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panvas.js
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panvas.js
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// isMobile function determines if the web page is opened on a mobile device
function isMobile() {
return /Android|webOS|iPhone|iPad|iPod|BlackBerry|IEMobile|Opera Mini/i.test(
navigator.userAgent
);
}
// Variables used for handling user interaction
let keyCode, mouseX, mouseY, cMouseX, cMouseY, canvasX, canvasY;
let touches = [];
let touchX, touchY, prevTouchX, prevTouchY;
let mousePressed = false;
// Mathematical variables
const PI = Math.PI;
const TWO_PI = 2 * PI;
const HALF_PI = PI / 2;
const E = Math.E;
const SQRT2 = Math.SQRT2;
const SQRT1_2 = Math.SQRT1_2;
const LN2 = Math.LN2;
const LN10 = Math.LN10;
const LOG2E = Math.LOG2E;
const LOG10E = Math.LOG10E;
// Directional variables
let UP, DOWN, LEFT, RIGHT, CENTER, START, END, CORNER;
let mobile;
// Canvas variables
let width, height;
let innerWidth, innerHeight;
let can;
let frameRate = 60;
let interval = undefined;
let frameCount = 0;
let hasACanvas = true;
// Array used for auto updating objects
const updateable = [];
// Library that handles key codes
const KEY = {
LEFT_ARROW: 37,
UP_ARROW: 38,
RIGHT_ARROW: 39,
DOWN_ARROW: 40,
A: 65,
B: 66,
C: 67,
D: 68,
E: 69,
F: 70,
G: 71,
H: 72,
I: 73,
J: 74,
K: 75,
L: 76,
M: 77,
N: 78,
O: 79,
P: 80,
Q: 81,
R: 82,
S: 83,
T: 84,
U: 85,
V: 86,
W: 87,
X: 88,
Y: 89,
Z: 90,
0: 48,
1: 49,
2: 50,
3: 51,
4: 52,
5: 53,
6: 54,
7: 55,
8: 56,
9: 57,
NUM0: 96,
NUM1: 97,
NUM2: 98,
NUM3: 99,
NUM4: 100,
NUM5: 101,
NUM6: 102,
NUM7: 103,
NUM8: 104,
NUM9: 105,
ESC: 27,
TAB: 9,
CAPS_LOCK: 20,
LEFT_SHIFT: 16,
CONTROL: 17,
SPACE: 32,
CONTEXT_MENU: 93,
RIGHT_SHIFT: 16,
ENTER: 13,
BACKSPACE: 8,
ALT: 18,
F1: 112,
F2: 113,
F3: 114,
F4: 115,
F5: 116,
F6: 117,
F7: 118,
F8: 119,
F9: 120,
F10: 121,
F11: 122,
F12: 123,
PAUSE: 19,
DELETE: 46,
HOME: 36,
PAGE_UP: 33,
PAGE_DOWN: 34,
};
// Main Canvas class
class Canvas {
constructor(width_, height_, canvas_) {
// Handle canvas size
this.width = width_ || 100;
this.height = height_ || this.width;
// Determine if an existig canvas is being used or if a new one should be created
if (canvas_ === undefined) {
this.canvas = document.createElement("CANVAS");
document.body.appendChild(this.canvas);
} else this.canvas = canvas_;
// Update global variables
width = this.width;
height = this.height;
// Get canvas context used for manipulating the canvas
this.ctx = this.canvas.getContext("2d");
// Allow accessing the canvas element through a global variable
can = this;
// Handle canvas internal size variables
this.canvas.width = this.width;
this.canvas.height = this.height;
// Calling the loop function in an interval determined by the global framerate variable
interval = setInterval(loop, 1000 / frameRate);
// Set default maximum size of the canvas
this.maxWidth = 99000;
this.maxHeight = 99000;
// Set the background color
this.backgroundColor = "rgb(0, 0, 0)";
this.shouldClear = true;
this.isPaused = false;
// Handle shape defaults
this.lnWdth = 1;
this.rectDrawMode = "corner";
}
// clear method is used for "clearing" the canvas by drawing a square over it
clear() {
this.ctx.fillStyle = this.backgroundColor;
this.ctx.fillRect(
-this.maxWidth / 3,
-this.maxHeight / 3,
(this.maxWidth / 3) * 2,
(this.maxHeight / 3) * 2
);
}
// noClear method allows the user to disable clearing
noClear() {
this.shouldClear = false;
}
// setMaxSize method allows the user to change the canvas max size
setMaxSize(width_, height_) {
this.maxWidth = width_;
this.maxHeight = height_;
}
// setSize method allows the user to change the canvas size on the go
setSize(width_, height_) {
if (width_ === undefined && height_ === undefined) {
// Handle bad arguments
error("setSize function requires at least one argument");
