cleaned up UIElement code
This commit is contained in:
parent
6149b983a5
commit
fff1ac4907
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@ -15,13 +15,14 @@ export default abstract class CanvasNode extends GameNode implements Region {
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constructor(){
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super();
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this.position.setOnChange(this.positionChanged);
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this._size = new Vec2(0, 0);
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this._size.setOnChange(this.sizeChanged);
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this._size.setOnChange(() => this.sizeChanged());
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this._scale = new Vec2(1, 1);
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this._scale.setOnChange(this.scaleChanged);
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this._scale.setOnChange(() => this.scaleChanged());
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this._boundary = new AABB();
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this.updateBoundary();
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this.size.set(101, 101);
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}
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get size(): Vec2 {
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@ -30,7 +31,8 @@ export default abstract class CanvasNode extends GameNode implements Region {
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set size(size: Vec2){
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this._size = size;
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this._size.setOnChange(this.sizeChanged);
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// Enter as a lambda to bind "this"
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this._size.setOnChange(() => this.sizeChanged());
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this.sizeChanged();
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}
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@ -40,23 +42,21 @@ export default abstract class CanvasNode extends GameNode implements Region {
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set scale(scale: Vec2){
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this._scale = scale;
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this._scale.setOnChange(this.scaleChanged);
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// Enter as a lambda to bind "this"
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this._scale.setOnChange(() => this.scaleChanged());
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this.scaleChanged();
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}
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protected positionChanged = (): void => {
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if(this.hasPhysics){
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this.collisionShape.center = this.position;
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}
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protected positionChanged(): void {
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super.positionChanged();
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this.updateBoundary();
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}
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protected sizeChanged = (): void => {
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protected sizeChanged(): void {
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this.updateBoundary();
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}
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protected scaleChanged = (): void => {
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protected scaleChanged(): void {
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this.updateBoundary();
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}
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@ -56,7 +56,7 @@ export default abstract class GameNode implements Positioned, Unique, Updateable
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constructor(){
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this.input = InputReceiver.getInstance();
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this._position = new Vec2(0, 0);
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this._position.setOnChange(this.positionChanged);
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this._position.setOnChange(() => this.positionChanged());
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this.receiver = new Receiver();
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this.emitter = new Emitter();
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}
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@ -68,7 +68,7 @@ export default abstract class GameNode implements Positioned, Unique, Updateable
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set position(pos: Vec2) {
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this._position = pos;
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this._position.setOnChange(this.positionChanged);
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this._position.setOnChange(() => this.positionChanged());
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this.positionChanged();
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}
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@ -220,8 +220,7 @@ export default abstract class GameNode implements Positioned, Unique, Updateable
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/**
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* Called if the position vector is modified or replaced
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*/
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// TODO - For some reason this isn't recognized in the child class
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protected positionChanged = (): void => {
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protected positionChanged(): void {
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if(this.hasPhysics){
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this.collisionShape.center = this.position;
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}
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@ -5,18 +5,13 @@ import Vec2 from "../DataTypes/Vec2";
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/**
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* The representation of a UIElement - the parent class of things like buttons
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*/
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export default class UIElement extends CanvasNode {
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export default abstract class UIElement extends CanvasNode {
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// Style attributes
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protected textColor: Color;
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protected backgroundColor: Color;
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protected borderColor: Color;
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protected text: string;
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protected font: string;
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protected fontSize: number;
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protected hAlign: string;
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protected vAlign: string;
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protected borderRadius: number;
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protected borderWidth: number;
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protected padding: Vec2;
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// EventAttributes
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onClick: Function;
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@ -35,16 +30,11 @@ export default class UIElement extends CanvasNode {
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super();
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this.position = position;
