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<!DOCTYPE html> | ||
<html lang="en"> | ||
<head> | ||
<meta charset="UTF-8"> | ||
<meta name="viewport" content="width=device-width, initial-scale=1.0"> | ||
<title>Input Mapping</title> | ||
</head> | ||
<body> | ||
<script src="../../lib/excalibur.js"></script> | ||
<script src="main.js"></script> | ||
</body> | ||
</html> |
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var game = new ex.Engine({ | ||
width: 600, | ||
height: 400, | ||
displayMode: ex.DisplayMode.FitScreenAndFill | ||
}); | ||
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var actor = new ex.Actor({ | ||
pos: ex.vec(100, 100), | ||
width: 100, | ||
height: 100, | ||
color: ex.Color.Red | ||
}); | ||
var moveRight = (amount: number) => { | ||
actor.vel.x = 100 * amount; | ||
} | ||
var moveLeft = (amount: number) => { | ||
actor.vel.x = -100 * amount; | ||
} | ||
var moveUp = (amount: number) => { | ||
actor.vel.y = -100 * amount; | ||
} | ||
var moveDown = (amount: number) => { | ||
actor.vel.y = 100 * amount; | ||
} | ||
var getLeftStickX = (gamepad: ex.Gamepad) => { | ||
return gamepad.getAxes(ex.Axes.LeftStickX) | ||
} | ||
var getLeftStickY = (gamepad: ex.Gamepad) => { | ||
return gamepad.getAxes(ex.Axes.LeftStickY) | ||
} | ||
actor.onInitialize = (engine) => { | ||
const mapper = engine.inputMapper; | ||
ex.Gamepads.MinAxisMoveThreshold = .10; | ||
// Move right | ||
mapper.on(({keyboard}) => keyboard.isHeld(ex.Keys.Right) ? 1 : 0, moveRight); | ||
mapper.on(({gamepads}) => gamepads.at(0).getButton(ex.Buttons.DpadRight) ? 1 : 0, moveRight); | ||
mapper.on(({gamepads}) => getLeftStickX(gamepads.at(0)) > 0 ? Math.abs(getLeftStickX(gamepads.at(0))) : 0, moveRight); | ||
mapper.on(({keyboard, pointers}) => keyboard.isHeld(ex.Keys.Enter) && pointers.primary.lastWorldPos.x > actor.pos.x ? 1 : 0, moveRight); | ||
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// Move left | ||
mapper.on(({keyboard}) => keyboard.isHeld(ex.Keys.Left) ? 1 : 0, moveLeft); | ||
mapper.on(({gamepads}) => gamepads.at(0).getButton(ex.Buttons.DpadLeft) ? 1 : 0, moveLeft); | ||
mapper.on(({gamepads}) => getLeftStickX(gamepads.at(0)) < 0 ? Math.abs(getLeftStickX(gamepads.at(0))): 0, moveLeft); | ||
mapper.on(({keyboard, pointers}) => keyboard.isHeld(ex.Keys.Enter) && pointers.primary.lastWorldPos.x < actor.pos.x ? 1 : 0, moveLeft); | ||
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// Move up | ||
mapper.on(({keyboard}) => keyboard.isHeld(ex.Keys.Up) ? 1 : 0, moveUp); | ||
mapper.on(({gamepads}) => gamepads.at(0).getButton(ex.Buttons.DpadUp) ? 1 : 0, moveUp); | ||
mapper.on(({gamepads}) => getLeftStickY(gamepads.at(0)) < 0 ? Math.abs(getLeftStickY(gamepads.at(0))) : 0, moveUp); | ||
mapper.on(({keyboard, pointers}) => keyboard.isHeld(ex.Keys.Enter) && pointers.primary.lastWorldPos.y < actor.pos.y ? 1 : 0, moveUp); | ||
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// Move down | ||
mapper.on(({keyboard}) => keyboard.isHeld(ex.Keys.Down) ? 1 : 0, moveDown); | ||
mapper.on(({gamepads}) => gamepads.at(0).getButton(ex.Buttons.DpadDown) ? 1 : 0, moveDown); | ||
mapper.on(({gamepads}) => getLeftStickY(gamepads.at(0)) > 0 ? Math.abs(getLeftStickY(gamepads.at(0))) : 0, moveDown); | ||
mapper.on(({keyboard, pointers}) => keyboard.isHeld(ex.Keys.Enter) && pointers.primary.lastWorldPos.y > actor.pos.y ? 1 : 0, moveDown); | ||