} else {
// Update all canvas size variables
this.canvas.width = width_;
this.canvas.height = height_ || width_;
width = width_;
height = height_;
}
}
// fullScreen method allows the user to set the canvas to take the full window size
fullScreen() {
this.setSize(innerWidth, innerHeight);
}
// background method allows the user to change the canvas background
background(r, g, b, a) {
if (r === undefined) {
// Handle bad arguments
error("Invalid arguments for Canvas background method");
} else {
let red, green, blue, alpha;
// Check if the provided argument is a Color class
if (r instanceof Color) {
// Update canvas color based on the object arguments
red = r.red;
green = r.green;
blue = r.blue;
alpha = r.alpha;
this.backgroundColor = r.color();
} else {
// Update canvas color based on the provided arguments
red = r;
green = g === undefined ? r : g;
blue = b === undefined ? r : b;
alpha = a === undefined ? 255 : g;
this.backgroundColor = color(red, green, blue, alpha);
this.canvas.style.backgroundColor = color(red, green, blue, alpha);
}
}
}
// fill method allows the user to change the fill color of the canvas
fill(r, g, b, a) {
if (r === undefined) {
// Handle bad arguments
error("Invalid arguments for Canvas fill method");
} else {
let red, green, blue, alpha;
// Check if the provided argument is a Color class
if (r instanceof Color) {
// Update canvas fill color based on the object arguments
this.ctx.fillStyle = r.color();
} else {
// Update canvas fill color based on the provided arguments
red = r;
green = g === undefined ? r : g;
blue = b === undefined ? r : b;
if (g !== undefined && b === undefined) {
green = r;
alpha = g;
} else if (a !== undefined) {
alpha = a;
} else {
alpha = 255;
}
this.ctx.fillStyle = color(red, green, blue, alpha);
}
}
}
// noFill method allows the user to draw shapes with no fill color
noFill() {
this.ctx.fillStyle = "rgba(0, 0, 0, 0)";
}
// stroke method allows the user to set the stroke color of the drawing
stroke(r, g, b, a) {
if (r === undefined) {
// Handle bad arguments
error("Invalid arguments for Canvas stroke method");
} else {
let red, green, blue, alpha;
// Check if the provided argument is a Color class
if (r instanceof Color) {
// Update canvas stroke color based on the object arguments
this.ctx.fillStyle = r.color();
} else {
// Update canvas stroke color based on the provided arguments
red = r;
green = g === undefined ? r : g;
blue = b === undefined ? r : b;
if (g !== undefined && b === undefined) {
green = r;
alpha = g;
} else if (a !== undefined) {
alpha = a;
} else {
alpha = 255;
}
this.ctx.strokeStyle = color(red, green, blue, alpha);
}
}
}
// noStroke method allows the user to disable the stroke
noStroke() {
this.ctx.strokeStyle = "rgba(0, 0, 0, 0)";
}
// lineWidth method allows the user to change the stroke size
lineWidth(width_) {
this.ctx.lineWidth = width_;
this.lnWdth = width_;
}
// line method allows the user to draw a line on the canvas
line(x1, y1, x2, y2) {
// Handle bad arguments
if (
x1 === undefined ||
x2 === undefined ||
y1 === undefined ||
y2 === undefined
)
error("Invalid arguments for Canvas line method");
else {
// Draw a line based on the provided arguments
this.ctx.beginPath();
this.ctx.moveTo(x1, y1);
this.ctx.lineTo(x2, y2);
this.ctx.stroke();
}
}
// lineFromVector method allows the user to draw a line from a Vector class
lineFromVector(vector) {
// Handle bad arguments
if (vector === undefined || !(vector instanceof Vector))
error("Invalid argument for Canvas lineFromVector method");
else {
// Calculate line start and end point based on the vector information
let x1 = vector.x;
let y1 = vector.y;
let theta = vector.angle(true);
let length = vector.magnitude();
let x2 = length * cos(theta) + x1;
let y2 = length * sin(theta) + y1;