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this.textColor = new Color(0, 0, 0, 1);
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this.backgroundColor = new Color(0, 0, 0, 0);
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this.borderColor = new Color(0, 0, 0, 0);
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this.text = "";
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this.font = "Arial";
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this.fontSize = 30;
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this.hAlign = "center";
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this.vAlign = "center";
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this.borderRadius = 5;
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this.borderWidth = 1;
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this.padding = Vec2.ZERO;
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this.onClick = null;
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this.onClickEventId = null;
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@ -60,16 +50,12 @@ export default class UIElement extends CanvasNode {
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this.isEntered = false;
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}
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setText(text: string): void {
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this.text = text;
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}
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setBackgroundColor(color: Color): void {
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this.backgroundColor = color;
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}
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setTextColor(color: Color): void {
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this.textColor = color;
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setPadding(padding: Vec2): void {
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this.padding.copy(padding);
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}
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update(deltaT: number): void {
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@ -126,36 +112,6 @@ export default class UIElement extends CanvasNode {
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}
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}
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/**
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* Calculate the offset of the text - this is useful for rendering text with different alignments
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*
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*/
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protected calculateOffset(ctx: CanvasRenderingContext2D): Vec2 {
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let textWidth = ctx.measureText(this.text).width;
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let offset = new Vec2(0, 0);
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let hDiff = this.size.x - textWidth;
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if(this.hAlign === "center"){
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offset.x = hDiff/2;
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} else if (this.hAlign === "right"){
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offset.x = hDiff;
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}
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if(this.vAlign === "top"){
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ctx.textBaseline = "top";
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offset.y = 0;
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} else if (this.vAlign === "bottom"){
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ctx.textBaseline = "bottom";
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offset.y = this.size.y;
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} else {
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ctx.textBaseline = "middle";
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offset.y = this.size.y/2;
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}
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return offset;
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}
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/**
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* Overridable method for calculating background color - useful for elements that want to be colored on different after certain events
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*/
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@ -169,42 +125,4 @@ export default class UIElement extends CanvasNode {
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protected calculateBorderColor(): string {
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return this.borderColor.toStringRGBA();
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}
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/**
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* Overridable method for calculating text color - useful for elements that want to be colored on different after certain events
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*/
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protected calculateTextColor(): string {
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return this.textColor.toStringRGBA();
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}
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render(ctx: CanvasRenderingContext2D): void {
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// Grab the global alpha so we can adjust it for this render
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let previousAlpha = ctx.globalAlpha;
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ctx.globalAlpha = this.getLayer().getAlpha();
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let origin = this.scene.getViewTranslation(this);
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ctx.font = this.fontSize + "px " + this.font;
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let offset = this.calculateOffset(ctx);
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// Stroke and fill a rounded rect and give it text
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ctx.fillStyle = this.calculateBackgroundColor();
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ctx.fillRoundedRect(this.position.x - origin.x - this.size.x/2, this.position.y - origin.y - this.size.y/2,
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this.size.x, this.size.y, this.borderRadius);
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ctx.strokeStyle = this.calculateBorderColor();
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ctx.lineWidth = this.borderWidth;
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ctx.strokeRoundedRect(this.position.x - origin.x - this.size.x/2, this.position.y - origin.y - this.size.y/2,
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this.size.x, this.size.y, this.borderRadius);
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ctx.fillStyle = this.calculateTextColor();
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ctx.fillText(this.text, this.position.x + offset.x - origin.x - this.size.x/2, this.position.y + offset.y - origin.y - this.size.y/2);
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ctx.globalAlpha = previousAlpha;
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ctx.lineWidth = 4;
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ctx.strokeStyle = "#00FF00"
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let b = this.boundary;
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ctx.strokeRect(b.x - b.hw - origin.x, b.y - b.hh - origin.y, b.hw*2, b.hh*2);
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}
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}
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@ -1,13 +1,12 @@
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import UIElement from "../UIElement";
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import Label from "./Label";
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import Color from "../../Utils/Color";