} | ||
game.onPostUpdate = () => { | ||
actor.vel = ex.vec(0, 0); | ||
} | ||
game.currentScene.add(actor); | ||
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game.start(); |
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<!DOCTYPE html> | ||
<html lang="en"> | ||
<head> | ||
<meta charset="UTF-8"> | ||
<meta name="viewport" content="width=device-width, initial-scale=1.0"> | ||
<title>Post-processing</title> | ||
</head> | ||
<body> | ||
<script src="../../lib/excalibur.js"></script> | ||
<script src="main.js"></script> | ||
</body> | ||
</html> |
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var crtFragmentSource = `#version 300 es | ||
precision mediump float; | ||
// Sourced from https://www.shadertoy.com/view/Ms23DR | ||
// Loosely based on postprocessing shader by inigo quilez, License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. | ||
uniform sampler2D u_image; | ||
uniform vec2 u_resolution; | ||
uniform float u_time_ms; | ||
uniform float u_elapsed_ms; | ||
out vec4 fragColor; | ||
vec2 curve(vec2 uv) | ||
{ | ||
uv = (uv - 0.5) * 2.0; | ||
uv *= 1.1; | ||
uv.x *= 1.0 + pow((abs(uv.y) / 5.0), 2.0); | ||
uv.y *= 1.0 + pow((abs(uv.x) / 4.0), 2.0); | ||
uv = (uv / 2.0) + 0.5; | ||
uv = uv *0.92 + 0.04; | ||
return uv; | ||
} | ||
void main() | ||
{ | ||
vec2 q = gl_FragCoord.xy / u_resolution; | ||
vec2 uv = q; | ||
uv = curve( uv ); | ||
// vec3 oricol = texture( iChannel0, vec2(q.x,q.y) ).xyz; | ||
// vec4 o = texture(u_image, v_texcoord).xyz; | ||
vec3 col; | ||
float iTime = u_time_ms / 1000.0; | ||
float x = sin(0.3*iTime+uv.y*21.0)*sin(0.7*iTime+uv.y*29.0)*sin(0.3+0.33*iTime+uv.y*31.0)*0.0017; | ||
col.r = texture(u_image,vec2(x+uv.x+0.001,uv.y+0.001)).x+0.05; | ||
col.g = texture(u_image,vec2(x+uv.x+0.000,uv.y-0.002)).y+0.05; | ||
col.b = texture(u_image,vec2(x+uv.x-0.002,uv.y+0.000)).z+0.05; | ||
col.r += 0.08*texture(u_image,0.75*vec2(x+0.025, -0.027)+vec2(uv.x+0.001,uv.y+0.001)).x; | ||
col.g += 0.05*texture(u_image,0.75*vec2(x+-0.022, -0.02)+vec2(uv.x+0.000,uv.y-0.002)).y; | ||
col.b += 0.08*texture(u_image,0.75*vec2(x+-0.02, -0.018)+vec2(uv.x-0.002,uv.y+0.000)).z; | ||
col = clamp(col*0.6+0.4*col*col*1.0,0.0,1.0); | ||
float vig = (0.0 + 1.0*16.0*uv.x*uv.y*(1.0-uv.x)*(1.0-uv.y)); | ||
col *= vec3(pow(vig,0.3)); | ||
col *= vec3(0.95,1.05,0.95); | ||
col *= 2.8; | ||
float scans = clamp( 0.35+0.35*sin(3.5*iTime+uv.y*u_resolution.y*1.5), 0.0, 1.0); | ||
float s = pow(scans,1.7); | ||
col = col*vec3( 0.4+0.7*s) ; | ||
col *= 1.0+0.01*sin(110.0*iTime); | ||
if (uv.x < 0.0 || uv.x > 1.0) | ||
col *= 0.0; | ||
if (uv.y < 0.0 || uv.y > 1.0) | ||
col *= 0.0; | ||
col*=1.0-0.65*vec3(clamp((mod(gl_FragCoord.x, 2.0)-1.0)*2.0,0.0,1.0)); | ||
float comp = smoothstep( 0.1, 0.9, sin(iTime) ); | ||
// Remove the next line to stop cross-fade between original and postprocess | ||
// col = mix( col, oricol, comp ); | ||
fragColor = vec4(col,1.0); | ||
}` | ||
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class CRTPostProcessors implements ex.PostProcessor { | ||
private _shader: ex.ScreenShader; | ||
constructor() {} | ||
initialize(gl: WebGL2RenderingContext): void { | ||
this._shader = new ex.ScreenShader(gl, crtFragmentSource); | ||
} | ||
getShader(): ex.Shader { | ||
return this._shader.getShader(); | ||
} | ||