// Draw the line based on the calculated arguments
this.ctx.beginPath();
this.ctx.moveTo(x1, y1);
this.ctx.lineTo(x2, y2);
this.ctx.stroke();
}
}
// lineFromAngle method allows the user to draw a line based on an angle
lineFromAngle(x, y, angle, length) {
// Handle bad arguments
if (x === undefined)
error("Invalid arguments for Canvas lineFromAngle method");
else {
// Calculate lin end point based on the vector information
let x1 = x;
let y1 = y;
let theta = angle;
let len = length;
let x2 = len * cos(theta) + x1;
let y2 = len * sin(theta) + y1;
// Draw the line based on the calculated arguments
this.ctx.beginPath();
this.ctx.moveTo(x1, y1);
this.ctx.lineTo(x2, y2);
this.ctx.stroke();
}
}
// rect method allows the user to draw a rectangle on the canvas
rect(x, y, width_, height_) {
if (
x === undefined &&
y === undefined &&
width_ === undefined &&
height_ === undefined
) {
// Handle bad arguments
error("Invalid arguments for Canvas rect method");
} else {
// Prepare necessary variables
let x1 = x;
let y1 = y;
let wid, heig;
// Handle size if the provided arguments are incomplete
if (width_ === undefined && height_ === undefined) {
y1 = x1;
wid = y;
heig = width_;
} else if (width_ !== undefined && height_ === undefined) {
wid = width_;
heig = wid;
} else {
wid = width_;
heig = height_;
}
// Draw the canvas based on the set rectangle drawing origin
if (this.rectDrawMode === "corner") {
this.ctx.fillRect(x1, y1, wid, heig);
this.ctx.strokeRect(x1, y1, wid, heig);
} else if (this.rectDrawMode === "center") {
this.ctx.fillRect(x1 - wid / 2, y1 - heig / 2, wid, heig);
this.ctx.strokeRect(x1 - wid / 2, y1 - heig / 2, wid, heig);
}
}
}
// rectMode method allows the user to change the rectangle drawing origin of the canvas
rectMode(mode) {
// Handle bad arguments
if (mode !== "center" && mode !== "corner")
error("Invalid argument for Canvas rectMode method");
else this.rectDrawMode = mode;
}
// point method allows the user to draw a point on the canvas
point(x, y) {
// Handle bad arguments
if (x === undefined) error("Invalid arguments for Canvas point method");
else {
// Draw the point on the given coordinates with the size of the lineWidth
let x1 = x;
let y1 = y || x;
this.ctx.beginPath();
this.ctx.fillStyle = this.ctx.strokeStyle;
this.ctx.arc(x1, y1, this.lnWdth / 2, 0, PI * 2);
this.ctx.fill();
this.ctx.stroke();
this.ctx.closePath();
}
}
// circle method allows the user to draw a circle on the canvas
circle(x, y, r) {
if (x === undefined || y === undefined || r === undefined) {
// Handle bad arguments
error("Invalid arguments for Canvas circle method");
} else {
// Draw the circle based on the provided arguments
let x1 = x;
let y1 = y;
let radius = r;
this.ctx.beginPath();
this.ctx.arc(x1, y1, radius, 0, PI * 2);
this.ctx.fill();
this.ctx.stroke();
this.ctx.closePath();
}
}
// arc method allows the user to draw an arc shape on the canvas
arc(x, y, r, startAngle, endAngle) {
if (
x === undefined ||
y === undefined ||
r === undefined ||
startAngle === undefined ||
endAngle === undefined
) {
// Handle bad arguments
error("Invalid arguments for Canvas arc method");
} else {
// Draw an arc based on the provided arguments
let x1 = x;
let y1 = y;
let radius = r;
let sa = toRadians(startAngle - 90);
let ea = toRadians(endAngle - 90);
this.ctx.beginPath();
this.ctx.moveTo(x1, y1);
this.ctx.arc(x1, y1, radius, sa, ea);
this.ctx.closePath();
this.ctx.fill();
this.ctx.stroke();
this.ctx.closePath();
}
}
// ellipse method allows the user to draw an ellipse on the canvas
ellipse(x, y, width_, height_, rotation) {
// Handle bad arguments
if (x === undefined || height === undefined)
error("Invalid arguments for Canvas ellipse method");
else {
// Draw an ellipse based on the provided arguments
let x1 = x;
let y1 = y;
let wid = abs(width_);
let heig = abs(height_);
