
||||
|
||||
var success = ctx.getShaderParameter(shader, ctx.COMPILE_STATUS);
|
||||
if (!success) {
|
||||
console.log(ctx.getShaderInfoLog(shader));
|
||||
ctx.deleteShader(shader);
|
||||
throw new Error("Couldn't compile shader: " + type);
|
||||
}
|
||||
|
||||
return shader;
|
||||
}
|
||||
|
||||
function createProgram(ctx: WebGL2RenderingContext, vertexShaderSource: string | null, fragmentShaderSource: string | null): WebGLProgram {
|
||||
var program = ctx.createProgram();
|
||||
|
||||
if (vertexShaderSource !== null) {
|
||||
const vs = createShader(ctx, ctx.VERTEX_SHADER, vertexShaderSource);
|
||||
ctx.attachShader(program, vs);
|
||||
}
|
||||
|
||||
if (fragmentShaderSource !== null) {
|
||||
const fs = createShader(ctx, ctx.FRAGMENT_SHADER, fragmentShaderSource);
|
||||
ctx.attachShader(program, fs);
|
||||
}
|
||||
|
||||
ctx.linkProgram(program);
|
||||
|
||||
var success = ctx.getProgramParameter(program, ctx.LINK_STATUS);
|
||||
if (!success) {
|
||||
console.log(ctx.getProgramInfoLog(program));
|
||||
ctx.deleteProgram(program);
|
||||
throw new Error("Failed to create program!");
|
||||
}
|
||||
|
||||
return program;
|
||||
}
|
||||
|
||||
function createUniform(ctx: WebGL2RenderingContext, program: WebGLProgram, name: string): WebGLUniformLocation | null {
|
||||
const loc = ctx.getUniformLocation(program, name);
|
||||
|
||||
return loc;
|
||||
}
|
||||
|
||||
function initializeContext(canvasId: string): WebGL2RenderingContext | null {
|
||||
const canvas = document.getElementById(canvasId) as HTMLCanvasElement;
|
||||
const ctx = canvas.getContext("webgl2", {antialias: false});
|
||||
|
||||
return ctx;
|
||||
|
||||
}
|
||||
|
||||
function drawTriangle(gfx: Graphics, position: Vec2, exts: Vec2) {
|
||||
const positionLoc = gfx.attribs.get("a_position");
|
||||
|
||||
if (positionLoc === undefined)
|
||||
throw new Error("`drawTriangle` requires attribute `a_position` to be defined");
|
||||
|
||||
const points: Array<number> = [
|
||||
position.x, position.y,
|
||||
position.x + exts.x, position.y,
|
||||
position.x, position.y + exts.y,
|
||||
]
|
||||
|
||||
gfx.ctx.bindBuffer(gfx.ctx.ARRAY_BUFFER, gfx.buffer);
|
||||
gfx.ctx.enableVertexAttribArray(positionLoc);
|
||||
gfx.ctx.vertexAttribPointer(positionLoc, 2, gfx.ctx.FLOAT, false, 0, 0);
|
||||
gfx.ctx.bufferData(gfx.ctx.ARRAY_BUFFER, new Float32Array(points), gfx.ctx.STATIC_DRAW);
|
||||
gfx.ctx.bindVertexArray(gfx.vao);
|
||||
gfx.ctx.drawArrays(gfx.ctx.TRIANGLES, 0, 3);
|
||||
gfx.ctx.disableVertexAttribArray(positionLoc);
|
||||
}
|
||||
|
||||
function drawRectangle(gfx: Graphics, position: Vec2, exts: Vec2) {
|
||||
const positionLoc = gfx.attribs.get("a_position");
|
||||
|
||||
if (positionLoc === undefined)
|
||||
throw new Error("`drawRectange` requires attribute `a_position` to be defined");
|
||||
|
||||
const points: Array<number> = [
|
||||
position.x, position.y,
|
||||
position.x + exts.x, position.y,
|
||||
position.x, position.y + exts.y,
|
||||
|
||||
position.x + exts.x, position.y + exts.y,
|
||||
position.x + exts.x, position.y,
|
||||
position.x, position.y + exts.y,
|
||||
]
|
||||
|
||||
gfx.ctx.bindBuffer(gfx.ctx.ARRAY_BUFFER, gfx.buffer);
|
||||
gfx.ctx.enableVertexAttribArray(positionLoc);
|
||||
gfx.ctx.vertexAttribPointer(positionLoc, 2, gfx.ctx.FLOAT, false, 0, 0);
|
||||
gfx.ctx.bufferData(gfx.ctx.ARRAY_BUFFER, new Float32Array(points), gfx.ctx.STATIC_DRAW);
|
||||
gfx.ctx.bindVertexArray(gfx.vao);
|
||||
gfx.ctx.drawArrays(gfx.ctx.TRIANGLES, 0, 6);
|
||||
gfx.ctx.disableVertexAttribArray(positionLoc);
|
||||
|
||||
}
|
||||
|
||||
function drawCircle(gfx: Graphics, position: Vec2, radius: number) {
|
||||
const precision = 20;
|
||||
|
||||
const positionLoc = gfx.attribs.get("a_position");
|
||||
|
||||
if (positionLoc === undefined)
|
||||
throw new Error("`drawCircle` requires attribute `a_position` to be defined");