getLayout(): ex.VertexLayout { | ||
return this._shader.getLayout(); | ||
} | ||
onUpdate(delta: number): void { | ||
// set your own uniforms here | ||
const shader = this.getShader(); | ||
shader.trySetUniformBoolean('u_some_uniform', true); | ||
} | ||
} | ||
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var game = new ex.Engine({ | ||
width: 600, | ||
height: 400, | ||
displayMode: ex.DisplayMode.FitScreenAndFill | ||
}); | ||
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var actor = new ex.Actor({ | ||
width: 100, | ||
height: 100, | ||
color: ex.Color.Red | ||
}); | ||
actor.angularVelocity = .2; | ||
actor.actions | ||
.repeatForever((ctx) => { | ||
ctx.moveTo(ex.vec(600, 0), 200); | ||
ctx.moveTo(ex.vec(0, 400), 200); | ||
ctx.moveTo(ex.vec(600, 400), 200); | ||
ctx.moveTo(ex.vec(0, 0), 200); | ||
}); | ||
game.currentScene.add(actor); | ||
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var ctx = game.graphicsContext as ex.ExcaliburGraphicsContextWebGL; | ||
ctx.addPostProcessor(new CRTPostProcessors()); | ||
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game.start(); |
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<!DOCTYPE html> | ||
<html lang="en"> | ||
<head> | ||
<meta charset="UTF-8"> | ||
<meta name="viewport" content="width=device-width, initial-scale=1.0"> | ||
<title>Scene Raycasting</title> | ||
</head> | ||
<body> | ||
<script src="../../lib/excalibur.js"></script> | ||
<script src="main.js"></script> | ||
</body> | ||
</html> |
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var game = new ex.Engine({ | ||
width: 600, | ||
height: 400, | ||
displayMode: ex.DisplayMode.FitScreenAndFill | ||
}); | ||
var random = new ex.Random(1337); | ||
var blockGroup = ex.CollisionGroupManager.create('blockGroup'); | ||
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var player = new ex.Actor({ | ||
name: 'player', | ||
pos: ex.vec(100, 100), | ||
width: 40, | ||
height: 40, | ||
color: ex.Color.Red, | ||
z: 10 | ||
}); | ||
var playerDir = ex.Vector.Right; | ||
var playerSightDistance = 100; | ||
var playerSpeed = 100; | ||
var rotationAmount = Math.PI / 32; | ||
player.onPostUpdate = (engine) => { | ||
player.vel = ex.Vector.Zero; | ||
const keyboard = engine.input.keyboard; | ||
if (keyboard.isHeld(ex.Keys.ArrowLeft)) { | ||
playerDir = playerDir.rotate(-rotationAmount) | ||
player.rotation -= rotationAmount; | ||
} | ||
if (keyboard.isHeld(ex.Keys.ArrowRight)){ | ||
playerDir = playerDir.rotate(+rotationAmount) | ||
player.rotation += rotationAmount; | ||
} | ||
if (keyboard.isHeld(ex.Keys.ArrowUp)) { | ||
player.vel = playerDir.scale(100); | ||
} | ||
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// raycast | ||
var hits = engine.currentScene.physics.rayCast( | ||
new ex.Ray(player.pos, playerDir), | ||
{ | ||
maxDistance: playerSightDistance, | ||
collisionGroup: blockGroup, | ||
searchAllColliders: false | ||
}); | ||
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for (let hit of hits) { | ||
const hitActor = hit.collider.owner as ex.Actor; | ||
hitActor.graphics.use(new ex.Rectangle({ | ||
color: ex.Color.Violet, | ||
width: 20, | ||
height: 20 | ||
})); | ||
} | ||
} | ||
player.graphics.onPostDraw = (ctx) => { | ||
ctx.drawLine(ex.Vector.Zero, ex.Vector.Right.scale(playerSightDistance), ex.Color.Red, 2); | ||
}; | ||