let angle = 0;
if (rotation !== undefined) angle = toRadians(rotation);
this.ctx.beginPath();
this.ctx.ellipse(x1, y1, wid, heig, angle, 0, TWO_PI);
this.ctx.fill();
this.ctx.stroke();
}
}
// beginShape method allows the user to start a shape at the given coordinates; in conjunction with the vertext and closeShape methods
beginShape(x, y) {
if (x === undefined)
error("Invalid arguments for Canvas beginShape method");
else {
this.ctx.beginPath();
this.ctx.moveTo(x, y);
}
}
// vertex method allows the user to place a new vertex in the started shape at the given coordinates; in conjunction with the beginShape and closeShape methods
vertex(x, y) {
if (x === undefined) error("Invalid arguments for Canvas vertex method");
else {
this.ctx.lineTo(x, y);
}
}
// closeShape method allows the user to close the shape at the started shape at the given coordinates; in conjunction with the vertext and beginShape methods
closeShape() {
this.ctx.closePath();
this.ctx.stroke();
this.ctx.fill();
}
// text method allows the user to write text on the canvas
text(text, x, y, fontSize, fontName) {
// Handle bad arguments
if (
text === undefined ||
x === undefined ||
y === undefined ||
fontSize === undefined ||
fontName === undefined
)
error("Invalid arguments for Canvas text method");
else {
// Write the text based on the given arguments
this.ctx.font = fontSize.toString() + "px " + fontName;
this.ctx.fillText(text, x, y);
this.ctx.strokeText(text, x, y);
}
}
// textAlign method allows the user to set the text alignment
textAlign(align) {
// Handle bad arguments
if (align === undefined) error("You need to specify the text alignment");
else {
// Update the text alignment
this.ctx.textAlign = align;
}
}
// translate method allows the user to move the canvas origin point to the provided coordinates
translate(x, y) {
// Handle bad arguments
if (x === undefined) error("Invalid arguments for Canvas translate method");
else {
// Translate the canvas origin point
if (y === undefined) {
y = x;
}
this.ctx.translate(x, y);
}
}
// rotate method allows the player to rotate the canvas by the angle
rotate(angle) {
if (angle === undefined) angle = 0;
this.ctx.rotate((angle * PI) / 180);
}
// save method allows the user to save the canvas state to memory
save() {
this.ctx.save();
}
// restore method allows the user to restore the saved canvas state
restore() {
this.ctx.restore();
}
// scale method allows the user to scale the canvas size
scale(width_, height_) {
let wid = width_ || 1;
let heig = height_ || wid;
this.ctx.scale(wid, heig);
}
// screenshot method allows the user to save a screenshot of the canvas
screenshot(name) {
let d = document.createElement("a");
let n;
if (name) {
n = name;
} else {
n = "panvasjs_screenshot" + randInt(999999);
}
// Download the screenshot to the user's device
let down = n + ".png";
d.setAttribute("download", down);
d.href = this.canvas
.toDataURL("image/png")
.replace(/^data:image\/[^;]/, "data:application/octet-stream");
d.click();
}
// playPause method allows the user to pause or unpause the canvas updates based on the current statee
playPause() {
if (interval) {
clearInterval(interval);
interval = null;
if (typeof onPause === "function") onPause();
this.isPaused = true;
} else {
framerate(frameRate);
this.isPaused = false;
}
}
// pause method allows the user to pause the canvas updates
pause() {
clearInterval(interval);
interval = null;
this.isPaused = true;
}
// play method allows the user to resume the canvas updates
play() {
framerate(frameRate);
this.isPaused = false;
}
// drawImage method allows the user to drawn an image to the canvas
drawImage(image, sx, sy, swidth, sheight, x, y, wid, heig) {
// Handle bad arguments
if (image === undefined)
error("Invalid arguments for Canvas drawImage method");
else {