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import Vec2 from "../../DataTypes/Vec2";
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export default class Button extends UIElement{
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export default class Button extends Label {
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constructor(position: Vec2, text: string){
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super(position);
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this.text = text;
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super(position, text);
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this.backgroundColor = new Color(150, 75, 203);
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this.borderColor = new Color(41, 46, 30);
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this.textColor = new Color(255, 255, 255);
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@ -1,9 +1,130 @@
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import Vec2 from "../../DataTypes/Vec2";
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import Color from "../../Utils/Color";
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import UIElement from "../UIElement";
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export default class Label extends UIElement{
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protected textColor: Color;
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protected text: string;
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protected font: string;
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protected fontSize: number;
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protected hAlign: string;
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protected vAlign: string;
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/** A flag for if the width of the text has been measured on the canvas for auto width assignment */
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protected sizeAssigned: boolean;
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constructor(position: Vec2, text: string){
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super(position);
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this.text = text;
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this.textColor = new Color(0, 0, 0, 1);
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this.font = "Arial";
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this.fontSize = 30;
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this.hAlign = "center";
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this.vAlign = "center";
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this.sizeAssigned = false;
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}
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setText(text: string): void {
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this.text = text;
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}
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setTextColor(color: Color): void {
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this.textColor = color;
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}
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/**
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* Overridable method for calculating text color - useful for elements that want to be colored on different after certain events
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*/
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protected calculateTextColor(): string {
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return this.textColor.toStringRGBA();
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}
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protected calculateTextWidth(ctx: CanvasRenderingContext2D): number {
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ctx.font = this.fontSize + "px " + this.font;
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return ctx.measureText(this.text).width;
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}
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/**
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* Calculate the offset of the text - this is useful for rendering text with different alignments
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*
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*/
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protected calculateTextOffset(ctx: CanvasRenderingContext2D): Vec2 {
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let textWidth = this.calculateTextWidth(ctx);
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let offset = new Vec2(0, 0);
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let hDiff = this.size.x - textWidth;
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if(this.hAlign === "center"){
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offset.x = hDiff/2;
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} else if (this.hAlign === "right"){
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offset.x = hDiff;
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}
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if(this.vAlign === "top"){
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ctx.textBaseline = "top";
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offset.y = 0;
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} else if (this.vAlign === "bottom"){
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ctx.textBaseline = "bottom";
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offset.y = this.size.y;
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} else {
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ctx.textBaseline = "middle";
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offset.y = this.size.y/2;
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}
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return offset;
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}
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protected sizeChanged(): void {
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super.sizeChanged();
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this.sizeAssigned = true;
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}
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protected autoSize(ctx: CanvasRenderingContext2D){
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let width = this.calculateTextWidth(ctx);
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let height = this.fontSize;
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this.size.set(width + this.padding.x*2, height + this.padding.y*2);
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this.sizeAssigned = true;
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}
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/** On the next render, size this element to it's current text using its current font size */
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sizeToText(): void {
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this.sizeAssigned = false;
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}
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render(ctx: CanvasRenderingContext2D): void {
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// If the size is unassigned (by the user or automatically) assign it
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if(!this.sizeAssigned){
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this.autoSize(ctx);
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}
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// Grab the global alpha so we can adjust it for this render
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let previousAlpha = ctx.globalAlpha;
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ctx.globalAlpha = this.getLayer().getAlpha();
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let origin = this.scene.getViewTranslation(this);
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ctx.font = this.fontSize + "px " + this.font;
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let offset = this.calculateTextOffset(ctx);