|
||||
|
||||
const points: Array<number> = new Array<number>();
|
||||
|
||||
const angle = 2.0*Math.PI/precision;
|
||||
var a = 0;
|
||||
points.push(position.x);
|
||||
points.push(position.y);
|
||||
points.push(position.x);
|
||||
points.push(position.y + radius);
|
||||
for (let i = precision; i >= 0; --i) {
|
||||
var vec = Vec2.angle(a);
|
||||
a += angle;
|
||||
}
|
||||
|
||||
gfx.ctx.bindBuffer(gfx.ctx.ARRAY_BUFFER, gfx.buffer);
|
||||
gfx.ctx.enableVertexAttribArray(positionLoc);
|
||||
gfx.ctx.vertexAttribPointer(positionLoc, 2, gfx.ctx.FLOAT, false, 0, 0);
|
||||
gfx.ctx.bufferData(gfx.ctx.ARRAY_BUFFER, new Float32Array(points), gfx.ctx.STATIC_DRAW);
|
||||
gfx.ctx.bindVertexArray(gfx.vao);
|
||||
gfx.ctx.drawArrays(gfx.ctx.TRIANGLES, 0, 3*precision);
|
||||
gfx.ctx.disableVertexAttribArray(positionLoc);
|
||||
}
|
||||
|
||||
class Graphics {
|
||||
ctx: WebGL2RenderingContext;
|
||||
program: WebGLProgram;
|
||||
buffer: WebGLBuffer;
|
||||
vao: WebGLVertexArrayObject;
|
||||
attribs: Map<string, GLint> = new Map();
|
||||
uniforms: Map<string, WebGLUniformLocation> = new Map();
|
||||
constructor(ctx: WebGL2RenderingContext) {
|
||||
this.ctx = ctx;
|
||||
this.program = createProgram(ctx, vertexShaderSource, fragmentShaderSource)
|
||||
this.buffer = ctx.createBuffer();
|
||||
this.vao = ctx.createVertexArray();
|
||||
|
||||
ctx.bindVertexArray(this.vao);
|
||||
ctx.viewport(0, 0, ctx.canvas.width, ctx.canvas.height);
|
||||
ctx.useProgram(this.program);
|
||||
}
|
||||
|
||||
clear(r: number, g: number, b: number, a: number) {
|
||||
this.ctx.clearColor(r, g, b, a);
|
||||
this.ctx.clear(this.ctx.COLOR_BUFFER_BIT);
|
||||
}
|
||||
|
||||
createAttribute(name: string) {
|
||||
const loc = this.ctx.getAttribLocation(this.program, name);
|
||||
this.attribs.set(name, loc);
|
||||
}
|
||||
|
||||
createUniform(name: string) {
|
||||
const loc = this.ctx.getUniformLocation(this.program, name);
|
||||
|
||||
if (loc === null)
|
||||
throw new Error("Couldn't get location for uniform: " + name);
|
||||
|
||||
this.uniforms.set(name, loc);
|
||||
}
|
||||
|
||||
getUniform(name: string): WebGLUniformLocation {
|
||||
const loc = this.uniforms.get(name);
|
||||
|
||||
if (loc === undefined)
|
||||
throw new Error("Tried to get uninitialized uniform: " + name);
|
||||
|
||||
return loc;
|
||||
}
|
||||
}
|
||||
|
||||
class Vec2 {
|
||||
x;
|
||||
y;
|
||||
|
||||
constructor(x: number, y: number) {
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
}
|
||||
|
||||
add(other: Vec2) {
|
||||
this.x += other.x;
|
||||
this.y += other.y;
|
||||
}
|
||||
|
||||
sub(other: Vec2) {
|
||||
this.x -= other.x;
|
||||
this.y -= other.y;
|
||||
}
|
||||
|
||||
mult(scalar: number) {
|
||||
this.x *= scalar;
|
||||
this.y *= scalar;
|
||||
}
|
||||
|
||||
static angle(angle: number): Vec2 {
|
||||
const eps = 1e-6;
|
||||
let x = Math.cos(angle);
|
||||
let y = Math.sin(angle);
|
||||
|
||||
if ((x > 0 && x < eps)
|
||||
|| (x < 0 && x > -eps))
|
||||
x = 0;
|
||||
|
||||
if ((y > 0 && y < eps)
|
||||
|| (y < 0 && y > -eps))
|
||||
y = 0;
|
||||
|
||||
return new Vec2(x, y);
|
||||
}
|
||||
}
|
||||
|
||||
class Vec3 {
|
||||
x;
|
||||
y;
|
||||
z;
|
||||
|
||||
constructor(x: number, y: number, z: number) {
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.z = z;
|
||||
}
|
||||
|
||||
add(other: Vec3) {
|
||||
this.x += other.x;
|
||||
this.y += other.y;
|
||||
this.z += other.z;
|
||||
}
|
||||
|
||||
sub(other: Vec3) {
|
||||
this.x -= other.x;
|
||||
this.y -= other.y;
|
||||
this.z -= other.z;
|
||||
}
|
||||
}
|
||||
|
||||
function fullscreenCanvas(id: string) {
|
||||
const canvas = document.getElementById(id) as HTMLCanvasElement;
|
||||
canvas.width = window.innerWidth;
|
||||
canvas.height = window.innerHeight;
|
||||
}
|
||||
|
||||
function draw() {
|
||||
const canvasId = "game";
|
||||