if (swidth === undefined) this.ctx.drawImage(image.image, sx, sy);
else if (swidth !== undefined && sheight !== undefined && x === undefined)
this.ctx.drawImage(image.image, sx, sy, swidth, sheight);
else if (heig !== undefined)
this.ctx.drawImage(
image.image,
sx,
sy,
swidth,
sheight,
x,
y,
wid,
heig
);
}
}
}
// Main Vector class
class Vector {
constructor(x, y) {
// Prepare basic vector variables
this.x = 0;
this.y = 0;
this.previousX = 0;
this.previousY = 0;
if (x !== undefined) this.x = x;
if (y !== undefined) this.y = y;
}
// set method allows the user to update the vector coordinates
set(x, y) {
if (x === undefined || y === undefined) {
// Handle bad arguments
error("No value has been passed to the Vector set function");
} else {
// Update the vector coordinates based on the provided arguments
this.previousX = x;
this.previousX = y;
this.x = x;
this.y = y;
}
}
// add method allows the user to perform addition with the provided vector
add(vec2) {
if (vec2 === undefined) {
// Handle bad arguments
error("No vector has been passed to the Vector add function");
} else {
// Add the provided vector
this.previousX = this.x;
this.previousY = this.y;
this.x += vec2.x;
this.y += vec2.y;
}
}
// subtract method allows the user to perform subtraction with the provided vector
subtract(vec2) {
if (vec2 === undefined) {
// Handle bad arguments
error("No vector has been passed to the Vector subtract function");
} else {
// Subtract the provided vector
this.previousX = this.x;
this.previousY = this.y;
this.x -= vec2.x;
this.y -= vec2.y;
}
}
// multiply method allows the user to perform multiplication with the provided vector
multiply(num) {
if (num === undefined) num = 1;
this.previousX = this.x;
this.previousY = this.y;
this.x *= num;
this.y *= num;
}
// divide method allows the user to perform division with the provided vector
divide(num) {
if (num === undefined) num = 1;
num = 1 / num;
this.multiply(num);
}
// angle method allows the user to get the angle of the vector
angle(degrees) {
if (degrees != undefined) return (atan(this.y / this.x) * 180) / PI;
return atan(this.y / this.x);
}
// rotate method allows the user to rotate the vector by the given angle
rotate(angle) {
this.previousX = this.x;
this.previousY = this.y;
this.x = cos(angle) * this.previousX - sin(angle) * this.previousY;
this.y = sin(angle) * this.previousX + cos(angle) * this.previousY;
}
// magnitude method allows the user to get the magnitude of the vector
magnitude() {
return sqrt(sqr(this.x) + sqr(this.y));
}
// magnitudeSqr method allows the user to get the squared magnitude of the vector
magnitudeSqr() {
return sqr(this.x) + sqr(this.y);
}
// setMagnitude method allows the user to update the vector magnitude
setMagnitude(newMag) {
let mag = sqrt(sqr(this.x) + sqr(this.y));
let ratio = newMag / mag;
this.previousX = this.x;
this.previousY = this.y;
this.x *= ratio;
this.y *= ratio;
}
// limit method allows the user to set the maximum magnitude for the vector
limit(minMag, maxMag) {
let maxM = minMag;
let minM = null;
if (maxMag) {
maxM = maxMag;
minM = minMag;
}
if (minM && this.magnitude() < minM) this.setMagnitude(minM);
if (this.magnitude() > maxM) this.setMagnitude(maxM);
}
// copy method allows the user to get a copy of the vector
copy() {
return new Vector(this.x, this.y);
}
// normalize method allows the user to normalize the vector/set its magnitude to 1
normalize() {
let tmp = new Vector(this.x, this.y);
let mag = sqrt(sqr(tmp.x) + sqr(tmp.y));
tmp.x = tmp.x / mag;
tmp.y = tmp.y / mag;
this.previousX = this.x;
this.previousY = this.y;
this.x = tmp.x;
this.y = tmp.y;
}
// distance method allows the user to get the distance to another vector
distance(vec2) {
// Handle bad arguments
if (vec2 === undefined)
error("You need to pass another vector to the Vector distance method");