game.currentScene.add(player); | ||
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// environment | ||
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for (let i = 0; i < 10; i++) { | ||
var block = new ex.Actor({ | ||
pos: ex.vec(random.floating(0, 600), random.floating(0, 400)), | ||
width: 20, | ||
height: 20, | ||
color: ex.Color.Black, | ||
collisionType: ex.CollisionType.Fixed, | ||
collisionGroup: blockGroup | ||
}); | ||
game.currentScene.add(block); | ||
} | ||
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game.start(); |
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<!DOCTYPE html> | ||
<html lang="en"> | ||
<head> | ||
<meta charset="UTF-8"> | ||
<meta name="viewport" content="width=device-width, initial-scale=1.0"> | ||
<meta http-equiv="X-UA-Compatible" content="ie=edge"> | ||
<title>Sprite Sampling</title> | ||
</head> | ||
<body> | ||
<script src="../../lib/excalibur.js"></script> | ||
<script src="main.js"></script> | ||
</body> | ||
</html> |
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var game = new ex.Engine({ | ||
displayMode: ex.DisplayMode.Fixed, | ||
resolution: { | ||
height: 16 * 20, | ||
width: 16 * 20, | ||
}, | ||
viewport: { | ||
width: 16 * 20, | ||
height: 16 * 20 | ||
}, | ||
antialiasing: false, | ||
snapToPixel: true | ||
}) | ||
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var heroSpriteImage = new ex.ImageSource('../../images/Hero 01.png', false, ex.ImageFiltering.Pixel); | ||
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var loader = new ex.Loader([ | ||
heroSpriteImage | ||
]); | ||
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class PlayerSample extends ex.Actor { | ||
constructor(pos: ex.Vector) { | ||
super({ | ||
pos, | ||
width: 16, | ||
height: 16, | ||
collisionType: ex.CollisionType.Active | ||
}) | ||
} | ||
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onInitialize(engine: ex.Engine): void { | ||
const playerSpriteSheet = ex.SpriteSheet.fromImageSource({ | ||
image: heroSpriteImage, | ||
grid: { | ||
spriteWidth: 16, | ||
spriteHeight: 16, | ||
rows: 8, | ||
columns: 8 | ||
} | ||
}); | ||
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const downIdle = new ex.Animation({ | ||
frames: [ | ||
{ graphic: playerSpriteSheet.getSprite(0, 0) as ex.Sprite, duration: 200 }, | ||
{ graphic: playerSpriteSheet.getSprite(1, 0) as ex.Sprite, duration: 200 }, | ||
{ graphic: playerSpriteSheet.getSprite(2, 0) as ex.Sprite, duration: 200 }, | ||
{ graphic: playerSpriteSheet.getSprite(3, 0) as ex.Sprite, duration: 200 }, | ||
] | ||
}) | ||
this.graphics.add('down-idle', downIdle); | ||
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this.graphics.use('down-idle'); | ||
} | ||
} | ||
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game.start(loader).then(() => { | ||
game.currentScene.camera.pos = ex.vec(16, 16); | ||
game.add(new PlayerSample(ex.vec(16, 16))); | ||
}); |
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<!DOCTYPE html> | ||
<html lang="en"> | ||
<head> | ||
<meta charset="UTF-8"> | ||
<meta name="viewport" content="width=device-width, initial-scale=1.0"> | ||
<title>Text Wrapping</title> | ||
</head> | ||
<body> | ||
<script src="../../lib/excalibur.js"></script> | ||
<script src="main.js"></script> | ||
</body> | ||
</html> |
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