commit d36d54f130c57edbc4531fe13c6f00b9cce49aed Author: Maciej Samborski Date: Mon Dec 9 22:48:51 2024 +0100 Ready? Set. Go! diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..504afef --- /dev/null +++ b/.gitignore @@ -0,0 +1,2 @@ +node_modules/ +package-lock.json diff --git a/index.html b/index.html new file mode 100644 index 0000000..dbd3d39 --- /dev/null +++ b/index.html @@ -0,0 +1,14 @@ + + + + + Game + + + + + + + + + diff --git a/package.json b/package.json new file mode 100644 index 0000000..ee5251e --- /dev/null +++ b/package.json @@ -0,0 +1,14 @@ +{ + "name": "webgame", + "version": "1.0.0", + "main": "script.js", + "scripts": { + "test": "echo \"Error: no test specified\" && exit 1" + }, + "author": "", + "license": "MIT", + "description": "", + "devDependencies": { + "typescript": "^5.7.2" + } +} diff --git a/script.js b/script.js new file mode 100644 index 0000000..654874c --- /dev/null +++ b/script.js @@ -0,0 +1,241 @@ +"use strict"; +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, 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); + } + 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, 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, + 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, 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, + ]; + 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, 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(); + 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; + 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; + } + add(other) { + this.x += other.x; + 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); + 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; +})(); diff --git a/script.ts b/script.ts new file mode 100644 index 0000000..be71287 --- /dev/null +++ b/script.ts @@ -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 = [ + 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 = [ + 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 = new Array(); + + 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 = new Map(); + uniforms: Map = 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; +})(); diff --git a/style.css b/style.css new file mode 100644 index 0000000..baac1a6 --- /dev/null +++ b/style.css @@ -0,0 +1,6 @@ +html, body { + margin: 0px; + padding: 0px; + width: 100%; + height: 100%; +} diff --git a/tsconfig.json b/tsconfig.json new file mode 100644 index 0000000..8b80bf7 --- /dev/null +++ b/tsconfig.json @@ -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 ''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. */ + } +}