else return sqrt(sqr(this.x - vec2.x) + sqr(this.y - vec2.y));
}
// isOffScreen method allows the user to check if the vector is off the edges of the canvas
isOffScreen() {
if (this.x >= width || this.x < 0 || this.y >= height || this.y < 0)
return true;
else return false;
}
// lerp method allows the user to lerp the vector towards another vector over time
lerp(vec2, step) {
// Handle bad arguments
if (vec2 === undefined || step === undefined)
error("Invalid arguments for Vector lerp method");
else {
this.x = lerp(this.x, vec2.x, step);
this.y = lerp(this.y, vec2.y, step);
}
}
// constrain method allows the user to constrain the method between the set coordinates
constrain(minX, maxX, minY, maxY) {
if (this.x >= maxX) this.x = maxX;
else if (this.x <= minX) this.x = minX;
if (this.y >= maxY) this.y = maxY;
else if (this.y <= minY) this.y = minY;
}
}
// Vector.fromAngle method allows the user to create a vector from the given angles
Vector.__proto__.fromAngle = (angle) => {
return new Vector(cos(angle), sin(angle));
};
// Main Point class
class Point {
constructor(x, y) {
// Define all necessary variables
this.x = x;
this.y = y;
}
// distance method allows the user to get the distance to another point
distance(pt2) {
if (pt2 === undefined)
error("You need to pass another point to the Point distance method");
else return sqrt(sqr(this.x - pt2.x) + sqr(this.y - pt2.y));
}
// isOffScreen method allows the user to check if the point is off the edges of the canvas
isOffScreen() {
if (
this.x >= canvas.width ||
this.x < 0 ||
this.y >= canvas.height ||
this.y < 0
)
return true;
else return false;
}
}
// Main Color class
class Color {
constructor(red, green, blue, alpha) {
// Define all necessary variables
this.red = red || 0;
this.alpha = alpha || 255;
if (green !== undefined && blue !== undefined) {
this.green = green;
this.blue = blue;
this.alpha = 255;
} else if (green !== undefined && blue === undefined) {
this.green = red;
this.blue = red;
this.alpha = green;
} else {
this.green = red;
this.blue = red;
}
}
// randomize method allows the user to get a random variation of the color
randomize(randomizeAlpha) {
let r, g, b, a;
let offset = randInt(-100, 100);
r = this.red + offset;
g = this.green + offset;
b = this.blue + offset;
a = randomizeAlpha ? this.alpha + offset : this.alpha;
return new Color(r, g, b, a);
}
// color method allows the user to get the object as a usable color code
color() {
return color(this.red, this.green, this.blue, this.alpha);
}
}
// Main Image class
class Image {
constructor(path) {
// Define all necessary variables
this.path = path;
this.filename = this.path.split("/").pop();
this.image = document.createElement("IMG");
this.image.src = this.path;
}
}
// Main Sound class
class Sound {
constructor(path) {
// Define all necessary variables
this.path = path;
this.filename = this.path.split("/").pop();
this.audio = document.createElement("AUDIO");
this.audio.src = this.path;
}
// play method allows the user to play the audio
play() {
this.audio.play();
}
// pause method allows the user to pause the audio
pause() {
this.audio.pause();
}
// playPause method allows the user to play or pause the audio based on its current state
playPause() {
if (this.audio.paused) this.play();
else this.pause();
}
}
// Main Store class
class Store {
// save method allows the user to save data to the local storage
save(name, data) {
let d;
if (typeof data === "object") d = JSON.stringify(data);
else d = data;
window.localStorage.setItem(name, d);
}
// load method allows the user to load data from the local storage
load(name) {
let d = window.localStorage.getItem(name);
let data = JSON.parse(d);
return data;
}
// removeItem method allows the user to remvoe the provided item from the local storage
removeItem(name) {
window.localStorage.removeItem(name);
}