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@elzekool/laser-game-lib

v1.3.3

Published

Game utility library for @laser-dac library suite

Downloads

11

Readme

Laser Game Library

A simple library to use with @laser-dac suite of libraries to ease the development of games. It is not a full gaming library but it should be easy to incorporate them.

NOTE: This is an alpha state package, expect a lot of breaking changes!

General

Vector and Bounds

Two key types are used in this library: Vector and Bounds.

A Vector describes a cartesian coordinate. An example:

const vector = {x: 0.1, y: 0.2};

Bounds describe the rectangular bounds of an object. It describes this by the vectors of the top-left and bottom-right corners. An example:

const bounds = {
  topLeft: {x: 0.2, y: 0.2},
  bottomRight: {x: 0.8, y: 0.8},
};

Game Objects

Every object should implement DrawableObject, this basically means that it should have a draw() function that returns a list of shapes. When possible it should also return the first and last point drawn. This is to optimize the paths between the objects.

import {Line} from '@laser-dac/draw';

export class ExampleObject {
  draw() {
    return {
      firstPos: {x: 0.0, y: 0.0},
      lastPos: {x: 1.0, y: 1.0},
      shapes: [
        new Line({
          from: {x: 0.0, y: 0.1},
          to: {x: 1.0, y: 1.0},
          color: [1, 0, 0],
        }),
      ],
    };
  }
}

World

The World is where all objects are added to. A world has bounds that can be used to automatically remove objects that are outside the world. The world also save the ticks per second. This is used to determine the correct movement in relation to object velocity and gravity.

import {World} from '@elzekool/laser-game-lib/game';

const world = new World({
  bounds: {
    topLeft: {x: 0.0, y: 0.0},
    bottomRight: {x: 1.0, y: 1.0},
  },
  ticksPerSecond: 30,
});

You can then use World.addObject(), World.deleteObject() and World.clearObjects() to manipulate the objects in this world.

Rendering

You can use the Renderer to render all objects in the World on a Scene. An example:

import {Renderer} from '@elzekool/laser-game-lib/game';

//... create a world, scene, etc.

const renderer = new Renderer({
  world,
  scene,
});

scene.start(renderer.render);

Game

The Game interface is the interface where you implement your game in. You are required to implement two methods: update() is called in a regular interval to allow you to update the game state. render(renderer: Renderer) is also called in a regular interval and is the place where you render your game. You are provided with a Renderer instance to help you with this.

As many games also require input/output WebSocket functionality is available. Therefor you can implement three different and optional functions: onMessage(message: string) is called when a new WebSocket message is received. getMessage(): string | null is called regularly and when it returns a string this is send to all connected clients. To send a message when a new client connects you can implement getWelcomeMessage(): string | null. Note that the library doesn't do any encode/decoding of the messages.

class ExampleGame {
  update() {
    // Update game state
  }

  render(renderer) {
    renderer.render();
  }
}

Game runner

To easely use all the elements in this library you can use the GameRunner. This will create a World, Renderer, Game and will initialize the Devices, web server and will start all updates.

import {Simulator} from "@laser-dac/simulator";
import {GameRunner} from '@elzekool/laser-game-lib';
import * as path from "path";

const gameRunner = new GameRunner({
    // Provide the root path of your web frontend
    webserverRootPath: path.join(__dirname, '/public'),

    // Provide the bounds of your world
    worldBounds: {
        topLeft: { x: 0, 0 },
        bottomRight: { x: 1.0, y: 1.0 }
    },

    // Provide the devices you want to use for rendering
    devices: [
        new Simulator()
    ],

    // Create a function that returns an instance of your game.
    gameFactory: (world => new ExampleGame(world))
});

// Actually start your game
gameRunner.start();

Utilities

Object Movement

To automate the movement of objects the ObjectMover can be used. It automatically moves all objects in the World that adhere to the MovingObject interface (having getPosition(): Vector, setPosition(position: Vector), getVelocity(): Vector, setVelocity(velocity: Vector) and getGravityFactor(): number functions).

velocity is described as a direction vector. The value of this vector is the moment in 1 second.

When creating the ObjectMover you can provide a gravity vector. This vector multiplied by the object gravityFactor is added on each iteration. Note that this is not a full physics engine, there is no bounce, etc.

An example how to use it:

import {ObjectMover} from '@elzekool/game/movement';

class ObjectToMove {
  position = {x: 0, y: 1.0};
  velocity = {x: 0.1, y: -0.2};

  getPosition() {
    return this.position;
  }

  setPosition(position) {
    this.position = position;
  }

  getVelocity() {
    return this.velocity;
  }

  setVelocity(velocity) {
    this.velocity = velocity;
  }

  getGravityFactor() {
    return 0.1;
  }

  draw() {
    return [
      //... shapes
    ];
  }
}

const objectMover = new ObjectMover({
  world,
  gravity: {x: 0, y: 0.1},
});

world.addObject(new ObjectToMove());

objectMover.moveObjects();

Out Of Bounds Detection

When objects move they can get out-of-bounds. In that case you don't want to keep rendering them. To ease the automatic removal of objects you can use the OutOfBoundDetector.

TODO: Complete

Collision detection

TODO: Complete

Drawing

The library contains a few utilities for drawing.

Resolution Scaler

@laser-dac shapes use the resolution of the Scene to determine the number of points to render. This number represents the number of points rendered in a straight line from [0,0] to [1,0]. You can use the resolution scale to change this resolution for a specific shape. An example how to use it:

import {ResolutionScaler} from '@elzekool/laser-game-lib/draw/ResolutionScaler';
import {Line} from '@laser-dac/draw';

new ResolutionScaler(
  // Shape to render with modified resolution
  new Line({
    from: [ 0, 0 ],
    to: [ 1, 0 ]
    color: [0, 1, 0],
  }),

  // Resolution factor (0.5 will half the resolution)
  0.5
)