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// Stroke and fill a rounded rect and give it text
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ctx.fillStyle = this.calculateBackgroundColor();
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ctx.fillRoundedRect(this.position.x - origin.x - this.size.x/2, this.position.y - origin.y - this.size.y/2,
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this.size.x, this.size.y, this.borderRadius);
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ctx.strokeStyle = this.calculateBorderColor();
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ctx.lineWidth = this.borderWidth;
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ctx.strokeRoundedRect(this.position.x - origin.x - this.size.x/2, this.position.y - origin.y - this.size.y/2,
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this.size.x, this.size.y, this.borderRadius);
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ctx.fillStyle = this.calculateTextColor();
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ctx.fillText(this.text, this.position.x + offset.x - origin.x - this.size.x/2, this.position.y + offset.y - origin.y - this.size.y/2);
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ctx.globalAlpha = previousAlpha;
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ctx.lineWidth = 4;
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ctx.strokeStyle = "#00FF00"
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let b = this.boundary;
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ctx.strokeRect(b.x - b.hw - origin.x, b.y - b.hh - origin.y, b.hw*2, b.hh*2);
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}
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}
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@ -13,6 +13,7 @@ export default class Viewport {
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private view: AABB;
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private boundary: AABB;
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private following: GameNode;
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private focus: Vec2;
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/**
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* A queue of previous positions of what this viewport is following. Used for smoothing viewport movement
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@ -35,6 +36,7 @@ export default class Viewport {
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this.smoothingFactor = 10;
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this.scrollZoomEnabled = false;
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this.canvasSize = Vec2.ZERO;
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this.focus = Vec2.ZERO;
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}
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enableZoom(): void {
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@ -130,6 +132,14 @@ export default class Viewport {
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if(smoothingFactor < 1) smoothingFactor = 1;
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this.smoothingFactor = smoothingFactor;
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}
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/**
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* Tells the viewport to focus on a point. Overidden by "following".
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* @param focus
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*/
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setFocus(focus: Vec2): void {
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this.focus.copy(focus);
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}
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/**
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* Returns true if the CanvasNode is inside of the viewport
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@ -223,6 +233,7 @@ export default class Viewport {
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this.view.center.copy(pos);
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} else {
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this.lastPositions.enqueue(this.focus);
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if(this.lastPositions.getSize() > this.smoothingFactor){
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this.lastPositions.dequeue();
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}
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37
src/_DemoClasses/Mario/MainMenu.ts
Normal file
37
src/_DemoClasses/Mario/MainMenu.ts
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import Vec2 from "../../DataTypes/Vec2";
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import Debug from "../../Debug/Debug";
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import InputHandler from "../../Input/InputHandler";
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import InputReceiver from "../../Input/InputReceiver";
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import { GraphicType } from "../../Nodes/Graphics/GraphicTypes";
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import Button from "../../Nodes/UIElements/Button";
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import { UIElementType } from "../../Nodes/UIElements/UIElementTypes";
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import Scene from "../../Scene/Scene";
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import Color from "../../Utils/Color";
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export default class MainMenu extends Scene {
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playBtn: Button;
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loadScene(): void {
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}
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startScene(): void {
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this.addUILayer("Main");
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let size = this.viewport.getHalfSize();
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this.viewport.setFocus(size);
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this.playBtn = <Button>this.add.uiElement(UIElementType.BUTTON, "Main", {position: new Vec2(size.x, size.y), text: "Play Game"});
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this.playBtn.setBackgroundColor(Color.GREEN);
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this.playBtn.setPadding(new Vec2(50, 10));
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this.playBtn.onClick = () => {
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console.log("Play");
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}
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}
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updateScene(): void {
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Debug.log("mp", InputReceiver.getInstance().getMousePosition().toString());
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}
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}
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@ -1,5 +1,6 @@
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import GameLoop from "./Loop/GameLoop";
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import {} from "./index";
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import MainMenu from "./_DemoClasses/Mario/MainMenu";
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import Level1 from "./_DemoClasses/Mario/Level1";
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function main(){
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@ -26,7 +27,7 @@ function main(){
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}
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let sm = game.getSceneManager();
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sm.addScene(Level1, sceneOptions);
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sm.addScene(MainMenu, {});
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}
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CanvasRenderingContext2D.prototype.roundedRect = function(x: number, y: number, w: number, h: number, r: number): void {
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