fullscreenCanvas(canvasId);
|
||||
const ctx = initializeContext(canvasId);
|
||||
if (ctx === null) return;
|
||||
|
||||
const gfx = new Graphics(ctx);
|
||||
|
||||
gfx.createAttribute("a_position");
|
||||
gfx.createUniform("u_resolution");
|
||||
gfx.createUniform("u_color");
|
||||
|
||||
const position: Vec2 = new Vec2(ctx.canvas.width / 2 - 100, ctx.canvas.height / 2 - 100);
|
||||
|
||||
gfx.clear(0, 0, 0, 0);
|
||||
ctx.uniform2f(gfx.getUniform("u_resolution"), ctx.canvas.width, ctx.canvas.height);
|
||||
ctx.uniform4f(gfx.getUniform("u_color"), 0.2, 0.2, 0.2, 1);
|
||||
drawRectangle(gfx, position, new Vec2(200, 200))
|
||||
}
|
||||
|
||||
(() => {
|
||||
draw();
|
||||
window.onresize = draw;
|
||||
})();
|
|
@ -0,0 +1,6 @@
|
|||
html, body {
|
||||
margin: 0px;
|
||||
padding: 0px;
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
}
|
|
@ -0,0 +1,111 @@
|
|||
{
|
||||
"compilerOptions": {
|
||||
/* Visit https://aka.ms/tsconfig to read more about this file */
|
||||
|
||||
/* Projects */
|
||||
// "incremental": true, /* Save .tsbuildinfo files to allow for incremental compilation of projects. */
|
||||
// "composite": true, /* Enable constraints that allow a TypeScript project to be used with project references. */
|
||||
// "tsBuildInfoFile": "./.tsbuildinfo", /* Specify the path to .tsbuildinfo incremental compilation file. */
|
||||
// "disableSourceOfProjectReferenceRedirect": true, /* Disable preferring source files instead of declaration files when referencing composite projects. */
|
||||
// "disableSolutionSearching": true, /* Opt a project out of multi-project reference checking when editing. */
|
||||
// "disableReferencedProjectLoad": true, /* Reduce the number of projects loaded automatically by TypeScript. */
|
||||
|
||||
/* Language and Environment */
|
||||
"target": "es2022", /* Set the JavaScript language version for emitted JavaScript and include compatible library declarations. */
|
||||
// "lib": [], /* Specify a set of bundled library declaration files that describe the target runtime environment. */
|
||||
// "jsx": "preserve", /* Specify what JSX code is generated. */
|
||||
// "experimentalDecorators": true, /* Enable experimental support for legacy experimental decorators. */
|
||||
// "emitDecoratorMetadata": true, /* Emit design-type metadata for decorated declarations in source files. */
|
||||
// "jsxFactory": "", /* Specify the JSX factory function used when targeting React JSX emit, e.g. 'React.createElement' or 'h'. */
|
||||
// "jsxFragmentFactory": "", /* Specify the JSX Fragment reference used for fragments when targeting React JSX emit e.g. 'React.Fragment' or 'Fragment'. */
|
||||
// "jsxImportSource": "", /* Specify module specifier used to import the JSX factory functions when using 'jsx: react-jsx*'. */
|
||||
// "reactNamespace": "", /* Specify the object invoked for 'createElement'. This only applies when targeting 'react' JSX emit. */
|
||||
// "noLib": true, /* Disable including any library files, including the default lib.d.ts. */
|
||||
// "useDefineForClassFields": true, /* Emit ECMAScript-standard-compliant class fields. */
|
||||
// "moduleDetection": "auto", /* Control what method is used to detect module-format JS files. */
|
||||
|
||||
/* Modules */
|
||||
"module": "commonjs", /* Specify what module code is generated. */
|
||||
// "rootDir": "./", /* Specify the root folder within your source files. */
|
||||
// "moduleResolution": "node10", /* Specify how TypeScript looks up a file from a given module specifier. */
|
||||
// "baseUrl": "./", /* Specify the base directory to resolve non-relative module names. */
|
||||
// "paths": {}, /* Specify a set of entries that re-map imports to additional lookup locations. */
|
||||
// "rootDirs": [], /* Allow multiple folders to be treated as one when resolving modules. */
|
||||
// "typeRoots": [], /* Specify multiple folders that act like './node_modules/@types'. */
|
||||
// "types": [], /* Specify type package names to be included without being referenced in a source file. */
|
||||
// "allowUmdGlobalAccess": true, /* Allow accessing UMD globals from modules. */
|
||||
// "moduleSuffixes": [], /* List of file name suffixes to search when resolving a module. */
|
||||
// "allowImportingTsExtensions": true, /* Allow imports to include TypeScript file extensions. Requires '--moduleResolution bundler' and either '--noEmit' or '--emitDeclarationOnly' to be set. */
|
||||
// "rewriteRelativeImportExtensions": true, /* Rewrite '.ts', '.tsx', '.mts', and '.cts' file extensions in relative import paths to their JavaScript equivalent in output files. */
|
||||
// "resolvePackageJsonExports": true, /* Use the package.json 'exports' field when resolving package imports. */
|
||||
// "resolvePackageJsonImports": true, /* Use the package.json 'imports' field when resolving imports. */
|
||||
// "customConditions": [], /* Conditions to set in addition to the resolver-specific defaults when resolving imports. */
|
||||
// "noUncheckedSideEffectImports": true, /* Check side effect imports. */
|
||||
// "resolveJsonModule": true, /* Enable importing .json files. */
|
||||
// "allowArbitraryExtensions": true, /* Enable importing files with any extension, provided a declaration file is present. */
|
||||
// "noResolve": true, /* Disallow 'import's, 'require's or '<reference>'s from expanding the number of files TypeScript should add to a project. */
|
||||
|
||||
/* JavaScript Support */
|
||||
// "allowJs": true, /* Allow JavaScript files to be a part of your program. Use the 'checkJS' option to get errors from these files. */
|
||||
// "checkJs": true, /* Enable error reporting in type-checked JavaScript files. */
|
||||
// "maxNodeModuleJsDepth": 1, /* Specify the maximum folder depth used for checking JavaScript files from 'node_modules'. Only applicable with 'allowJs'. */
|
||||
|
||||
/* Emit */
|
||||
// "declaration": true, /* Generate .d.ts files from TypeScript and JavaScript files in your project. */
|
||||
// "declarationMap": true, /* Create sourcemaps for d.ts files. */
|
||||
// "emitDeclarationOnly": true, /* Only output d.ts files and not JavaScript files. */
|
||||
// "sourceMap": true, /* Create source map files for emitted JavaScript files. */
|
||||
// "inlineSourceMap": true, /* Include sourcemap files inside the emitted JavaScript. */
|
||||
// "noEmit": true, /* Disable emitting files from a compilation. */
|
||||
// "outFile": "./", /* Specify a file that bundles all outputs into one JavaScript file. If 'declaration' is true, also designates a file that bundles all .d.ts output. */
|
||||
// "outDir": "./", /* Specify an output folder for all emitted files. */
|
||||
// "removeComments": true, /* Disable emitting comments. */
|
||||
// "importHelpers": true, /* Allow importing helper functions from tslib once per project, instead of including them per-file. */
|
||||
// "downlevelIteration": true, /* Emit more compliant, but verbose and less performant JavaScript for iteration. */
|
||||
// "sourceRoot": "", /* Specify the root path for debuggers to find the reference source code. */
|
||||
// "mapRoot": "", /* Specify the location where debugger should locate map files instead of generated locations. */
|
||||
// "inlineSources": true, /* Include source code in the sourcemaps inside the emitted JavaScript. */
|
||||
// "emitBOM": true, /* Emit a UTF-8 Byte Order Mark (BOM) in the beginning of output files. */
|
||||
// "newLine": "crlf", /* Set the newline character for emitting files. */
|
||||
// "stripInternal": true, /* Disable emitting declarations that have '@internal' in their JSDoc comments. */
|
||||
// "noEmitHelpers": true, /* Disable generating custom helper functions like '__extends' in compiled output. */
|
||||
// "noEmitOnError": true, /* Disable emitting files if any type checking errors are reported. */
|
||||
// "preserveConstEnums": true, /* Disable erasing 'const enum' declarations in generated code. */
|
||||
// "declarationDir": "./", /* Specify the output directory for generated declaration files. */
|
||||
|
||||
/* Interop Constraints */
|
||||
// "isolatedModules": true, /* Ensure that each file can be safely transpiled without relying on other imports. */
|
||||
// "verbatimModuleSyntax": true, /* Do not transform or elide any imports or exports not marked as type-only, ensuring they are written in the output file's format based on the 'module' setting. */
|
||||
// "isolatedDeclarations": true, /* Require sufficient annotation on exports so other tools can trivially generate declaration files. */
|
||||
// "allowSyntheticDefaultImports": true, /* Allow 'import x from y' when a module doesn't have a default export. */
|
||||
"esModuleInterop": true, /* Emit additional JavaScript to ease support for importing CommonJS modules. This enables 'allowSyntheticDefaultImports' for type compatibility. */
|
||||
// "preserveSymlinks": true, /* Disable resolving symlinks to their realpath. This correlates to the same flag in node. */
|
||||
"forceConsistentCasingInFileNames": true, /* Ensure that casing is correct in imports. */
|
||||
|
||||
/* Type Checking */
|
||||
"strict": true, /* Enable all strict type-checking options. */
|
||||
// "noImplicitAny": true, /* Enable error reporting for expressions and declarations with an implied 'any' type. */
|
||||
// "strictNullChecks": true, /* When type checking, take into account 'null' and 'undefined'. */
|
||||
// "strictFunctionTypes": true, /* When assigning functions, check to ensure parameters and the return values are subtype-compatible. */
|
||||
// "strictBindCallApply": true, /* Check that the arguments for 'bind', 'call', and 'apply' methods match the original function. */
|
||||
// "strictPropertyInitialization": true, /* Check for class properties that are declared but not set in the constructor. */
|
||||
// "strictBuiltinIteratorReturn": true, /* Built-in iterators are instantiated with a 'TReturn' type of 'undefined' instead of 'any'. */
|
||||
// "noImplicitThis": true, /* Enable error reporting when 'this' is given the type 'any'. */
|
||||
// "useUnknownInCatchVariables": true, /* Default catch clause variables as 'unknown' instead of 'any'. */
|
||||
// "alwaysStrict": true, /* Ensure 'use strict' is always emitted. */
|
||||
// "noUnusedLocals": true, /* Enable error reporting when local variables aren't read. */
|
||||
// "noUnusedParameters": true, /* Raise an error when a function parameter isn't read. */
|
||||
// "exactOptionalPropertyTypes": true, /* Interpret optional property types as written, rather than adding 'undefined'. */
|
||||
// "noImplicitReturns": true, /* Enable error reporting for codepaths that do not explicitly return in a function. */
|
||||
// "noFallthroughCasesInSwitch": true, /* Enable error reporting for fallthrough cases in switch statements. */
|
||||
// "noUncheckedIndexedAccess": true, /* Add 'undefined' to a type when accessed using an index. */
|
||||
// "noImplicitOverride": true, /* Ensure overriding members in derived classes are marked with an override modifier. */
|
||||
// "noPropertyAccessFromIndexSignature": true, /* Enforces using indexed accessors for keys declared using an indexed type. */
|
||||
// "allowUnusedLabels": true, /* Disable error reporting for unused labels. */
|
||||
// "allowUnreachableCode": true, /* Disable error reporting for unreachable code. */
|
||||
|
||||
/* Completeness */
|
||||
// "skipDefaultLibCheck": true, /* Skip type checking .d.ts files that are included with TypeScript. */
|
||||
"skipLibCheck": true /* Skip type checking all .d.ts files. */
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue