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import { validators, x as xPointsRaw, questions } from "./initialData.json" import type { Pair, ScoredValidator, ValidatorData } from "./types" import { linearInterpolation } from "./linearInterpolation" type DataPoints = [Array<number>, Array<number>, Array<number>, Array<number>] function getValidatorDataFromIdx(idx: number): ValidatorData { const [votes, clusterSize, commission, avgEraPoints, selfStake] = validators[idx] return { votes, clusterSize, commission, avgEraPoints, selfStake } } const add = (a: number, b: number) => a + b export function getPair(id: number): Pair { const [questionIdxs, quality] = questions[id] as [ [number, number] | string, number, ] return { id, pair: Array.isArray(questionIdxs) ? { a: getValidatorDataFromIdx(questionIdxs[0]), b: getValidatorDataFromIdx(questionIdxs[1]), } : null, quality: quality === -1 ? 0 : Math.max(0.0001, quality) / 0.75, } } export const maxQuestionsIdx = questions.length - 1 function getScoreFunctionForQuestionId(yPoints: DataPoints) { const xPoints = xPointsRaw as DataPoints const pointsByField = yPoints.map((ys, idxField) => ys.map((y, idx) => ({ y, x: xPoints[idxField][idx] })), ) const fns = pointsByField.map(linearInterpolation) return (validator: ValidatorData) => Object.values(validator)
.map((val, idx) => fns[idx](val)) .reduce(add) }
const sortingDataPromise = import("./sortingData.json").then( (mod) => mod.default, ) as Promise<Array<DataPoints>> const validatorsP = import("./validators").then((x) => x.validators) export async function ranking( questionId: number, ): Promise<Array<ScoredValidator>> { const [sortingData, validators] = await Promise.all([ sortingDataPromise, validatorsP, ]) const getScore = getScoreFunctionForQuestionId(sortingData[questionId]) return Object.entries(validators) .map(([address, validator]) => ({ address, score: getScore(validator), ...validator, })) .sort((a, b) => b.score - a.score) }
src/api/api.ts
w3f-validator-selection-tool-e904b57
[ { "filename": "src/api/validators/getPoints.ts", "retrieved_chunk": " }))\n return validators.map((validator) => {\n return Math.round(\n allEraPointsWithAvg\n .map((era) => {\n const points = era.pointsPerValidator.has(validator)\n ? era.pointsPerValidator.get(validator)!\n : era.avgPoints\n return points * era.avgMultiplier\n })", "score": 0.8074362277984619 }, { "filename": "src/api/linearInterpolation.ts", "retrieved_chunk": " return diff > 0\n ? binarySearch(target, sortedValues, mid, toIdx)\n : binarySearch(target, sortedValues, fromIdx, mid)\n}\nexport const linearInterpolation = (\n sortedPoints: Array<{ x: number; y: number }>,\n): ((x: number) => number) => {\n const sortedX = sortedPoints.map(({ x }) => x)\n const findLimits = (x: number): number | [number, number] => {\n if (x <= sortedX[0]) return 0", "score": 0.7965865135192871 }, { "filename": "src/api/validators/getCommissions.ts", "retrieved_chunk": "import { getStakingValidators } from \"./chain\"\nexport const getComissions = (validators: string[]) =>\n Promise.all(validators.map(getStakingValidators)).then((validators) =>\n validators.map(\n (v) => v && Math.round((v.commission as number) / 1_000) / 10_000,\n ),\n )", "score": 0.7872140407562256 }, { "filename": "src/api/validators/getPoints.ts", "retrieved_chunk": " let totalScorers = 0\n const allEraPointsWithAvg = allEraPoints\n .map((eraPoints) => {\n const nScorersInEra = eraPoints!.individual.length\n totalScorers += nScorersInEra\n const avgPoints =\n eraPoints!.individual.reduce((a, b) => a + b.points, 0) / nScorersInEra\n const pointsPerValidator = new Map(\n eraPoints!.individual.map((x) => [x.account, x.points] as const),\n )", "score": 0.7740141749382019 }, { "filename": "src/api/linearInterpolation.ts", "retrieved_chunk": " const lastIdx = sortedX.length - 1\n if (x >= sortedX[lastIdx]) return lastIdx\n return binarySearch(x, sortedX, 0, lastIdx)\n }\n return (x: number) => {\n const limits = findLimits(x)\n if (!Array.isArray(limits)) return sortedPoints[limits].y\n const [fromIdx, toIdx] = limits\n const yDelta = sortedPoints[toIdx].y - sortedPoints[fromIdx].y\n const xDelta = sortedPoints[toIdx].x - sortedPoints[fromIdx].x", "score": 0.7546843886375427 } ]
typescript
.map((val, idx) => fns[idx](val)) .reduce(add) }
import { getIdRefsByAttribute } from "./getIdRefsByAttribute"; import { getNodeAccessibilityData } from "./getNodeAccessibilityData"; import { getNodeByIdRef } from "./getNodeByIdRef"; import { HTMLElementWithValue } from "./getNodeAccessibilityData/getAccessibleValue"; import { isElement } from "./isElement"; import { isInaccessible } from "dom-accessibility-api"; export interface AccessibilityNode { accessibleAttributeLabels: string[]; accessibleDescription: string; accessibleName: string; accessibleValue: string; allowedAccessibilityChildRoles: string[][]; alternateReadingOrderParents: Node[]; childrenPresentational: boolean; node: Node; parent: Node | null; role: string; spokenRole: string; } interface AccessibilityNodeTree extends AccessibilityNode { children: AccessibilityNodeTree[]; } interface AccessibilityContext { alternateReadingOrderMap: Map<Node, Set<Node>>; container: Node; ownedNodes: Set<Node>; visitedNodes: Set<Node>; } function addAlternateReadingOrderNodes( node: Element, alternateReadingOrderMap: Map<Node, Set<Node>>, container: Element ) { const idRefs = getIdRefsByAttribute({ attributeName: "aria-flowto", node, }); idRefs.forEach((idRef) => { const
childNode = getNodeByIdRef({ container, idRef });
if (!childNode) { return; } const currentParentNodes = alternateReadingOrderMap.get(childNode) ?? new Set<Node>(); currentParentNodes.add(node); alternateReadingOrderMap.set(childNode, currentParentNodes); }); } function mapAlternateReadingOrder(node: Node) { const alternateReadingOrderMap = new Map<Node, Set<Node>>(); if (!isElement(node)) { return alternateReadingOrderMap; } node .querySelectorAll("[aria-flowto]") .forEach((parentNode) => addAlternateReadingOrderNodes(parentNode, alternateReadingOrderMap, node) ); return alternateReadingOrderMap; } function addOwnedNodes( node: Element, ownedNodes: Set<Node>, container: Element ) { const idRefs = getIdRefsByAttribute({ attributeName: "aria-owns", node, }); idRefs.forEach((idRef) => { const ownedNode = getNodeByIdRef({ container, idRef }); if (!!ownedNode && !ownedNodes.has(ownedNode)) { ownedNodes.add(ownedNode); } }); } function getAllOwnedNodes(node: Node) { const ownedNodes = new Set<Node>(); if (!isElement(node)) { return ownedNodes; } node .querySelectorAll("[aria-owns]") .forEach((owningNode) => addOwnedNodes(owningNode, ownedNodes, node)); return ownedNodes; } function getOwnedNodes(node: Node, container: Node) { const ownedNodes = new Set<Node>(); if (!isElement(node) || !isElement(container)) { return ownedNodes; } addOwnedNodes(node, ownedNodes, container); return ownedNodes; } function isHiddenFromAccessibilityTree(node: Node) { if (!node) { return true; } if (node.nodeType === Node.TEXT_NODE && !!node.textContent.trim()) { return false; } return !isElement(node) || isInaccessible(node); } function shouldIgnoreChildren(tree: AccessibilityNodeTree) { const { accessibleName, node } = tree; if (!accessibleName) { return false; } return ( // TODO: improve comparison on whether the children are superfluous // to include. accessibleName === ( node.textContent || `${(node as HTMLElementWithValue).value}` || "" )?.trim() ); } function flattenTree(tree: AccessibilityNodeTree): AccessibilityNode[] { const { children, ...treeNode } = tree; const isAnnounced = !!treeNode.accessibleName || !!treeNode.accessibleDescription || treeNode.accessibleAttributeLabels.length > 0 || !!treeNode.spokenRole; const ignoreChildren = shouldIgnoreChildren(tree); const flattenedTree = ignoreChildren ? [] : [...children.flatMap((child) => flattenTree(child))]; const isRoleContainer = !!flattenedTree.length && !ignoreChildren && !!treeNode.spokenRole; if (isAnnounced) { flattenedTree.unshift(treeNode); } if (isRoleContainer) { flattenedTree.push({ accessibleAttributeLabels: treeNode.accessibleAttributeLabels, accessibleDescription: treeNode.accessibleDescription, accessibleName: treeNode.accessibleName, accessibleValue: treeNode.accessibleValue, allowedAccessibilityChildRoles: treeNode.allowedAccessibilityChildRoles, alternateReadingOrderParents: treeNode.alternateReadingOrderParents, childrenPresentational: treeNode.childrenPresentational, node: treeNode.node, parent: treeNode.parent, role: treeNode.role, spokenRole: `end of ${treeNode.spokenRole}`, }); } return flattenedTree; } function growTree( node: Node, tree: AccessibilityNodeTree, { alternateReadingOrderMap, container, ownedNodes, visitedNodes, }: AccessibilityContext ): AccessibilityNodeTree { /** * Authors MUST NOT create circular references with aria-owns. In the case of * authoring error with aria-owns, the user agent MAY ignore some aria-owns * element references in order to build a consistent model of the content. * * REF: https://w3c.github.io/aria/#aria-owns */ if (visitedNodes.has(node)) { return tree; } visitedNodes.add(node); node.childNodes.forEach((childNode) => { if (isHiddenFromAccessibilityTree(childNode)) { return; } // REF: https://github.com/w3c/aria/issues/1817#issuecomment-1261602357 if (ownedNodes.has(childNode)) { return; } const alternateReadingOrderParents = alternateReadingOrderMap.has(childNode) ? Array.from(alternateReadingOrderMap.get(childNode)) : []; const { accessibleAttributeLabels, accessibleDescription, accessibleName, accessibleValue, allowedAccessibilityChildRoles, childrenPresentational, role, spokenRole, } = getNodeAccessibilityData({ allowedAccessibilityRoles: tree.allowedAccessibilityChildRoles, alternateReadingOrderParents, container, node: childNode, inheritedImplicitPresentational: tree.childrenPresentational, }); tree.children.push( growTree( childNode, { accessibleAttributeLabels, accessibleDescription, accessibleName, accessibleValue, allowedAccessibilityChildRoles, alternateReadingOrderParents, children: [], childrenPresentational, node: childNode, parent: node, role, spokenRole, }, { alternateReadingOrderMap, container, ownedNodes, visitedNodes } ) ); }); /** * If an element has both aria-owns and DOM children then the order of the * child elements with respect to the parent/child relationship is the DOM * children first, then the elements referenced in aria-owns. If the author * intends that the DOM children are not first, then list the DOM children in * aria-owns in the desired order. Authors SHOULD NOT use aria-owns as a * replacement for the DOM hierarchy. If the relationship is represented in * the DOM, do not use aria-owns. * * REF: https://w3c.github.io/aria/#aria-owns */ const ownedChildNodes = getOwnedNodes(node, container); ownedChildNodes.forEach((childNode) => { if (isHiddenFromAccessibilityTree(childNode)) { return; } const alternateReadingOrderParents = alternateReadingOrderMap.has(childNode) ? Array.from(alternateReadingOrderMap.get(childNode)) : []; const { accessibleAttributeLabels, accessibleDescription, accessibleName, accessibleValue, allowedAccessibilityChildRoles, childrenPresentational, role, spokenRole, } = getNodeAccessibilityData({ allowedAccessibilityRoles: tree.allowedAccessibilityChildRoles, alternateReadingOrderParents, container, node: childNode, inheritedImplicitPresentational: tree.childrenPresentational, }); tree.children.push( growTree( childNode, { accessibleAttributeLabels, accessibleDescription, accessibleName, accessibleValue, allowedAccessibilityChildRoles, alternateReadingOrderParents, children: [], childrenPresentational, node: childNode, parent: node, role, spokenRole, }, { alternateReadingOrderMap, container, ownedNodes, visitedNodes } ) ); }); return tree; } export function createAccessibilityTree(node: Node) { if (isHiddenFromAccessibilityTree(node)) { return []; } const alternateReadingOrderMap = mapAlternateReadingOrder(node); const ownedNodes = getAllOwnedNodes(node); const visitedNodes = new Set<Node>(); const { accessibleAttributeLabels, accessibleDescription, accessibleName, accessibleValue, allowedAccessibilityChildRoles, childrenPresentational, role, spokenRole, } = getNodeAccessibilityData({ allowedAccessibilityRoles: [], alternateReadingOrderParents: [], container: node, node, inheritedImplicitPresentational: false, }); const tree = growTree( node, { accessibleAttributeLabels, accessibleDescription, accessibleName, accessibleValue, allowedAccessibilityChildRoles, alternateReadingOrderParents: [], children: [], childrenPresentational, node, parent: null, role, spokenRole, }, { alternateReadingOrderMap, container: node, ownedNodes, visitedNodes, } ); return flattenTree(tree); }
src/createAccessibilityTree.ts
guidepup-virtual-screen-reader-1b0a234
[ { "filename": "src/commands/getNextIndexByIdRefsAttribute.ts", "retrieved_chunk": " const currentNode = getElementNode(currentAccessibilityNode);\n const idRefs = getIdRefsByAttribute({\n attributeName,\n node: currentNode,\n });\n const idRef = idRefs[index];\n const targetNode = getNodeByIdRef({ container, idRef });\n if (!targetNode) {\n return;\n }", "score": 0.9171918034553528 }, { "filename": "src/getNodeAccessibilityData/getAccessibleAttributeLabels/index.ts", "retrieved_chunk": " if (!isElement(node)) {\n return [];\n }\n const labels: Record<string, { label: string; value: string }> = {};\n const attributes = getAttributesByRole({ accessibleValue, role });\n attributes.forEach(([attributeName, implicitAttributeValue]) => {\n const {\n label: labelFromHtmlEquivalentAttribute,\n value: valueFromHtmlEquivalentAttribute,\n } = getLabelFromHtmlEquivalentAttribute({", "score": 0.8677249550819397 }, { "filename": "src/getNodeAccessibilityData/getAccessibleAttributeLabels/mapAttributeNameAndValueToLabel.ts", "retrieved_chunk": "}\nfunction idRef(propertyName: string) {\n return function mapper({ attributeValue: idRef, container }: MapperArgs) {\n const node = getNodeByIdRef({ container, idRef });\n if (!node) {\n return \"\";\n }\n const accessibleName = getAccessibleName(node);\n const accessibleValue = getAccessibleValue(node);\n const itemText = getItemText({ accessibleName, accessibleValue });", "score": 0.8630054593086243 }, { "filename": "src/getNodeAccessibilityData/getAccessibleAttributeLabels/index.ts", "retrieved_chunk": " }\n const { label: labelFromAriaAttribute, value: valueFromAriaAttribute } =\n getLabelFromAriaAttribute({\n attributeName,\n container,\n node,\n });\n if (labelFromAriaAttribute) {\n labels[attributeName] = {\n label: labelFromAriaAttribute,", "score": 0.8569773435592651 }, { "filename": "src/getNodeAccessibilityData/getAccessibleAttributeLabels/getLabelFromHtmlEquivalentAttribute.ts", "retrieved_chunk": "export const getLabelFromHtmlEquivalentAttribute = ({\n attributeName,\n container,\n node,\n}: {\n attributeName: string;\n container: Node;\n node: HTMLElement;\n}) => {\n const htmlAttribute = ariaToHTMLAttributeMapping[attributeName];", "score": 0.8552793264389038 } ]
typescript
childNode = getNodeByIdRef({ container, idRef });
import { getIdRefsByAttribute } from "./getIdRefsByAttribute"; import { getNodeAccessibilityData } from "./getNodeAccessibilityData"; import { getNodeByIdRef } from "./getNodeByIdRef"; import { HTMLElementWithValue } from "./getNodeAccessibilityData/getAccessibleValue"; import { isElement } from "./isElement"; import { isInaccessible } from "dom-accessibility-api"; export interface AccessibilityNode { accessibleAttributeLabels: string[]; accessibleDescription: string; accessibleName: string; accessibleValue: string; allowedAccessibilityChildRoles: string[][]; alternateReadingOrderParents: Node[]; childrenPresentational: boolean; node: Node; parent: Node | null; role: string; spokenRole: string; } interface AccessibilityNodeTree extends AccessibilityNode { children: AccessibilityNodeTree[]; } interface AccessibilityContext { alternateReadingOrderMap: Map<Node, Set<Node>>; container: Node; ownedNodes: Set<Node>; visitedNodes: Set<Node>; } function addAlternateReadingOrderNodes( node: Element, alternateReadingOrderMap: Map<Node, Set<Node>>, container: Element ) { const idRefs = getIdRefsByAttribute({ attributeName: "aria-flowto", node, }); idRefs.forEach((idRef) => { const childNode = getNodeByIdRef({ container, idRef }); if (!childNode) { return; } const currentParentNodes = alternateReadingOrderMap.get(childNode) ?? new Set<Node>(); currentParentNodes.add(node); alternateReadingOrderMap.set(childNode, currentParentNodes); }); } function mapAlternateReadingOrder(node: Node) { const alternateReadingOrderMap = new Map<Node, Set<Node>>(); if (!isElement(node)) { return alternateReadingOrderMap; } node .querySelectorAll("[aria-flowto]") .forEach((parentNode) => addAlternateReadingOrderNodes(parentNode, alternateReadingOrderMap, node) ); return alternateReadingOrderMap; } function addOwnedNodes( node: Element, ownedNodes: Set<Node>, container: Element ) { const idRefs = getIdRefsByAttribute({ attributeName: "aria-owns", node, }); idRefs.forEach((idRef) => { const ownedNode = getNodeByIdRef({ container, idRef }); if (!!ownedNode && !ownedNodes.has(ownedNode)) { ownedNodes.add(ownedNode); } }); } function getAllOwnedNodes(node: Node) { const ownedNodes = new Set<Node>(); if (!isElement(node)) { return ownedNodes; } node .querySelectorAll("[aria-owns]") .forEach((owningNode) => addOwnedNodes(owningNode, ownedNodes, node)); return ownedNodes; } function getOwnedNodes(node: Node, container: Node) { const ownedNodes = new Set<Node>(); if (!isElement(node) || !isElement(container)) { return ownedNodes; } addOwnedNodes(node, ownedNodes, container); return ownedNodes; } function isHiddenFromAccessibilityTree(node: Node) { if (!node) { return true; } if (node.nodeType === Node.TEXT_NODE && !!node.textContent.trim()) { return false; } return !isElement(node) || isInaccessible(node); } function shouldIgnoreChildren(tree: AccessibilityNodeTree) { const { accessibleName, node } = tree; if (!accessibleName) { return false; } return ( // TODO: improve comparison on whether the children are superfluous // to include. accessibleName === ( node.textContent || `${(node as HTMLElementWithValue).value}` || "" )?.trim() ); } function flattenTree(tree: AccessibilityNodeTree): AccessibilityNode[] { const { children, ...treeNode } = tree; const isAnnounced = !!treeNode.accessibleName || !!treeNode.accessibleDescription || treeNode.accessibleAttributeLabels.length > 0 || !!treeNode.spokenRole; const ignoreChildren = shouldIgnoreChildren(tree); const flattenedTree = ignoreChildren ? [] : [...children.flatMap((child) => flattenTree(child))]; const isRoleContainer = !!flattenedTree.length && !ignoreChildren && !!treeNode.spokenRole; if (isAnnounced) { flattenedTree.unshift(treeNode); } if (isRoleContainer) { flattenedTree.push({ accessibleAttributeLabels: treeNode.accessibleAttributeLabels, accessibleDescription: treeNode.accessibleDescription, accessibleName: treeNode.accessibleName, accessibleValue: treeNode.accessibleValue, allowedAccessibilityChildRoles: treeNode.allowedAccessibilityChildRoles, alternateReadingOrderParents: treeNode.alternateReadingOrderParents, childrenPresentational: treeNode.childrenPresentational, node: treeNode.node, parent: treeNode.parent, role: treeNode.role, spokenRole: `end of ${treeNode.spokenRole}`, }); } return flattenedTree; } function growTree( node: Node, tree: AccessibilityNodeTree, { alternateReadingOrderMap, container, ownedNodes, visitedNodes, }: AccessibilityContext ): AccessibilityNodeTree { /** * Authors MUST NOT create circular references with aria-owns. In the case of * authoring error with aria-owns, the user agent MAY ignore some aria-owns * element references in order to build a consistent model of the content. * * REF: https://w3c.github.io/aria/#aria-owns */ if (visitedNodes.has(node)) { return tree; } visitedNodes.add(node); node.childNodes.forEach((childNode) => { if (isHiddenFromAccessibilityTree(childNode)) { return; } // REF: https://github.com/w3c/aria/issues/1817#issuecomment-1261602357 if (ownedNodes.has(childNode)) { return; } const alternateReadingOrderParents = alternateReadingOrderMap.has(childNode) ? Array.from(alternateReadingOrderMap.get(childNode)) : []; const { accessibleAttributeLabels, accessibleDescription, accessibleName, accessibleValue, allowedAccessibilityChildRoles, childrenPresentational, role, spokenRole,
} = getNodeAccessibilityData({
allowedAccessibilityRoles: tree.allowedAccessibilityChildRoles, alternateReadingOrderParents, container, node: childNode, inheritedImplicitPresentational: tree.childrenPresentational, }); tree.children.push( growTree( childNode, { accessibleAttributeLabels, accessibleDescription, accessibleName, accessibleValue, allowedAccessibilityChildRoles, alternateReadingOrderParents, children: [], childrenPresentational, node: childNode, parent: node, role, spokenRole, }, { alternateReadingOrderMap, container, ownedNodes, visitedNodes } ) ); }); /** * If an element has both aria-owns and DOM children then the order of the * child elements with respect to the parent/child relationship is the DOM * children first, then the elements referenced in aria-owns. If the author * intends that the DOM children are not first, then list the DOM children in * aria-owns in the desired order. Authors SHOULD NOT use aria-owns as a * replacement for the DOM hierarchy. If the relationship is represented in * the DOM, do not use aria-owns. * * REF: https://w3c.github.io/aria/#aria-owns */ const ownedChildNodes = getOwnedNodes(node, container); ownedChildNodes.forEach((childNode) => { if (isHiddenFromAccessibilityTree(childNode)) { return; } const alternateReadingOrderParents = alternateReadingOrderMap.has(childNode) ? Array.from(alternateReadingOrderMap.get(childNode)) : []; const { accessibleAttributeLabels, accessibleDescription, accessibleName, accessibleValue, allowedAccessibilityChildRoles, childrenPresentational, role, spokenRole, } = getNodeAccessibilityData({ allowedAccessibilityRoles: tree.allowedAccessibilityChildRoles, alternateReadingOrderParents, container, node: childNode, inheritedImplicitPresentational: tree.childrenPresentational, }); tree.children.push( growTree( childNode, { accessibleAttributeLabels, accessibleDescription, accessibleName, accessibleValue, allowedAccessibilityChildRoles, alternateReadingOrderParents, children: [], childrenPresentational, node: childNode, parent: node, role, spokenRole, }, { alternateReadingOrderMap, container, ownedNodes, visitedNodes } ) ); }); return tree; } export function createAccessibilityTree(node: Node) { if (isHiddenFromAccessibilityTree(node)) { return []; } const alternateReadingOrderMap = mapAlternateReadingOrder(node); const ownedNodes = getAllOwnedNodes(node); const visitedNodes = new Set<Node>(); const { accessibleAttributeLabels, accessibleDescription, accessibleName, accessibleValue, allowedAccessibilityChildRoles, childrenPresentational, role, spokenRole, } = getNodeAccessibilityData({ allowedAccessibilityRoles: [], alternateReadingOrderParents: [], container: node, node, inheritedImplicitPresentational: false, }); const tree = growTree( node, { accessibleAttributeLabels, accessibleDescription, accessibleName, accessibleValue, allowedAccessibilityChildRoles, alternateReadingOrderParents: [], children: [], childrenPresentational, node, parent: null, role, spokenRole, }, { alternateReadingOrderMap, container: node, ownedNodes, visitedNodes, } ); return flattenTree(tree); }
src/createAccessibilityTree.ts
guidepup-virtual-screen-reader-1b0a234
[ { "filename": "src/getNodeAccessibilityData/index.ts", "retrieved_chunk": " const { explicitRole, implicitRole, role } = getRole({\n accessibleName,\n allowedAccessibilityRoles,\n inheritedImplicitPresentational,\n node,\n });\n const accessibleAttributeLabels = getAccessibleAttributeLabels({\n accessibleValue,\n alternateReadingOrderParents,\n container,", "score": 0.8941531181335449 }, { "filename": "src/getNodeAccessibilityData/index.ts", "retrieved_chunk": " accessibleAttributeLabels,\n accessibleDescription: amendedAccessibleDescription,\n accessibleName,\n accessibleValue,\n allowedAccessibilityChildRoles,\n childrenPresentational,\n role,\n spokenRole,\n };\n}", "score": 0.8825515508651733 }, { "filename": "src/getSpokenPhrase.ts", "retrieved_chunk": "import { AccessibilityNode } from \"./createAccessibilityTree\";\nexport const getSpokenPhrase = (accessibilityNode: AccessibilityNode) => {\n const {\n accessibleAttributeLabels,\n accessibleDescription,\n accessibleName,\n accessibleValue,\n spokenRole,\n } = accessibilityNode;\n const announcedValue =", "score": 0.8797132968902588 }, { "filename": "src/getNodeAccessibilityData/index.ts", "retrieved_chunk": " }\n }\n return role;\n};\nexport function getNodeAccessibilityData({\n allowedAccessibilityRoles,\n alternateReadingOrderParents,\n container,\n inheritedImplicitPresentational,\n node,", "score": 0.8565380573272705 }, { "filename": "src/getNodeAccessibilityData/getRole.ts", "retrieved_chunk": " }\n return true;\n });\n return filteredRoles?.[0] ?? \"\";\n}\nexport function getRole({\n accessibleName,\n allowedAccessibilityRoles,\n inheritedImplicitPresentational,\n node,", "score": 0.8236227035522461 } ]
typescript
} = getNodeAccessibilityData({
import { getAccessibleName } from "../getAccessibleName"; import { getAccessibleValue } from "../getAccessibleValue"; import { getItemText } from "../../getItemText"; import { getNodeByIdRef } from "../../getNodeByIdRef"; enum State { BUSY = "busy", CHECKED = "checked", CURRENT = "current item", DISABLED = "disabled", EXPANDED = "expanded", INVALID = "invalid", MODAL = "modal", MULTI_SELECTABLE = "multi-selectable", PARTIALLY_CHECKED = "partially checked", PARTIALLY_PRESSED = "partially pressed", PRESSED = "pressed", READ_ONLY = "read only", REQUIRED = "required", SELECTED = "selected", } // https://w3c.github.io/aria/#state_prop_def const ariaPropertyToVirtualLabelMap: Record< string, ((...args: unknown[]) => string) | null > = { "aria-activedescendant": idRef("active descendant"), "aria-atomic": null, // Handled by live region logic "aria-autocomplete": token({ inline: "autocomplete inlined", list: "autocomplete in list", both: "autocomplete inlined and in list", none: "no autocomplete", }), "aria-braillelabel": null, // Currently won't do - not implementing a braille screen reader "aria-brailleroledescription": null, // Currently won't do - not implementing a braille screen reader "aria-busy": state(State.BUSY), "aria-checked": tristate(State.CHECKED, State.PARTIALLY_CHECKED), "aria-colcount": integer("column count"), "aria-colindex": integer("column index"), "aria-colindextext": string("column index"), "aria-colspan": integer("column span"), "aria-controls": idRefs("control", "controls"), // Handled by virtual.perform() "aria-current": token({ page: "current page", step: "current step", location: "current location", date: "current date", time: "current time", true: State.CURRENT, false: `not ${State.CURRENT}`, }), "aria-describedby": null, // Handled by accessible description "aria-description": null, // Handled by accessible description "aria-details": idRefs("linked details", "linked details", false), "aria-disabled": state(State.DISABLED), "aria-dropeffect": null, // Deprecated in WAI-ARIA 1.1 "aria-errormessage": null, // TODO: decide what to announce here "aria-expanded": state(State.EXPANDED), "aria-flowto": idRefs("alternate reading order", "alternate reading orders"), // Handled by virtual.perform() "aria-grabbed": null, // Deprecated in WAI-ARIA 1.1 "aria-haspopup": token({ /** * Assistive technologies SHOULD NOT expose the aria-haspopup property if * it has a value of false. * * REF: // https://w3c.github.io/aria/#aria-haspopup */ false: null, true: "has popup menu", menu: "has popup menu", listbox: "has popup listbox", tree: "has popup tree", grid: "has popup grid", dialog: "has popup dialog", }), "aria-hidden": null, // Excluded from accessibility tree "aria-invalid": token({ grammar: "grammatical error detected", false: `not ${State.INVALID}`, spelling: "spelling error detected", true: State.INVALID, }), "aria-keyshortcuts": string("key shortcuts"), "aria-label": null, // Handled by accessible name "aria-labelledby": null, // Handled by accessible name "aria-level": integer("level"), "aria-live": null, // Handled by live region logic "aria-modal": state(State.MODAL), "aria-multiselectable": state(State.MULTI_SELECTABLE), "aria-orientation": token({ horizontal: "orientated horizontally", vertical: "orientated vertically", }), "aria-owns": null, // Handled by accessibility tree construction "aria-placeholder": string("placeholder"), "aria-posinset": integer("item set position"), "aria-pressed": tristate(State.PRESSED, State.PARTIALLY_PRESSED), "aria-readonly": state(State.READ_ONLY), "aria-relevant": null, // Handled by live region logic "aria-required": state(State.REQUIRED), "aria-roledescription": null, // Handled by accessible description "aria-rowcount": integer("row count"), "aria-rowindex": integer("row index"), "aria-rowindextext": string("row index"), "aria-rowspan": integer("row span"), "aria-selected": state(State.SELECTED), "aria-setsize": integer("item set size"), "aria-sort": token({ ascending: "sorted in ascending order", descending: "sorted in descending order", none: "no defined sort order", other: "non ascending / descending sort order applied", }), "aria-valuemax": number("max value"), "aria-valuemin": number("min value"), "aria-valuenow": number("current value"), "aria-valuetext": string("current value"), }; interface MapperArgs { attributeValue: string; container?: Node; negative?: boolean; } function state(stateValue: State) { return function stateMapper({ attributeValue, negative }: MapperArgs) { if (negative) { return attributeValue !== "false" ? `not ${stateValue}` : stateValue; } return attributeValue !== "false" ? stateValue : `not ${stateValue}`; }; } function idRefs( propertyDescriptionSuffixSingular: string, propertyDescriptionSuffixPlural: string, printCount = true ) { return function mapper({ attributeValue, container }: MapperArgs) { const idRefsCount = attributeValue .trim() .split(" ") .filter((idRef) => !!getNodeByIdRef({ container, idRef })).length; if (idRefsCount === 0) { return ""; } return `${printCount ? `${idRefsCount} ` : ""}${ idRefsCount === 1 ? propertyDescriptionSuffixSingular : propertyDescriptionSuffixPlural }`; }; } function idRef(propertyName: string) { return function mapper({ attributeValue: idRef, container }: MapperArgs) { const node = getNodeByIdRef({ container, idRef }); if (!node) { return ""; }
const accessibleName = getAccessibleName(node);
const accessibleValue = getAccessibleValue(node); const itemText = getItemText({ accessibleName, accessibleValue }); return concat(propertyName)({ attributeValue: itemText }); }; } function tristate(stateValue: State, mixedValue: State) { return function stateMapper({ attributeValue }: MapperArgs) { if (attributeValue === "mixed") { return mixedValue; } return attributeValue !== "false" ? stateValue : `not ${stateValue}`; }; } function token(tokenMap: Record<string, string>) { return function tokenMapper({ attributeValue }: MapperArgs) { return tokenMap[attributeValue]; }; } function concat(propertyName: string) { return function mapper({ attributeValue }: MapperArgs) { return attributeValue ? `${propertyName} ${attributeValue}` : ""; }; } function integer(propertyName: string) { return concat(propertyName); } function number(propertyName: string) { return concat(propertyName); } function string(propertyName: string) { return concat(propertyName); } export const mapAttributeNameAndValueToLabel = ({ attributeName, attributeValue, container, negative = false, }: { attributeName: string; attributeValue: string | null; container: Node; negative?: boolean; }) => { if (typeof attributeValue !== "string") { return null; } const mapper = ariaPropertyToVirtualLabelMap[attributeName]; return mapper?.({ attributeValue, container, negative }) ?? null; };
src/getNodeAccessibilityData/getAccessibleAttributeLabels/mapAttributeNameAndValueToLabel.ts
guidepup-virtual-screen-reader-1b0a234
[ { "filename": "src/commands/getNextIndexByIdRefsAttribute.ts", "retrieved_chunk": " const currentNode = getElementNode(currentAccessibilityNode);\n const idRefs = getIdRefsByAttribute({\n attributeName,\n node: currentNode,\n });\n const idRef = idRefs[index];\n const targetNode = getNodeByIdRef({ container, idRef });\n if (!targetNode) {\n return;\n }", "score": 0.8890931010246277 }, { "filename": "src/createAccessibilityTree.ts", "retrieved_chunk": " }\n return !isElement(node) || isInaccessible(node);\n}\nfunction shouldIgnoreChildren(tree: AccessibilityNodeTree) {\n const { accessibleName, node } = tree;\n if (!accessibleName) {\n return false;\n }\n return (\n // TODO: improve comparison on whether the children are superfluous", "score": 0.8871867656707764 }, { "filename": "src/createAccessibilityTree.ts", "retrieved_chunk": " alternateReadingOrderMap: Map<Node, Set<Node>>,\n container: Element\n) {\n const idRefs = getIdRefsByAttribute({\n attributeName: \"aria-flowto\",\n node,\n });\n idRefs.forEach((idRef) => {\n const childNode = getNodeByIdRef({ container, idRef });\n if (!childNode) {", "score": 0.8797985315322876 }, { "filename": "src/getNodeAccessibilityData/getAccessibleAttributeLabels/getLabelFromHtmlEquivalentAttribute.ts", "retrieved_chunk": " if (!htmlAttribute?.length) {\n return { label: \"\", value: \"\" };\n }\n for (const { name, negative = false } of htmlAttribute) {\n const attributeValue = node.getAttribute(name);\n const label = mapAttributeNameAndValueToLabel({\n attributeName,\n attributeValue,\n container,\n negative,", "score": 0.8687824010848999 }, { "filename": "src/getNodeAccessibilityData/getAccessibleAttributeLabels/index.ts", "retrieved_chunk": " if (!isElement(node)) {\n return [];\n }\n const labels: Record<string, { label: string; value: string }> = {};\n const attributes = getAttributesByRole({ accessibleValue, role });\n attributes.forEach(([attributeName, implicitAttributeValue]) => {\n const {\n label: labelFromHtmlEquivalentAttribute,\n value: valueFromHtmlEquivalentAttribute,\n } = getLabelFromHtmlEquivalentAttribute({", "score": 0.8569492101669312 } ]
typescript
const accessibleName = getAccessibleName(node);
import { AccessibilityNode, createAccessibilityTree, } from "./createAccessibilityTree"; import { CommandOptions, MacOSModifiers, ScreenReader, WindowsModifiers, } from "@guidepup/guidepup"; import { commands, VirtualCommandKey, VirtualCommands } from "./commands"; import { ERR_VIRTUAL_MISSING_CONTAINER, ERR_VIRTUAL_NOT_STARTED, } from "./errors"; import { getItemText } from "./getItemText"; import { getSpokenPhrase } from "./getSpokenPhrase"; import { isElement } from "./isElement"; import userEvent from "@testing-library/user-event"; import { VirtualCommandArgs } from "./commands/types"; export interface StartOptions extends CommandOptions { /** * The bounding HTML element to use the Virtual Screen Reader in. * * To use the entire page pass `document.body`. */ container: Node; } const defaultUserEventOptions = { delay: null, skipHover: true, }; /** * TODO: handle live region roles: * * - alert * - log * - marquee * - status * - timer * - alertdialog * * And handle live region attributes: * * - aria-atomic * - aria-busy * - aria-live * - aria-relevant * * When live regions are marked as polite, assistive technologies SHOULD * announce updates at the next graceful opportunity, such as at the end of * speaking the current sentence or when the user pauses typing. When live * regions are marked as assertive, assistive technologies SHOULD notify the * user immediately. * * REF: * * - https://w3c.github.io/aria/#live_region_roles * - https://w3c.github.io/aria/#window_roles * - https://w3c.github.io/aria/#attrs_liveregions * - https://w3c.github.io/aria/#aria-live */ /** * TODO: When a modal element is displayed, assistive technologies SHOULD * navigate to the element unless focus has explicitly been set elsewhere. Some * assistive technologies limit navigation to the modal element's contents. If * focus moves to an element outside the modal element, assistive technologies * SHOULD NOT limit navigation to the modal element. * * REF: https://w3c.github.io/aria/#aria-modal */ const observeDOM = (function () { const MutationObserver = window.MutationObserver; return function observeDOM( node: Node, onChange: MutationCallback ): () => void { if (!isElement(node)) { return; } if (MutationObserver) { const mutationObserver = new MutationObserver(onChange); mutationObserver.observe(node, { attributes: true, childList: true, subtree: true, }); return () => { mutationObserver.disconnect(); }; } return () => { // gracefully fallback to not supporting Accessibility Tree refreshes if // the DOM changes. }; }; })(); async function tick() { return await new Promise<void>((resolve) => setTimeout(() => resolve())); } /** * TODO: When an assistive technology reading cursor moves from one article to * another, assistive technologies SHOULD set user agent focus on the article * that contains the reading cursor. If the reading cursor lands on a focusable * element inside the article, the assistive technology MAY set focus on that * element in lieu of setting focus on the containing article. * * REF: https://w3c.github.io/aria/#feed */ export class Virtual implements ScreenReader { #activeNode: AccessibilityNode | null = null; #container: Node | null = null; #itemTextLog: string[] = []; #spokenPhraseLog: string[] = []; #treeCache: AccessibilityNode[] | null = null; #disconnectDOMObserver: () => void | null = null; #checkContainer() { if (!this.#container) { throw new Error(ERR_VIRTUAL_NOT_STARTED); } } #getAccessibilityTree() { if (!this.#treeCache) { this.#treeCache = createAccessibilityTree(this.#container); this.#attachFocusListeners(); } return this.#treeCache; } #invalidateTreeCache() { this.#detachFocusListeners(); this.#treeCache = null; } #attachFocusListeners() { this.#getAccessibilityTree().forEach((treeNode) => { treeNode.node.addEventListener( "focus", this.#handleFocusChange.bind(this) ); }); } #detachFocusListeners() { this.#getAccessibilityTree().forEach((treeNode) => { treeNode.node.removeEventListener( "focus", this.#handleFocusChange.bind(this) ); }); } async #handleFocusChange({ target }: FocusEvent) { await tick(); this.#invalidateTreeCache(); const tree = this.#getAccessibilityTree(); const nextIndex = tree.findIndex(({ node }) => node === target); const newActiveNode = tree.at(nextIndex); this.#updateState(newActiveNode, true); } #focusActiveElement() { if (!this.#activeNode || !isElement(this.#activeNode.node)) { return; } this.#activeNode.node.focus(); } #updateState(accessibilityNode: AccessibilityNode, ignoreIfNoChange = false) {
const spokenPhrase = getSpokenPhrase(accessibilityNode);
const itemText = getItemText(accessibilityNode); this.#activeNode = accessibilityNode; if ( ignoreIfNoChange && spokenPhrase === this.#spokenPhraseLog.at(-1) && itemText === this.#itemTextLog.at(-1) ) { return; } this.#itemTextLog.push(itemText); this.#spokenPhraseLog.push(spokenPhrase); } async #refreshState(ignoreIfNoChange) { await tick(); this.#invalidateTreeCache(); const tree = this.#getAccessibilityTree(); const currentIndex = this.#getCurrentIndexByNode(tree); const newActiveNode = tree.at(currentIndex); this.#updateState(newActiveNode, ignoreIfNoChange); } #getCurrentIndex(tree: AccessibilityNode[]) { return tree.findIndex( ({ accessibleDescription, accessibleName, accessibleValue, node, role, spokenRole, }) => accessibleDescription === this.#activeNode?.accessibleDescription && accessibleName === this.#activeNode?.accessibleName && accessibleValue === this.#activeNode?.accessibleValue && node === this.#activeNode?.node && role === this.#activeNode?.role && spokenRole === this.#activeNode?.spokenRole ); } #getCurrentIndexByNode(tree: AccessibilityNode[]) { return tree.findIndex(({ node }) => node === this.#activeNode?.node); } /** * Getter for screen reader commands. * * Use with `await virtual.perform(command)`. */ get commands() { return Object.fromEntries<VirtualCommandKey>( Object.keys(commands).map((command: VirtualCommandKey) => [ command, command, ]) ) as { [K in VirtualCommandKey]: K }; } /** * Detect whether the screen reader is supported for the current OS. * * @returns {Promise<boolean>} */ async detect() { return true; } /** * Detect whether the screen reader is the default screen reader for the current OS. * * @returns {Promise<boolean>} */ async default() { return false; } /** * Turn the screen reader on. * * @param {object} [options] Additional options. */ async start({ container }: StartOptions = { container: null }) { if (!container) { throw new Error(ERR_VIRTUAL_MISSING_CONTAINER); } this.#container = container; this.#disconnectDOMObserver = observeDOM( container, this.#invalidateTreeCache.bind(this) ); const tree = this.#getAccessibilityTree(); if (!tree.length) { return; } this.#updateState(tree[0]); return; } /** * Turn the screen reader off. */ async stop() { this.#disconnectDOMObserver?.(); this.#invalidateTreeCache(); this.#activeNode = null; this.#container = null; this.#itemTextLog = []; this.#spokenPhraseLog = []; return; } /** * Move the screen reader cursor to the previous location. */ async previous() { this.#checkContainer(); await tick(); const tree = this.#getAccessibilityTree(); if (!tree.length) { return; } const currentIndex = this.#getCurrentIndex(tree); const nextIndex = currentIndex === -1 ? 0 : currentIndex - 1; const newActiveNode = tree.at(nextIndex); this.#updateState(newActiveNode); return; } /** * Move the screen reader cursor to the next location. */ async next() { this.#checkContainer(); await tick(); const tree = this.#getAccessibilityTree(); if (!tree.length) { return; } const currentIndex = this.#getCurrentIndex(tree); const nextIndex = currentIndex === -1 || currentIndex === tree.length - 1 ? 0 : currentIndex + 1; const newActiveNode = tree.at(nextIndex); this.#updateState(newActiveNode); return; } /** * Perform the default action for the item in the screen reader cursor. */ async act() { this.#checkContainer(); await tick(); if (!this.#activeNode) { return; } const target = this.#activeNode.node as HTMLElement; // TODO: verify that is appropriate for all default actions await userEvent.click(target, defaultUserEventOptions); return; } /** * Interact with the item under the screen reader cursor. */ async interact() { this.#checkContainer(); return; } /** * Stop interacting with the current item. */ async stopInteracting() { this.#checkContainer(); return; } /** * Press a key on the active item. * * `key` can specify the intended [keyboardEvent.key](https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/key) * value or a single character to generate the text for. A superset of the `key` values can be found * [on the MDN key values page](https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/key/Key_Values). Examples of the keys are: * * `F1` - `F20`, `Digit0` - `Digit9`, `KeyA` - `KeyZ`, `Backquote`, `Minus`, `Equal`, `Backslash`, `Backspace`, `Tab`, * `Delete`, `Escape`, `ArrowDown`, `End`, `Enter`, `Home`, `Insert`, `PageDown`, `PageUp`, `ArrowRight`, `ArrowUp`, etc. * * Following modification shortcuts are also supported: `Shift`, `Control`, `Alt`, `Meta` (OS permitting). * * Holding down `Shift` will type the text that corresponds to the `key` in the upper case. * * If `key` is a single character, it is case-sensitive, so the values `a` and `A` will generate different respective * texts. * * Shortcuts such as `key: "Control+f"` or `key: "Control+Shift+f"` are supported as well. When specified with the * modifier, modifier is pressed and being held while the subsequent key is being pressed. * * ```ts * await virtual.press("Control+f"); * ``` * * @param {string} key Name of the key to press or a character to generate, such as `ArrowLeft` or `a`. */ async press(key: string) { this.#checkContainer(); await tick(); if (!this.#activeNode) { return; } const rawKeys = key.replaceAll("{", "{{").replaceAll("[", "[[").split("+"); const modifiers = []; const keys = []; rawKeys.forEach((rawKey) => { if ( typeof MacOSModifiers[rawKey] !== "undefined" || typeof WindowsModifiers[rawKey] !== "undefined" ) { modifiers.push(rawKey); } else { keys.push(rawKey); } }); const keyboardCommand = [ ...modifiers.map((modifier) => `{${modifier}>}`), ...keys.map((key) => `{${key}}`), ...modifiers.reverse().map((modifier) => `{/${modifier}}`), ].join(""); this.#focusActiveElement(); await userEvent.keyboard(keyboardCommand, defaultUserEventOptions); await this.#refreshState(true); return; } /** * Type text into the active item. * * To press a special key, like `Control` or `ArrowDown`, use `virtual.press(key)`. * * ```ts * await virtual.type("my-username"); * await virtual.press("Enter"); * ``` * * @param {string} text Text to type into the active item. */ async type(text: string) { this.#checkContainer(); await tick(); if (!this.#activeNode) { return; } const target = this.#activeNode.node as HTMLElement; await userEvent.type(target, text, defaultUserEventOptions); await this.#refreshState(true); return; } /** * Perform a screen reader command. * * @param {string} command Screen reader command. * @param {object} [options] Command options. */ async perform< T extends VirtualCommandKey, K extends Omit<Parameters<VirtualCommands[T]>[0], keyof VirtualCommandArgs> >(command: T, options?: { [L in keyof K]: K[L] } & CommandOptions) { this.#checkContainer(); await tick(); const tree = this.#getAccessibilityTree(); if (!tree.length) { return; } const currentIndex = this.#getCurrentIndex(tree); const nextIndex = commands[command]?.({ ...options, container: this.#container, currentIndex, tree, }); if (typeof nextIndex !== "number") { return; } const newActiveNode = tree.at(nextIndex); this.#updateState(newActiveNode); return; } /** * Click the mouse. * * @param {object} [options] Click options. */ async click({ button = "left", clickCount = 1 } = {}) { this.#checkContainer(); await tick(); if (!this.#activeNode) { return; } const key = `[Mouse${button[0].toUpperCase()}${button.slice(1)}]`; const keys = key.repeat(clickCount); const target = this.#activeNode.node as HTMLElement; await userEvent.pointer( [{ target }, { keys, target }], defaultUserEventOptions ); return; } /** * Get the last spoken phrase. * * @returns {Promise<string>} The last spoken phrase. */ async lastSpokenPhrase() { this.#checkContainer(); await tick(); return this.#spokenPhraseLog.at(-1) ?? ""; } /** * Get the text of the item in the screen reader cursor. * * @returns {Promise<string>} The item's text. */ async itemText() { this.#checkContainer(); await tick(); return this.#itemTextLog.at(-1) ?? ""; } /** * Get the log of all spoken phrases for this screen reader instance. * * @returns {Promise<string[]>} The spoken phrase log. */ async spokenPhraseLog() { this.#checkContainer(); await tick(); return this.#spokenPhraseLog; } /** * Get the log of all visited item text for this screen reader instance. * * @returns {Promise<string[]>} The item text log. */ async itemTextLog() { this.#checkContainer(); await tick(); return this.#itemTextLog; } }
src/Virtual.ts
guidepup-virtual-screen-reader-1b0a234
[ { "filename": "src/getNodeAccessibilityData/getRole.ts", "retrieved_chunk": "].join(\", \");\nfunction isFocusable(node: HTMLElement) {\n return node.matches(FOCUSABLE_SELECTOR);\n}\nfunction hasGlobalStateOrProperty(node: HTMLElement) {\n return globalStatesAndProperties.some((global) => node.hasAttribute(global));\n}\nfunction getExplicitRole({\n accessibleName,\n allowedAccessibilityRoles,", "score": 0.771440863609314 }, { "filename": "src/createAccessibilityTree.ts", "retrieved_chunk": " }\n addOwnedNodes(node, ownedNodes, container);\n return ownedNodes;\n}\nfunction isHiddenFromAccessibilityTree(node: Node) {\n if (!node) {\n return true;\n }\n if (node.nodeType === Node.TEXT_NODE && !!node.textContent.trim()) {\n return false;", "score": 0.7595176696777344 }, { "filename": "src/commands/getElementNode.ts", "retrieved_chunk": "import { AccessibilityNode } from \"../createAccessibilityTree\";\nimport { isElement } from \"../isElement\";\nexport function getElementNode(accessibilityNode: AccessibilityNode) {\n const { node } = accessibilityNode;\n if (node && isElement(node)) {\n return node;\n }\n return accessibilityNode.parent;\n}", "score": 0.7553853988647461 }, { "filename": "src/commands/getPreviousIndexByRole.ts", "retrieved_chunk": " .concat(tree.slice(currentIndex).reverse());\n const accessibilityNode = reorderedTree.find(\n (node) =>\n roles.includes(node.role) && !node.spokenRole.startsWith(\"end of\")\n );\n if (!accessibilityNode) {\n return null;\n }\n return tree.findIndex((node) => node === accessibilityNode);\n };", "score": 0.748725414276123 }, { "filename": "src/commands/getNextIndexByIdRefsAttribute.ts", "retrieved_chunk": " attributeName,\n index = 0,\n container,\n currentIndex,\n tree,\n}: GetNextIndexByIdRefsAttributeArgs) {\n if (!isElement(container)) {\n return;\n }\n const currentAccessibilityNode = tree.at(currentIndex);", "score": 0.742485761642456 } ]
typescript
const spokenPhrase = getSpokenPhrase(accessibilityNode);
import { mapAttributeNameAndValueToLabel } from "./mapAttributeNameAndValueToLabel"; // REF: https://www.w3.org/TR/html-aria/#docconformance-attr const ariaToHTMLAttributeMapping: Record< string, Array<{ name: string; negative?: boolean }> > = { "aria-checked": [{ name: "checked" }], "aria-disabled": [{ name: "disabled" }], // "aria-hidden": [{ name: "hidden" }], "aria-placeholder": [{ name: "placeholder" }], "aria-valuemax": [{ name: "max" }], "aria-valuemin": [{ name: "min" }], "aria-readonly": [ { name: "readonly" }, { name: "contenteditable", negative: true }, ], "aria-required": [{ name: "required" }], "aria-colspan": [{ name: "colspan" }], "aria-rowspan": [{ name: "rowspan" }], }; export const getLabelFromHtmlEquivalentAttribute = ({ attributeName, container, node, }: { attributeName: string; container: Node; node: HTMLElement; }) => { const htmlAttribute = ariaToHTMLAttributeMapping[attributeName]; if (!htmlAttribute?.length) { return { label: "", value: "" }; } for (const { name, negative = false } of htmlAttribute) { const attributeValue = node.getAttribute(name); const label
= mapAttributeNameAndValueToLabel({
attributeName, attributeValue, container, negative, }); if (label) { return { label, value: attributeValue }; } } return { label: "", value: "" }; };
src/getNodeAccessibilityData/getAccessibleAttributeLabels/getLabelFromHtmlEquivalentAttribute.ts
guidepup-virtual-screen-reader-1b0a234
[ { "filename": "src/getNodeAccessibilityData/getAccessibleAttributeLabels/index.ts", "retrieved_chunk": " if (!isElement(node)) {\n return [];\n }\n const labels: Record<string, { label: string; value: string }> = {};\n const attributes = getAttributesByRole({ accessibleValue, role });\n attributes.forEach(([attributeName, implicitAttributeValue]) => {\n const {\n label: labelFromHtmlEquivalentAttribute,\n value: valueFromHtmlEquivalentAttribute,\n } = getLabelFromHtmlEquivalentAttribute({", "score": 0.905383825302124 }, { "filename": "src/getNodeAccessibilityData/getAccessibleAttributeLabels/mapAttributeNameAndValueToLabel.ts", "retrieved_chunk": "}) => {\n if (typeof attributeValue !== \"string\") {\n return null;\n }\n const mapper = ariaPropertyToVirtualLabelMap[attributeName];\n return mapper?.({ attributeValue, container, negative }) ?? null;\n};", "score": 0.8903006315231323 }, { "filename": "src/getNodeAccessibilityData/getAccessibleAttributeLabels/getLabelFromAriaAttribute.ts", "retrieved_chunk": " const attributeValue = node.getAttribute(attributeName);\n return {\n label: mapAttributeNameAndValueToLabel({\n attributeName,\n attributeValue,\n container,\n }),\n value: attributeValue,\n };\n};", "score": 0.8694416880607605 }, { "filename": "src/getNodeAccessibilityData/getAccessibleAttributeLabels/getLabelFromImplicitHtmlElementValue.ts", "retrieved_chunk": " const { localName } = node;\n const implicitValue = mapLocalNameToImplicitValue[attributeName]?.[localName];\n return {\n label: mapAttributeNameAndValueToLabel({\n attributeName,\n attributeValue: implicitValue,\n container,\n }),\n value: implicitValue,\n };", "score": 0.868389368057251 }, { "filename": "src/getNodeAccessibilityData/getAccessibleAttributeLabels/index.ts", "retrieved_chunk": " }\n const { label: labelFromAriaAttribute, value: valueFromAriaAttribute } =\n getLabelFromAriaAttribute({\n attributeName,\n container,\n node,\n });\n if (labelFromAriaAttribute) {\n labels[attributeName] = {\n label: labelFromAriaAttribute,", "score": 0.8668642640113831 } ]
typescript
= mapAttributeNameAndValueToLabel({
import { getAttributesByRole } from "./getAttributesByRole"; import { getLabelFromAriaAttribute } from "./getLabelFromAriaAttribute"; import { getLabelFromHtmlEquivalentAttribute } from "./getLabelFromHtmlEquivalentAttribute"; import { getLabelFromImplicitHtmlElementValue } from "./getLabelFromImplicitHtmlElementValue"; import { isElement } from "../../isElement"; import { mapAttributeNameAndValueToLabel } from "./mapAttributeNameAndValueToLabel"; import { postProcessLabels } from "./postProcessLabels"; export const getAccessibleAttributeLabels = ({ accessibleValue, alternateReadingOrderParents, container, node, role, }: { accessibleValue: string; alternateReadingOrderParents: Node[]; container: Node; node: Node; role: string; }): string[] => { if (!isElement(node)) { return []; } const labels: Record<string, { label: string; value: string }> = {}; const attributes = getAttributesByRole({ accessibleValue, role }); attributes.forEach(([attributeName, implicitAttributeValue]) => { const { label: labelFromHtmlEquivalentAttribute, value: valueFromHtmlEquivalentAttribute, } = getLabelFromHtmlEquivalentAttribute({ attributeName, container, node, }); if (labelFromHtmlEquivalentAttribute) { labels[attributeName] = { label: labelFromHtmlEquivalentAttribute, value: valueFromHtmlEquivalentAttribute, }; return; } const { label: labelFromAriaAttribute, value: valueFromAriaAttribute } = getLabelFromAriaAttribute({ attributeName, container, node, }); if (labelFromAriaAttribute) { labels[attributeName] = { label: labelFromAriaAttribute, value: valueFromAriaAttribute, }; return; } const { label: labelFromImplicitHtmlElementValue, value: valueFromImplicitHtmlElementValue, } = getLabelFromImplicitHtmlElementValue({ attributeName, container, node, }); if (labelFromImplicitHtmlElementValue) { labels[attributeName] = { label: labelFromImplicitHtmlElementValue, value: valueFromImplicitHtmlElementValue, }; return; } const labelFromImplicitAriaAttributeValue = mapAttributeNameAndValueToLabel( { attributeName, attributeValue: implicitAttributeValue, container, } ); if (labelFromImplicitAriaAttributeValue) { labels[attributeName] = { label: labelFromImplicitAriaAttributeValue, value: implicitAttributeValue, }; return; } });
const processedLabels = postProcessLabels({ labels, role }).filter(Boolean);
/** * aria-flowto MUST requirements: * * The reading order goes both directions, and a user needs to be aware of the * alternate reading order so that they can invoke the functionality. * * The reading order goes both directions, and a user needs to be able to * travel backwards through their chosen reading order. * * REF: https://a11ysupport.io/tech/aria/aria-flowto_attribute */ if (alternateReadingOrderParents.length > 0) { processedLabels.push( `${alternateReadingOrderParents.length} previous alternate reading ${ alternateReadingOrderParents.length === 1 ? "order" : "orders" }` ); } return processedLabels; };
src/getNodeAccessibilityData/getAccessibleAttributeLabels/index.ts
guidepup-virtual-screen-reader-1b0a234
[ { "filename": "src/getNodeAccessibilityData/getAccessibleAttributeLabels/getLabelFromImplicitHtmlElementValue.ts", "retrieved_chunk": " const { localName } = node;\n const implicitValue = mapLocalNameToImplicitValue[attributeName]?.[localName];\n return {\n label: mapAttributeNameAndValueToLabel({\n attributeName,\n attributeValue: implicitValue,\n container,\n }),\n value: implicitValue,\n };", "score": 0.8937003016471863 }, { "filename": "src/getNodeAccessibilityData/getAccessibleAttributeLabels/getLabelFromAriaAttribute.ts", "retrieved_chunk": " const attributeValue = node.getAttribute(attributeName);\n return {\n label: mapAttributeNameAndValueToLabel({\n attributeName,\n attributeValue,\n container,\n }),\n value: attributeValue,\n };\n};", "score": 0.8786908388137817 }, { "filename": "src/getNodeAccessibilityData/getAccessibleAttributeLabels/getLabelFromHtmlEquivalentAttribute.ts", "retrieved_chunk": " if (!htmlAttribute?.length) {\n return { label: \"\", value: \"\" };\n }\n for (const { name, negative = false } of htmlAttribute) {\n const attributeValue = node.getAttribute(name);\n const label = mapAttributeNameAndValueToLabel({\n attributeName,\n attributeValue,\n container,\n negative,", "score": 0.8617070317268372 }, { "filename": "src/createAccessibilityTree.ts", "retrieved_chunk": " inheritedImplicitPresentational: false,\n });\n const tree = growTree(\n node,\n {\n accessibleAttributeLabels,\n accessibleDescription,\n accessibleName,\n accessibleValue,\n allowedAccessibilityChildRoles,", "score": 0.8507423400878906 }, { "filename": "src/getNodeAccessibilityData/index.ts", "retrieved_chunk": " const { explicitRole, implicitRole, role } = getRole({\n accessibleName,\n allowedAccessibilityRoles,\n inheritedImplicitPresentational,\n node,\n });\n const accessibleAttributeLabels = getAccessibleAttributeLabels({\n accessibleValue,\n alternateReadingOrderParents,\n container,", "score": 0.8405925035476685 } ]
typescript
const processedLabels = postProcessLabels({ labels, role }).filter(Boolean);
import { getNextIndexByRole } from "./getNextIndexByRole"; import { getPreviousIndexByRole } from "./getPreviousIndexByRole"; import { jumpToControlledElement } from "./jumpToControlledElement"; import { jumpToDetailsElement } from "./jumpToDetailsElement"; import { moveToNextAlternateReadingOrderElement } from "./moveToNextAlternateReadingOrderElement"; import { moveToPreviousAlternateReadingOrderElement } from "./moveToPreviousAlternateReadingOrderElement"; import { VirtualCommandArgs } from "./types"; const quickLandmarkNavigationRoles = [ /** * Assistive technologies SHOULD enable users to quickly navigate to * elements with role banner. * * REF: https://w3c.github.io/aria/#banner */ "banner", /** * Assistive technologies SHOULD enable users to quickly navigate to * elements with role complementary. * * REF: https://w3c.github.io/aria/#complementary */ "complementary", /** * Assistive technologies SHOULD enable users to quickly navigate to * elements with role contentinfo. * * REF: https://w3c.github.io/aria/#contentinfo */ "contentinfo", /** * Assistive technologies SHOULD enable users to quickly navigate to * figures. * * REF: https://w3c.github.io/aria/#figure */ "figure", /** * Assistive technologies SHOULD enable users to quickly navigate to * elements with role form. * * REF: https://w3c.github.io/aria/#form */ "form", /** * Assistive technologies SHOULD enable users to quickly navigate to * elements with role main. * * REF: https://w3c.github.io/aria/#main */ "main", /** * Assistive technologies SHOULD enable users to quickly navigate to * elements with role navigation. * * REF: https://w3c.github.io/aria/#navigation */ "navigation", /** * Assistive technologies SHOULD enable users to quickly navigate to * elements with role region. * * REF: https://w3c.github.io/aria/#region */ "region", /** * Assistive technologies SHOULD enable users to quickly navigate to * elements with role search. * * REF: https://w3c.github.io/aria/#search */ "search", ] as const; const quickLandmarkNavigationCommands = quickLandmarkNavigationRoles.reduce< Record<string, unknown> >((accumulatedCommands, role) => { const moveToNextCommand = `moveToNext${role.at(0).toUpperCase()}${role.slice( 1 )}`; const moveToPreviousCommand = `moveToPrevious${role .at(0) .toUpperCase()}${role.slice(1)}`; return { ...accumulatedCommands, [moveToNextCommand]: getNextIndexByRole([role]), [moveToPreviousCommand]: getPreviousIndexByRole([role]), }; }, {}) as { [K in | `moveToNext${Capitalize<(typeof quickLandmarkNavigationRoles)[number]>}` | `moveToPrevious${Capitalize< (typeof quickLandmarkNavigationRoles)[number]
>}`]: (args: VirtualCommandArgs) => number | null;
}; export const commands = { jumpToControlledElement, jumpToDetailsElement, moveToNextAlternateReadingOrderElement, moveToPreviousAlternateReadingOrderElement, ...quickLandmarkNavigationCommands, moveToNextLandmark: getNextIndexByRole(quickLandmarkNavigationRoles), moveToPreviousLandmark: getPreviousIndexByRole(quickLandmarkNavigationRoles), }; export type VirtualCommands = { [K in keyof typeof commands]: (typeof commands)[K]; }; export type VirtualCommandKey = keyof VirtualCommands;
src/commands/index.ts
guidepup-virtual-screen-reader-1b0a234
[ { "filename": "src/commands/getPreviousIndexByRole.ts", "retrieved_chunk": "import { VirtualCommandArgs } from \"./types\";\nexport type GetPreviousIndexByRoleArgs = Omit<VirtualCommandArgs, \"container\">;\nexport function getPreviousIndexByRole(roles: Readonly<string[]>) {\n return function getPreviousIndex({\n currentIndex,\n tree,\n }: GetPreviousIndexByRoleArgs) {\n const reorderedTree = tree\n .slice(0, currentIndex)\n .reverse()", "score": 0.7705103158950806 }, { "filename": "src/commands/getNextIndexByRole.ts", "retrieved_chunk": "import { VirtualCommandArgs } from \"./types\";\nexport type GetNextIndexByRoleArgs = Omit<VirtualCommandArgs, \"container\">;\nexport function getNextIndexByRole(roles: Readonly<string[]>) {\n return function getNextIndex({ currentIndex, tree }: GetNextIndexByRoleArgs) {\n const reorderedTree = tree\n .slice(currentIndex + 1)\n .concat(tree.slice(0, currentIndex + 1));\n const accessibilityNode = reorderedTree.find(\n (node) =>\n roles.includes(node.role) && !node.spokenRole.startsWith(\"end of\")", "score": 0.7542755007743835 }, { "filename": "src/Virtual.ts", "retrieved_chunk": " *\n * @param {string} command Screen reader command.\n * @param {object} [options] Command options.\n */\n async perform<\n T extends VirtualCommandKey,\n K extends Omit<Parameters<VirtualCommands[T]>[0], keyof VirtualCommandArgs>\n >(command: T, options?: { [L in keyof K]: K[L] } & CommandOptions) {\n this.#checkContainer();\n await tick();", "score": 0.7501554489135742 }, { "filename": "src/Virtual.ts", "retrieved_chunk": " );\n }\n #getCurrentIndexByNode(tree: AccessibilityNode[]) {\n return tree.findIndex(({ node }) => node === this.#activeNode?.node);\n }\n /**\n * Getter for screen reader commands.\n *\n * Use with `await virtual.perform(command)`.\n */", "score": 0.7159031629562378 }, { "filename": "src/commands/getNextIndexByIdRefsAttribute.ts", "retrieved_chunk": "import { getElementNode } from \"./getElementNode\";\nimport { getIdRefsByAttribute } from \"../getIdRefsByAttribute\";\nimport { getNodeByIdRef } from \"../getNodeByIdRef\";\nimport { isElement } from \"../isElement\";\nimport { VirtualCommandArgs } from \"./types\";\nexport interface GetNextIndexByIdRefsAttributeArgs extends VirtualCommandArgs {\n attributeName: string;\n index?: number;\n}\nexport function getNextIndexByIdRefsAttribute({", "score": 0.7152682542800903 } ]
typescript
>}`]: (args: VirtualCommandArgs) => number | null;
import { ARIARoleDefinitionKey, roles } from "aria-query"; import { getRole, presentationRoles } from "./getRole"; import { getAccessibleAttributeLabels } from "./getAccessibleAttributeLabels"; import { getAccessibleDescription } from "./getAccessibleDescription"; import { getAccessibleName } from "./getAccessibleName"; import { getAccessibleValue } from "./getAccessibleValue"; import { isElement } from "../isElement"; const childrenPresentationalRoles = roles .entries() .filter(([, { childrenPresentational }]) => childrenPresentational) .map(([key]) => key) as string[]; const getSpokenRole = ({ isGeneric, isPresentational, node, role }) => { if (isPresentational || isGeneric) { return ""; } if (isElement(node)) { /** * Assistive technologies SHOULD use the value of aria-roledescription when * presenting the role of an element, but SHOULD NOT change other * functionality based on the role of an element that has a value for * aria-roledescription. For example, an assistive technology that provides * functions for navigating to the next region or button SHOULD allow those * functions to navigate to regions and buttons that have an * aria-roledescription. * * REF: https://w3c.github.io/aria/#aria-roledescription */ const roledescription = node.getAttribute("aria-roledescription"); if (roledescription) { return roledescription; } } return role; }; export function getNodeAccessibilityData({ allowedAccessibilityRoles, alternateReadingOrderParents, container, inheritedImplicitPresentational, node, }: { allowedAccessibilityRoles: string[][]; alternateReadingOrderParents: Node[]; container: Node; inheritedImplicitPresentational: boolean; node: Node; }) { const accessibleDescription = getAccessibleDescription(node); const accessibleName = getAccessibleName(node); const accessibleValue = getAccessibleValue(node);
const { explicitRole, implicitRole, role } = getRole({
accessibleName, allowedAccessibilityRoles, inheritedImplicitPresentational, node, }); const accessibleAttributeLabels = getAccessibleAttributeLabels({ accessibleValue, alternateReadingOrderParents, container, node, role, }); const amendedAccessibleDescription = accessibleDescription === accessibleName ? "" : accessibleDescription; const isExplicitPresentational = presentationRoles.includes(explicitRole); const isPresentational = presentationRoles.includes(role); const isGeneric = role === "generic"; const spokenRole = getSpokenRole({ isGeneric, isPresentational, node, role, }); const { requiredOwnedElements: allowedAccessibilityChildRoles } = (roles.get( role as ARIARoleDefinitionKey ) as unknown as { requiredOwnedElements: string[][]; }) ?? { requiredOwnedElements: [] }; const { requiredOwnedElements: implicitAllowedAccessibilityChildRoles } = (roles.get(implicitRole as ARIARoleDefinitionKey) as unknown as { requiredOwnedElements: string[][]; }) ?? { requiredOwnedElements: [] }; /** * Any descendants of elements that have the characteristic "Children * Presentational: True" unless the descendant is not allowed to be * presentational because it meets one of the conditions for exception * described in Presentational Roles Conflict Resolution. However, the text * content of any excluded descendants is included. * * REF: https://w3c.github.io/aria/#tree_exclusion */ const isChildrenPresentationalRole = childrenPresentationalRoles.includes(role); /** * When an explicit or inherited role of presentation is applied to an * element with the implicit semantic of a WAI-ARIA role that has Allowed * Accessibility Child Roles, in addition to the element with the explicit * role of presentation, the user agent MUST apply an inherited role of * presentation to any owned elements that do not have an explicit role * defined. Also, when an explicit or inherited role of presentation is * applied to a host language element which has specifically allowed children * as defined by the host language specification, in addition to the element * with the explicit role of presentation, the user agent MUST apply an * inherited role of presentation to any specifically allowed children that * do not have an explicit role defined. * * REF: https://w3c.github.io/aria/#presentational-role-inheritance */ const isExplicitOrInheritedPresentation = isExplicitPresentational || inheritedImplicitPresentational; const isElementWithImplicitAllowedAccessibilityChildRoles = !!implicitAllowedAccessibilityChildRoles.length; const childrenInheritPresentationExceptAllowedRoles = isExplicitOrInheritedPresentation && isElementWithImplicitAllowedAccessibilityChildRoles; const childrenPresentational = isChildrenPresentationalRole || childrenInheritPresentationExceptAllowedRoles; return { accessibleAttributeLabels, accessibleDescription: amendedAccessibleDescription, accessibleName, accessibleValue, allowedAccessibilityChildRoles, childrenPresentational, role, spokenRole, }; }
src/getNodeAccessibilityData/index.ts
guidepup-virtual-screen-reader-1b0a234
[ { "filename": "src/createAccessibilityTree.ts", "retrieved_chunk": " if (isHiddenFromAccessibilityTree(node)) {\n return [];\n }\n const alternateReadingOrderMap = mapAlternateReadingOrder(node);\n const ownedNodes = getAllOwnedNodes(node);\n const visitedNodes = new Set<Node>();\n const {\n accessibleAttributeLabels,\n accessibleDescription,\n accessibleName,", "score": 0.8849577307701111 }, { "filename": "src/getNodeAccessibilityData/getRole.ts", "retrieved_chunk": "}: {\n accessibleName: string;\n allowedAccessibilityRoles: string[][];\n inheritedImplicitPresentational: boolean;\n node: Node;\n}) {\n if (!isElement(node)) {\n return { explicitRole: \"\", implicitRole: \"\", role: \"\" };\n }\n const target = node.cloneNode() as HTMLElement;", "score": 0.8823864459991455 }, { "filename": "src/createAccessibilityTree.ts", "retrieved_chunk": " inheritedImplicitPresentational: false,\n });\n const tree = growTree(\n node,\n {\n accessibleAttributeLabels,\n accessibleDescription,\n accessibleName,\n accessibleValue,\n allowedAccessibilityChildRoles,", "score": 0.8656790256500244 }, { "filename": "src/getSpokenPhrase.ts", "retrieved_chunk": "import { AccessibilityNode } from \"./createAccessibilityTree\";\nexport const getSpokenPhrase = (accessibilityNode: AccessibilityNode) => {\n const {\n accessibleAttributeLabels,\n accessibleDescription,\n accessibleName,\n accessibleValue,\n spokenRole,\n } = accessibilityNode;\n const announcedValue =", "score": 0.8628538250923157 }, { "filename": "src/createAccessibilityTree.ts", "retrieved_chunk": " }\n return !isElement(node) || isInaccessible(node);\n}\nfunction shouldIgnoreChildren(tree: AccessibilityNodeTree) {\n const { accessibleName, node } = tree;\n if (!accessibleName) {\n return false;\n }\n return (\n // TODO: improve comparison on whether the children are superfluous", "score": 0.862826943397522 } ]
typescript
const { explicitRole, implicitRole, role } = getRole({
import { getIdRefsByAttribute } from "./getIdRefsByAttribute"; import { getNodeAccessibilityData } from "./getNodeAccessibilityData"; import { getNodeByIdRef } from "./getNodeByIdRef"; import { HTMLElementWithValue } from "./getNodeAccessibilityData/getAccessibleValue"; import { isElement } from "./isElement"; import { isInaccessible } from "dom-accessibility-api"; export interface AccessibilityNode { accessibleAttributeLabels: string[]; accessibleDescription: string; accessibleName: string; accessibleValue: string; allowedAccessibilityChildRoles: string[][]; alternateReadingOrderParents: Node[]; childrenPresentational: boolean; node: Node; parent: Node | null; role: string; spokenRole: string; } interface AccessibilityNodeTree extends AccessibilityNode { children: AccessibilityNodeTree[]; } interface AccessibilityContext { alternateReadingOrderMap: Map<Node, Set<Node>>; container: Node; ownedNodes: Set<Node>; visitedNodes: Set<Node>; } function addAlternateReadingOrderNodes( node: Element, alternateReadingOrderMap: Map<Node, Set<Node>>, container: Element ) { const idRefs = getIdRefsByAttribute({ attributeName: "aria-flowto", node, }); idRefs.forEach((idRef) => { const childNode = getNodeByIdRef({ container, idRef }); if (!childNode) { return; } const currentParentNodes = alternateReadingOrderMap.get(childNode) ?? new Set<Node>(); currentParentNodes.add(node); alternateReadingOrderMap.set(childNode, currentParentNodes); }); } function mapAlternateReadingOrder(node: Node) { const alternateReadingOrderMap = new Map<Node, Set<Node>>(); if (!isElement(node)) { return alternateReadingOrderMap; } node
.querySelectorAll("[aria-flowto]") .forEach((parentNode) => addAlternateReadingOrderNodes(parentNode, alternateReadingOrderMap, node) );
return alternateReadingOrderMap; } function addOwnedNodes( node: Element, ownedNodes: Set<Node>, container: Element ) { const idRefs = getIdRefsByAttribute({ attributeName: "aria-owns", node, }); idRefs.forEach((idRef) => { const ownedNode = getNodeByIdRef({ container, idRef }); if (!!ownedNode && !ownedNodes.has(ownedNode)) { ownedNodes.add(ownedNode); } }); } function getAllOwnedNodes(node: Node) { const ownedNodes = new Set<Node>(); if (!isElement(node)) { return ownedNodes; } node .querySelectorAll("[aria-owns]") .forEach((owningNode) => addOwnedNodes(owningNode, ownedNodes, node)); return ownedNodes; } function getOwnedNodes(node: Node, container: Node) { const ownedNodes = new Set<Node>(); if (!isElement(node) || !isElement(container)) { return ownedNodes; } addOwnedNodes(node, ownedNodes, container); return ownedNodes; } function isHiddenFromAccessibilityTree(node: Node) { if (!node) { return true; } if (node.nodeType === Node.TEXT_NODE && !!node.textContent.trim()) { return false; } return !isElement(node) || isInaccessible(node); } function shouldIgnoreChildren(tree: AccessibilityNodeTree) { const { accessibleName, node } = tree; if (!accessibleName) { return false; } return ( // TODO: improve comparison on whether the children are superfluous // to include. accessibleName === ( node.textContent || `${(node as HTMLElementWithValue).value}` || "" )?.trim() ); } function flattenTree(tree: AccessibilityNodeTree): AccessibilityNode[] { const { children, ...treeNode } = tree; const isAnnounced = !!treeNode.accessibleName || !!treeNode.accessibleDescription || treeNode.accessibleAttributeLabels.length > 0 || !!treeNode.spokenRole; const ignoreChildren = shouldIgnoreChildren(tree); const flattenedTree = ignoreChildren ? [] : [...children.flatMap((child) => flattenTree(child))]; const isRoleContainer = !!flattenedTree.length && !ignoreChildren && !!treeNode.spokenRole; if (isAnnounced) { flattenedTree.unshift(treeNode); } if (isRoleContainer) { flattenedTree.push({ accessibleAttributeLabels: treeNode.accessibleAttributeLabels, accessibleDescription: treeNode.accessibleDescription, accessibleName: treeNode.accessibleName, accessibleValue: treeNode.accessibleValue, allowedAccessibilityChildRoles: treeNode.allowedAccessibilityChildRoles, alternateReadingOrderParents: treeNode.alternateReadingOrderParents, childrenPresentational: treeNode.childrenPresentational, node: treeNode.node, parent: treeNode.parent, role: treeNode.role, spokenRole: `end of ${treeNode.spokenRole}`, }); } return flattenedTree; } function growTree( node: Node, tree: AccessibilityNodeTree, { alternateReadingOrderMap, container, ownedNodes, visitedNodes, }: AccessibilityContext ): AccessibilityNodeTree { /** * Authors MUST NOT create circular references with aria-owns. In the case of * authoring error with aria-owns, the user agent MAY ignore some aria-owns * element references in order to build a consistent model of the content. * * REF: https://w3c.github.io/aria/#aria-owns */ if (visitedNodes.has(node)) { return tree; } visitedNodes.add(node); node.childNodes.forEach((childNode) => { if (isHiddenFromAccessibilityTree(childNode)) { return; } // REF: https://github.com/w3c/aria/issues/1817#issuecomment-1261602357 if (ownedNodes.has(childNode)) { return; } const alternateReadingOrderParents = alternateReadingOrderMap.has(childNode) ? Array.from(alternateReadingOrderMap.get(childNode)) : []; const { accessibleAttributeLabels, accessibleDescription, accessibleName, accessibleValue, allowedAccessibilityChildRoles, childrenPresentational, role, spokenRole, } = getNodeAccessibilityData({ allowedAccessibilityRoles: tree.allowedAccessibilityChildRoles, alternateReadingOrderParents, container, node: childNode, inheritedImplicitPresentational: tree.childrenPresentational, }); tree.children.push( growTree( childNode, { accessibleAttributeLabels, accessibleDescription, accessibleName, accessibleValue, allowedAccessibilityChildRoles, alternateReadingOrderParents, children: [], childrenPresentational, node: childNode, parent: node, role, spokenRole, }, { alternateReadingOrderMap, container, ownedNodes, visitedNodes } ) ); }); /** * If an element has both aria-owns and DOM children then the order of the * child elements with respect to the parent/child relationship is the DOM * children first, then the elements referenced in aria-owns. If the author * intends that the DOM children are not first, then list the DOM children in * aria-owns in the desired order. Authors SHOULD NOT use aria-owns as a * replacement for the DOM hierarchy. If the relationship is represented in * the DOM, do not use aria-owns. * * REF: https://w3c.github.io/aria/#aria-owns */ const ownedChildNodes = getOwnedNodes(node, container); ownedChildNodes.forEach((childNode) => { if (isHiddenFromAccessibilityTree(childNode)) { return; } const alternateReadingOrderParents = alternateReadingOrderMap.has(childNode) ? Array.from(alternateReadingOrderMap.get(childNode)) : []; const { accessibleAttributeLabels, accessibleDescription, accessibleName, accessibleValue, allowedAccessibilityChildRoles, childrenPresentational, role, spokenRole, } = getNodeAccessibilityData({ allowedAccessibilityRoles: tree.allowedAccessibilityChildRoles, alternateReadingOrderParents, container, node: childNode, inheritedImplicitPresentational: tree.childrenPresentational, }); tree.children.push( growTree( childNode, { accessibleAttributeLabels, accessibleDescription, accessibleName, accessibleValue, allowedAccessibilityChildRoles, alternateReadingOrderParents, children: [], childrenPresentational, node: childNode, parent: node, role, spokenRole, }, { alternateReadingOrderMap, container, ownedNodes, visitedNodes } ) ); }); return tree; } export function createAccessibilityTree(node: Node) { if (isHiddenFromAccessibilityTree(node)) { return []; } const alternateReadingOrderMap = mapAlternateReadingOrder(node); const ownedNodes = getAllOwnedNodes(node); const visitedNodes = new Set<Node>(); const { accessibleAttributeLabels, accessibleDescription, accessibleName, accessibleValue, allowedAccessibilityChildRoles, childrenPresentational, role, spokenRole, } = getNodeAccessibilityData({ allowedAccessibilityRoles: [], alternateReadingOrderParents: [], container: node, node, inheritedImplicitPresentational: false, }); const tree = growTree( node, { accessibleAttributeLabels, accessibleDescription, accessibleName, accessibleValue, allowedAccessibilityChildRoles, alternateReadingOrderParents: [], children: [], childrenPresentational, node, parent: null, role, spokenRole, }, { alternateReadingOrderMap, container: node, ownedNodes, visitedNodes, } ); return flattenTree(tree); }
src/createAccessibilityTree.ts
guidepup-virtual-screen-reader-1b0a234
[ { "filename": "src/commands/moveToPreviousAlternateReadingOrderElement.ts", "retrieved_chunk": " */\nexport function moveToPreviousAlternateReadingOrderElement({\n index = 0,\n container,\n currentIndex,\n tree,\n}: MoveToNextAlternateReadingOrderElement) {\n if (!isElement(container)) {\n return;\n }", "score": 0.8194438219070435 }, { "filename": "src/commands/moveToPreviousAlternateReadingOrderElement.ts", "retrieved_chunk": " const { alternateReadingOrderParents } = tree.at(currentIndex);\n const targetNode = alternateReadingOrderParents[index];\n if (!targetNode) {\n return;\n }\n return tree.findIndex(({ node }) => node === targetNode);\n}", "score": 0.81227707862854 }, { "filename": "src/commands/getNextIndexByRole.ts", "retrieved_chunk": "import { VirtualCommandArgs } from \"./types\";\nexport type GetNextIndexByRoleArgs = Omit<VirtualCommandArgs, \"container\">;\nexport function getNextIndexByRole(roles: Readonly<string[]>) {\n return function getNextIndex({ currentIndex, tree }: GetNextIndexByRoleArgs) {\n const reorderedTree = tree\n .slice(currentIndex + 1)\n .concat(tree.slice(0, currentIndex + 1));\n const accessibilityNode = reorderedTree.find(\n (node) =>\n roles.includes(node.role) && !node.spokenRole.startsWith(\"end of\")", "score": 0.8026738166809082 }, { "filename": "src/getNodeAccessibilityData/getAccessibleValue.ts", "retrieved_chunk": "];\nfunction getSelectValue(node: HTMLSelectElement) {\n const selectedOptions = [...node.options].filter(\n (optionElement) => optionElement.selected\n );\n if (node.multiple) {\n return [...selectedOptions]\n .map((optionElement) => getValue(optionElement))\n .join(\"; \");\n }", "score": 0.7904230356216431 }, { "filename": "src/getNodeAccessibilityData/getAccessibleAttributeLabels/index.ts", "retrieved_chunk": " if (!isElement(node)) {\n return [];\n }\n const labels: Record<string, { label: string; value: string }> = {};\n const attributes = getAttributesByRole({ accessibleValue, role });\n attributes.forEach(([attributeName, implicitAttributeValue]) => {\n const {\n label: labelFromHtmlEquivalentAttribute,\n value: valueFromHtmlEquivalentAttribute,\n } = getLabelFromHtmlEquivalentAttribute({", "score": 0.7801133394241333 } ]
typescript
.querySelectorAll("[aria-flowto]") .forEach((parentNode) => addAlternateReadingOrderNodes(parentNode, alternateReadingOrderMap, node) );
import { ARIARoleDefinitionKey, roles } from "aria-query"; import { getRole, presentationRoles } from "./getRole"; import { getAccessibleAttributeLabels } from "./getAccessibleAttributeLabels"; import { getAccessibleDescription } from "./getAccessibleDescription"; import { getAccessibleName } from "./getAccessibleName"; import { getAccessibleValue } from "./getAccessibleValue"; import { isElement } from "../isElement"; const childrenPresentationalRoles = roles .entries() .filter(([, { childrenPresentational }]) => childrenPresentational) .map(([key]) => key) as string[]; const getSpokenRole = ({ isGeneric, isPresentational, node, role }) => { if (isPresentational || isGeneric) { return ""; } if (isElement(node)) { /** * Assistive technologies SHOULD use the value of aria-roledescription when * presenting the role of an element, but SHOULD NOT change other * functionality based on the role of an element that has a value for * aria-roledescription. For example, an assistive technology that provides * functions for navigating to the next region or button SHOULD allow those * functions to navigate to regions and buttons that have an * aria-roledescription. * * REF: https://w3c.github.io/aria/#aria-roledescription */ const roledescription = node.getAttribute("aria-roledescription"); if (roledescription) { return roledescription; } } return role; }; export function getNodeAccessibilityData({ allowedAccessibilityRoles, alternateReadingOrderParents, container, inheritedImplicitPresentational, node, }: { allowedAccessibilityRoles: string[][]; alternateReadingOrderParents: Node[]; container: Node; inheritedImplicitPresentational: boolean; node: Node; }) {
const accessibleDescription = getAccessibleDescription(node);
const accessibleName = getAccessibleName(node); const accessibleValue = getAccessibleValue(node); const { explicitRole, implicitRole, role } = getRole({ accessibleName, allowedAccessibilityRoles, inheritedImplicitPresentational, node, }); const accessibleAttributeLabels = getAccessibleAttributeLabels({ accessibleValue, alternateReadingOrderParents, container, node, role, }); const amendedAccessibleDescription = accessibleDescription === accessibleName ? "" : accessibleDescription; const isExplicitPresentational = presentationRoles.includes(explicitRole); const isPresentational = presentationRoles.includes(role); const isGeneric = role === "generic"; const spokenRole = getSpokenRole({ isGeneric, isPresentational, node, role, }); const { requiredOwnedElements: allowedAccessibilityChildRoles } = (roles.get( role as ARIARoleDefinitionKey ) as unknown as { requiredOwnedElements: string[][]; }) ?? { requiredOwnedElements: [] }; const { requiredOwnedElements: implicitAllowedAccessibilityChildRoles } = (roles.get(implicitRole as ARIARoleDefinitionKey) as unknown as { requiredOwnedElements: string[][]; }) ?? { requiredOwnedElements: [] }; /** * Any descendants of elements that have the characteristic "Children * Presentational: True" unless the descendant is not allowed to be * presentational because it meets one of the conditions for exception * described in Presentational Roles Conflict Resolution. However, the text * content of any excluded descendants is included. * * REF: https://w3c.github.io/aria/#tree_exclusion */ const isChildrenPresentationalRole = childrenPresentationalRoles.includes(role); /** * When an explicit or inherited role of presentation is applied to an * element with the implicit semantic of a WAI-ARIA role that has Allowed * Accessibility Child Roles, in addition to the element with the explicit * role of presentation, the user agent MUST apply an inherited role of * presentation to any owned elements that do not have an explicit role * defined. Also, when an explicit or inherited role of presentation is * applied to a host language element which has specifically allowed children * as defined by the host language specification, in addition to the element * with the explicit role of presentation, the user agent MUST apply an * inherited role of presentation to any specifically allowed children that * do not have an explicit role defined. * * REF: https://w3c.github.io/aria/#presentational-role-inheritance */ const isExplicitOrInheritedPresentation = isExplicitPresentational || inheritedImplicitPresentational; const isElementWithImplicitAllowedAccessibilityChildRoles = !!implicitAllowedAccessibilityChildRoles.length; const childrenInheritPresentationExceptAllowedRoles = isExplicitOrInheritedPresentation && isElementWithImplicitAllowedAccessibilityChildRoles; const childrenPresentational = isChildrenPresentationalRole || childrenInheritPresentationExceptAllowedRoles; return { accessibleAttributeLabels, accessibleDescription: amendedAccessibleDescription, accessibleName, accessibleValue, allowedAccessibilityChildRoles, childrenPresentational, role, spokenRole, }; }
src/getNodeAccessibilityData/index.ts
guidepup-virtual-screen-reader-1b0a234
[ { "filename": "src/getNodeAccessibilityData/getAccessibleAttributeLabels/index.ts", "retrieved_chunk": " container,\n node,\n role,\n}: {\n accessibleValue: string;\n alternateReadingOrderParents: Node[];\n container: Node;\n node: Node;\n role: string;\n}): string[] => {", "score": 0.9065427780151367 }, { "filename": "src/createAccessibilityTree.ts", "retrieved_chunk": " accessibleValue: string;\n allowedAccessibilityChildRoles: string[][];\n alternateReadingOrderParents: Node[];\n childrenPresentational: boolean;\n node: Node;\n parent: Node | null;\n role: string;\n spokenRole: string;\n}\ninterface AccessibilityNodeTree extends AccessibilityNode {", "score": 0.8902081847190857 }, { "filename": "src/getNodeAccessibilityData/getRole.ts", "retrieved_chunk": "}: {\n accessibleName: string;\n allowedAccessibilityRoles: string[][];\n inheritedImplicitPresentational: boolean;\n node: Node;\n}) {\n if (!isElement(node)) {\n return { explicitRole: \"\", implicitRole: \"\", role: \"\" };\n }\n const target = node.cloneNode() as HTMLElement;", "score": 0.8827535510063171 }, { "filename": "src/getNodeAccessibilityData/getRole.ts", "retrieved_chunk": " inheritedImplicitPresentational,\n node,\n}: {\n accessibleName: string;\n allowedAccessibilityRoles: string[][];\n inheritedImplicitPresentational: boolean;\n node: HTMLElement;\n}) {\n const rawRoles = node.getAttribute(\"role\")?.trim().split(\" \") ?? [];\n const authorErrorFilteredRoles = rawRoles", "score": 0.8818381428718567 }, { "filename": "src/getNodeAccessibilityData/getRole.ts", "retrieved_chunk": " }\n return true;\n });\n return filteredRoles?.[0] ?? \"\";\n}\nexport function getRole({\n accessibleName,\n allowedAccessibilityRoles,\n inheritedImplicitPresentational,\n node,", "score": 0.863580584526062 } ]
typescript
const accessibleDescription = getAccessibleDescription(node);
import { getAccessibleName } from "../getAccessibleName"; import { getAccessibleValue } from "../getAccessibleValue"; import { getItemText } from "../../getItemText"; import { getNodeByIdRef } from "../../getNodeByIdRef"; enum State { BUSY = "busy", CHECKED = "checked", CURRENT = "current item", DISABLED = "disabled", EXPANDED = "expanded", INVALID = "invalid", MODAL = "modal", MULTI_SELECTABLE = "multi-selectable", PARTIALLY_CHECKED = "partially checked", PARTIALLY_PRESSED = "partially pressed", PRESSED = "pressed", READ_ONLY = "read only", REQUIRED = "required", SELECTED = "selected", } // https://w3c.github.io/aria/#state_prop_def const ariaPropertyToVirtualLabelMap: Record< string, ((...args: unknown[]) => string) | null > = { "aria-activedescendant": idRef("active descendant"), "aria-atomic": null, // Handled by live region logic "aria-autocomplete": token({ inline: "autocomplete inlined", list: "autocomplete in list", both: "autocomplete inlined and in list", none: "no autocomplete", }), "aria-braillelabel": null, // Currently won't do - not implementing a braille screen reader "aria-brailleroledescription": null, // Currently won't do - not implementing a braille screen reader "aria-busy": state(State.BUSY), "aria-checked": tristate(State.CHECKED, State.PARTIALLY_CHECKED), "aria-colcount": integer("column count"), "aria-colindex": integer("column index"), "aria-colindextext": string("column index"), "aria-colspan": integer("column span"), "aria-controls": idRefs("control", "controls"), // Handled by virtual.perform() "aria-current": token({ page: "current page", step: "current step", location: "current location", date: "current date", time: "current time", true: State.CURRENT, false: `not ${State.CURRENT}`, }), "aria-describedby": null, // Handled by accessible description "aria-description": null, // Handled by accessible description "aria-details": idRefs("linked details", "linked details", false), "aria-disabled": state(State.DISABLED), "aria-dropeffect": null, // Deprecated in WAI-ARIA 1.1 "aria-errormessage": null, // TODO: decide what to announce here "aria-expanded": state(State.EXPANDED), "aria-flowto": idRefs("alternate reading order", "alternate reading orders"), // Handled by virtual.perform() "aria-grabbed": null, // Deprecated in WAI-ARIA 1.1 "aria-haspopup": token({ /** * Assistive technologies SHOULD NOT expose the aria-haspopup property if * it has a value of false. * * REF: // https://w3c.github.io/aria/#aria-haspopup */ false: null, true: "has popup menu", menu: "has popup menu", listbox: "has popup listbox", tree: "has popup tree", grid: "has popup grid", dialog: "has popup dialog", }), "aria-hidden": null, // Excluded from accessibility tree "aria-invalid": token({ grammar: "grammatical error detected", false: `not ${State.INVALID}`, spelling: "spelling error detected", true: State.INVALID, }), "aria-keyshortcuts": string("key shortcuts"), "aria-label": null, // Handled by accessible name "aria-labelledby": null, // Handled by accessible name "aria-level": integer("level"), "aria-live": null, // Handled by live region logic "aria-modal": state(State.MODAL), "aria-multiselectable": state(State.MULTI_SELECTABLE), "aria-orientation": token({ horizontal: "orientated horizontally", vertical: "orientated vertically", }), "aria-owns": null, // Handled by accessibility tree construction "aria-placeholder": string("placeholder"), "aria-posinset": integer("item set position"), "aria-pressed": tristate(State.PRESSED, State.PARTIALLY_PRESSED), "aria-readonly": state(State.READ_ONLY), "aria-relevant": null, // Handled by live region logic "aria-required": state(State.REQUIRED), "aria-roledescription": null, // Handled by accessible description "aria-rowcount": integer("row count"), "aria-rowindex": integer("row index"), "aria-rowindextext": string("row index"), "aria-rowspan": integer("row span"), "aria-selected": state(State.SELECTED), "aria-setsize": integer("item set size"), "aria-sort": token({ ascending: "sorted in ascending order", descending: "sorted in descending order", none: "no defined sort order", other: "non ascending / descending sort order applied", }), "aria-valuemax": number("max value"), "aria-valuemin": number("min value"), "aria-valuenow": number("current value"), "aria-valuetext": string("current value"), }; interface MapperArgs { attributeValue: string; container?: Node; negative?: boolean; } function state(stateValue: State) { return function stateMapper({ attributeValue, negative }: MapperArgs) { if (negative) { return attributeValue !== "false" ? `not ${stateValue}` : stateValue; } return attributeValue !== "false" ? stateValue : `not ${stateValue}`; }; } function idRefs( propertyDescriptionSuffixSingular: string, propertyDescriptionSuffixPlural: string, printCount = true ) { return function mapper({ attributeValue, container }: MapperArgs) { const idRefsCount = attributeValue .trim() .split(" ")
.filter((idRef) => !!getNodeByIdRef({ container, idRef })).length;
if (idRefsCount === 0) { return ""; } return `${printCount ? `${idRefsCount} ` : ""}${ idRefsCount === 1 ? propertyDescriptionSuffixSingular : propertyDescriptionSuffixPlural }`; }; } function idRef(propertyName: string) { return function mapper({ attributeValue: idRef, container }: MapperArgs) { const node = getNodeByIdRef({ container, idRef }); if (!node) { return ""; } const accessibleName = getAccessibleName(node); const accessibleValue = getAccessibleValue(node); const itemText = getItemText({ accessibleName, accessibleValue }); return concat(propertyName)({ attributeValue: itemText }); }; } function tristate(stateValue: State, mixedValue: State) { return function stateMapper({ attributeValue }: MapperArgs) { if (attributeValue === "mixed") { return mixedValue; } return attributeValue !== "false" ? stateValue : `not ${stateValue}`; }; } function token(tokenMap: Record<string, string>) { return function tokenMapper({ attributeValue }: MapperArgs) { return tokenMap[attributeValue]; }; } function concat(propertyName: string) { return function mapper({ attributeValue }: MapperArgs) { return attributeValue ? `${propertyName} ${attributeValue}` : ""; }; } function integer(propertyName: string) { return concat(propertyName); } function number(propertyName: string) { return concat(propertyName); } function string(propertyName: string) { return concat(propertyName); } export const mapAttributeNameAndValueToLabel = ({ attributeName, attributeValue, container, negative = false, }: { attributeName: string; attributeValue: string | null; container: Node; negative?: boolean; }) => { if (typeof attributeValue !== "string") { return null; } const mapper = ariaPropertyToVirtualLabelMap[attributeName]; return mapper?.({ attributeValue, container, negative }) ?? null; };
src/getNodeAccessibilityData/getAccessibleAttributeLabels/mapAttributeNameAndValueToLabel.ts
guidepup-virtual-screen-reader-1b0a234
[ { "filename": "src/createAccessibilityTree.ts", "retrieved_chunk": " alternateReadingOrderMap: Map<Node, Set<Node>>,\n container: Element\n) {\n const idRefs = getIdRefsByAttribute({\n attributeName: \"aria-flowto\",\n node,\n });\n idRefs.forEach((idRef) => {\n const childNode = getNodeByIdRef({ container, idRef });\n if (!childNode) {", "score": 0.8928695321083069 }, { "filename": "src/getNodeAccessibilityData/getAccessibleAttributeLabels/getLabelFromHtmlEquivalentAttribute.ts", "retrieved_chunk": " if (!htmlAttribute?.length) {\n return { label: \"\", value: \"\" };\n }\n for (const { name, negative = false } of htmlAttribute) {\n const attributeValue = node.getAttribute(name);\n const label = mapAttributeNameAndValueToLabel({\n attributeName,\n attributeValue,\n container,\n negative,", "score": 0.8826053142547607 }, { "filename": "src/createAccessibilityTree.ts", "retrieved_chunk": "function addOwnedNodes(\n node: Element,\n ownedNodes: Set<Node>,\n container: Element\n) {\n const idRefs = getIdRefsByAttribute({\n attributeName: \"aria-owns\",\n node,\n });\n idRefs.forEach((idRef) => {", "score": 0.8787572383880615 }, { "filename": "src/getNodeAccessibilityData/getAccessibleAttributeLabels/index.ts", "retrieved_chunk": " if (!isElement(node)) {\n return [];\n }\n const labels: Record<string, { label: string; value: string }> = {};\n const attributes = getAttributesByRole({ accessibleValue, role });\n attributes.forEach(([attributeName, implicitAttributeValue]) => {\n const {\n label: labelFromHtmlEquivalentAttribute,\n value: valueFromHtmlEquivalentAttribute,\n } = getLabelFromHtmlEquivalentAttribute({", "score": 0.8683136701583862 }, { "filename": "src/getNodeAccessibilityData/getAccessibleAttributeLabels/getLabelFromImplicitHtmlElementValue.ts", "retrieved_chunk": "};\nexport const getLabelFromImplicitHtmlElementValue = ({\n attributeName,\n container,\n node,\n}: {\n attributeName: string;\n container: Node;\n node: HTMLElement;\n}) => {", "score": 0.8548793196678162 } ]
typescript
.filter((idRef) => !!getNodeByIdRef({ container, idRef })).length;
import { ARIARoleDefinitionKey, roles } from "aria-query"; import { getRole, presentationRoles } from "./getRole"; import { getAccessibleAttributeLabels } from "./getAccessibleAttributeLabels"; import { getAccessibleDescription } from "./getAccessibleDescription"; import { getAccessibleName } from "./getAccessibleName"; import { getAccessibleValue } from "./getAccessibleValue"; import { isElement } from "../isElement"; const childrenPresentationalRoles = roles .entries() .filter(([, { childrenPresentational }]) => childrenPresentational) .map(([key]) => key) as string[]; const getSpokenRole = ({ isGeneric, isPresentational, node, role }) => { if (isPresentational || isGeneric) { return ""; } if (isElement(node)) { /** * Assistive technologies SHOULD use the value of aria-roledescription when * presenting the role of an element, but SHOULD NOT change other * functionality based on the role of an element that has a value for * aria-roledescription. For example, an assistive technology that provides * functions for navigating to the next region or button SHOULD allow those * functions to navigate to regions and buttons that have an * aria-roledescription. * * REF: https://w3c.github.io/aria/#aria-roledescription */ const roledescription = node.getAttribute("aria-roledescription"); if (roledescription) { return roledescription; } } return role; }; export function getNodeAccessibilityData({ allowedAccessibilityRoles, alternateReadingOrderParents, container, inheritedImplicitPresentational, node, }: { allowedAccessibilityRoles: string[][]; alternateReadingOrderParents: Node[]; container: Node; inheritedImplicitPresentational: boolean; node: Node; }) { const accessibleDescription = getAccessibleDescription(node); const accessibleName = getAccessibleName(node); const accessibleValue = getAccessibleValue(node); const { explicitRole, implicitRole, role } = getRole({ accessibleName, allowedAccessibilityRoles, inheritedImplicitPresentational, node, }); const accessibleAttributeLabels = getAccessibleAttributeLabels({ accessibleValue, alternateReadingOrderParents, container, node, role, }); const amendedAccessibleDescription = accessibleDescription === accessibleName ? "" : accessibleDescription;
const isExplicitPresentational = presentationRoles.includes(explicitRole);
const isPresentational = presentationRoles.includes(role); const isGeneric = role === "generic"; const spokenRole = getSpokenRole({ isGeneric, isPresentational, node, role, }); const { requiredOwnedElements: allowedAccessibilityChildRoles } = (roles.get( role as ARIARoleDefinitionKey ) as unknown as { requiredOwnedElements: string[][]; }) ?? { requiredOwnedElements: [] }; const { requiredOwnedElements: implicitAllowedAccessibilityChildRoles } = (roles.get(implicitRole as ARIARoleDefinitionKey) as unknown as { requiredOwnedElements: string[][]; }) ?? { requiredOwnedElements: [] }; /** * Any descendants of elements that have the characteristic "Children * Presentational: True" unless the descendant is not allowed to be * presentational because it meets one of the conditions for exception * described in Presentational Roles Conflict Resolution. However, the text * content of any excluded descendants is included. * * REF: https://w3c.github.io/aria/#tree_exclusion */ const isChildrenPresentationalRole = childrenPresentationalRoles.includes(role); /** * When an explicit or inherited role of presentation is applied to an * element with the implicit semantic of a WAI-ARIA role that has Allowed * Accessibility Child Roles, in addition to the element with the explicit * role of presentation, the user agent MUST apply an inherited role of * presentation to any owned elements that do not have an explicit role * defined. Also, when an explicit or inherited role of presentation is * applied to a host language element which has specifically allowed children * as defined by the host language specification, in addition to the element * with the explicit role of presentation, the user agent MUST apply an * inherited role of presentation to any specifically allowed children that * do not have an explicit role defined. * * REF: https://w3c.github.io/aria/#presentational-role-inheritance */ const isExplicitOrInheritedPresentation = isExplicitPresentational || inheritedImplicitPresentational; const isElementWithImplicitAllowedAccessibilityChildRoles = !!implicitAllowedAccessibilityChildRoles.length; const childrenInheritPresentationExceptAllowedRoles = isExplicitOrInheritedPresentation && isElementWithImplicitAllowedAccessibilityChildRoles; const childrenPresentational = isChildrenPresentationalRole || childrenInheritPresentationExceptAllowedRoles; return { accessibleAttributeLabels, accessibleDescription: amendedAccessibleDescription, accessibleName, accessibleValue, allowedAccessibilityChildRoles, childrenPresentational, role, spokenRole, }; }
src/getNodeAccessibilityData/index.ts
guidepup-virtual-screen-reader-1b0a234
[ { "filename": "src/createAccessibilityTree.ts", "retrieved_chunk": " inheritedImplicitPresentational: false,\n });\n const tree = growTree(\n node,\n {\n accessibleAttributeLabels,\n accessibleDescription,\n accessibleName,\n accessibleValue,\n allowedAccessibilityChildRoles,", "score": 0.8975239992141724 }, { "filename": "src/createAccessibilityTree.ts", "retrieved_chunk": " }\n const alternateReadingOrderParents = alternateReadingOrderMap.has(childNode)\n ? Array.from(alternateReadingOrderMap.get(childNode))\n : [];\n const {\n accessibleAttributeLabels,\n accessibleDescription,\n accessibleName,\n accessibleValue,\n allowedAccessibilityChildRoles,", "score": 0.8737202882766724 }, { "filename": "src/createAccessibilityTree.ts", "retrieved_chunk": " if (isHiddenFromAccessibilityTree(node)) {\n return [];\n }\n const alternateReadingOrderMap = mapAlternateReadingOrder(node);\n const ownedNodes = getAllOwnedNodes(node);\n const visitedNodes = new Set<Node>();\n const {\n accessibleAttributeLabels,\n accessibleDescription,\n accessibleName,", "score": 0.8657144904136658 }, { "filename": "src/getSpokenPhrase.ts", "retrieved_chunk": "import { AccessibilityNode } from \"./createAccessibilityTree\";\nexport const getSpokenPhrase = (accessibilityNode: AccessibilityNode) => {\n const {\n accessibleAttributeLabels,\n accessibleDescription,\n accessibleName,\n accessibleValue,\n spokenRole,\n } = accessibilityNode;\n const announcedValue =", "score": 0.8565447926521301 }, { "filename": "src/createAccessibilityTree.ts", "retrieved_chunk": " const {\n accessibleAttributeLabels,\n accessibleDescription,\n accessibleName,\n accessibleValue,\n allowedAccessibilityChildRoles,\n childrenPresentational,\n role,\n spokenRole,\n } = getNodeAccessibilityData({", "score": 0.8494136333465576 } ]
typescript
const isExplicitPresentational = presentationRoles.includes(explicitRole);
import { getNextIndexByRole } from "./getNextIndexByRole"; import { getPreviousIndexByRole } from "./getPreviousIndexByRole"; import { jumpToControlledElement } from "./jumpToControlledElement"; import { jumpToDetailsElement } from "./jumpToDetailsElement"; import { moveToNextAlternateReadingOrderElement } from "./moveToNextAlternateReadingOrderElement"; import { moveToPreviousAlternateReadingOrderElement } from "./moveToPreviousAlternateReadingOrderElement"; import { VirtualCommandArgs } from "./types"; const quickLandmarkNavigationRoles = [ /** * Assistive technologies SHOULD enable users to quickly navigate to * elements with role banner. * * REF: https://w3c.github.io/aria/#banner */ "banner", /** * Assistive technologies SHOULD enable users to quickly navigate to * elements with role complementary. * * REF: https://w3c.github.io/aria/#complementary */ "complementary", /** * Assistive technologies SHOULD enable users to quickly navigate to * elements with role contentinfo. * * REF: https://w3c.github.io/aria/#contentinfo */ "contentinfo", /** * Assistive technologies SHOULD enable users to quickly navigate to * figures. * * REF: https://w3c.github.io/aria/#figure */ "figure", /** * Assistive technologies SHOULD enable users to quickly navigate to * elements with role form. * * REF: https://w3c.github.io/aria/#form */ "form", /** * Assistive technologies SHOULD enable users to quickly navigate to * elements with role main. * * REF: https://w3c.github.io/aria/#main */ "main", /** * Assistive technologies SHOULD enable users to quickly navigate to * elements with role navigation. * * REF: https://w3c.github.io/aria/#navigation */ "navigation", /** * Assistive technologies SHOULD enable users to quickly navigate to * elements with role region. * * REF: https://w3c.github.io/aria/#region */ "region", /** * Assistive technologies SHOULD enable users to quickly navigate to * elements with role search. * * REF: https://w3c.github.io/aria/#search */ "search", ] as const; const quickLandmarkNavigationCommands = quickLandmarkNavigationRoles.reduce< Record<string, unknown> >((accumulatedCommands, role) => { const moveToNextCommand = `moveToNext${role.at(0).toUpperCase()}${role.slice( 1 )}`; const moveToPreviousCommand = `moveToPrevious${role .at(0) .toUpperCase()}${role.slice(1)}`; return { ...accumulatedCommands, [
moveToNextCommand]: getNextIndexByRole([role]), [moveToPreviousCommand]: getPreviousIndexByRole([role]), };
}, {}) as { [K in | `moveToNext${Capitalize<(typeof quickLandmarkNavigationRoles)[number]>}` | `moveToPrevious${Capitalize< (typeof quickLandmarkNavigationRoles)[number] >}`]: (args: VirtualCommandArgs) => number | null; }; export const commands = { jumpToControlledElement, jumpToDetailsElement, moveToNextAlternateReadingOrderElement, moveToPreviousAlternateReadingOrderElement, ...quickLandmarkNavigationCommands, moveToNextLandmark: getNextIndexByRole(quickLandmarkNavigationRoles), moveToPreviousLandmark: getPreviousIndexByRole(quickLandmarkNavigationRoles), }; export type VirtualCommands = { [K in keyof typeof commands]: (typeof commands)[K]; }; export type VirtualCommandKey = keyof VirtualCommands;
src/commands/index.ts
guidepup-virtual-screen-reader-1b0a234
[ { "filename": "src/commands/getNextIndexByRole.ts", "retrieved_chunk": "import { VirtualCommandArgs } from \"./types\";\nexport type GetNextIndexByRoleArgs = Omit<VirtualCommandArgs, \"container\">;\nexport function getNextIndexByRole(roles: Readonly<string[]>) {\n return function getNextIndex({ currentIndex, tree }: GetNextIndexByRoleArgs) {\n const reorderedTree = tree\n .slice(currentIndex + 1)\n .concat(tree.slice(0, currentIndex + 1));\n const accessibilityNode = reorderedTree.find(\n (node) =>\n roles.includes(node.role) && !node.spokenRole.startsWith(\"end of\")", "score": 0.7729381918907166 }, { "filename": "src/commands/getPreviousIndexByRole.ts", "retrieved_chunk": "import { VirtualCommandArgs } from \"./types\";\nexport type GetPreviousIndexByRoleArgs = Omit<VirtualCommandArgs, \"container\">;\nexport function getPreviousIndexByRole(roles: Readonly<string[]>) {\n return function getPreviousIndex({\n currentIndex,\n tree,\n }: GetPreviousIndexByRoleArgs) {\n const reorderedTree = tree\n .slice(0, currentIndex)\n .reverse()", "score": 0.7672704458236694 }, { "filename": "src/Virtual.ts", "retrieved_chunk": " modifiers.push(rawKey);\n } else {\n keys.push(rawKey);\n }\n });\n const keyboardCommand = [\n ...modifiers.map((modifier) => `{${modifier}>}`),\n ...keys.map((key) => `{${key}}`),\n ...modifiers.reverse().map((modifier) => `{/${modifier}}`),\n ].join(\"\");", "score": 0.7239300608634949 }, { "filename": "src/commands/getPreviousIndexByRole.ts", "retrieved_chunk": " .concat(tree.slice(currentIndex).reverse());\n const accessibilityNode = reorderedTree.find(\n (node) =>\n roles.includes(node.role) && !node.spokenRole.startsWith(\"end of\")\n );\n if (!accessibilityNode) {\n return null;\n }\n return tree.findIndex((node) => node === accessibilityNode);\n };", "score": 0.7149165272712708 }, { "filename": "src/Virtual.ts", "retrieved_chunk": " const tree = this.#getAccessibilityTree();\n if (!tree.length) {\n return;\n }\n const currentIndex = this.#getCurrentIndex(tree);\n const nextIndex = commands[command]?.({\n ...options,\n container: this.#container,\n currentIndex,\n tree,", "score": 0.7067564725875854 } ]
typescript
moveToNextCommand]: getNextIndexByRole([role]), [moveToPreviousCommand]: getPreviousIndexByRole([role]), };
import { AccessibilityNode, createAccessibilityTree, } from "./createAccessibilityTree"; import { CommandOptions, MacOSModifiers, ScreenReader, WindowsModifiers, } from "@guidepup/guidepup"; import { commands, VirtualCommandKey, VirtualCommands } from "./commands"; import { ERR_VIRTUAL_MISSING_CONTAINER, ERR_VIRTUAL_NOT_STARTED, } from "./errors"; import { getItemText } from "./getItemText"; import { getSpokenPhrase } from "./getSpokenPhrase"; import { isElement } from "./isElement"; import userEvent from "@testing-library/user-event"; import { VirtualCommandArgs } from "./commands/types"; export interface StartOptions extends CommandOptions { /** * The bounding HTML element to use the Virtual Screen Reader in. * * To use the entire page pass `document.body`. */ container: Node; } const defaultUserEventOptions = { delay: null, skipHover: true, }; /** * TODO: handle live region roles: * * - alert * - log * - marquee * - status * - timer * - alertdialog * * And handle live region attributes: * * - aria-atomic * - aria-busy * - aria-live * - aria-relevant * * When live regions are marked as polite, assistive technologies SHOULD * announce updates at the next graceful opportunity, such as at the end of * speaking the current sentence or when the user pauses typing. When live * regions are marked as assertive, assistive technologies SHOULD notify the * user immediately. * * REF: * * - https://w3c.github.io/aria/#live_region_roles * - https://w3c.github.io/aria/#window_roles * - https://w3c.github.io/aria/#attrs_liveregions * - https://w3c.github.io/aria/#aria-live */ /** * TODO: When a modal element is displayed, assistive technologies SHOULD * navigate to the element unless focus has explicitly been set elsewhere. Some * assistive technologies limit navigation to the modal element's contents. If * focus moves to an element outside the modal element, assistive technologies * SHOULD NOT limit navigation to the modal element. * * REF: https://w3c.github.io/aria/#aria-modal */ const observeDOM = (function () { const MutationObserver = window.MutationObserver; return function observeDOM( node: Node, onChange: MutationCallback ): () => void { if (!isElement(node)) { return; } if (MutationObserver) { const mutationObserver = new MutationObserver(onChange); mutationObserver.observe(node, { attributes: true, childList: true, subtree: true, }); return () => { mutationObserver.disconnect(); }; } return () => { // gracefully fallback to not supporting Accessibility Tree refreshes if // the DOM changes. }; }; })(); async function tick() { return await new Promise<void>((resolve) => setTimeout(() => resolve())); } /** * TODO: When an assistive technology reading cursor moves from one article to * another, assistive technologies SHOULD set user agent focus on the article * that contains the reading cursor. If the reading cursor lands on a focusable * element inside the article, the assistive technology MAY set focus on that * element in lieu of setting focus on the containing article. * * REF: https://w3c.github.io/aria/#feed */ export class Virtual implements ScreenReader { #activeNode: AccessibilityNode | null = null; #container: Node | null = null; #itemTextLog: string[] = []; #spokenPhraseLog: string[] = []; #treeCache: AccessibilityNode[] | null = null; #disconnectDOMObserver: () => void | null = null; #checkContainer() { if (!this.#container) { throw new Error(ERR_VIRTUAL_NOT_STARTED); } } #getAccessibilityTree() { if (!this.#treeCache) { this.#treeCache = createAccessibilityTree(this.#container); this.#attachFocusListeners(); } return this.#treeCache; } #invalidateTreeCache() { this.#detachFocusListeners(); this.#treeCache = null; } #attachFocusListeners() { this.#getAccessibilityTree().forEach((treeNode) => { treeNode.node.addEventListener( "focus", this.#handleFocusChange.bind(this) ); }); } #detachFocusListeners() { this.#getAccessibilityTree().forEach((treeNode) => { treeNode.node.removeEventListener( "focus", this.#handleFocusChange.bind(this) ); }); } async #handleFocusChange({ target }: FocusEvent) { await tick(); this.#invalidateTreeCache(); const tree = this.#getAccessibilityTree(); const nextIndex = tree.findIndex(({ node }) => node === target); const newActiveNode = tree.at(nextIndex); this.#updateState(newActiveNode, true); } #focusActiveElement() { if (!this.#activeNode || !isElement(this.#activeNode.node)) { return; } this.#activeNode.node.focus(); } #updateState(accessibilityNode: AccessibilityNode, ignoreIfNoChange = false) { const spokenPhrase = getSpokenPhrase(accessibilityNode);
const itemText = getItemText(accessibilityNode);
this.#activeNode = accessibilityNode; if ( ignoreIfNoChange && spokenPhrase === this.#spokenPhraseLog.at(-1) && itemText === this.#itemTextLog.at(-1) ) { return; } this.#itemTextLog.push(itemText); this.#spokenPhraseLog.push(spokenPhrase); } async #refreshState(ignoreIfNoChange) { await tick(); this.#invalidateTreeCache(); const tree = this.#getAccessibilityTree(); const currentIndex = this.#getCurrentIndexByNode(tree); const newActiveNode = tree.at(currentIndex); this.#updateState(newActiveNode, ignoreIfNoChange); } #getCurrentIndex(tree: AccessibilityNode[]) { return tree.findIndex( ({ accessibleDescription, accessibleName, accessibleValue, node, role, spokenRole, }) => accessibleDescription === this.#activeNode?.accessibleDescription && accessibleName === this.#activeNode?.accessibleName && accessibleValue === this.#activeNode?.accessibleValue && node === this.#activeNode?.node && role === this.#activeNode?.role && spokenRole === this.#activeNode?.spokenRole ); } #getCurrentIndexByNode(tree: AccessibilityNode[]) { return tree.findIndex(({ node }) => node === this.#activeNode?.node); } /** * Getter for screen reader commands. * * Use with `await virtual.perform(command)`. */ get commands() { return Object.fromEntries<VirtualCommandKey>( Object.keys(commands).map((command: VirtualCommandKey) => [ command, command, ]) ) as { [K in VirtualCommandKey]: K }; } /** * Detect whether the screen reader is supported for the current OS. * * @returns {Promise<boolean>} */ async detect() { return true; } /** * Detect whether the screen reader is the default screen reader for the current OS. * * @returns {Promise<boolean>} */ async default() { return false; } /** * Turn the screen reader on. * * @param {object} [options] Additional options. */ async start({ container }: StartOptions = { container: null }) { if (!container) { throw new Error(ERR_VIRTUAL_MISSING_CONTAINER); } this.#container = container; this.#disconnectDOMObserver = observeDOM( container, this.#invalidateTreeCache.bind(this) ); const tree = this.#getAccessibilityTree(); if (!tree.length) { return; } this.#updateState(tree[0]); return; } /** * Turn the screen reader off. */ async stop() { this.#disconnectDOMObserver?.(); this.#invalidateTreeCache(); this.#activeNode = null; this.#container = null; this.#itemTextLog = []; this.#spokenPhraseLog = []; return; } /** * Move the screen reader cursor to the previous location. */ async previous() { this.#checkContainer(); await tick(); const tree = this.#getAccessibilityTree(); if (!tree.length) { return; } const currentIndex = this.#getCurrentIndex(tree); const nextIndex = currentIndex === -1 ? 0 : currentIndex - 1; const newActiveNode = tree.at(nextIndex); this.#updateState(newActiveNode); return; } /** * Move the screen reader cursor to the next location. */ async next() { this.#checkContainer(); await tick(); const tree = this.#getAccessibilityTree(); if (!tree.length) { return; } const currentIndex = this.#getCurrentIndex(tree); const nextIndex = currentIndex === -1 || currentIndex === tree.length - 1 ? 0 : currentIndex + 1; const newActiveNode = tree.at(nextIndex); this.#updateState(newActiveNode); return; } /** * Perform the default action for the item in the screen reader cursor. */ async act() { this.#checkContainer(); await tick(); if (!this.#activeNode) { return; } const target = this.#activeNode.node as HTMLElement; // TODO: verify that is appropriate for all default actions await userEvent.click(target, defaultUserEventOptions); return; } /** * Interact with the item under the screen reader cursor. */ async interact() { this.#checkContainer(); return; } /** * Stop interacting with the current item. */ async stopInteracting() { this.#checkContainer(); return; } /** * Press a key on the active item. * * `key` can specify the intended [keyboardEvent.key](https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/key) * value or a single character to generate the text for. A superset of the `key` values can be found * [on the MDN key values page](https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/key/Key_Values). Examples of the keys are: * * `F1` - `F20`, `Digit0` - `Digit9`, `KeyA` - `KeyZ`, `Backquote`, `Minus`, `Equal`, `Backslash`, `Backspace`, `Tab`, * `Delete`, `Escape`, `ArrowDown`, `End`, `Enter`, `Home`, `Insert`, `PageDown`, `PageUp`, `ArrowRight`, `ArrowUp`, etc. * * Following modification shortcuts are also supported: `Shift`, `Control`, `Alt`, `Meta` (OS permitting). * * Holding down `Shift` will type the text that corresponds to the `key` in the upper case. * * If `key` is a single character, it is case-sensitive, so the values `a` and `A` will generate different respective * texts. * * Shortcuts such as `key: "Control+f"` or `key: "Control+Shift+f"` are supported as well. When specified with the * modifier, modifier is pressed and being held while the subsequent key is being pressed. * * ```ts * await virtual.press("Control+f"); * ``` * * @param {string} key Name of the key to press or a character to generate, such as `ArrowLeft` or `a`. */ async press(key: string) { this.#checkContainer(); await tick(); if (!this.#activeNode) { return; } const rawKeys = key.replaceAll("{", "{{").replaceAll("[", "[[").split("+"); const modifiers = []; const keys = []; rawKeys.forEach((rawKey) => { if ( typeof MacOSModifiers[rawKey] !== "undefined" || typeof WindowsModifiers[rawKey] !== "undefined" ) { modifiers.push(rawKey); } else { keys.push(rawKey); } }); const keyboardCommand = [ ...modifiers.map((modifier) => `{${modifier}>}`), ...keys.map((key) => `{${key}}`), ...modifiers.reverse().map((modifier) => `{/${modifier}}`), ].join(""); this.#focusActiveElement(); await userEvent.keyboard(keyboardCommand, defaultUserEventOptions); await this.#refreshState(true); return; } /** * Type text into the active item. * * To press a special key, like `Control` or `ArrowDown`, use `virtual.press(key)`. * * ```ts * await virtual.type("my-username"); * await virtual.press("Enter"); * ``` * * @param {string} text Text to type into the active item. */ async type(text: string) { this.#checkContainer(); await tick(); if (!this.#activeNode) { return; } const target = this.#activeNode.node as HTMLElement; await userEvent.type(target, text, defaultUserEventOptions); await this.#refreshState(true); return; } /** * Perform a screen reader command. * * @param {string} command Screen reader command. * @param {object} [options] Command options. */ async perform< T extends VirtualCommandKey, K extends Omit<Parameters<VirtualCommands[T]>[0], keyof VirtualCommandArgs> >(command: T, options?: { [L in keyof K]: K[L] } & CommandOptions) { this.#checkContainer(); await tick(); const tree = this.#getAccessibilityTree(); if (!tree.length) { return; } const currentIndex = this.#getCurrentIndex(tree); const nextIndex = commands[command]?.({ ...options, container: this.#container, currentIndex, tree, }); if (typeof nextIndex !== "number") { return; } const newActiveNode = tree.at(nextIndex); this.#updateState(newActiveNode); return; } /** * Click the mouse. * * @param {object} [options] Click options. */ async click({ button = "left", clickCount = 1 } = {}) { this.#checkContainer(); await tick(); if (!this.#activeNode) { return; } const key = `[Mouse${button[0].toUpperCase()}${button.slice(1)}]`; const keys = key.repeat(clickCount); const target = this.#activeNode.node as HTMLElement; await userEvent.pointer( [{ target }, { keys, target }], defaultUserEventOptions ); return; } /** * Get the last spoken phrase. * * @returns {Promise<string>} The last spoken phrase. */ async lastSpokenPhrase() { this.#checkContainer(); await tick(); return this.#spokenPhraseLog.at(-1) ?? ""; } /** * Get the text of the item in the screen reader cursor. * * @returns {Promise<string>} The item's text. */ async itemText() { this.#checkContainer(); await tick(); return this.#itemTextLog.at(-1) ?? ""; } /** * Get the log of all spoken phrases for this screen reader instance. * * @returns {Promise<string[]>} The spoken phrase log. */ async spokenPhraseLog() { this.#checkContainer(); await tick(); return this.#spokenPhraseLog; } /** * Get the log of all visited item text for this screen reader instance. * * @returns {Promise<string[]>} The item text log. */ async itemTextLog() { this.#checkContainer(); await tick(); return this.#itemTextLog; } }
src/Virtual.ts
guidepup-virtual-screen-reader-1b0a234
[ { "filename": "src/commands/getElementNode.ts", "retrieved_chunk": "import { AccessibilityNode } from \"../createAccessibilityTree\";\nimport { isElement } from \"../isElement\";\nexport function getElementNode(accessibilityNode: AccessibilityNode) {\n const { node } = accessibilityNode;\n if (node && isElement(node)) {\n return node;\n }\n return accessibilityNode.parent;\n}", "score": 0.7619126439094543 }, { "filename": "src/createAccessibilityTree.ts", "retrieved_chunk": " }\n addOwnedNodes(node, ownedNodes, container);\n return ownedNodes;\n}\nfunction isHiddenFromAccessibilityTree(node: Node) {\n if (!node) {\n return true;\n }\n if (node.nodeType === Node.TEXT_NODE && !!node.textContent.trim()) {\n return false;", "score": 0.7613136768341064 }, { "filename": "src/getNodeAccessibilityData/getRole.ts", "retrieved_chunk": "].join(\", \");\nfunction isFocusable(node: HTMLElement) {\n return node.matches(FOCUSABLE_SELECTOR);\n}\nfunction hasGlobalStateOrProperty(node: HTMLElement) {\n return globalStatesAndProperties.some((global) => node.hasAttribute(global));\n}\nfunction getExplicitRole({\n accessibleName,\n allowedAccessibilityRoles,", "score": 0.7514066696166992 }, { "filename": "src/commands/getNextIndexByIdRefsAttribute.ts", "retrieved_chunk": " attributeName,\n index = 0,\n container,\n currentIndex,\n tree,\n}: GetNextIndexByIdRefsAttributeArgs) {\n if (!isElement(container)) {\n return;\n }\n const currentAccessibilityNode = tree.at(currentIndex);", "score": 0.7500801086425781 }, { "filename": "src/commands/getPreviousIndexByRole.ts", "retrieved_chunk": " .concat(tree.slice(currentIndex).reverse());\n const accessibilityNode = reorderedTree.find(\n (node) =>\n roles.includes(node.role) && !node.spokenRole.startsWith(\"end of\")\n );\n if (!accessibilityNode) {\n return null;\n }\n return tree.findIndex((node) => node === accessibilityNode);\n };", "score": 0.7445182800292969 } ]
typescript
const itemText = getItemText(accessibilityNode);
import { AccessibilityNode, createAccessibilityTree, } from "./createAccessibilityTree"; import { CommandOptions, MacOSModifiers, ScreenReader, WindowsModifiers, } from "@guidepup/guidepup"; import { commands, VirtualCommandKey, VirtualCommands } from "./commands"; import { ERR_VIRTUAL_MISSING_CONTAINER, ERR_VIRTUAL_NOT_STARTED, } from "./errors"; import { getItemText } from "./getItemText"; import { getSpokenPhrase } from "./getSpokenPhrase"; import { isElement } from "./isElement"; import userEvent from "@testing-library/user-event"; import { VirtualCommandArgs } from "./commands/types"; export interface StartOptions extends CommandOptions { /** * The bounding HTML element to use the Virtual Screen Reader in. * * To use the entire page pass `document.body`. */ container: Node; } const defaultUserEventOptions = { delay: null, skipHover: true, }; /** * TODO: handle live region roles: * * - alert * - log * - marquee * - status * - timer * - alertdialog * * And handle live region attributes: * * - aria-atomic * - aria-busy * - aria-live * - aria-relevant * * When live regions are marked as polite, assistive technologies SHOULD * announce updates at the next graceful opportunity, such as at the end of * speaking the current sentence or when the user pauses typing. When live * regions are marked as assertive, assistive technologies SHOULD notify the * user immediately. * * REF: * * - https://w3c.github.io/aria/#live_region_roles * - https://w3c.github.io/aria/#window_roles * - https://w3c.github.io/aria/#attrs_liveregions * - https://w3c.github.io/aria/#aria-live */ /** * TODO: When a modal element is displayed, assistive technologies SHOULD * navigate to the element unless focus has explicitly been set elsewhere. Some * assistive technologies limit navigation to the modal element's contents. If * focus moves to an element outside the modal element, assistive technologies * SHOULD NOT limit navigation to the modal element. * * REF: https://w3c.github.io/aria/#aria-modal */ const observeDOM = (function () { const MutationObserver = window.MutationObserver; return function observeDOM( node: Node, onChange: MutationCallback ): () => void {
if (!isElement(node)) {
return; } if (MutationObserver) { const mutationObserver = new MutationObserver(onChange); mutationObserver.observe(node, { attributes: true, childList: true, subtree: true, }); return () => { mutationObserver.disconnect(); }; } return () => { // gracefully fallback to not supporting Accessibility Tree refreshes if // the DOM changes. }; }; })(); async function tick() { return await new Promise<void>((resolve) => setTimeout(() => resolve())); } /** * TODO: When an assistive technology reading cursor moves from one article to * another, assistive technologies SHOULD set user agent focus on the article * that contains the reading cursor. If the reading cursor lands on a focusable * element inside the article, the assistive technology MAY set focus on that * element in lieu of setting focus on the containing article. * * REF: https://w3c.github.io/aria/#feed */ export class Virtual implements ScreenReader { #activeNode: AccessibilityNode | null = null; #container: Node | null = null; #itemTextLog: string[] = []; #spokenPhraseLog: string[] = []; #treeCache: AccessibilityNode[] | null = null; #disconnectDOMObserver: () => void | null = null; #checkContainer() { if (!this.#container) { throw new Error(ERR_VIRTUAL_NOT_STARTED); } } #getAccessibilityTree() { if (!this.#treeCache) { this.#treeCache = createAccessibilityTree(this.#container); this.#attachFocusListeners(); } return this.#treeCache; } #invalidateTreeCache() { this.#detachFocusListeners(); this.#treeCache = null; } #attachFocusListeners() { this.#getAccessibilityTree().forEach((treeNode) => { treeNode.node.addEventListener( "focus", this.#handleFocusChange.bind(this) ); }); } #detachFocusListeners() { this.#getAccessibilityTree().forEach((treeNode) => { treeNode.node.removeEventListener( "focus", this.#handleFocusChange.bind(this) ); }); } async #handleFocusChange({ target }: FocusEvent) { await tick(); this.#invalidateTreeCache(); const tree = this.#getAccessibilityTree(); const nextIndex = tree.findIndex(({ node }) => node === target); const newActiveNode = tree.at(nextIndex); this.#updateState(newActiveNode, true); } #focusActiveElement() { if (!this.#activeNode || !isElement(this.#activeNode.node)) { return; } this.#activeNode.node.focus(); } #updateState(accessibilityNode: AccessibilityNode, ignoreIfNoChange = false) { const spokenPhrase = getSpokenPhrase(accessibilityNode); const itemText = getItemText(accessibilityNode); this.#activeNode = accessibilityNode; if ( ignoreIfNoChange && spokenPhrase === this.#spokenPhraseLog.at(-1) && itemText === this.#itemTextLog.at(-1) ) { return; } this.#itemTextLog.push(itemText); this.#spokenPhraseLog.push(spokenPhrase); } async #refreshState(ignoreIfNoChange) { await tick(); this.#invalidateTreeCache(); const tree = this.#getAccessibilityTree(); const currentIndex = this.#getCurrentIndexByNode(tree); const newActiveNode = tree.at(currentIndex); this.#updateState(newActiveNode, ignoreIfNoChange); } #getCurrentIndex(tree: AccessibilityNode[]) { return tree.findIndex( ({ accessibleDescription, accessibleName, accessibleValue, node, role, spokenRole, }) => accessibleDescription === this.#activeNode?.accessibleDescription && accessibleName === this.#activeNode?.accessibleName && accessibleValue === this.#activeNode?.accessibleValue && node === this.#activeNode?.node && role === this.#activeNode?.role && spokenRole === this.#activeNode?.spokenRole ); } #getCurrentIndexByNode(tree: AccessibilityNode[]) { return tree.findIndex(({ node }) => node === this.#activeNode?.node); } /** * Getter for screen reader commands. * * Use with `await virtual.perform(command)`. */ get commands() { return Object.fromEntries<VirtualCommandKey>( Object.keys(commands).map((command: VirtualCommandKey) => [ command, command, ]) ) as { [K in VirtualCommandKey]: K }; } /** * Detect whether the screen reader is supported for the current OS. * * @returns {Promise<boolean>} */ async detect() { return true; } /** * Detect whether the screen reader is the default screen reader for the current OS. * * @returns {Promise<boolean>} */ async default() { return false; } /** * Turn the screen reader on. * * @param {object} [options] Additional options. */ async start({ container }: StartOptions = { container: null }) { if (!container) { throw new Error(ERR_VIRTUAL_MISSING_CONTAINER); } this.#container = container; this.#disconnectDOMObserver = observeDOM( container, this.#invalidateTreeCache.bind(this) ); const tree = this.#getAccessibilityTree(); if (!tree.length) { return; } this.#updateState(tree[0]); return; } /** * Turn the screen reader off. */ async stop() { this.#disconnectDOMObserver?.(); this.#invalidateTreeCache(); this.#activeNode = null; this.#container = null; this.#itemTextLog = []; this.#spokenPhraseLog = []; return; } /** * Move the screen reader cursor to the previous location. */ async previous() { this.#checkContainer(); await tick(); const tree = this.#getAccessibilityTree(); if (!tree.length) { return; } const currentIndex = this.#getCurrentIndex(tree); const nextIndex = currentIndex === -1 ? 0 : currentIndex - 1; const newActiveNode = tree.at(nextIndex); this.#updateState(newActiveNode); return; } /** * Move the screen reader cursor to the next location. */ async next() { this.#checkContainer(); await tick(); const tree = this.#getAccessibilityTree(); if (!tree.length) { return; } const currentIndex = this.#getCurrentIndex(tree); const nextIndex = currentIndex === -1 || currentIndex === tree.length - 1 ? 0 : currentIndex + 1; const newActiveNode = tree.at(nextIndex); this.#updateState(newActiveNode); return; } /** * Perform the default action for the item in the screen reader cursor. */ async act() { this.#checkContainer(); await tick(); if (!this.#activeNode) { return; } const target = this.#activeNode.node as HTMLElement; // TODO: verify that is appropriate for all default actions await userEvent.click(target, defaultUserEventOptions); return; } /** * Interact with the item under the screen reader cursor. */ async interact() { this.#checkContainer(); return; } /** * Stop interacting with the current item. */ async stopInteracting() { this.#checkContainer(); return; } /** * Press a key on the active item. * * `key` can specify the intended [keyboardEvent.key](https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/key) * value or a single character to generate the text for. A superset of the `key` values can be found * [on the MDN key values page](https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/key/Key_Values). Examples of the keys are: * * `F1` - `F20`, `Digit0` - `Digit9`, `KeyA` - `KeyZ`, `Backquote`, `Minus`, `Equal`, `Backslash`, `Backspace`, `Tab`, * `Delete`, `Escape`, `ArrowDown`, `End`, `Enter`, `Home`, `Insert`, `PageDown`, `PageUp`, `ArrowRight`, `ArrowUp`, etc. * * Following modification shortcuts are also supported: `Shift`, `Control`, `Alt`, `Meta` (OS permitting). * * Holding down `Shift` will type the text that corresponds to the `key` in the upper case. * * If `key` is a single character, it is case-sensitive, so the values `a` and `A` will generate different respective * texts. * * Shortcuts such as `key: "Control+f"` or `key: "Control+Shift+f"` are supported as well. When specified with the * modifier, modifier is pressed and being held while the subsequent key is being pressed. * * ```ts * await virtual.press("Control+f"); * ``` * * @param {string} key Name of the key to press or a character to generate, such as `ArrowLeft` or `a`. */ async press(key: string) { this.#checkContainer(); await tick(); if (!this.#activeNode) { return; } const rawKeys = key.replaceAll("{", "{{").replaceAll("[", "[[").split("+"); const modifiers = []; const keys = []; rawKeys.forEach((rawKey) => { if ( typeof MacOSModifiers[rawKey] !== "undefined" || typeof WindowsModifiers[rawKey] !== "undefined" ) { modifiers.push(rawKey); } else { keys.push(rawKey); } }); const keyboardCommand = [ ...modifiers.map((modifier) => `{${modifier}>}`), ...keys.map((key) => `{${key}}`), ...modifiers.reverse().map((modifier) => `{/${modifier}}`), ].join(""); this.#focusActiveElement(); await userEvent.keyboard(keyboardCommand, defaultUserEventOptions); await this.#refreshState(true); return; } /** * Type text into the active item. * * To press a special key, like `Control` or `ArrowDown`, use `virtual.press(key)`. * * ```ts * await virtual.type("my-username"); * await virtual.press("Enter"); * ``` * * @param {string} text Text to type into the active item. */ async type(text: string) { this.#checkContainer(); await tick(); if (!this.#activeNode) { return; } const target = this.#activeNode.node as HTMLElement; await userEvent.type(target, text, defaultUserEventOptions); await this.#refreshState(true); return; } /** * Perform a screen reader command. * * @param {string} command Screen reader command. * @param {object} [options] Command options. */ async perform< T extends VirtualCommandKey, K extends Omit<Parameters<VirtualCommands[T]>[0], keyof VirtualCommandArgs> >(command: T, options?: { [L in keyof K]: K[L] } & CommandOptions) { this.#checkContainer(); await tick(); const tree = this.#getAccessibilityTree(); if (!tree.length) { return; } const currentIndex = this.#getCurrentIndex(tree); const nextIndex = commands[command]?.({ ...options, container: this.#container, currentIndex, tree, }); if (typeof nextIndex !== "number") { return; } const newActiveNode = tree.at(nextIndex); this.#updateState(newActiveNode); return; } /** * Click the mouse. * * @param {object} [options] Click options. */ async click({ button = "left", clickCount = 1 } = {}) { this.#checkContainer(); await tick(); if (!this.#activeNode) { return; } const key = `[Mouse${button[0].toUpperCase()}${button.slice(1)}]`; const keys = key.repeat(clickCount); const target = this.#activeNode.node as HTMLElement; await userEvent.pointer( [{ target }, { keys, target }], defaultUserEventOptions ); return; } /** * Get the last spoken phrase. * * @returns {Promise<string>} The last spoken phrase. */ async lastSpokenPhrase() { this.#checkContainer(); await tick(); return this.#spokenPhraseLog.at(-1) ?? ""; } /** * Get the text of the item in the screen reader cursor. * * @returns {Promise<string>} The item's text. */ async itemText() { this.#checkContainer(); await tick(); return this.#itemTextLog.at(-1) ?? ""; } /** * Get the log of all spoken phrases for this screen reader instance. * * @returns {Promise<string[]>} The spoken phrase log. */ async spokenPhraseLog() { this.#checkContainer(); await tick(); return this.#spokenPhraseLog; } /** * Get the log of all visited item text for this screen reader instance. * * @returns {Promise<string[]>} The item text log. */ async itemTextLog() { this.#checkContainer(); await tick(); return this.#itemTextLog; } }
src/Virtual.ts
guidepup-virtual-screen-reader-1b0a234
[ { "filename": "src/createAccessibilityTree.ts", "retrieved_chunk": " }\n return !isElement(node) || isInaccessible(node);\n}\nfunction shouldIgnoreChildren(tree: AccessibilityNodeTree) {\n const { accessibleName, node } = tree;\n if (!accessibleName) {\n return false;\n }\n return (\n // TODO: improve comparison on whether the children are superfluous", "score": 0.7898448705673218 }, { "filename": "src/createAccessibilityTree.ts", "retrieved_chunk": " alternateReadingOrderMap: Map<Node, Set<Node>>,\n container: Element\n) {\n const idRefs = getIdRefsByAttribute({\n attributeName: \"aria-flowto\",\n node,\n });\n idRefs.forEach((idRef) => {\n const childNode = getNodeByIdRef({ container, idRef });\n if (!childNode) {", "score": 0.7779735326766968 }, { "filename": "src/createAccessibilityTree.ts", "retrieved_chunk": "function addOwnedNodes(\n node: Element,\n ownedNodes: Set<Node>,\n container: Element\n) {\n const idRefs = getIdRefsByAttribute({\n attributeName: \"aria-owns\",\n node,\n });\n idRefs.forEach((idRef) => {", "score": 0.7763183116912842 }, { "filename": "src/commands/getElementNode.ts", "retrieved_chunk": "import { AccessibilityNode } from \"../createAccessibilityTree\";\nimport { isElement } from \"../isElement\";\nexport function getElementNode(accessibilityNode: AccessibilityNode) {\n const { node } = accessibilityNode;\n if (node && isElement(node)) {\n return node;\n }\n return accessibilityNode.parent;\n}", "score": 0.774793267250061 }, { "filename": "src/commands/jumpToDetailsElement.ts", "retrieved_chunk": " * be helpful to jump directly to the reference or have it conveyed.\n *\n * REF: https://a11ysupport.io/tech/aria/aria-details_attribute\n */\nexport function jumpToDetailsElement({\n container,\n currentIndex,\n tree,\n}: VirtualCommandArgs) {\n return getNextIndexByIdRefsAttribute({", "score": 0.7680624127388 } ]
typescript
if (!isElement(node)) {
import { AccessibilityNode, createAccessibilityTree, } from "./createAccessibilityTree"; import { CommandOptions, MacOSModifiers, ScreenReader, WindowsModifiers, } from "@guidepup/guidepup"; import { commands, VirtualCommandKey, VirtualCommands } from "./commands"; import { ERR_VIRTUAL_MISSING_CONTAINER, ERR_VIRTUAL_NOT_STARTED, } from "./errors"; import { getItemText } from "./getItemText"; import { getSpokenPhrase } from "./getSpokenPhrase"; import { isElement } from "./isElement"; import userEvent from "@testing-library/user-event"; import { VirtualCommandArgs } from "./commands/types"; export interface StartOptions extends CommandOptions { /** * The bounding HTML element to use the Virtual Screen Reader in. * * To use the entire page pass `document.body`. */ container: Node; } const defaultUserEventOptions = { delay: null, skipHover: true, }; /** * TODO: handle live region roles: * * - alert * - log * - marquee * - status * - timer * - alertdialog * * And handle live region attributes: * * - aria-atomic * - aria-busy * - aria-live * - aria-relevant * * When live regions are marked as polite, assistive technologies SHOULD * announce updates at the next graceful opportunity, such as at the end of * speaking the current sentence or when the user pauses typing. When live * regions are marked as assertive, assistive technologies SHOULD notify the * user immediately. * * REF: * * - https://w3c.github.io/aria/#live_region_roles * - https://w3c.github.io/aria/#window_roles * - https://w3c.github.io/aria/#attrs_liveregions * - https://w3c.github.io/aria/#aria-live */ /** * TODO: When a modal element is displayed, assistive technologies SHOULD * navigate to the element unless focus has explicitly been set elsewhere. Some * assistive technologies limit navigation to the modal element's contents. If * focus moves to an element outside the modal element, assistive technologies * SHOULD NOT limit navigation to the modal element. * * REF: https://w3c.github.io/aria/#aria-modal */ const observeDOM = (function () { const MutationObserver = window.MutationObserver; return function observeDOM( node: Node, onChange: MutationCallback ): () => void { if (!isElement(node)) { return; } if (MutationObserver) { const mutationObserver = new MutationObserver(onChange); mutationObserver.observe(node, { attributes: true, childList: true, subtree: true, }); return () => { mutationObserver.disconnect(); }; } return () => { // gracefully fallback to not supporting Accessibility Tree refreshes if // the DOM changes. }; }; })(); async function tick() { return await new Promise<void>((resolve) => setTimeout(() => resolve())); } /** * TODO: When an assistive technology reading cursor moves from one article to * another, assistive technologies SHOULD set user agent focus on the article * that contains the reading cursor. If the reading cursor lands on a focusable * element inside the article, the assistive technology MAY set focus on that * element in lieu of setting focus on the containing article. * * REF: https://w3c.github.io/aria/#feed */ export class Virtual implements ScreenReader { #activeNode: AccessibilityNode | null = null; #container: Node | null = null; #itemTextLog: string[] = []; #spokenPhraseLog: string[] = []; #treeCache: AccessibilityNode[] | null = null; #disconnectDOMObserver: () => void | null = null; #checkContainer() { if (!this.#container) { throw new Error(ERR_VIRTUAL_NOT_STARTED); } } #getAccessibilityTree() { if (!this.#treeCache) { this.#treeCache = createAccessibilityTree(this.#container); this.#attachFocusListeners(); } return this.#treeCache; } #invalidateTreeCache() { this.#detachFocusListeners(); this.#treeCache = null; } #attachFocusListeners() { this.#getAccessibilityTree().forEach((treeNode) => { treeNode.node.addEventListener( "focus", this.#handleFocusChange.bind(this) ); }); } #detachFocusListeners() { this.#getAccessibilityTree().forEach((treeNode) => { treeNode.node.removeEventListener( "focus", this.#handleFocusChange.bind(this) ); }); } async #handleFocusChange({ target }: FocusEvent) { await tick(); this.#invalidateTreeCache(); const tree = this.#getAccessibilityTree(); const nextIndex = tree.findIndex(({ node }) => node === target); const newActiveNode = tree.at(nextIndex); this.#updateState(newActiveNode, true); } #focusActiveElement() { if (!this.#activeNode || !isElement(this.#activeNode.node)) { return; } this.#activeNode.node.focus(); } #updateState(accessibilityNode: AccessibilityNode, ignoreIfNoChange = false) { const spokenPhrase = getSpokenPhrase(accessibilityNode); const itemText = getItemText(accessibilityNode); this.#activeNode = accessibilityNode; if ( ignoreIfNoChange && spokenPhrase === this.#spokenPhraseLog.at(-1) && itemText === this.#itemTextLog.at(-1) ) { return; } this.#itemTextLog.push(itemText); this.#spokenPhraseLog.push(spokenPhrase); } async #refreshState(ignoreIfNoChange) { await tick(); this.#invalidateTreeCache(); const tree = this.#getAccessibilityTree(); const currentIndex = this.#getCurrentIndexByNode(tree); const newActiveNode = tree.at(currentIndex); this.#updateState(newActiveNode, ignoreIfNoChange); } #getCurrentIndex(tree: AccessibilityNode[]) { return tree.findIndex( ({ accessibleDescription, accessibleName, accessibleValue, node, role, spokenRole, }) => accessibleDescription === this.#activeNode?.accessibleDescription && accessibleName === this.#activeNode?.accessibleName && accessibleValue === this.#activeNode?.accessibleValue && node === this.#activeNode?.node && role === this.#activeNode?.role && spokenRole === this.#activeNode?.spokenRole ); } #getCurrentIndexByNode(tree: AccessibilityNode[]) { return tree.findIndex(({ node }) => node === this.#activeNode?.node); } /** * Getter for screen reader commands. * * Use with `await virtual.perform(command)`. */ get commands() { return Object.fromEntries<VirtualCommandKey>( Object.keys(commands).map((command: VirtualCommandKey) => [ command, command, ])
) as { [K in VirtualCommandKey]: K };
} /** * Detect whether the screen reader is supported for the current OS. * * @returns {Promise<boolean>} */ async detect() { return true; } /** * Detect whether the screen reader is the default screen reader for the current OS. * * @returns {Promise<boolean>} */ async default() { return false; } /** * Turn the screen reader on. * * @param {object} [options] Additional options. */ async start({ container }: StartOptions = { container: null }) { if (!container) { throw new Error(ERR_VIRTUAL_MISSING_CONTAINER); } this.#container = container; this.#disconnectDOMObserver = observeDOM( container, this.#invalidateTreeCache.bind(this) ); const tree = this.#getAccessibilityTree(); if (!tree.length) { return; } this.#updateState(tree[0]); return; } /** * Turn the screen reader off. */ async stop() { this.#disconnectDOMObserver?.(); this.#invalidateTreeCache(); this.#activeNode = null; this.#container = null; this.#itemTextLog = []; this.#spokenPhraseLog = []; return; } /** * Move the screen reader cursor to the previous location. */ async previous() { this.#checkContainer(); await tick(); const tree = this.#getAccessibilityTree(); if (!tree.length) { return; } const currentIndex = this.#getCurrentIndex(tree); const nextIndex = currentIndex === -1 ? 0 : currentIndex - 1; const newActiveNode = tree.at(nextIndex); this.#updateState(newActiveNode); return; } /** * Move the screen reader cursor to the next location. */ async next() { this.#checkContainer(); await tick(); const tree = this.#getAccessibilityTree(); if (!tree.length) { return; } const currentIndex = this.#getCurrentIndex(tree); const nextIndex = currentIndex === -1 || currentIndex === tree.length - 1 ? 0 : currentIndex + 1; const newActiveNode = tree.at(nextIndex); this.#updateState(newActiveNode); return; } /** * Perform the default action for the item in the screen reader cursor. */ async act() { this.#checkContainer(); await tick(); if (!this.#activeNode) { return; } const target = this.#activeNode.node as HTMLElement; // TODO: verify that is appropriate for all default actions await userEvent.click(target, defaultUserEventOptions); return; } /** * Interact with the item under the screen reader cursor. */ async interact() { this.#checkContainer(); return; } /** * Stop interacting with the current item. */ async stopInteracting() { this.#checkContainer(); return; } /** * Press a key on the active item. * * `key` can specify the intended [keyboardEvent.key](https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/key) * value or a single character to generate the text for. A superset of the `key` values can be found * [on the MDN key values page](https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/key/Key_Values). Examples of the keys are: * * `F1` - `F20`, `Digit0` - `Digit9`, `KeyA` - `KeyZ`, `Backquote`, `Minus`, `Equal`, `Backslash`, `Backspace`, `Tab`, * `Delete`, `Escape`, `ArrowDown`, `End`, `Enter`, `Home`, `Insert`, `PageDown`, `PageUp`, `ArrowRight`, `ArrowUp`, etc. * * Following modification shortcuts are also supported: `Shift`, `Control`, `Alt`, `Meta` (OS permitting). * * Holding down `Shift` will type the text that corresponds to the `key` in the upper case. * * If `key` is a single character, it is case-sensitive, so the values `a` and `A` will generate different respective * texts. * * Shortcuts such as `key: "Control+f"` or `key: "Control+Shift+f"` are supported as well. When specified with the * modifier, modifier is pressed and being held while the subsequent key is being pressed. * * ```ts * await virtual.press("Control+f"); * ``` * * @param {string} key Name of the key to press or a character to generate, such as `ArrowLeft` or `a`. */ async press(key: string) { this.#checkContainer(); await tick(); if (!this.#activeNode) { return; } const rawKeys = key.replaceAll("{", "{{").replaceAll("[", "[[").split("+"); const modifiers = []; const keys = []; rawKeys.forEach((rawKey) => { if ( typeof MacOSModifiers[rawKey] !== "undefined" || typeof WindowsModifiers[rawKey] !== "undefined" ) { modifiers.push(rawKey); } else { keys.push(rawKey); } }); const keyboardCommand = [ ...modifiers.map((modifier) => `{${modifier}>}`), ...keys.map((key) => `{${key}}`), ...modifiers.reverse().map((modifier) => `{/${modifier}}`), ].join(""); this.#focusActiveElement(); await userEvent.keyboard(keyboardCommand, defaultUserEventOptions); await this.#refreshState(true); return; } /** * Type text into the active item. * * To press a special key, like `Control` or `ArrowDown`, use `virtual.press(key)`. * * ```ts * await virtual.type("my-username"); * await virtual.press("Enter"); * ``` * * @param {string} text Text to type into the active item. */ async type(text: string) { this.#checkContainer(); await tick(); if (!this.#activeNode) { return; } const target = this.#activeNode.node as HTMLElement; await userEvent.type(target, text, defaultUserEventOptions); await this.#refreshState(true); return; } /** * Perform a screen reader command. * * @param {string} command Screen reader command. * @param {object} [options] Command options. */ async perform< T extends VirtualCommandKey, K extends Omit<Parameters<VirtualCommands[T]>[0], keyof VirtualCommandArgs> >(command: T, options?: { [L in keyof K]: K[L] } & CommandOptions) { this.#checkContainer(); await tick(); const tree = this.#getAccessibilityTree(); if (!tree.length) { return; } const currentIndex = this.#getCurrentIndex(tree); const nextIndex = commands[command]?.({ ...options, container: this.#container, currentIndex, tree, }); if (typeof nextIndex !== "number") { return; } const newActiveNode = tree.at(nextIndex); this.#updateState(newActiveNode); return; } /** * Click the mouse. * * @param {object} [options] Click options. */ async click({ button = "left", clickCount = 1 } = {}) { this.#checkContainer(); await tick(); if (!this.#activeNode) { return; } const key = `[Mouse${button[0].toUpperCase()}${button.slice(1)}]`; const keys = key.repeat(clickCount); const target = this.#activeNode.node as HTMLElement; await userEvent.pointer( [{ target }, { keys, target }], defaultUserEventOptions ); return; } /** * Get the last spoken phrase. * * @returns {Promise<string>} The last spoken phrase. */ async lastSpokenPhrase() { this.#checkContainer(); await tick(); return this.#spokenPhraseLog.at(-1) ?? ""; } /** * Get the text of the item in the screen reader cursor. * * @returns {Promise<string>} The item's text. */ async itemText() { this.#checkContainer(); await tick(); return this.#itemTextLog.at(-1) ?? ""; } /** * Get the log of all spoken phrases for this screen reader instance. * * @returns {Promise<string[]>} The spoken phrase log. */ async spokenPhraseLog() { this.#checkContainer(); await tick(); return this.#spokenPhraseLog; } /** * Get the log of all visited item text for this screen reader instance. * * @returns {Promise<string[]>} The item text log. */ async itemTextLog() { this.#checkContainer(); await tick(); return this.#itemTextLog; } }
src/Virtual.ts
guidepup-virtual-screen-reader-1b0a234
[ { "filename": "src/commands/getPreviousIndexByRole.ts", "retrieved_chunk": "import { VirtualCommandArgs } from \"./types\";\nexport type GetPreviousIndexByRoleArgs = Omit<VirtualCommandArgs, \"container\">;\nexport function getPreviousIndexByRole(roles: Readonly<string[]>) {\n return function getPreviousIndex({\n currentIndex,\n tree,\n }: GetPreviousIndexByRoleArgs) {\n const reorderedTree = tree\n .slice(0, currentIndex)\n .reverse()", "score": 0.7619741559028625 }, { "filename": "src/getNodeAccessibilityData/getAccessibleAttributeLabels/index.ts", "retrieved_chunk": " if (!isElement(node)) {\n return [];\n }\n const labels: Record<string, { label: string; value: string }> = {};\n const attributes = getAttributesByRole({ accessibleValue, role });\n attributes.forEach(([attributeName, implicitAttributeValue]) => {\n const {\n label: labelFromHtmlEquivalentAttribute,\n value: valueFromHtmlEquivalentAttribute,\n } = getLabelFromHtmlEquivalentAttribute({", "score": 0.7557564377784729 }, { "filename": "src/getNodeAccessibilityData/getAccessibleAttributeLabels/getAttributesByRole.ts", "retrieved_chunk": " const {\n props: implicitRoleAttributes = {},\n prohibitedProps: prohibitedAttributes = [],\n } = (roles.get(role as ARIARoleDefinitionKey) ?? {}) as {\n props: ARIAPropertyMap;\n prohibitedProps: string[];\n };\n const uniqueAttributes = Array.from(\n new Set([\n ...Object.keys(implicitRoleAttributes),", "score": 0.7468451261520386 }, { "filename": "src/commands/index.ts", "retrieved_chunk": " moveToPreviousLandmark: getPreviousIndexByRole(quickLandmarkNavigationRoles),\n};\nexport type VirtualCommands = {\n [K in keyof typeof commands]: (typeof commands)[K];\n};\nexport type VirtualCommandKey = keyof VirtualCommands;", "score": 0.7452991008758545 }, { "filename": "src/commands/getNextIndexByRole.ts", "retrieved_chunk": "import { VirtualCommandArgs } from \"./types\";\nexport type GetNextIndexByRoleArgs = Omit<VirtualCommandArgs, \"container\">;\nexport function getNextIndexByRole(roles: Readonly<string[]>) {\n return function getNextIndex({ currentIndex, tree }: GetNextIndexByRoleArgs) {\n const reorderedTree = tree\n .slice(currentIndex + 1)\n .concat(tree.slice(0, currentIndex + 1));\n const accessibilityNode = reorderedTree.find(\n (node) =>\n roles.includes(node.role) && !node.spokenRole.startsWith(\"end of\")", "score": 0.7429546117782593 } ]
typescript
) as { [K in VirtualCommandKey]: K };
import { AccessibilityNode, createAccessibilityTree, } from "./createAccessibilityTree"; import { CommandOptions, MacOSModifiers, ScreenReader, WindowsModifiers, } from "@guidepup/guidepup"; import { commands, VirtualCommandKey, VirtualCommands } from "./commands"; import { ERR_VIRTUAL_MISSING_CONTAINER, ERR_VIRTUAL_NOT_STARTED, } from "./errors"; import { getItemText } from "./getItemText"; import { getSpokenPhrase } from "./getSpokenPhrase"; import { isElement } from "./isElement"; import userEvent from "@testing-library/user-event"; import { VirtualCommandArgs } from "./commands/types"; export interface StartOptions extends CommandOptions { /** * The bounding HTML element to use the Virtual Screen Reader in. * * To use the entire page pass `document.body`. */ container: Node; } const defaultUserEventOptions = { delay: null, skipHover: true, }; /** * TODO: handle live region roles: * * - alert * - log * - marquee * - status * - timer * - alertdialog * * And handle live region attributes: * * - aria-atomic * - aria-busy * - aria-live * - aria-relevant * * When live regions are marked as polite, assistive technologies SHOULD * announce updates at the next graceful opportunity, such as at the end of * speaking the current sentence or when the user pauses typing. When live * regions are marked as assertive, assistive technologies SHOULD notify the * user immediately. * * REF: * * - https://w3c.github.io/aria/#live_region_roles * - https://w3c.github.io/aria/#window_roles * - https://w3c.github.io/aria/#attrs_liveregions * - https://w3c.github.io/aria/#aria-live */ /** * TODO: When a modal element is displayed, assistive technologies SHOULD * navigate to the element unless focus has explicitly been set elsewhere. Some * assistive technologies limit navigation to the modal element's contents. If * focus moves to an element outside the modal element, assistive technologies * SHOULD NOT limit navigation to the modal element. * * REF: https://w3c.github.io/aria/#aria-modal */ const observeDOM = (function () { const MutationObserver = window.MutationObserver; return function observeDOM( node: Node, onChange: MutationCallback ): () => void { if (!isElement(node)) { return; } if (MutationObserver) { const mutationObserver = new MutationObserver(onChange); mutationObserver.observe(node, { attributes: true, childList: true, subtree: true, }); return () => { mutationObserver.disconnect(); }; } return () => { // gracefully fallback to not supporting Accessibility Tree refreshes if // the DOM changes. }; }; })(); async function tick() { return await new Promise<void>((resolve) => setTimeout(() => resolve())); } /** * TODO: When an assistive technology reading cursor moves from one article to * another, assistive technologies SHOULD set user agent focus on the article * that contains the reading cursor. If the reading cursor lands on a focusable * element inside the article, the assistive technology MAY set focus on that * element in lieu of setting focus on the containing article. * * REF: https://w3c.github.io/aria/#feed */ export class Virtual implements ScreenReader { #activeNode: AccessibilityNode | null = null; #container: Node | null = null; #itemTextLog: string[] = []; #spokenPhraseLog: string[] = []; #treeCache: AccessibilityNode[] | null = null; #disconnectDOMObserver: () => void | null = null; #checkContainer() { if (!this.#container) { throw new Error(ERR_VIRTUAL_NOT_STARTED); } } #getAccessibilityTree() { if (!this.#treeCache) { this.#treeCache = createAccessibilityTree(this.#container); this.#attachFocusListeners(); } return this.#treeCache; } #invalidateTreeCache() { this.#detachFocusListeners(); this.#treeCache = null; } #attachFocusListeners() { this.#getAccessibilityTree().forEach((treeNode) => { treeNode.node.addEventListener( "focus", this.#handleFocusChange.bind(this) ); }); } #detachFocusListeners() { this.#getAccessibilityTree().forEach((treeNode) => { treeNode.node.removeEventListener( "focus", this.#handleFocusChange.bind(this) ); }); } async #handleFocusChange({ target }: FocusEvent) { await tick(); this.#invalidateTreeCache(); const tree = this.#getAccessibilityTree(); const nextIndex = tree.findIndex(({ node }) => node === target); const newActiveNode = tree.at(nextIndex); this.#updateState(newActiveNode, true); } #focusActiveElement() { if (!this.#activeNode || !isElement(this.#activeNode.node)) { return; } this.#activeNode.node.focus(); } #updateState(accessibilityNode: AccessibilityNode, ignoreIfNoChange = false) { const spokenPhrase = getSpokenPhrase(accessibilityNode); const itemText = getItemText(accessibilityNode); this.#activeNode = accessibilityNode; if ( ignoreIfNoChange && spokenPhrase === this.#spokenPhraseLog.at(-1) && itemText === this.#itemTextLog.at(-1) ) { return; } this.#itemTextLog.push(itemText); this.#spokenPhraseLog.push(spokenPhrase); } async #refreshState(ignoreIfNoChange) { await tick(); this.#invalidateTreeCache(); const tree = this.#getAccessibilityTree(); const currentIndex = this.#getCurrentIndexByNode(tree); const newActiveNode = tree.at(currentIndex); this.#updateState(newActiveNode, ignoreIfNoChange); } #getCurrentIndex(tree: AccessibilityNode[]) { return tree.findIndex( ({ accessibleDescription, accessibleName, accessibleValue, node, role, spokenRole, }) => accessibleDescription === this.#activeNode?.accessibleDescription && accessibleName === this.#activeNode?.accessibleName && accessibleValue === this.#activeNode?.accessibleValue && node === this.#activeNode?.node && role === this.#activeNode?.role && spokenRole === this.#activeNode?.spokenRole ); } #getCurrentIndexByNode(tree: AccessibilityNode[]) { return tree.findIndex(({ node }) => node === this.#activeNode?.node); } /** * Getter for screen reader commands. * * Use with `await virtual.perform(command)`. */ get commands() { return Object.fromEntries<VirtualCommandKey>( Object.keys(commands).map((command: VirtualCommandKey) => [ command, command, ]) ) as { [K in VirtualCommandKey]: K }; } /** * Detect whether the screen reader is supported for the current OS. * * @returns {Promise<boolean>} */ async detect() { return true; } /** * Detect whether the screen reader is the default screen reader for the current OS. * * @returns {Promise<boolean>} */ async default() { return false; } /** * Turn the screen reader on. * * @param {object} [options] Additional options. */ async start({ container }: StartOptions = { container: null }) { if (!container) { throw new Error(ERR_VIRTUAL_MISSING_CONTAINER); } this.#container = container; this.#disconnectDOMObserver = observeDOM( container, this.#invalidateTreeCache.bind(this) ); const tree = this.#getAccessibilityTree(); if (!tree.length) { return; } this.#updateState(tree[0]); return; } /** * Turn the screen reader off. */ async stop() { this.#disconnectDOMObserver?.(); this.#invalidateTreeCache(); this.#activeNode = null; this.#container = null; this.#itemTextLog = []; this.#spokenPhraseLog = []; return; } /** * Move the screen reader cursor to the previous location. */ async previous() { this.#checkContainer(); await tick(); const tree = this.#getAccessibilityTree(); if (!tree.length) { return; } const currentIndex = this.#getCurrentIndex(tree); const nextIndex = currentIndex === -1 ? 0 : currentIndex - 1; const newActiveNode = tree.at(nextIndex); this.#updateState(newActiveNode); return; } /** * Move the screen reader cursor to the next location. */ async next() { this.#checkContainer(); await tick(); const tree = this.#getAccessibilityTree(); if (!tree.length) { return; } const currentIndex = this.#getCurrentIndex(tree); const nextIndex = currentIndex === -1 || currentIndex === tree.length - 1 ? 0 : currentIndex + 1; const newActiveNode = tree.at(nextIndex); this.#updateState(newActiveNode); return; } /** * Perform the default action for the item in the screen reader cursor. */ async act() { this.#checkContainer(); await tick(); if (!this.#activeNode) { return; } const target = this.#activeNode.node as HTMLElement; // TODO: verify that is appropriate for all default actions await userEvent.click(target, defaultUserEventOptions); return; } /** * Interact with the item under the screen reader cursor. */ async interact() { this.#checkContainer(); return; } /** * Stop interacting with the current item. */ async stopInteracting() { this.#checkContainer(); return; } /** * Press a key on the active item. * * `key` can specify the intended [keyboardEvent.key](https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/key) * value or a single character to generate the text for. A superset of the `key` values can be found * [on the MDN key values page](https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/key/Key_Values). Examples of the keys are: * * `F1` - `F20`, `Digit0` - `Digit9`, `KeyA` - `KeyZ`, `Backquote`, `Minus`, `Equal`, `Backslash`, `Backspace`, `Tab`, * `Delete`, `Escape`, `ArrowDown`, `End`, `Enter`, `Home`, `Insert`, `PageDown`, `PageUp`, `ArrowRight`, `ArrowUp`, etc. * * Following modification shortcuts are also supported: `Shift`, `Control`, `Alt`, `Meta` (OS permitting). * * Holding down `Shift` will type the text that corresponds to the `key` in the upper case. * * If `key` is a single character, it is case-sensitive, so the values `a` and `A` will generate different respective * texts. * * Shortcuts such as `key: "Control+f"` or `key: "Control+Shift+f"` are supported as well. When specified with the * modifier, modifier is pressed and being held while the subsequent key is being pressed. * * ```ts * await virtual.press("Control+f"); * ``` * * @param {string} key Name of the key to press or a character to generate, such as `ArrowLeft` or `a`. */ async press(key: string) { this.#checkContainer(); await tick(); if (!this.#activeNode) { return; } const rawKeys = key.replaceAll("{", "{{").replaceAll("[", "[[").split("+"); const modifiers = []; const keys = []; rawKeys.forEach((rawKey) => { if ( typeof MacOSModifiers[rawKey] !== "undefined" || typeof WindowsModifiers[rawKey] !== "undefined" ) { modifiers.push(rawKey); } else { keys.push(rawKey); } }); const keyboardCommand = [ ...modifiers.map((modifier) => `{${modifier}>}`), ...keys.map((key) => `{${key}}`), ...modifiers.reverse().map((modifier) => `{/${modifier}}`), ].join(""); this.#focusActiveElement(); await userEvent.keyboard(keyboardCommand, defaultUserEventOptions); await this.#refreshState(true); return; } /** * Type text into the active item. * * To press a special key, like `Control` or `ArrowDown`, use `virtual.press(key)`. * * ```ts * await virtual.type("my-username"); * await virtual.press("Enter"); * ``` * * @param {string} text Text to type into the active item. */ async type(text: string) { this.#checkContainer(); await tick(); if (!this.#activeNode) { return; } const target = this.#activeNode.node as HTMLElement; await userEvent.type(target, text, defaultUserEventOptions); await this.#refreshState(true); return; } /** * Perform a screen reader command. * * @param {string} command Screen reader command. * @param {object} [options] Command options. */ async perform< T extends VirtualCommandKey, K extends Omit<Parameters<VirtualCommands[T]>[0], keyof VirtualCommandArgs> >(command: T, options?: { [L in keyof K]: K[L] } & CommandOptions) { this.#checkContainer(); await tick(); const tree = this.#getAccessibilityTree(); if (!tree.length) { return; } const currentIndex = this.#getCurrentIndex(tree); const
nextIndex = commands[command]?.({
...options, container: this.#container, currentIndex, tree, }); if (typeof nextIndex !== "number") { return; } const newActiveNode = tree.at(nextIndex); this.#updateState(newActiveNode); return; } /** * Click the mouse. * * @param {object} [options] Click options. */ async click({ button = "left", clickCount = 1 } = {}) { this.#checkContainer(); await tick(); if (!this.#activeNode) { return; } const key = `[Mouse${button[0].toUpperCase()}${button.slice(1)}]`; const keys = key.repeat(clickCount); const target = this.#activeNode.node as HTMLElement; await userEvent.pointer( [{ target }, { keys, target }], defaultUserEventOptions ); return; } /** * Get the last spoken phrase. * * @returns {Promise<string>} The last spoken phrase. */ async lastSpokenPhrase() { this.#checkContainer(); await tick(); return this.#spokenPhraseLog.at(-1) ?? ""; } /** * Get the text of the item in the screen reader cursor. * * @returns {Promise<string>} The item's text. */ async itemText() { this.#checkContainer(); await tick(); return this.#itemTextLog.at(-1) ?? ""; } /** * Get the log of all spoken phrases for this screen reader instance. * * @returns {Promise<string[]>} The spoken phrase log. */ async spokenPhraseLog() { this.#checkContainer(); await tick(); return this.#spokenPhraseLog; } /** * Get the log of all visited item text for this screen reader instance. * * @returns {Promise<string[]>} The item text log. */ async itemTextLog() { this.#checkContainer(); await tick(); return this.#itemTextLog; } }
src/Virtual.ts
guidepup-virtual-screen-reader-1b0a234
[ { "filename": "src/commands/getNextIndexByIdRefsAttribute.ts", "retrieved_chunk": " attributeName,\n index = 0,\n container,\n currentIndex,\n tree,\n}: GetNextIndexByIdRefsAttributeArgs) {\n if (!isElement(container)) {\n return;\n }\n const currentAccessibilityNode = tree.at(currentIndex);", "score": 0.8318747878074646 }, { "filename": "src/createAccessibilityTree.ts", "retrieved_chunk": " }\n return !isElement(node) || isInaccessible(node);\n}\nfunction shouldIgnoreChildren(tree: AccessibilityNodeTree) {\n const { accessibleName, node } = tree;\n if (!accessibleName) {\n return false;\n }\n return (\n // TODO: improve comparison on whether the children are superfluous", "score": 0.7830216288566589 }, { "filename": "src/commands/moveToPreviousAlternateReadingOrderElement.ts", "retrieved_chunk": " */\nexport function moveToPreviousAlternateReadingOrderElement({\n index = 0,\n container,\n currentIndex,\n tree,\n}: MoveToNextAlternateReadingOrderElement) {\n if (!isElement(container)) {\n return;\n }", "score": 0.779563307762146 }, { "filename": "src/commands/getNextIndexByRole.ts", "retrieved_chunk": "import { VirtualCommandArgs } from \"./types\";\nexport type GetNextIndexByRoleArgs = Omit<VirtualCommandArgs, \"container\">;\nexport function getNextIndexByRole(roles: Readonly<string[]>) {\n return function getNextIndex({ currentIndex, tree }: GetNextIndexByRoleArgs) {\n const reorderedTree = tree\n .slice(currentIndex + 1)\n .concat(tree.slice(0, currentIndex + 1));\n const accessibilityNode = reorderedTree.find(\n (node) =>\n roles.includes(node.role) && !node.spokenRole.startsWith(\"end of\")", "score": 0.7749965190887451 }, { "filename": "src/commands/getNextIndexByIdRefsAttribute.ts", "retrieved_chunk": " const currentNode = getElementNode(currentAccessibilityNode);\n const idRefs = getIdRefsByAttribute({\n attributeName,\n node: currentNode,\n });\n const idRef = idRefs[index];\n const targetNode = getNodeByIdRef({ container, idRef });\n if (!targetNode) {\n return;\n }", "score": 0.7734789252281189 } ]
typescript
nextIndex = commands[command]?.({
import { getIdRefsByAttribute } from "./getIdRefsByAttribute"; import { getNodeAccessibilityData } from "./getNodeAccessibilityData"; import { getNodeByIdRef } from "./getNodeByIdRef"; import { HTMLElementWithValue } from "./getNodeAccessibilityData/getAccessibleValue"; import { isElement } from "./isElement"; import { isInaccessible } from "dom-accessibility-api"; export interface AccessibilityNode { accessibleAttributeLabels: string[]; accessibleDescription: string; accessibleName: string; accessibleValue: string; allowedAccessibilityChildRoles: string[][]; alternateReadingOrderParents: Node[]; childrenPresentational: boolean; node: Node; parent: Node | null; role: string; spokenRole: string; } interface AccessibilityNodeTree extends AccessibilityNode { children: AccessibilityNodeTree[]; } interface AccessibilityContext { alternateReadingOrderMap: Map<Node, Set<Node>>; container: Node; ownedNodes: Set<Node>; visitedNodes: Set<Node>; } function addAlternateReadingOrderNodes( node: Element, alternateReadingOrderMap: Map<Node, Set<Node>>, container: Element ) { const idRefs = getIdRefsByAttribute({ attributeName: "aria-flowto", node, }); idRefs.forEach((idRef) => { const childNode = getNodeByIdRef({ container, idRef }); if (!childNode) { return; } const currentParentNodes = alternateReadingOrderMap.get(childNode) ?? new Set<Node>(); currentParentNodes.add(node); alternateReadingOrderMap.set(childNode, currentParentNodes); }); } function mapAlternateReadingOrder(node: Node) { const alternateReadingOrderMap = new Map<Node, Set<Node>>(); if (!isElement(node)) { return alternateReadingOrderMap; } node .
querySelectorAll("[aria-flowto]") .forEach((parentNode) => addAlternateReadingOrderNodes(parentNode, alternateReadingOrderMap, node) );
return alternateReadingOrderMap; } function addOwnedNodes( node: Element, ownedNodes: Set<Node>, container: Element ) { const idRefs = getIdRefsByAttribute({ attributeName: "aria-owns", node, }); idRefs.forEach((idRef) => { const ownedNode = getNodeByIdRef({ container, idRef }); if (!!ownedNode && !ownedNodes.has(ownedNode)) { ownedNodes.add(ownedNode); } }); } function getAllOwnedNodes(node: Node) { const ownedNodes = new Set<Node>(); if (!isElement(node)) { return ownedNodes; } node .querySelectorAll("[aria-owns]") .forEach((owningNode) => addOwnedNodes(owningNode, ownedNodes, node)); return ownedNodes; } function getOwnedNodes(node: Node, container: Node) { const ownedNodes = new Set<Node>(); if (!isElement(node) || !isElement(container)) { return ownedNodes; } addOwnedNodes(node, ownedNodes, container); return ownedNodes; } function isHiddenFromAccessibilityTree(node: Node) { if (!node) { return true; } if (node.nodeType === Node.TEXT_NODE && !!node.textContent.trim()) { return false; } return !isElement(node) || isInaccessible(node); } function shouldIgnoreChildren(tree: AccessibilityNodeTree) { const { accessibleName, node } = tree; if (!accessibleName) { return false; } return ( // TODO: improve comparison on whether the children are superfluous // to include. accessibleName === ( node.textContent || `${(node as HTMLElementWithValue).value}` || "" )?.trim() ); } function flattenTree(tree: AccessibilityNodeTree): AccessibilityNode[] { const { children, ...treeNode } = tree; const isAnnounced = !!treeNode.accessibleName || !!treeNode.accessibleDescription || treeNode.accessibleAttributeLabels.length > 0 || !!treeNode.spokenRole; const ignoreChildren = shouldIgnoreChildren(tree); const flattenedTree = ignoreChildren ? [] : [...children.flatMap((child) => flattenTree(child))]; const isRoleContainer = !!flattenedTree.length && !ignoreChildren && !!treeNode.spokenRole; if (isAnnounced) { flattenedTree.unshift(treeNode); } if (isRoleContainer) { flattenedTree.push({ accessibleAttributeLabels: treeNode.accessibleAttributeLabels, accessibleDescription: treeNode.accessibleDescription, accessibleName: treeNode.accessibleName, accessibleValue: treeNode.accessibleValue, allowedAccessibilityChildRoles: treeNode.allowedAccessibilityChildRoles, alternateReadingOrderParents: treeNode.alternateReadingOrderParents, childrenPresentational: treeNode.childrenPresentational, node: treeNode.node, parent: treeNode.parent, role: treeNode.role, spokenRole: `end of ${treeNode.spokenRole}`, }); } return flattenedTree; } function growTree( node: Node, tree: AccessibilityNodeTree, { alternateReadingOrderMap, container, ownedNodes, visitedNodes, }: AccessibilityContext ): AccessibilityNodeTree { /** * Authors MUST NOT create circular references with aria-owns. In the case of * authoring error with aria-owns, the user agent MAY ignore some aria-owns * element references in order to build a consistent model of the content. * * REF: https://w3c.github.io/aria/#aria-owns */ if (visitedNodes.has(node)) { return tree; } visitedNodes.add(node); node.childNodes.forEach((childNode) => { if (isHiddenFromAccessibilityTree(childNode)) { return; } // REF: https://github.com/w3c/aria/issues/1817#issuecomment-1261602357 if (ownedNodes.has(childNode)) { return; } const alternateReadingOrderParents = alternateReadingOrderMap.has(childNode) ? Array.from(alternateReadingOrderMap.get(childNode)) : []; const { accessibleAttributeLabels, accessibleDescription, accessibleName, accessibleValue, allowedAccessibilityChildRoles, childrenPresentational, role, spokenRole, } = getNodeAccessibilityData({ allowedAccessibilityRoles: tree.allowedAccessibilityChildRoles, alternateReadingOrderParents, container, node: childNode, inheritedImplicitPresentational: tree.childrenPresentational, }); tree.children.push( growTree( childNode, { accessibleAttributeLabels, accessibleDescription, accessibleName, accessibleValue, allowedAccessibilityChildRoles, alternateReadingOrderParents, children: [], childrenPresentational, node: childNode, parent: node, role, spokenRole, }, { alternateReadingOrderMap, container, ownedNodes, visitedNodes } ) ); }); /** * If an element has both aria-owns and DOM children then the order of the * child elements with respect to the parent/child relationship is the DOM * children first, then the elements referenced in aria-owns. If the author * intends that the DOM children are not first, then list the DOM children in * aria-owns in the desired order. Authors SHOULD NOT use aria-owns as a * replacement for the DOM hierarchy. If the relationship is represented in * the DOM, do not use aria-owns. * * REF: https://w3c.github.io/aria/#aria-owns */ const ownedChildNodes = getOwnedNodes(node, container); ownedChildNodes.forEach((childNode) => { if (isHiddenFromAccessibilityTree(childNode)) { return; } const alternateReadingOrderParents = alternateReadingOrderMap.has(childNode) ? Array.from(alternateReadingOrderMap.get(childNode)) : []; const { accessibleAttributeLabels, accessibleDescription, accessibleName, accessibleValue, allowedAccessibilityChildRoles, childrenPresentational, role, spokenRole, } = getNodeAccessibilityData({ allowedAccessibilityRoles: tree.allowedAccessibilityChildRoles, alternateReadingOrderParents, container, node: childNode, inheritedImplicitPresentational: tree.childrenPresentational, }); tree.children.push( growTree( childNode, { accessibleAttributeLabels, accessibleDescription, accessibleName, accessibleValue, allowedAccessibilityChildRoles, alternateReadingOrderParents, children: [], childrenPresentational, node: childNode, parent: node, role, spokenRole, }, { alternateReadingOrderMap, container, ownedNodes, visitedNodes } ) ); }); return tree; } export function createAccessibilityTree(node: Node) { if (isHiddenFromAccessibilityTree(node)) { return []; } const alternateReadingOrderMap = mapAlternateReadingOrder(node); const ownedNodes = getAllOwnedNodes(node); const visitedNodes = new Set<Node>(); const { accessibleAttributeLabels, accessibleDescription, accessibleName, accessibleValue, allowedAccessibilityChildRoles, childrenPresentational, role, spokenRole, } = getNodeAccessibilityData({ allowedAccessibilityRoles: [], alternateReadingOrderParents: [], container: node, node, inheritedImplicitPresentational: false, }); const tree = growTree( node, { accessibleAttributeLabels, accessibleDescription, accessibleName, accessibleValue, allowedAccessibilityChildRoles, alternateReadingOrderParents: [], children: [], childrenPresentational, node, parent: null, role, spokenRole, }, { alternateReadingOrderMap, container: node, ownedNodes, visitedNodes, } ); return flattenTree(tree); }
src/createAccessibilityTree.ts
guidepup-virtual-screen-reader-1b0a234
[ { "filename": "src/commands/moveToPreviousAlternateReadingOrderElement.ts", "retrieved_chunk": " const { alternateReadingOrderParents } = tree.at(currentIndex);\n const targetNode = alternateReadingOrderParents[index];\n if (!targetNode) {\n return;\n }\n return tree.findIndex(({ node }) => node === targetNode);\n}", "score": 0.818123459815979 }, { "filename": "src/commands/moveToPreviousAlternateReadingOrderElement.ts", "retrieved_chunk": " */\nexport function moveToPreviousAlternateReadingOrderElement({\n index = 0,\n container,\n currentIndex,\n tree,\n}: MoveToNextAlternateReadingOrderElement) {\n if (!isElement(container)) {\n return;\n }", "score": 0.7811734676361084 }, { "filename": "src/commands/getNextIndexByRole.ts", "retrieved_chunk": "import { VirtualCommandArgs } from \"./types\";\nexport type GetNextIndexByRoleArgs = Omit<VirtualCommandArgs, \"container\">;\nexport function getNextIndexByRole(roles: Readonly<string[]>) {\n return function getNextIndex({ currentIndex, tree }: GetNextIndexByRoleArgs) {\n const reorderedTree = tree\n .slice(currentIndex + 1)\n .concat(tree.slice(0, currentIndex + 1));\n const accessibilityNode = reorderedTree.find(\n (node) =>\n roles.includes(node.role) && !node.spokenRole.startsWith(\"end of\")", "score": 0.7804195284843445 }, { "filename": "src/commands/getPreviousIndexByRole.ts", "retrieved_chunk": " .concat(tree.slice(currentIndex).reverse());\n const accessibilityNode = reorderedTree.find(\n (node) =>\n roles.includes(node.role) && !node.spokenRole.startsWith(\"end of\")\n );\n if (!accessibilityNode) {\n return null;\n }\n return tree.findIndex((node) => node === accessibilityNode);\n };", "score": 0.7739335298538208 }, { "filename": "src/getNodeAccessibilityData/getRole.ts", "retrieved_chunk": " * is applied.\n *\n * REF: https://w3c.github.io/aria/#conflict_resolution_presentation_none\n */\n .filter((role) => {\n if (!presentationRoles.includes(role)) {\n return true;\n }\n if (hasGlobalStateOrProperty(node) || isFocusable(node)) {\n return false;", "score": 0.7688832879066467 } ]
typescript
querySelectorAll("[aria-flowto]") .forEach((parentNode) => addAlternateReadingOrderNodes(parentNode, alternateReadingOrderMap, node) );
import { getAttributesByRole } from "./getAttributesByRole"; import { getLabelFromAriaAttribute } from "./getLabelFromAriaAttribute"; import { getLabelFromHtmlEquivalentAttribute } from "./getLabelFromHtmlEquivalentAttribute"; import { getLabelFromImplicitHtmlElementValue } from "./getLabelFromImplicitHtmlElementValue"; import { isElement } from "../../isElement"; import { mapAttributeNameAndValueToLabel } from "./mapAttributeNameAndValueToLabel"; import { postProcessLabels } from "./postProcessLabels"; export const getAccessibleAttributeLabels = ({ accessibleValue, alternateReadingOrderParents, container, node, role, }: { accessibleValue: string; alternateReadingOrderParents: Node[]; container: Node; node: Node; role: string; }): string[] => { if (!isElement(node)) { return []; } const labels: Record<string, { label: string; value: string }> = {}; const attributes = getAttributesByRole({ accessibleValue, role }); attributes.forEach(([attributeName, implicitAttributeValue]) => { const { label: labelFromHtmlEquivalentAttribute, value: valueFromHtmlEquivalentAttribute, } = getLabelFromHtmlEquivalentAttribute({ attributeName, container, node, }); if (labelFromHtmlEquivalentAttribute) { labels[attributeName] = { label: labelFromHtmlEquivalentAttribute, value: valueFromHtmlEquivalentAttribute, }; return; } const { label: labelFromAriaAttribute, value: valueFromAriaAttribute } = getLabelFromAriaAttribute({ attributeName, container, node, }); if (labelFromAriaAttribute) { labels[attributeName] = { label: labelFromAriaAttribute, value: valueFromAriaAttribute, }; return; } const { label: labelFromImplicitHtmlElementValue, value: valueFromImplicitHtmlElementValue, } = getLabelFromImplicitHtmlElementValue({ attributeName, container, node, }); if (labelFromImplicitHtmlElementValue) { labels[attributeName] = { label: labelFromImplicitHtmlElementValue, value: valueFromImplicitHtmlElementValue, }; return; }
const labelFromImplicitAriaAttributeValue = mapAttributeNameAndValueToLabel( {
attributeName, attributeValue: implicitAttributeValue, container, } ); if (labelFromImplicitAriaAttributeValue) { labels[attributeName] = { label: labelFromImplicitAriaAttributeValue, value: implicitAttributeValue, }; return; } }); const processedLabels = postProcessLabels({ labels, role }).filter(Boolean); /** * aria-flowto MUST requirements: * * The reading order goes both directions, and a user needs to be aware of the * alternate reading order so that they can invoke the functionality. * * The reading order goes both directions, and a user needs to be able to * travel backwards through their chosen reading order. * * REF: https://a11ysupport.io/tech/aria/aria-flowto_attribute */ if (alternateReadingOrderParents.length > 0) { processedLabels.push( `${alternateReadingOrderParents.length} previous alternate reading ${ alternateReadingOrderParents.length === 1 ? "order" : "orders" }` ); } return processedLabels; };
src/getNodeAccessibilityData/getAccessibleAttributeLabels/index.ts
guidepup-virtual-screen-reader-1b0a234
[ { "filename": "src/getNodeAccessibilityData/getAccessibleAttributeLabels/getLabelFromImplicitHtmlElementValue.ts", "retrieved_chunk": " const { localName } = node;\n const implicitValue = mapLocalNameToImplicitValue[attributeName]?.[localName];\n return {\n label: mapAttributeNameAndValueToLabel({\n attributeName,\n attributeValue: implicitValue,\n container,\n }),\n value: implicitValue,\n };", "score": 0.8815750479698181 }, { "filename": "src/getNodeAccessibilityData/getAccessibleAttributeLabels/getLabelFromHtmlEquivalentAttribute.ts", "retrieved_chunk": " if (!htmlAttribute?.length) {\n return { label: \"\", value: \"\" };\n }\n for (const { name, negative = false } of htmlAttribute) {\n const attributeValue = node.getAttribute(name);\n const label = mapAttributeNameAndValueToLabel({\n attributeName,\n attributeValue,\n container,\n negative,", "score": 0.8567892909049988 }, { "filename": "src/getNodeAccessibilityData/getAccessibleAttributeLabels/getLabelFromAriaAttribute.ts", "retrieved_chunk": " const attributeValue = node.getAttribute(attributeName);\n return {\n label: mapAttributeNameAndValueToLabel({\n attributeName,\n attributeValue,\n container,\n }),\n value: attributeValue,\n };\n};", "score": 0.8559827208518982 }, { "filename": "src/createAccessibilityTree.ts", "retrieved_chunk": " inheritedImplicitPresentational: false,\n });\n const tree = growTree(\n node,\n {\n accessibleAttributeLabels,\n accessibleDescription,\n accessibleName,\n accessibleValue,\n allowedAccessibilityChildRoles,", "score": 0.8193281888961792 }, { "filename": "src/getNodeAccessibilityData/getAccessibleAttributeLabels/mapAttributeNameAndValueToLabel.ts", "retrieved_chunk": "}) => {\n if (typeof attributeValue !== \"string\") {\n return null;\n }\n const mapper = ariaPropertyToVirtualLabelMap[attributeName];\n return mapper?.({ attributeValue, container, negative }) ?? null;\n};", "score": 0.8120763301849365 } ]
typescript
const labelFromImplicitAriaAttributeValue = mapAttributeNameAndValueToLabel( {
import { getAccessibleName } from "../getAccessibleName"; import { getAccessibleValue } from "../getAccessibleValue"; import { getItemText } from "../../getItemText"; import { getNodeByIdRef } from "../../getNodeByIdRef"; enum State { BUSY = "busy", CHECKED = "checked", CURRENT = "current item", DISABLED = "disabled", EXPANDED = "expanded", INVALID = "invalid", MODAL = "modal", MULTI_SELECTABLE = "multi-selectable", PARTIALLY_CHECKED = "partially checked", PARTIALLY_PRESSED = "partially pressed", PRESSED = "pressed", READ_ONLY = "read only", REQUIRED = "required", SELECTED = "selected", } // https://w3c.github.io/aria/#state_prop_def const ariaPropertyToVirtualLabelMap: Record< string, ((...args: unknown[]) => string) | null > = { "aria-activedescendant": idRef("active descendant"), "aria-atomic": null, // Handled by live region logic "aria-autocomplete": token({ inline: "autocomplete inlined", list: "autocomplete in list", both: "autocomplete inlined and in list", none: "no autocomplete", }), "aria-braillelabel": null, // Currently won't do - not implementing a braille screen reader "aria-brailleroledescription": null, // Currently won't do - not implementing a braille screen reader "aria-busy": state(State.BUSY), "aria-checked": tristate(State.CHECKED, State.PARTIALLY_CHECKED), "aria-colcount": integer("column count"), "aria-colindex": integer("column index"), "aria-colindextext": string("column index"), "aria-colspan": integer("column span"), "aria-controls": idRefs("control", "controls"), // Handled by virtual.perform() "aria-current": token({ page: "current page", step: "current step", location: "current location", date: "current date", time: "current time", true: State.CURRENT, false: `not ${State.CURRENT}`, }), "aria-describedby": null, // Handled by accessible description "aria-description": null, // Handled by accessible description "aria-details": idRefs("linked details", "linked details", false), "aria-disabled": state(State.DISABLED), "aria-dropeffect": null, // Deprecated in WAI-ARIA 1.1 "aria-errormessage": null, // TODO: decide what to announce here "aria-expanded": state(State.EXPANDED), "aria-flowto": idRefs("alternate reading order", "alternate reading orders"), // Handled by virtual.perform() "aria-grabbed": null, // Deprecated in WAI-ARIA 1.1 "aria-haspopup": token({ /** * Assistive technologies SHOULD NOT expose the aria-haspopup property if * it has a value of false. * * REF: // https://w3c.github.io/aria/#aria-haspopup */ false: null, true: "has popup menu", menu: "has popup menu", listbox: "has popup listbox", tree: "has popup tree", grid: "has popup grid", dialog: "has popup dialog", }), "aria-hidden": null, // Excluded from accessibility tree "aria-invalid": token({ grammar: "grammatical error detected", false: `not ${State.INVALID}`, spelling: "spelling error detected", true: State.INVALID, }), "aria-keyshortcuts": string("key shortcuts"), "aria-label": null, // Handled by accessible name "aria-labelledby": null, // Handled by accessible name "aria-level": integer("level"), "aria-live": null, // Handled by live region logic "aria-modal": state(State.MODAL), "aria-multiselectable": state(State.MULTI_SELECTABLE), "aria-orientation": token({ horizontal: "orientated horizontally", vertical: "orientated vertically", }), "aria-owns": null, // Handled by accessibility tree construction "aria-placeholder": string("placeholder"), "aria-posinset": integer("item set position"), "aria-pressed": tristate(State.PRESSED, State.PARTIALLY_PRESSED), "aria-readonly": state(State.READ_ONLY), "aria-relevant": null, // Handled by live region logic "aria-required": state(State.REQUIRED), "aria-roledescription": null, // Handled by accessible description "aria-rowcount": integer("row count"), "aria-rowindex": integer("row index"), "aria-rowindextext": string("row index"), "aria-rowspan": integer("row span"), "aria-selected": state(State.SELECTED), "aria-setsize": integer("item set size"), "aria-sort": token({ ascending: "sorted in ascending order", descending: "sorted in descending order", none: "no defined sort order", other: "non ascending / descending sort order applied", }), "aria-valuemax": number("max value"), "aria-valuemin": number("min value"), "aria-valuenow": number("current value"), "aria-valuetext": string("current value"), }; interface MapperArgs { attributeValue: string; container?: Node; negative?: boolean; } function state(stateValue: State) { return function stateMapper({ attributeValue, negative }: MapperArgs) { if (negative) { return attributeValue !== "false" ? `not ${stateValue}` : stateValue; } return attributeValue !== "false" ? stateValue : `not ${stateValue}`; }; } function idRefs( propertyDescriptionSuffixSingular: string, propertyDescriptionSuffixPlural: string, printCount = true ) { return function mapper({ attributeValue, container }: MapperArgs) { const idRefsCount = attributeValue .trim() .split(" ") .filter((idRef) => !!getNodeByIdRef({ container, idRef })).length; if (idRefsCount === 0) { return ""; } return `${printCount ? `${idRefsCount} ` : ""}${ idRefsCount === 1 ? propertyDescriptionSuffixSingular : propertyDescriptionSuffixPlural }`; }; } function idRef(propertyName: string) { return function mapper({ attributeValue: idRef, container }: MapperArgs) { const node = getNodeByIdRef({ container, idRef }); if (!node) { return ""; } const accessibleName = getAccessibleName(node); const accessibleValue = getAccessibleValue(node);
const itemText = getItemText({ accessibleName, accessibleValue });
return concat(propertyName)({ attributeValue: itemText }); }; } function tristate(stateValue: State, mixedValue: State) { return function stateMapper({ attributeValue }: MapperArgs) { if (attributeValue === "mixed") { return mixedValue; } return attributeValue !== "false" ? stateValue : `not ${stateValue}`; }; } function token(tokenMap: Record<string, string>) { return function tokenMapper({ attributeValue }: MapperArgs) { return tokenMap[attributeValue]; }; } function concat(propertyName: string) { return function mapper({ attributeValue }: MapperArgs) { return attributeValue ? `${propertyName} ${attributeValue}` : ""; }; } function integer(propertyName: string) { return concat(propertyName); } function number(propertyName: string) { return concat(propertyName); } function string(propertyName: string) { return concat(propertyName); } export const mapAttributeNameAndValueToLabel = ({ attributeName, attributeValue, container, negative = false, }: { attributeName: string; attributeValue: string | null; container: Node; negative?: boolean; }) => { if (typeof attributeValue !== "string") { return null; } const mapper = ariaPropertyToVirtualLabelMap[attributeName]; return mapper?.({ attributeValue, container, negative }) ?? null; };
src/getNodeAccessibilityData/getAccessibleAttributeLabels/mapAttributeNameAndValueToLabel.ts
guidepup-virtual-screen-reader-1b0a234
[ { "filename": "src/commands/getNextIndexByIdRefsAttribute.ts", "retrieved_chunk": " const currentNode = getElementNode(currentAccessibilityNode);\n const idRefs = getIdRefsByAttribute({\n attributeName,\n node: currentNode,\n });\n const idRef = idRefs[index];\n const targetNode = getNodeByIdRef({ container, idRef });\n if (!targetNode) {\n return;\n }", "score": 0.8855770230293274 }, { "filename": "src/createAccessibilityTree.ts", "retrieved_chunk": " }\n return !isElement(node) || isInaccessible(node);\n}\nfunction shouldIgnoreChildren(tree: AccessibilityNodeTree) {\n const { accessibleName, node } = tree;\n if (!accessibleName) {\n return false;\n }\n return (\n // TODO: improve comparison on whether the children are superfluous", "score": 0.8787106275558472 }, { "filename": "src/getNodeAccessibilityData/getAccessibleAttributeLabels/getLabelFromHtmlEquivalentAttribute.ts", "retrieved_chunk": " if (!htmlAttribute?.length) {\n return { label: \"\", value: \"\" };\n }\n for (const { name, negative = false } of htmlAttribute) {\n const attributeValue = node.getAttribute(name);\n const label = mapAttributeNameAndValueToLabel({\n attributeName,\n attributeValue,\n container,\n negative,", "score": 0.875290036201477 }, { "filename": "src/createAccessibilityTree.ts", "retrieved_chunk": " alternateReadingOrderMap: Map<Node, Set<Node>>,\n container: Element\n) {\n const idRefs = getIdRefsByAttribute({\n attributeName: \"aria-flowto\",\n node,\n });\n idRefs.forEach((idRef) => {\n const childNode = getNodeByIdRef({ container, idRef });\n if (!childNode) {", "score": 0.8704673051834106 }, { "filename": "src/getItemText.ts", "retrieved_chunk": "import { AccessibilityNode } from \"./createAccessibilityTree\";\nexport const getItemText = (\n accessibilityNode: Pick<\n AccessibilityNode,\n \"accessibleName\" | \"accessibleValue\"\n >\n) => {\n const { accessibleName, accessibleValue } = accessibilityNode;\n const announcedValue =\n accessibleName === accessibleValue ? \"\" : accessibleValue;", "score": 0.8584908246994019 } ]
typescript
const itemText = getItemText({ accessibleName, accessibleValue });
import { getIdRefsByAttribute } from "./getIdRefsByAttribute"; import { getNodeAccessibilityData } from "./getNodeAccessibilityData"; import { getNodeByIdRef } from "./getNodeByIdRef"; import { HTMLElementWithValue } from "./getNodeAccessibilityData/getAccessibleValue"; import { isElement } from "./isElement"; import { isInaccessible } from "dom-accessibility-api"; export interface AccessibilityNode { accessibleAttributeLabels: string[]; accessibleDescription: string; accessibleName: string; accessibleValue: string; allowedAccessibilityChildRoles: string[][]; alternateReadingOrderParents: Node[]; childrenPresentational: boolean; node: Node; parent: Node | null; role: string; spokenRole: string; } interface AccessibilityNodeTree extends AccessibilityNode { children: AccessibilityNodeTree[]; } interface AccessibilityContext { alternateReadingOrderMap: Map<Node, Set<Node>>; container: Node; ownedNodes: Set<Node>; visitedNodes: Set<Node>; } function addAlternateReadingOrderNodes( node: Element, alternateReadingOrderMap: Map<Node, Set<Node>>, container: Element ) { const idRefs = getIdRefsByAttribute({ attributeName: "aria-flowto", node, }); idRefs.forEach((idRef) => {
const childNode = getNodeByIdRef({ container, idRef });
if (!childNode) { return; } const currentParentNodes = alternateReadingOrderMap.get(childNode) ?? new Set<Node>(); currentParentNodes.add(node); alternateReadingOrderMap.set(childNode, currentParentNodes); }); } function mapAlternateReadingOrder(node: Node) { const alternateReadingOrderMap = new Map<Node, Set<Node>>(); if (!isElement(node)) { return alternateReadingOrderMap; } node .querySelectorAll("[aria-flowto]") .forEach((parentNode) => addAlternateReadingOrderNodes(parentNode, alternateReadingOrderMap, node) ); return alternateReadingOrderMap; } function addOwnedNodes( node: Element, ownedNodes: Set<Node>, container: Element ) { const idRefs = getIdRefsByAttribute({ attributeName: "aria-owns", node, }); idRefs.forEach((idRef) => { const ownedNode = getNodeByIdRef({ container, idRef }); if (!!ownedNode && !ownedNodes.has(ownedNode)) { ownedNodes.add(ownedNode); } }); } function getAllOwnedNodes(node: Node) { const ownedNodes = new Set<Node>(); if (!isElement(node)) { return ownedNodes; } node .querySelectorAll("[aria-owns]") .forEach((owningNode) => addOwnedNodes(owningNode, ownedNodes, node)); return ownedNodes; } function getOwnedNodes(node: Node, container: Node) { const ownedNodes = new Set<Node>(); if (!isElement(node) || !isElement(container)) { return ownedNodes; } addOwnedNodes(node, ownedNodes, container); return ownedNodes; } function isHiddenFromAccessibilityTree(node: Node) { if (!node) { return true; } if (node.nodeType === Node.TEXT_NODE && !!node.textContent.trim()) { return false; } return !isElement(node) || isInaccessible(node); } function shouldIgnoreChildren(tree: AccessibilityNodeTree) { const { accessibleName, node } = tree; if (!accessibleName) { return false; } return ( // TODO: improve comparison on whether the children are superfluous // to include. accessibleName === ( node.textContent || `${(node as HTMLElementWithValue).value}` || "" )?.trim() ); } function flattenTree(tree: AccessibilityNodeTree): AccessibilityNode[] { const { children, ...treeNode } = tree; const isAnnounced = !!treeNode.accessibleName || !!treeNode.accessibleDescription || treeNode.accessibleAttributeLabels.length > 0 || !!treeNode.spokenRole; const ignoreChildren = shouldIgnoreChildren(tree); const flattenedTree = ignoreChildren ? [] : [...children.flatMap((child) => flattenTree(child))]; const isRoleContainer = !!flattenedTree.length && !ignoreChildren && !!treeNode.spokenRole; if (isAnnounced) { flattenedTree.unshift(treeNode); } if (isRoleContainer) { flattenedTree.push({ accessibleAttributeLabels: treeNode.accessibleAttributeLabels, accessibleDescription: treeNode.accessibleDescription, accessibleName: treeNode.accessibleName, accessibleValue: treeNode.accessibleValue, allowedAccessibilityChildRoles: treeNode.allowedAccessibilityChildRoles, alternateReadingOrderParents: treeNode.alternateReadingOrderParents, childrenPresentational: treeNode.childrenPresentational, node: treeNode.node, parent: treeNode.parent, role: treeNode.role, spokenRole: `end of ${treeNode.spokenRole}`, }); } return flattenedTree; } function growTree( node: Node, tree: AccessibilityNodeTree, { alternateReadingOrderMap, container, ownedNodes, visitedNodes, }: AccessibilityContext ): AccessibilityNodeTree { /** * Authors MUST NOT create circular references with aria-owns. In the case of * authoring error with aria-owns, the user agent MAY ignore some aria-owns * element references in order to build a consistent model of the content. * * REF: https://w3c.github.io/aria/#aria-owns */ if (visitedNodes.has(node)) { return tree; } visitedNodes.add(node); node.childNodes.forEach((childNode) => { if (isHiddenFromAccessibilityTree(childNode)) { return; } // REF: https://github.com/w3c/aria/issues/1817#issuecomment-1261602357 if (ownedNodes.has(childNode)) { return; } const alternateReadingOrderParents = alternateReadingOrderMap.has(childNode) ? Array.from(alternateReadingOrderMap.get(childNode)) : []; const { accessibleAttributeLabels, accessibleDescription, accessibleName, accessibleValue, allowedAccessibilityChildRoles, childrenPresentational, role, spokenRole, } = getNodeAccessibilityData({ allowedAccessibilityRoles: tree.allowedAccessibilityChildRoles, alternateReadingOrderParents, container, node: childNode, inheritedImplicitPresentational: tree.childrenPresentational, }); tree.children.push( growTree( childNode, { accessibleAttributeLabels, accessibleDescription, accessibleName, accessibleValue, allowedAccessibilityChildRoles, alternateReadingOrderParents, children: [], childrenPresentational, node: childNode, parent: node, role, spokenRole, }, { alternateReadingOrderMap, container, ownedNodes, visitedNodes } ) ); }); /** * If an element has both aria-owns and DOM children then the order of the * child elements with respect to the parent/child relationship is the DOM * children first, then the elements referenced in aria-owns. If the author * intends that the DOM children are not first, then list the DOM children in * aria-owns in the desired order. Authors SHOULD NOT use aria-owns as a * replacement for the DOM hierarchy. If the relationship is represented in * the DOM, do not use aria-owns. * * REF: https://w3c.github.io/aria/#aria-owns */ const ownedChildNodes = getOwnedNodes(node, container); ownedChildNodes.forEach((childNode) => { if (isHiddenFromAccessibilityTree(childNode)) { return; } const alternateReadingOrderParents = alternateReadingOrderMap.has(childNode) ? Array.from(alternateReadingOrderMap.get(childNode)) : []; const { accessibleAttributeLabels, accessibleDescription, accessibleName, accessibleValue, allowedAccessibilityChildRoles, childrenPresentational, role, spokenRole, } = getNodeAccessibilityData({ allowedAccessibilityRoles: tree.allowedAccessibilityChildRoles, alternateReadingOrderParents, container, node: childNode, inheritedImplicitPresentational: tree.childrenPresentational, }); tree.children.push( growTree( childNode, { accessibleAttributeLabels, accessibleDescription, accessibleName, accessibleValue, allowedAccessibilityChildRoles, alternateReadingOrderParents, children: [], childrenPresentational, node: childNode, parent: node, role, spokenRole, }, { alternateReadingOrderMap, container, ownedNodes, visitedNodes } ) ); }); return tree; } export function createAccessibilityTree(node: Node) { if (isHiddenFromAccessibilityTree(node)) { return []; } const alternateReadingOrderMap = mapAlternateReadingOrder(node); const ownedNodes = getAllOwnedNodes(node); const visitedNodes = new Set<Node>(); const { accessibleAttributeLabels, accessibleDescription, accessibleName, accessibleValue, allowedAccessibilityChildRoles, childrenPresentational, role, spokenRole, } = getNodeAccessibilityData({ allowedAccessibilityRoles: [], alternateReadingOrderParents: [], container: node, node, inheritedImplicitPresentational: false, }); const tree = growTree( node, { accessibleAttributeLabels, accessibleDescription, accessibleName, accessibleValue, allowedAccessibilityChildRoles, alternateReadingOrderParents: [], children: [], childrenPresentational, node, parent: null, role, spokenRole, }, { alternateReadingOrderMap, container: node, ownedNodes, visitedNodes, } ); return flattenTree(tree); }
src/createAccessibilityTree.ts
guidepup-virtual-screen-reader-1b0a234
[ { "filename": "src/commands/getNextIndexByIdRefsAttribute.ts", "retrieved_chunk": " const currentNode = getElementNode(currentAccessibilityNode);\n const idRefs = getIdRefsByAttribute({\n attributeName,\n node: currentNode,\n });\n const idRef = idRefs[index];\n const targetNode = getNodeByIdRef({ container, idRef });\n if (!targetNode) {\n return;\n }", "score": 0.9052568674087524 }, { "filename": "src/getNodeAccessibilityData/getAccessibleAttributeLabels/index.ts", "retrieved_chunk": " if (!isElement(node)) {\n return [];\n }\n const labels: Record<string, { label: string; value: string }> = {};\n const attributes = getAttributesByRole({ accessibleValue, role });\n attributes.forEach(([attributeName, implicitAttributeValue]) => {\n const {\n label: labelFromHtmlEquivalentAttribute,\n value: valueFromHtmlEquivalentAttribute,\n } = getLabelFromHtmlEquivalentAttribute({", "score": 0.8652063012123108 }, { "filename": "src/commands/moveToNextAlternateReadingOrderElement.ts", "retrieved_chunk": "export function moveToNextAlternateReadingOrderElement({\n index,\n container,\n currentIndex,\n tree,\n}: MoveToNextAlternateReadingOrderElement) {\n return getNextIndexByIdRefsAttribute({\n attributeName: \"aria-flowto\",\n index,\n container,", "score": 0.8643432259559631 }, { "filename": "src/getNodeAccessibilityData/getAccessibleAttributeLabels/mapAttributeNameAndValueToLabel.ts", "retrieved_chunk": "}\nfunction idRef(propertyName: string) {\n return function mapper({ attributeValue: idRef, container }: MapperArgs) {\n const node = getNodeByIdRef({ container, idRef });\n if (!node) {\n return \"\";\n }\n const accessibleName = getAccessibleName(node);\n const accessibleValue = getAccessibleValue(node);\n const itemText = getItemText({ accessibleName, accessibleValue });", "score": 0.8556809425354004 }, { "filename": "src/getNodeAccessibilityData/getAccessibleAttributeLabels/getLabelFromHtmlEquivalentAttribute.ts", "retrieved_chunk": "export const getLabelFromHtmlEquivalentAttribute = ({\n attributeName,\n container,\n node,\n}: {\n attributeName: string;\n container: Node;\n node: HTMLElement;\n}) => {\n const htmlAttribute = ariaToHTMLAttributeMapping[attributeName];", "score": 0.851809561252594 } ]
typescript
const childNode = getNodeByIdRef({ container, idRef });
import { getNextIndexByRole } from "./getNextIndexByRole"; import { getPreviousIndexByRole } from "./getPreviousIndexByRole"; import { jumpToControlledElement } from "./jumpToControlledElement"; import { jumpToDetailsElement } from "./jumpToDetailsElement"; import { moveToNextAlternateReadingOrderElement } from "./moveToNextAlternateReadingOrderElement"; import { moveToPreviousAlternateReadingOrderElement } from "./moveToPreviousAlternateReadingOrderElement"; import { VirtualCommandArgs } from "./types"; const quickLandmarkNavigationRoles = [ /** * Assistive technologies SHOULD enable users to quickly navigate to * elements with role banner. * * REF: https://w3c.github.io/aria/#banner */ "banner", /** * Assistive technologies SHOULD enable users to quickly navigate to * elements with role complementary. * * REF: https://w3c.github.io/aria/#complementary */ "complementary", /** * Assistive technologies SHOULD enable users to quickly navigate to * elements with role contentinfo. * * REF: https://w3c.github.io/aria/#contentinfo */ "contentinfo", /** * Assistive technologies SHOULD enable users to quickly navigate to * figures. * * REF: https://w3c.github.io/aria/#figure */ "figure", /** * Assistive technologies SHOULD enable users to quickly navigate to * elements with role form. * * REF: https://w3c.github.io/aria/#form */ "form", /** * Assistive technologies SHOULD enable users to quickly navigate to * elements with role main. * * REF: https://w3c.github.io/aria/#main */ "main", /** * Assistive technologies SHOULD enable users to quickly navigate to * elements with role navigation. * * REF: https://w3c.github.io/aria/#navigation */ "navigation", /** * Assistive technologies SHOULD enable users to quickly navigate to * elements with role region. * * REF: https://w3c.github.io/aria/#region */ "region", /** * Assistive technologies SHOULD enable users to quickly navigate to * elements with role search. * * REF: https://w3c.github.io/aria/#search */ "search", ] as const; const quickLandmarkNavigationCommands = quickLandmarkNavigationRoles.reduce< Record<string, unknown> >((accumulatedCommands, role) => { const moveToNextCommand = `moveToNext${role.at(0).toUpperCase()}${role.slice( 1 )}`; const moveToPreviousCommand = `moveToPrevious${role .at(0) .toUpperCase()}${role.slice(1)}`; return { ...accumulatedCommands,
[moveToNextCommand]: getNextIndexByRole([role]), [moveToPreviousCommand]: getPreviousIndexByRole([role]), };
}, {}) as { [K in | `moveToNext${Capitalize<(typeof quickLandmarkNavigationRoles)[number]>}` | `moveToPrevious${Capitalize< (typeof quickLandmarkNavigationRoles)[number] >}`]: (args: VirtualCommandArgs) => number | null; }; export const commands = { jumpToControlledElement, jumpToDetailsElement, moveToNextAlternateReadingOrderElement, moveToPreviousAlternateReadingOrderElement, ...quickLandmarkNavigationCommands, moveToNextLandmark: getNextIndexByRole(quickLandmarkNavigationRoles), moveToPreviousLandmark: getPreviousIndexByRole(quickLandmarkNavigationRoles), }; export type VirtualCommands = { [K in keyof typeof commands]: (typeof commands)[K]; }; export type VirtualCommandKey = keyof VirtualCommands;
src/commands/index.ts
guidepup-virtual-screen-reader-1b0a234
[ { "filename": "src/commands/getNextIndexByRole.ts", "retrieved_chunk": "import { VirtualCommandArgs } from \"./types\";\nexport type GetNextIndexByRoleArgs = Omit<VirtualCommandArgs, \"container\">;\nexport function getNextIndexByRole(roles: Readonly<string[]>) {\n return function getNextIndex({ currentIndex, tree }: GetNextIndexByRoleArgs) {\n const reorderedTree = tree\n .slice(currentIndex + 1)\n .concat(tree.slice(0, currentIndex + 1));\n const accessibilityNode = reorderedTree.find(\n (node) =>\n roles.includes(node.role) && !node.spokenRole.startsWith(\"end of\")", "score": 0.7850948572158813 }, { "filename": "src/commands/getPreviousIndexByRole.ts", "retrieved_chunk": "import { VirtualCommandArgs } from \"./types\";\nexport type GetPreviousIndexByRoleArgs = Omit<VirtualCommandArgs, \"container\">;\nexport function getPreviousIndexByRole(roles: Readonly<string[]>) {\n return function getPreviousIndex({\n currentIndex,\n tree,\n }: GetPreviousIndexByRoleArgs) {\n const reorderedTree = tree\n .slice(0, currentIndex)\n .reverse()", "score": 0.7779809236526489 }, { "filename": "src/Virtual.ts", "retrieved_chunk": " modifiers.push(rawKey);\n } else {\n keys.push(rawKey);\n }\n });\n const keyboardCommand = [\n ...modifiers.map((modifier) => `{${modifier}>}`),\n ...keys.map((key) => `{${key}}`),\n ...modifiers.reverse().map((modifier) => `{/${modifier}}`),\n ].join(\"\");", "score": 0.7374082803726196 }, { "filename": "src/commands/getPreviousIndexByRole.ts", "retrieved_chunk": " .concat(tree.slice(currentIndex).reverse());\n const accessibilityNode = reorderedTree.find(\n (node) =>\n roles.includes(node.role) && !node.spokenRole.startsWith(\"end of\")\n );\n if (!accessibilityNode) {\n return null;\n }\n return tree.findIndex((node) => node === accessibilityNode);\n };", "score": 0.72922682762146 }, { "filename": "src/Virtual.ts", "retrieved_chunk": " const tree = this.#getAccessibilityTree();\n if (!tree.length) {\n return;\n }\n const currentIndex = this.#getCurrentIndex(tree);\n const nextIndex = commands[command]?.({\n ...options,\n container: this.#container,\n currentIndex,\n tree,", "score": 0.7219216823577881 } ]
typescript
[moveToNextCommand]: getNextIndexByRole([role]), [moveToPreviousCommand]: getPreviousIndexByRole([role]), };
import { ARIARoleDefinitionKey, roles } from "aria-query"; import { getRole, presentationRoles } from "./getRole"; import { getAccessibleAttributeLabels } from "./getAccessibleAttributeLabels"; import { getAccessibleDescription } from "./getAccessibleDescription"; import { getAccessibleName } from "./getAccessibleName"; import { getAccessibleValue } from "./getAccessibleValue"; import { isElement } from "../isElement"; const childrenPresentationalRoles = roles .entries() .filter(([, { childrenPresentational }]) => childrenPresentational) .map(([key]) => key) as string[]; const getSpokenRole = ({ isGeneric, isPresentational, node, role }) => { if (isPresentational || isGeneric) { return ""; } if (isElement(node)) { /** * Assistive technologies SHOULD use the value of aria-roledescription when * presenting the role of an element, but SHOULD NOT change other * functionality based on the role of an element that has a value for * aria-roledescription. For example, an assistive technology that provides * functions for navigating to the next region or button SHOULD allow those * functions to navigate to regions and buttons that have an * aria-roledescription. * * REF: https://w3c.github.io/aria/#aria-roledescription */ const roledescription = node.getAttribute("aria-roledescription"); if (roledescription) { return roledescription; } } return role; }; export function getNodeAccessibilityData({ allowedAccessibilityRoles, alternateReadingOrderParents, container, inheritedImplicitPresentational, node, }: { allowedAccessibilityRoles: string[][]; alternateReadingOrderParents: Node[]; container: Node; inheritedImplicitPresentational: boolean; node: Node; }) { const accessibleDescription = getAccessibleDescription(node); const accessibleName = getAccessibleName(node); const accessibleValue = getAccessibleValue(node); const { explicitRole, implicitRole, role } = getRole({ accessibleName, allowedAccessibilityRoles, inheritedImplicitPresentational, node, }); const accessibleAttributeLabels = getAccessibleAttributeLabels({ accessibleValue, alternateReadingOrderParents, container, node, role, }); const amendedAccessibleDescription = accessibleDescription === accessibleName ? "" : accessibleDescription; const
isExplicitPresentational = presentationRoles.includes(explicitRole);
const isPresentational = presentationRoles.includes(role); const isGeneric = role === "generic"; const spokenRole = getSpokenRole({ isGeneric, isPresentational, node, role, }); const { requiredOwnedElements: allowedAccessibilityChildRoles } = (roles.get( role as ARIARoleDefinitionKey ) as unknown as { requiredOwnedElements: string[][]; }) ?? { requiredOwnedElements: [] }; const { requiredOwnedElements: implicitAllowedAccessibilityChildRoles } = (roles.get(implicitRole as ARIARoleDefinitionKey) as unknown as { requiredOwnedElements: string[][]; }) ?? { requiredOwnedElements: [] }; /** * Any descendants of elements that have the characteristic "Children * Presentational: True" unless the descendant is not allowed to be * presentational because it meets one of the conditions for exception * described in Presentational Roles Conflict Resolution. However, the text * content of any excluded descendants is included. * * REF: https://w3c.github.io/aria/#tree_exclusion */ const isChildrenPresentationalRole = childrenPresentationalRoles.includes(role); /** * When an explicit or inherited role of presentation is applied to an * element with the implicit semantic of a WAI-ARIA role that has Allowed * Accessibility Child Roles, in addition to the element with the explicit * role of presentation, the user agent MUST apply an inherited role of * presentation to any owned elements that do not have an explicit role * defined. Also, when an explicit or inherited role of presentation is * applied to a host language element which has specifically allowed children * as defined by the host language specification, in addition to the element * with the explicit role of presentation, the user agent MUST apply an * inherited role of presentation to any specifically allowed children that * do not have an explicit role defined. * * REF: https://w3c.github.io/aria/#presentational-role-inheritance */ const isExplicitOrInheritedPresentation = isExplicitPresentational || inheritedImplicitPresentational; const isElementWithImplicitAllowedAccessibilityChildRoles = !!implicitAllowedAccessibilityChildRoles.length; const childrenInheritPresentationExceptAllowedRoles = isExplicitOrInheritedPresentation && isElementWithImplicitAllowedAccessibilityChildRoles; const childrenPresentational = isChildrenPresentationalRole || childrenInheritPresentationExceptAllowedRoles; return { accessibleAttributeLabels, accessibleDescription: amendedAccessibleDescription, accessibleName, accessibleValue, allowedAccessibilityChildRoles, childrenPresentational, role, spokenRole, }; }
src/getNodeAccessibilityData/index.ts
guidepup-virtual-screen-reader-1b0a234
[ { "filename": "src/getNodeAccessibilityData/getRole.ts", "retrieved_chunk": "}: {\n accessibleName: string;\n allowedAccessibilityRoles: string[][];\n inheritedImplicitPresentational: boolean;\n node: Node;\n}) {\n if (!isElement(node)) {\n return { explicitRole: \"\", implicitRole: \"\", role: \"\" };\n }\n const target = node.cloneNode() as HTMLElement;", "score": 0.8538670539855957 }, { "filename": "src/createAccessibilityTree.ts", "retrieved_chunk": " inheritedImplicitPresentational: false,\n });\n const tree = growTree(\n node,\n {\n accessibleAttributeLabels,\n accessibleDescription,\n accessibleName,\n accessibleValue,\n allowedAccessibilityChildRoles,", "score": 0.8507848978042603 }, { "filename": "src/createAccessibilityTree.ts", "retrieved_chunk": " }\n const alternateReadingOrderParents = alternateReadingOrderMap.has(childNode)\n ? Array.from(alternateReadingOrderMap.get(childNode))\n : [];\n const {\n accessibleAttributeLabels,\n accessibleDescription,\n accessibleName,\n accessibleValue,\n allowedAccessibilityChildRoles,", "score": 0.8416956067085266 }, { "filename": "src/createAccessibilityTree.ts", "retrieved_chunk": " childrenPresentational,\n role,\n spokenRole,\n } = getNodeAccessibilityData({\n allowedAccessibilityRoles: tree.allowedAccessibilityChildRoles,\n alternateReadingOrderParents,\n container,\n node: childNode,\n inheritedImplicitPresentational: tree.childrenPresentational,\n });", "score": 0.8410382270812988 }, { "filename": "src/createAccessibilityTree.ts", "retrieved_chunk": " accessibleAttributeLabels,\n accessibleDescription,\n accessibleName,\n accessibleValue,\n allowedAccessibilityChildRoles,\n alternateReadingOrderParents,\n children: [],\n childrenPresentational,\n node: childNode,\n parent: node,", "score": 0.8393276929855347 } ]
typescript
isExplicitPresentational = presentationRoles.includes(explicitRole);
import { getNextIndexByRole } from "./getNextIndexByRole"; import { getPreviousIndexByRole } from "./getPreviousIndexByRole"; import { jumpToControlledElement } from "./jumpToControlledElement"; import { jumpToDetailsElement } from "./jumpToDetailsElement"; import { moveToNextAlternateReadingOrderElement } from "./moveToNextAlternateReadingOrderElement"; import { moveToPreviousAlternateReadingOrderElement } from "./moveToPreviousAlternateReadingOrderElement"; import { VirtualCommandArgs } from "./types"; const quickLandmarkNavigationRoles = [ /** * Assistive technologies SHOULD enable users to quickly navigate to * elements with role banner. * * REF: https://w3c.github.io/aria/#banner */ "banner", /** * Assistive technologies SHOULD enable users to quickly navigate to * elements with role complementary. * * REF: https://w3c.github.io/aria/#complementary */ "complementary", /** * Assistive technologies SHOULD enable users to quickly navigate to * elements with role contentinfo. * * REF: https://w3c.github.io/aria/#contentinfo */ "contentinfo", /** * Assistive technologies SHOULD enable users to quickly navigate to * figures. * * REF: https://w3c.github.io/aria/#figure */ "figure", /** * Assistive technologies SHOULD enable users to quickly navigate to * elements with role form. * * REF: https://w3c.github.io/aria/#form */ "form", /** * Assistive technologies SHOULD enable users to quickly navigate to * elements with role main. * * REF: https://w3c.github.io/aria/#main */ "main", /** * Assistive technologies SHOULD enable users to quickly navigate to * elements with role navigation. * * REF: https://w3c.github.io/aria/#navigation */ "navigation", /** * Assistive technologies SHOULD enable users to quickly navigate to * elements with role region. * * REF: https://w3c.github.io/aria/#region */ "region", /** * Assistive technologies SHOULD enable users to quickly navigate to * elements with role search. * * REF: https://w3c.github.io/aria/#search */ "search", ] as const; const quickLandmarkNavigationCommands = quickLandmarkNavigationRoles.reduce< Record<string, unknown> >((accumulatedCommands, role) => { const moveToNextCommand = `moveToNext${role.at(0).toUpperCase()}${role.slice( 1 )}`; const moveToPreviousCommand = `moveToPrevious${role .at(0) .toUpperCase()}${role.slice(1)}`; return { ...accumulatedCommands, [moveToNextCommand]: getNextIndexByRole([role]),
[moveToPreviousCommand]: getPreviousIndexByRole([role]), };
}, {}) as { [K in | `moveToNext${Capitalize<(typeof quickLandmarkNavigationRoles)[number]>}` | `moveToPrevious${Capitalize< (typeof quickLandmarkNavigationRoles)[number] >}`]: (args: VirtualCommandArgs) => number | null; }; export const commands = { jumpToControlledElement, jumpToDetailsElement, moveToNextAlternateReadingOrderElement, moveToPreviousAlternateReadingOrderElement, ...quickLandmarkNavigationCommands, moveToNextLandmark: getNextIndexByRole(quickLandmarkNavigationRoles), moveToPreviousLandmark: getPreviousIndexByRole(quickLandmarkNavigationRoles), }; export type VirtualCommands = { [K in keyof typeof commands]: (typeof commands)[K]; }; export type VirtualCommandKey = keyof VirtualCommands;
src/commands/index.ts
guidepup-virtual-screen-reader-1b0a234
[ { "filename": "src/commands/getNextIndexByRole.ts", "retrieved_chunk": "import { VirtualCommandArgs } from \"./types\";\nexport type GetNextIndexByRoleArgs = Omit<VirtualCommandArgs, \"container\">;\nexport function getNextIndexByRole(roles: Readonly<string[]>) {\n return function getNextIndex({ currentIndex, tree }: GetNextIndexByRoleArgs) {\n const reorderedTree = tree\n .slice(currentIndex + 1)\n .concat(tree.slice(0, currentIndex + 1));\n const accessibilityNode = reorderedTree.find(\n (node) =>\n roles.includes(node.role) && !node.spokenRole.startsWith(\"end of\")", "score": 0.7850948572158813 }, { "filename": "src/commands/getPreviousIndexByRole.ts", "retrieved_chunk": "import { VirtualCommandArgs } from \"./types\";\nexport type GetPreviousIndexByRoleArgs = Omit<VirtualCommandArgs, \"container\">;\nexport function getPreviousIndexByRole(roles: Readonly<string[]>) {\n return function getPreviousIndex({\n currentIndex,\n tree,\n }: GetPreviousIndexByRoleArgs) {\n const reorderedTree = tree\n .slice(0, currentIndex)\n .reverse()", "score": 0.7779809236526489 }, { "filename": "src/Virtual.ts", "retrieved_chunk": " modifiers.push(rawKey);\n } else {\n keys.push(rawKey);\n }\n });\n const keyboardCommand = [\n ...modifiers.map((modifier) => `{${modifier}>}`),\n ...keys.map((key) => `{${key}}`),\n ...modifiers.reverse().map((modifier) => `{/${modifier}}`),\n ].join(\"\");", "score": 0.7374082803726196 }, { "filename": "src/commands/getPreviousIndexByRole.ts", "retrieved_chunk": " .concat(tree.slice(currentIndex).reverse());\n const accessibilityNode = reorderedTree.find(\n (node) =>\n roles.includes(node.role) && !node.spokenRole.startsWith(\"end of\")\n );\n if (!accessibilityNode) {\n return null;\n }\n return tree.findIndex((node) => node === accessibilityNode);\n };", "score": 0.72922682762146 }, { "filename": "src/Virtual.ts", "retrieved_chunk": " const tree = this.#getAccessibilityTree();\n if (!tree.length) {\n return;\n }\n const currentIndex = this.#getCurrentIndex(tree);\n const nextIndex = commands[command]?.({\n ...options,\n container: this.#container,\n currentIndex,\n tree,", "score": 0.7219216823577881 } ]
typescript
[moveToPreviousCommand]: getPreviousIndexByRole([role]), };
import * as PIXI from "pixi.js"; import { Actions } from "pixi-actions"; import { Character, EnemyCharacter, PlayerCharacter } from "../character"; import GameScreen from "../GameScreen"; import Grid from "./Grid"; import Wall from "./Wall"; import { Coords } from "utils"; import * as _ from "underscore"; import Game from "Game"; export default class DungeonGrid extends Grid { characters: Character[] = []; walls: Wall[] = []; edgeWalls: Wall[] = []; wallsHolder: PIXI.Container = new PIXI.Container(); charactersHolder: PIXI.Container = new PIXI.Container(); gameScreen: GameScreen; coords: Coords[] = []; cellSquares: PIXI.Sprite[][] = []; cellStairs: PIXI.Sprite[][] = []; exitCoords: Coords; exitDir: Coords = null; constructor(gameScreen: GameScreen, dimension: number) { super(dimension); this.gameScreen = gameScreen; // Add cell backgrounds const background = PIXI.Sprite.from(PIXI.Texture.WHITE); background.tint = 0xd3c8a2; background.width = this.edgeSize; background.height = this.edgeSize; background.alpha = 1; background.anchor.set(0, 0); this.addChild(background); for (let i = 0; i < this.dimension; i++) { const col1 = []; const col2 = []; for (let j = 0; j < this.dimension; j++) { const cell = PIXI.Sprite.from(PIXI.Texture.WHITE); cell.tint = 0; cell.alpha = (i + j) % 2 == 0 ? 0 : 0.2; cell.width = this.cellSize; cell.height = this.cellSize; const offset1 = (this.cellSize - cell.width) / 2; cell.position.set( i * this.cellSize + offset1, j * this.cellSize + offset1 ); col1.push(cell); this.addChild(cell); const stair = PIXI.Sprite.from(Game.tex("stairs.png")); stair.width = this.cellSize * 0.8; stair.height = this.cellSize * 0.8; const offset2 = (this.cellSize - stair.width) / 2; stair.position.set( i * this.cellSize + offset2, j * this.cellSize + offset2 ); stair.visible = false; col2.push(stair); this.addChild(stair); } this.cellSquares.push(col1); this.cellStairs.push(col2); } this.addChild(this.wallsHolder); this.addChild(this.charactersHolder); for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { this.coords.push(new Coords(i, j)); } } } clearEnemies() { for (let i = this.characters.length - 1; i >= 0; i--) { const c = this.characters[i]; if (!c.isPlayer) { Actions.fadeOutAndRemove(c, 0.2).play(); this.characters.splice(i, 1); } } } unsetExitCell() { this.exitCoords = null; this.updateExitCoords(); } setExitCell(minDistanceFromPlayer: number = 7) { const possibles = []; const backups = []; let dijks = null; dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false); for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { if (i == 2 && j == 2) continue; if ( Game.EXIT_TYPE == "door" && ![0, this.dimension - 1].includes(i) && ![0, this.dimension - 1].includes(j) ) continue; if (dijks.distance[i][j] >= minDistanceFromPlayer) { possibles.push(new Coords(i, j)); } if (dijks.distance[i][j] >= 3) { backups.push(new Coords(i, j)); } } } if (possibles.length == 0) { possibles.push(...backups); } if (possibles.length == 0) { for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { if (i == 2 && j == 2) continue; if ( Game.EXIT_TYPE == "door" && ![0, this.dimension - 1].includes(i) && ![0, this.dimension - 1].includes(j) ) continue; const c = new Coords(i, j); let anyCoincidence = false; if (this.gameScreen.playerCharacter.coords.equals(c)) { anyCoincidence = true; break; } if (!anyCoincidence) { possibles.push(c); } } } } const coords = _.sample(possibles); this.exitCoords = coords; if (Game.EXIT_TYPE == "door") { const possibleDirs = []; if (coords.row == 0) possibleDirs.push(new Coords(0, -1)); if (coords.row == this.dimension - 1) possibleDirs.push(new Coords(0, 1)); if (coords.col == 0) possibleDirs.push(new Coords(-1, 0)); if (coords.col == this.dimension - 1) possibleDirs.push(new Coords(1, 0)); if (possibleDirs.length > 0) this.exitDir = _.sample(possibleDirs); } this.updateExitCoords(); } updateExitCoords() { if (Game.EXIT_TYPE == "stairs") { this.cellStairs.forEach((a, i) => a.forEach( (stairs, j) => (stairs.visible = this.exitCoords && this.exitCoords.col == i && this.exitCoords.row == j) ) ); } else { // Remove other edge walls (if there are any) for (const c of this.edgeWalls) { this.wallsHolder.removeChild(c); } this.edgeWalls = []; // Add outer wall let walls: Wall[] = Wall.edges(this.dimension); // Make hole where exit is if (this.exitCoords && this.exitDir) { walls = walls.filter( (w) => !w.blocks(this.exitCoords, this.exitDir.col, this.exitDir.row) ); } // Draw walls this.drawWalls(walls); this.walls.push(...walls); this.edgeWalls.push(...walls); } } getRandomEmptyCell(): Coords { let dijks = null; dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false); const shuffledCoords = _.shuffle(this.coords); for (const coord of shuffledCoords) { if (this.exitCoords && this.exitCoords.equals(coord)) continue; if ( !this.getCharacterAt(coord) && (!dijks || dijks.distance[coord.col][coord.row] > 1) ) { return coord; } } return null; } generateWalls(numWalls: number) { // Delete all old walls for (const w of this.walls) { Actions.fadeOutAndRemove(w, 0.2).play(); } this.walls = Wall.randomLayout(numWalls, this.dimension); // Add some new walls... they must generate any closed areas this.drawWalls(this.walls); } drawWalls(walls: Wall[]) { for (const w of walls) { w.alpha = 0; Actions.fadeIn(w, 0.2).play(); this.wallsHolder.addChild(w); w.setCellSize(this.cellSize); // Place in the correct place this.setPositionTo(w, w.from, true); } } addCharacter(character: Character) { character.scale.set(0.2); character.alpha = 0; Actions.fadeIn(character, 0.2).play(); this.characters.push(character); this.charactersHolder.addChild(character); // Place in the correct place! this.setPositionTo(character, character.coords); } getCharacterAt(col: number | Coords, row: number = null): Character { let c = 0; let r = 0; if (typeof col == "number") { c = col; r = row; } else { c = col.col; r = col.row; } for (const char of this.characters) { if (char.coords.col == c && char.coords.row == r) { return char; } } return null; } bumpAnimation(character: Character, dx: number, dy: number) { const time = 0.1; Actions.sequence( this.makeMoveTo(character, dx * 0.1, dy * 0.1, time / 2), this.makeMoveTo(character, 0, 0, time / 2) ).play(); return time; } damageEnemy
(targetCharacter: EnemyCharacter) {
let delay = 0; const didDie = targetCharacter.damage(1); if (didDie) { // Remove from characters array const index = this.characters.indexOf(targetCharacter); if (index >= 0) { this.characters.splice(index, 1); } // Remove from charactersHolder targetCharacter.position.x += this.position.x; targetCharacter.position.y += this.position.y; this.charactersHolder.removeChild(targetCharacter); delay = 0; } return delay; } moveCharacter( character: Character, dx: number, dy: number ): { didMove: boolean; delay: number; wentThroughExit: boolean } { // Check the target space is available const targetCoord = character.coords.clone().add(dx, dy); // Edge of grid! if (!this.inBounds(targetCoord)) { if ( this.exitCoords && character.coords.equals(this.exitCoords) && Game.EXIT_TYPE == "door" && this.exitDir && this.exitDir.equals(dx, dy) ) { // We are going through the exit! return { didMove: true, delay: 0, wentThroughExit: true }; } // Hitting the edge of the grid Game.instance.playSound("bump"); const delay = this.bumpAnimation(character, dx, dy); return { didMove: false, delay, wentThroughExit: false }; } // Hitting a wall? if (this.doesWallSeparate(character.coords, dx, dy)) { Game.instance.playSound("bump"); const delay = this.bumpAnimation(character, dx, dy); return { didMove: false, delay, wentThroughExit: false }; } // Is there another character here? try { const targetCharacter = this.getCharacterAt(targetCoord); if (targetCharacter) { let delay = this.bumpAnimation(character, dx, dy); if (character.isPlayer && targetCharacter.isEnemy) { // Attack the character Game.instance.playSound("attack"); delay += this.damageEnemy(targetCharacter as EnemyCharacter); return { didMove: true, delay, wentThroughExit: false }; } else if (character.isEnemy && targetCharacter.isPlayer) { const player = targetCharacter as PlayerCharacter; // Take a damage! if (player.damage(1)) { this.gameScreen.gameOver(); } return { didMove: true, delay, wentThroughExit: false }; } else { return { didMove: false, delay, wentThroughExit: false }; } } } catch (e) { // The game is over this.gameScreen.gameOver(); return { didMove: true, delay: 0, wentThroughExit: false }; } // Move the character if (character.isPlayer) { Game.instance.playSound(["step1", "step2", "step3", "step4"]); } character.coords.set(targetCoord); // Animate to the new position this.makeMoveTo(character).play(); return { didMove: true, delay: 0.05, wentThroughExit: false }; } doesWallSeparate(start: Coords, dx: number, dy: number) { for (const w of this.walls) { if (w.blocks(start, dx, dy)) { return true; } } return false; } moveEnemies() { let delay = 0; // 1. Dijkstra the grid, ignoring enemies // Pick the closest character const dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false); const enemiesAndDistances = []; for (const char of this.characters) { if (char.isEnemy) { let distance = dijks.distance[char.coords.col][char.coords.row]; enemiesAndDistances.push({ distance, char, }); } } // 2. Sort by closest to furthest let sortedEnemies = _.sortBy(enemiesAndDistances, "distance"); // 3. For each enemy, pathfind (properly) to the player let atLeastOneMove = false; for (let tries = 0; tries < 5; tries++) { const tryAgainLater = []; for (const e of sortedEnemies) { const char = e.char; const dijks = this.dijkstra( this.gameScreen.playerCharacter.coords, true, char.coords ); // Move in the direction which has the lowest distance let targetCol = dijks.col[char.coords.col][char.coords.row]; let targetRow = dijks.row[char.coords.col][char.coords.row]; if (targetCol == null || targetRow == null) { const neighbours: Coords[] = []; this.addPotentialNeighbour(neighbours, char.coords, 1, 0); this.addPotentialNeighbour(neighbours, char.coords, 0, 1); this.addPotentialNeighbour(neighbours, char.coords, -1, 0); this.addPotentialNeighbour(neighbours, char.coords, 0, -1); if (neighbours.length > 0) { // If there is no good route, then random direction const dir = _.sample(neighbours); targetCol = dir.col; targetRow = dir.row; } else { // If there is no route at all, then wait, we'll try again in a bit tryAgainLater.push(e); continue; } } const dx = targetCol - char.coords.col; const dy = targetRow - char.coords.row; atLeastOneMove = true; delay = Math.max(this.moveCharacter(char, dx, dy).delay, delay); } if (tryAgainLater.length == 0) { break; } else { sortedEnemies = tryAgainLater; } } return { didMove: true, delay }; } addPotentialNeighbour( list: Coords[], coords: Coords, dx: number, dy: number ) { if (!this.inBounds(coords.col + dx, coords.row + dy)) { // Out of bounds, ignore! return; } if (this.doesWallSeparate(coords, dx, dy)) { // There is no path, ignore! return; } const char = this.getCharacterAt(coords.col + dx, coords.row + dy); if (char && char.isEnemy) { // There is a monster on the target square, ignore! return; } list.push(coords.clone().add(dx, dy)); } updateTentativeDistance( withEnemiesAsObstacles: boolean, tentativeDistance: number[][], tentativeSourceCol: number[][], tentativeSourceRow: number[][], coords: Coords, dx: number, dy: number ) { if (!this.inBounds(coords.col + dx, coords.row + dy)) { // Out of bounds, ignore! return; } if (this.doesWallSeparate(coords, dx, dy)) { // There is no path, ignore! return; } if (withEnemiesAsObstacles) { const char = this.getCharacterAt(coords.col + dx, coords.row + dy); if (char && char.isEnemy) { // There is a monster on the target square, ignore! return; } } const newTentativeDistance = tentativeDistance[coords.col][coords.row] + 1; if ( tentativeDistance[coords.col + dx][coords.row + dy] > newTentativeDistance ) { tentativeDistance[coords.col + dx][coords.row + dy] = newTentativeDistance; tentativeSourceCol[coords.col + dx][coords.row + dy] = coords.col; tentativeSourceRow[coords.col + dx][coords.row + dy] = coords.row; } } dijkstra( target: Coords, withEnemiesAsObstacles: boolean, stopAt: Coords = null ): { distance: number[][]; col: number[][]; row: number[][] } { const current = target.clone(); const visited: boolean[][] = []; const tentativeDistance: number[][] = []; const tentativeSourceCol: number[][] = []; const tentativeSourceRow: number[][] = []; for (let i = 0; i < this.dimension; i++) { // col const c1 = []; const c2 = []; const c3 = []; const c4 = []; for (let j = 0; j < this.dimension; j++) { // row c1.push(false); if (target.row == j && target.col == i) { c2.push(0); } else { c2.push(99999); } c3.push(null); c4.push(null); } visited.push(c1); tentativeDistance.push(c2); tentativeSourceCol.push(c3); tentativeSourceRow.push(c4); } do { // Consider all unvisited neighbours of `current` const utd = (dx: number, dy: number) => { this.updateTentativeDistance( stopAt && stopAt.equals(current.col + dx, current.row + dy) ? false : withEnemiesAsObstacles, tentativeDistance, tentativeSourceCol, tentativeSourceRow, current, dx, dy ); }; utd(1, 0); utd(-1, 0); utd(0, -1); utd(0, 1); // Mark current as visited visited[current.col][current.row] = true; // Stop if we've connected our two target points if (stopAt && stopAt.equals(current)) break; let smallestTentativeDistance = 9999999; let smallests = []; for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { if (visited[i][j]) continue; if ( smallests.length == 0 || tentativeDistance[i][j] < smallestTentativeDistance ) { smallestTentativeDistance = tentativeDistance[i][j]; smallests = []; } if (tentativeDistance[i][j] == smallestTentativeDistance) { smallests.push([i, j]); } } } // If there are no unvisited, we are done if (smallests.length == 0) break; // Otherwise, set current to unvisited with smallest tentative const randomSmallest = _.sample(smallests); current.set(randomSmallest[0], randomSmallest[1]); } while (true); // Return the dijkstra map for the whole grid return { distance: tentativeDistance, col: tentativeSourceCol, row: tentativeSourceRow, }; } }
src/screens/game/grid/DungeonGrid.ts
MaxBittker-broughlike-c8d94d5
[ { "filename": "src/screens/game/grid/Grid.ts", "retrieved_chunk": " dx: number = 0,\n dy: number = 0,\n time: number = 0.1\n ): Action {\n return Actions.moveTo(\n character,\n this.cellSize * (character.coords.col + dx) + this.cellSize / 2,\n this.cellSize * (character.coords.row + dy) + this.cellSize - 3,\n time\n );", "score": 0.8671929836273193 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " if (this.readyToMove) {\n // 2. Otherwise, do the move\n const moveResult = this.dungeonGrid.moveCharacter(\n this.playerCharacter,\n dx,\n dy\n );\n // 3. If the move was successful, then say we aren't ready to move yet\n if (moveResult.wentThroughExit) {\n // Load in new level", "score": 0.8381689786911011 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " if (this.state == \"play\")\n Save.saveGameState(this);\n }\n doEnemyMove() {\n // Move enemies, after a delay!\n const enemyMoveResult = this.dungeonGrid.moveEnemies();\n let delay = enemyMoveResult.delay;\n // After a delay, let the player move again\n // Fudge this value, I like to be able to move really soon\n Actions.sequence(", "score": 0.8352928161621094 }, { "filename": "src/screens/game/grid/Wall.ts", "retrieved_chunk": " const dx = horizontal ? 1 : 0;\n const dy = horizontal ? 0 : 1;\n let startX = null,\n startY = null;\n startX = _.random(horizontal ? 0 : 1, dimension - 1);\n startY = _.random(horizontal ? 1 : 0, dimension - 1);\n const from = new Coords(startX, startY);\n const to = from.clone().add(dx, dy);\n // If there is already a wall here, skip!\n let alreadyExists = false;", "score": 0.8115845918655396 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " this.doMove(this.queuedMove.dx, this.queuedMove.dy);\n this.queuedMove = null;\n }\n }\n doMove(dx: number, dy: number) {\n if (this.state != \"play\") {\n // Can't move!\n return;\n }\n // 1. If you aren't yet ready to move, then queue the direction", "score": 0.8032995462417603 } ]
typescript
(targetCharacter: EnemyCharacter) {
import { ARIARoleDefinitionKey, roles } from "aria-query"; import { getRole, presentationRoles } from "./getRole"; import { getAccessibleAttributeLabels } from "./getAccessibleAttributeLabels"; import { getAccessibleDescription } from "./getAccessibleDescription"; import { getAccessibleName } from "./getAccessibleName"; import { getAccessibleValue } from "./getAccessibleValue"; import { isElement } from "../isElement"; const childrenPresentationalRoles = roles .entries() .filter(([, { childrenPresentational }]) => childrenPresentational) .map(([key]) => key) as string[]; const getSpokenRole = ({ isGeneric, isPresentational, node, role }) => { if (isPresentational || isGeneric) { return ""; } if (isElement(node)) { /** * Assistive technologies SHOULD use the value of aria-roledescription when * presenting the role of an element, but SHOULD NOT change other * functionality based on the role of an element that has a value for * aria-roledescription. For example, an assistive technology that provides * functions for navigating to the next region or button SHOULD allow those * functions to navigate to regions and buttons that have an * aria-roledescription. * * REF: https://w3c.github.io/aria/#aria-roledescription */ const roledescription = node.getAttribute("aria-roledescription"); if (roledescription) { return roledescription; } } return role; }; export function getNodeAccessibilityData({ allowedAccessibilityRoles, alternateReadingOrderParents, container, inheritedImplicitPresentational, node, }: { allowedAccessibilityRoles: string[][]; alternateReadingOrderParents: Node[]; container: Node; inheritedImplicitPresentational: boolean; node: Node; }) { const accessibleDescription = getAccessibleDescription(node); const accessibleName = getAccessibleName(node); const accessibleValue = getAccessibleValue(node); const { explicitRole, implicitRole, role } = getRole({ accessibleName, allowedAccessibilityRoles, inheritedImplicitPresentational, node, }); const accessibleAttributeLabels
= getAccessibleAttributeLabels({
accessibleValue, alternateReadingOrderParents, container, node, role, }); const amendedAccessibleDescription = accessibleDescription === accessibleName ? "" : accessibleDescription; const isExplicitPresentational = presentationRoles.includes(explicitRole); const isPresentational = presentationRoles.includes(role); const isGeneric = role === "generic"; const spokenRole = getSpokenRole({ isGeneric, isPresentational, node, role, }); const { requiredOwnedElements: allowedAccessibilityChildRoles } = (roles.get( role as ARIARoleDefinitionKey ) as unknown as { requiredOwnedElements: string[][]; }) ?? { requiredOwnedElements: [] }; const { requiredOwnedElements: implicitAllowedAccessibilityChildRoles } = (roles.get(implicitRole as ARIARoleDefinitionKey) as unknown as { requiredOwnedElements: string[][]; }) ?? { requiredOwnedElements: [] }; /** * Any descendants of elements that have the characteristic "Children * Presentational: True" unless the descendant is not allowed to be * presentational because it meets one of the conditions for exception * described in Presentational Roles Conflict Resolution. However, the text * content of any excluded descendants is included. * * REF: https://w3c.github.io/aria/#tree_exclusion */ const isChildrenPresentationalRole = childrenPresentationalRoles.includes(role); /** * When an explicit or inherited role of presentation is applied to an * element with the implicit semantic of a WAI-ARIA role that has Allowed * Accessibility Child Roles, in addition to the element with the explicit * role of presentation, the user agent MUST apply an inherited role of * presentation to any owned elements that do not have an explicit role * defined. Also, when an explicit or inherited role of presentation is * applied to a host language element which has specifically allowed children * as defined by the host language specification, in addition to the element * with the explicit role of presentation, the user agent MUST apply an * inherited role of presentation to any specifically allowed children that * do not have an explicit role defined. * * REF: https://w3c.github.io/aria/#presentational-role-inheritance */ const isExplicitOrInheritedPresentation = isExplicitPresentational || inheritedImplicitPresentational; const isElementWithImplicitAllowedAccessibilityChildRoles = !!implicitAllowedAccessibilityChildRoles.length; const childrenInheritPresentationExceptAllowedRoles = isExplicitOrInheritedPresentation && isElementWithImplicitAllowedAccessibilityChildRoles; const childrenPresentational = isChildrenPresentationalRole || childrenInheritPresentationExceptAllowedRoles; return { accessibleAttributeLabels, accessibleDescription: amendedAccessibleDescription, accessibleName, accessibleValue, allowedAccessibilityChildRoles, childrenPresentational, role, spokenRole, }; }
src/getNodeAccessibilityData/index.ts
guidepup-virtual-screen-reader-1b0a234
[ { "filename": "src/createAccessibilityTree.ts", "retrieved_chunk": " inheritedImplicitPresentational: false,\n });\n const tree = growTree(\n node,\n {\n accessibleAttributeLabels,\n accessibleDescription,\n accessibleName,\n accessibleValue,\n allowedAccessibilityChildRoles,", "score": 0.8957343101501465 }, { "filename": "src/getSpokenPhrase.ts", "retrieved_chunk": "import { AccessibilityNode } from \"./createAccessibilityTree\";\nexport const getSpokenPhrase = (accessibilityNode: AccessibilityNode) => {\n const {\n accessibleAttributeLabels,\n accessibleDescription,\n accessibleName,\n accessibleValue,\n spokenRole,\n } = accessibilityNode;\n const announcedValue =", "score": 0.8840599656105042 }, { "filename": "src/getNodeAccessibilityData/getAccessibleAttributeLabels/index.ts", "retrieved_chunk": " if (!isElement(node)) {\n return [];\n }\n const labels: Record<string, { label: string; value: string }> = {};\n const attributes = getAttributesByRole({ accessibleValue, role });\n attributes.forEach(([attributeName, implicitAttributeValue]) => {\n const {\n label: labelFromHtmlEquivalentAttribute,\n value: valueFromHtmlEquivalentAttribute,\n } = getLabelFromHtmlEquivalentAttribute({", "score": 0.8707337975502014 }, { "filename": "src/createAccessibilityTree.ts", "retrieved_chunk": " const {\n accessibleAttributeLabels,\n accessibleDescription,\n accessibleName,\n accessibleValue,\n allowedAccessibilityChildRoles,\n childrenPresentational,\n role,\n spokenRole,\n } = getNodeAccessibilityData({", "score": 0.864489734172821 }, { "filename": "src/createAccessibilityTree.ts", "retrieved_chunk": " if (isHiddenFromAccessibilityTree(node)) {\n return [];\n }\n const alternateReadingOrderMap = mapAlternateReadingOrder(node);\n const ownedNodes = getAllOwnedNodes(node);\n const visitedNodes = new Set<Node>();\n const {\n accessibleAttributeLabels,\n accessibleDescription,\n accessibleName,", "score": 0.8635337352752686 } ]
typescript
= getAccessibleAttributeLabels({
import { mapAttributeNameAndValueToLabel } from "./mapAttributeNameAndValueToLabel"; // REF: https://www.w3.org/TR/html-aria/#docconformance-attr const ariaToHTMLAttributeMapping: Record< string, Array<{ name: string; negative?: boolean }> > = { "aria-checked": [{ name: "checked" }], "aria-disabled": [{ name: "disabled" }], // "aria-hidden": [{ name: "hidden" }], "aria-placeholder": [{ name: "placeholder" }], "aria-valuemax": [{ name: "max" }], "aria-valuemin": [{ name: "min" }], "aria-readonly": [ { name: "readonly" }, { name: "contenteditable", negative: true }, ], "aria-required": [{ name: "required" }], "aria-colspan": [{ name: "colspan" }], "aria-rowspan": [{ name: "rowspan" }], }; export const getLabelFromHtmlEquivalentAttribute = ({ attributeName, container, node, }: { attributeName: string; container: Node; node: HTMLElement; }) => { const htmlAttribute = ariaToHTMLAttributeMapping[attributeName]; if (!htmlAttribute?.length) { return { label: "", value: "" }; } for (const { name, negative = false } of htmlAttribute) { const attributeValue = node.getAttribute(name); const
label = mapAttributeNameAndValueToLabel({
attributeName, attributeValue, container, negative, }); if (label) { return { label, value: attributeValue }; } } return { label: "", value: "" }; };
src/getNodeAccessibilityData/getAccessibleAttributeLabels/getLabelFromHtmlEquivalentAttribute.ts
guidepup-virtual-screen-reader-1b0a234
[ { "filename": "src/getNodeAccessibilityData/getAccessibleAttributeLabels/index.ts", "retrieved_chunk": " if (!isElement(node)) {\n return [];\n }\n const labels: Record<string, { label: string; value: string }> = {};\n const attributes = getAttributesByRole({ accessibleValue, role });\n attributes.forEach(([attributeName, implicitAttributeValue]) => {\n const {\n label: labelFromHtmlEquivalentAttribute,\n value: valueFromHtmlEquivalentAttribute,\n } = getLabelFromHtmlEquivalentAttribute({", "score": 0.9047266840934753 }, { "filename": "src/getNodeAccessibilityData/getAccessibleAttributeLabels/mapAttributeNameAndValueToLabel.ts", "retrieved_chunk": "}) => {\n if (typeof attributeValue !== \"string\") {\n return null;\n }\n const mapper = ariaPropertyToVirtualLabelMap[attributeName];\n return mapper?.({ attributeValue, container, negative }) ?? null;\n};", "score": 0.8914823532104492 }, { "filename": "src/getNodeAccessibilityData/getAccessibleAttributeLabels/getLabelFromAriaAttribute.ts", "retrieved_chunk": " const attributeValue = node.getAttribute(attributeName);\n return {\n label: mapAttributeNameAndValueToLabel({\n attributeName,\n attributeValue,\n container,\n }),\n value: attributeValue,\n };\n};", "score": 0.8697656989097595 }, { "filename": "src/getNodeAccessibilityData/getAccessibleAttributeLabels/getLabelFromImplicitHtmlElementValue.ts", "retrieved_chunk": " const { localName } = node;\n const implicitValue = mapLocalNameToImplicitValue[attributeName]?.[localName];\n return {\n label: mapAttributeNameAndValueToLabel({\n attributeName,\n attributeValue: implicitValue,\n container,\n }),\n value: implicitValue,\n };", "score": 0.8684595227241516 }, { "filename": "src/getNodeAccessibilityData/getAccessibleAttributeLabels/index.ts", "retrieved_chunk": " }\n const { label: labelFromAriaAttribute, value: valueFromAriaAttribute } =\n getLabelFromAriaAttribute({\n attributeName,\n container,\n node,\n });\n if (labelFromAriaAttribute) {\n labels[attributeName] = {\n label: labelFromAriaAttribute,", "score": 0.8665156364440918 } ]
typescript
label = mapAttributeNameAndValueToLabel({
import { isElement } from "../isElement"; export type HTMLElementWithValue = | HTMLButtonElement | HTMLDataElement | HTMLInputElement | HTMLLIElement | HTMLMeterElement | HTMLOptionElement | HTMLProgressElement | HTMLParamElement; const ignoredInputTypes = ["checkbox", "radio"]; const allowedLocalNames = [ "button", "data", "input", // "li", "meter", "option", "progress", "param", ]; function getSelectValue(node: HTMLSelectElement) { const selectedOptions = [...node.options].filter( (optionElement) => optionElement.selected ); if (node.multiple) { return [...selectedOptions] .map((optionElement) => getValue(optionElement)) .join("; "); } if (selectedOptions.length === 0) { return ""; } return getValue(selectedOptions[0]); } function getInputValue(node: HTMLInputElement) { if (ignoredInputTypes.includes(node.type)) { return ""; } return getValue(node); } function getValue(node: HTMLElementWithValue) { if (!allowedLocalNames.includes(node.localName)) { return ""; } if ( node.getAttribute("aria-valuetext") || node.getAttribute("aria-valuenow") ) { return ""; } return typeof node.value === "number" ? `${node.value}` : node.value; } export function getAccessibleValue(node: Node) { if (!isElement(node)) { return ""; }
switch (node.localName) {
case "input": { return getInputValue(node as HTMLInputElement); } case "select": { return getSelectValue(node as HTMLSelectElement); } } return getValue(node as HTMLElementWithValue); }
src/getNodeAccessibilityData/getAccessibleValue.ts
guidepup-virtual-screen-reader-1b0a234
[ { "filename": "src/createAccessibilityTree.ts", "retrieved_chunk": " }\n addOwnedNodes(node, ownedNodes, container);\n return ownedNodes;\n}\nfunction isHiddenFromAccessibilityTree(node: Node) {\n if (!node) {\n return true;\n }\n if (node.nodeType === Node.TEXT_NODE && !!node.textContent.trim()) {\n return false;", "score": 0.8424100875854492 }, { "filename": "src/getNodeAccessibilityData/getAccessibleName.ts", "retrieved_chunk": "import { computeAccessibleName } from \"dom-accessibility-api\";\nimport { isElement } from \"../isElement\";\nexport function getAccessibleName(node: Node) {\n return isElement(node)\n ? computeAccessibleName(node).trim()\n : node.textContent.trim();\n}", "score": 0.8245329260826111 }, { "filename": "src/getNodeByIdRef.ts", "retrieved_chunk": "import { isElement } from \"./isElement\";\nexport function getNodeByIdRef({ container, idRef }) {\n if (!isElement(container) || !idRef) {\n return null;\n }\n return container.querySelector(`#${idRef}`);\n}", "score": 0.8200290203094482 }, { "filename": "src/getNodeAccessibilityData/getAccessibleAttributeLabels/mapAttributeNameAndValueToLabel.ts", "retrieved_chunk": "}\nfunction idRef(propertyName: string) {\n return function mapper({ attributeValue: idRef, container }: MapperArgs) {\n const node = getNodeByIdRef({ container, idRef });\n if (!node) {\n return \"\";\n }\n const accessibleName = getAccessibleName(node);\n const accessibleValue = getAccessibleValue(node);\n const itemText = getItemText({ accessibleName, accessibleValue });", "score": 0.8199259042739868 }, { "filename": "src/createAccessibilityTree.ts", "retrieved_chunk": " }\n return !isElement(node) || isInaccessible(node);\n}\nfunction shouldIgnoreChildren(tree: AccessibilityNodeTree) {\n const { accessibleName, node } = tree;\n if (!accessibleName) {\n return false;\n }\n return (\n // TODO: improve comparison on whether the children are superfluous", "score": 0.7980683445930481 } ]
typescript
switch (node.localName) {
import { ARIARoleDefinitionKey, roles } from "aria-query"; import { getRole, presentationRoles } from "./getRole"; import { getAccessibleAttributeLabels } from "./getAccessibleAttributeLabels"; import { getAccessibleDescription } from "./getAccessibleDescription"; import { getAccessibleName } from "./getAccessibleName"; import { getAccessibleValue } from "./getAccessibleValue"; import { isElement } from "../isElement"; const childrenPresentationalRoles = roles .entries() .filter(([, { childrenPresentational }]) => childrenPresentational) .map(([key]) => key) as string[]; const getSpokenRole = ({ isGeneric, isPresentational, node, role }) => { if (isPresentational || isGeneric) { return ""; } if (isElement(node)) { /** * Assistive technologies SHOULD use the value of aria-roledescription when * presenting the role of an element, but SHOULD NOT change other * functionality based on the role of an element that has a value for * aria-roledescription. For example, an assistive technology that provides * functions for navigating to the next region or button SHOULD allow those * functions to navigate to regions and buttons that have an * aria-roledescription. * * REF: https://w3c.github.io/aria/#aria-roledescription */ const roledescription = node.getAttribute("aria-roledescription"); if (roledescription) { return roledescription; } } return role; }; export function getNodeAccessibilityData({ allowedAccessibilityRoles, alternateReadingOrderParents, container, inheritedImplicitPresentational, node, }: { allowedAccessibilityRoles: string[][]; alternateReadingOrderParents: Node[]; container: Node; inheritedImplicitPresentational: boolean; node: Node; }) { const accessibleDescription = getAccessibleDescription(node); const accessibleName = getAccessibleName(node); const accessibleValue = getAccessibleValue(node); const { explicitRole, implicitRole, role
} = getRole({
accessibleName, allowedAccessibilityRoles, inheritedImplicitPresentational, node, }); const accessibleAttributeLabels = getAccessibleAttributeLabels({ accessibleValue, alternateReadingOrderParents, container, node, role, }); const amendedAccessibleDescription = accessibleDescription === accessibleName ? "" : accessibleDescription; const isExplicitPresentational = presentationRoles.includes(explicitRole); const isPresentational = presentationRoles.includes(role); const isGeneric = role === "generic"; const spokenRole = getSpokenRole({ isGeneric, isPresentational, node, role, }); const { requiredOwnedElements: allowedAccessibilityChildRoles } = (roles.get( role as ARIARoleDefinitionKey ) as unknown as { requiredOwnedElements: string[][]; }) ?? { requiredOwnedElements: [] }; const { requiredOwnedElements: implicitAllowedAccessibilityChildRoles } = (roles.get(implicitRole as ARIARoleDefinitionKey) as unknown as { requiredOwnedElements: string[][]; }) ?? { requiredOwnedElements: [] }; /** * Any descendants of elements that have the characteristic "Children * Presentational: True" unless the descendant is not allowed to be * presentational because it meets one of the conditions for exception * described in Presentational Roles Conflict Resolution. However, the text * content of any excluded descendants is included. * * REF: https://w3c.github.io/aria/#tree_exclusion */ const isChildrenPresentationalRole = childrenPresentationalRoles.includes(role); /** * When an explicit or inherited role of presentation is applied to an * element with the implicit semantic of a WAI-ARIA role that has Allowed * Accessibility Child Roles, in addition to the element with the explicit * role of presentation, the user agent MUST apply an inherited role of * presentation to any owned elements that do not have an explicit role * defined. Also, when an explicit or inherited role of presentation is * applied to a host language element which has specifically allowed children * as defined by the host language specification, in addition to the element * with the explicit role of presentation, the user agent MUST apply an * inherited role of presentation to any specifically allowed children that * do not have an explicit role defined. * * REF: https://w3c.github.io/aria/#presentational-role-inheritance */ const isExplicitOrInheritedPresentation = isExplicitPresentational || inheritedImplicitPresentational; const isElementWithImplicitAllowedAccessibilityChildRoles = !!implicitAllowedAccessibilityChildRoles.length; const childrenInheritPresentationExceptAllowedRoles = isExplicitOrInheritedPresentation && isElementWithImplicitAllowedAccessibilityChildRoles; const childrenPresentational = isChildrenPresentationalRole || childrenInheritPresentationExceptAllowedRoles; return { accessibleAttributeLabels, accessibleDescription: amendedAccessibleDescription, accessibleName, accessibleValue, allowedAccessibilityChildRoles, childrenPresentational, role, spokenRole, }; }
src/getNodeAccessibilityData/index.ts
guidepup-virtual-screen-reader-1b0a234
[ { "filename": "src/getNodeAccessibilityData/getRole.ts", "retrieved_chunk": "}: {\n accessibleName: string;\n allowedAccessibilityRoles: string[][];\n inheritedImplicitPresentational: boolean;\n node: Node;\n}) {\n if (!isElement(node)) {\n return { explicitRole: \"\", implicitRole: \"\", role: \"\" };\n }\n const target = node.cloneNode() as HTMLElement;", "score": 0.8836638927459717 }, { "filename": "src/createAccessibilityTree.ts", "retrieved_chunk": " }\n return !isElement(node) || isInaccessible(node);\n}\nfunction shouldIgnoreChildren(tree: AccessibilityNodeTree) {\n const { accessibleName, node } = tree;\n if (!accessibleName) {\n return false;\n }\n return (\n // TODO: improve comparison on whether the children are superfluous", "score": 0.8740643858909607 }, { "filename": "src/createAccessibilityTree.ts", "retrieved_chunk": " if (isHiddenFromAccessibilityTree(node)) {\n return [];\n }\n const alternateReadingOrderMap = mapAlternateReadingOrder(node);\n const ownedNodes = getAllOwnedNodes(node);\n const visitedNodes = new Set<Node>();\n const {\n accessibleAttributeLabels,\n accessibleDescription,\n accessibleName,", "score": 0.8730373382568359 }, { "filename": "src/getSpokenPhrase.ts", "retrieved_chunk": "import { AccessibilityNode } from \"./createAccessibilityTree\";\nexport const getSpokenPhrase = (accessibilityNode: AccessibilityNode) => {\n const {\n accessibleAttributeLabels,\n accessibleDescription,\n accessibleName,\n accessibleValue,\n spokenRole,\n } = accessibilityNode;\n const announcedValue =", "score": 0.8708531856536865 }, { "filename": "src/createAccessibilityTree.ts", "retrieved_chunk": " inheritedImplicitPresentational: false,\n });\n const tree = growTree(\n node,\n {\n accessibleAttributeLabels,\n accessibleDescription,\n accessibleName,\n accessibleValue,\n allowedAccessibilityChildRoles,", "score": 0.8683961629867554 } ]
typescript
} = getRole({
import * as PIXI from "pixi.js"; import { Actions } from "pixi-actions"; import Game from "Game"; import Screen from "../Screen"; import { Font } from "utils"; import Save from "../../save/Save"; import DungeonGrid from "./grid/DungeonGrid"; import { PlayerCharacter, EnemyCharacter } from "./character"; import GameOverModal from "./GameOverModal"; import * as _ from "underscore"; type GameState = "play" | "gameover"; export default class GameScreen extends Screen { playerCharacter: PlayerCharacter; dungeonGrid: DungeonGrid; darkOverlay: PIXI.Container; gameContainer: PIXI.Container; gameOverModal: GameOverModal; readyToMove: boolean; queuedMove: { dx: number; dy: number }; level: number; state: GameState = "play"; modals: PIXI.Container[] = []; score: number; scoreLabel: PIXI.BitmapText; prevWidth: number = 0; prevHeight: number = 0; constructor() { super(); // Setup this.readyToMove = true; this.queuedMove = null; this.level = 0; this.score = 0; this.gameContainer = new PIXI.Container(); this.addChild(this.gameContainer); // Score this.scoreLabel = new PIXI.BitmapText("0", Font.makeFontOptions("small")); this.scoreLabel.anchor.set(0.5); this.scoreLabel.tint = 0xffffff; this.gameContainer.addChild(this.scoreLabel); // Add a character this.playerCharacter = new PlayerCharacter(); this.playerCharacter.coords.set(2, 4); // Dark overlay this.darkOverlay = new PIXI.Container(); this.darkOverlay.visible = false; { const rect = PIXI.Sprite.from(PIXI.Texture.WHITE); rect.tint = 0; rect.alpha = 0.8; this.darkOverlay.addChild(rect); } this.addChild(this.darkOverlay); } incScore(amt: number) { this.score += amt; this.scoreLabel.text = "" + this.score; } showDarkOverlay(delay: number = 0) { this.darkOverlay.visible = true; this.darkOverlay.alpha = 0; Actions.sequence( Actions.delay(delay), Actions.fadeIn(this.darkOverlay, 0.2) ).play(); } hideDarkOverlay(delay: number = 0) { Actions.sequence( Actions.delay(delay), Actions.runFunc(() => { this.darkOverlay.visible = false; this.darkOverlay.alpha = 0; }) ).play(); } gameOver() { this.state = "gameover"; Save.clearGameState(); this.showDarkOverlay(0.5); this.gameOverModal = new GameOverModal(this); this.gameOverModal.alpha = 0; Actions.sequence( Actions.delay(2), Actions.fadeIn(this.gameOverModal, 0.2) ).play(); this.addChild(this.gameOverModal); this.resizeAgain(); } nextLevel() { this.incScore(1); this.level++; this.readyToMove = true; const nextGrid = new DungeonGrid(this, Game.DIMENSION); if (this.dungeonGrid) { // Slide the new one in! if (Game.EXIT_TYPE == "door" && this.dungeonGrid.exitDir) { const dx = this.dungeonGrid.exitDir.col * this.dungeonGrid.edgeSize; const dy = this.dungeonGrid.exitDir.row * this.dungeonGrid.edgeSize; nextGrid.position.set( this.dungeonGrid.position.x + dx, this.dungeonGrid.position.y + dy ); nextGrid.alpha = 0; Actions.parallel( Actions.fadeIn(nextGrid, 0.2), Actions.moveTo( nextGrid, this.dungeonGrid.position.x, this.dungeonGrid.position.y, 0.5 ) ).play(); Actions.sequence( Actions.parallel( Actions.fadeOut(this.dungeonGrid, 0.2), Actions.moveTo( this.dungeonGrid, this.dungeonGrid.position.x - dx, this.dungeonGrid.position.y - dy, 0.5 ) ), Actions.remove(this.dungeonGrid) ).play(); // Move the player to opposite side of the dungeon if (this.dungeonGrid.exitDir.col != 0) { this.playerCharacter.coords.col = this.dungeonGrid.dimension - this.playerCharacter.coords.col - 1; } else { this.playerCharacter.coords.row = this.dungeonGrid.dimension - this.playerCharacter.coords.row - 1; } // Ensure that any pending animations don't intefere with positioning in next level Actions.clear(this.playerCharacter); } else { nextGrid.position.set(this.dungeonGrid.position.x, this.dungeonGrid.position.y); nextGrid.alpha = 0; Actions.fadeIn(nextGrid, 0.5).play(); Actions.fadeOutAndRemove(this.dungeonGrid, 0.5).play(); } } else { // If this is the first grid, we need to place it in the correct place this.resizeAgain(); nextGrid.alpha = 0; Actions.fadeIn(nextGrid, 0.5).play(); } this.dungeonGrid = nextGrid; this.dungeonGrid.addCharacter(this.playerCharacter); this.dungeonGrid.clearEnemies(); this.dungeonGrid.generateWalls(Math.min(3 + this.level, 8)); this.dungeonGrid.setExitCell(); this.gameContainer.addChild(this.dungeonGrid); const monsterLevel = Math.min(this.level, 20); const numEnemies = 2 + Math.min(5, Math.floor(monsterLevel / 5)) + Math.min(10, Math.max(0, monsterLevel - 40)); this.spawnEnemy(numEnemies); Save.saveGameState(this); } spawnEnemy(n: number) { for (let i = 0; i < n; i++) {
const enemyCharacter = new EnemyCharacter("enemy1");
// Random empty cell const coord = this.dungeonGrid.getRandomEmptyCell(); if (!coord) return; enemyCharacter.coords.set(coord.col, coord.row); this.dungeonGrid.addCharacter(enemyCharacter); } } pumpQueuedMove() { if (this.queuedMove) { this.doMove(this.queuedMove.dx, this.queuedMove.dy); this.queuedMove = null; } } doMove(dx: number, dy: number) { if (this.state != "play") { // Can't move! return; } // 1. If you aren't yet ready to move, then queue the direction if (this.readyToMove) { // 2. Otherwise, do the move const moveResult = this.dungeonGrid.moveCharacter( this.playerCharacter, dx, dy ); // 3. If the move was successful, then say we aren't ready to move yet if (moveResult.wentThroughExit) { // Load in new level // Snazzy animation too, if I could handle it! this.nextLevel(); } else if (moveResult.didMove) { this.postMove(moveResult.delay); } else { this.readyToMove = false; // After a delay, let the player move again Actions.sequence( Actions.delay(moveResult.delay), Actions.runFunc(() => { this.readyToMove = true; this.pumpQueuedMove(); }) ).play(); } } else { this.queuedMove = { dx, dy }; } } postMove(delay: number) { this.readyToMove = false; // Any character on exit let onExit = false; if (Game.EXIT_TYPE == "stairs" && this.dungeonGrid.exitCoords) { if (this.dungeonGrid.exitCoords.equals(this.playerCharacter.coords)) { onExit = true; } } if (onExit) { this.nextLevel(); } else { Actions.sequence( Actions.delay(delay), Actions.runFunc(() => { if (this.state != "gameover") { this.doEnemyMove(); } }) ).play(); } if (this.state == "play") Save.saveGameState(this); } doEnemyMove() { // Move enemies, after a delay! const enemyMoveResult = this.dungeonGrid.moveEnemies(); let delay = enemyMoveResult.delay; // After a delay, let the player move again // Fudge this value, I like to be able to move really soon Actions.sequence( Actions.delay(delay), Actions.runFunc(() => { this.readyToMove = true; this.pumpQueuedMove(); }) ).play(); if (this.state == "play") Save.saveGameState(this); } resizeAgain() { this.resize(this.prevWidth, this.prevHeight); } resize(width: number, height: number) { if (!this.parent) return; this.prevWidth = width; this.prevHeight = height; this.darkOverlay.width = Game.instance.width / Game.instance.scale; this.darkOverlay.height = Game.instance.height / Game.instance.scale; this.darkOverlay.position.set( -this.parent.position.x / Game.instance.scale, -this.parent.position.y / Game.instance.scale ); // Dungeon grid position let dungeonY = (height - this.dungeonGrid.edgeSize) / 2; let dungeonX = (width - this.dungeonGrid.edgeSize) / 2; // Grids // Move it this.dungeonGrid.position.set(dungeonX, dungeonY); this.scoreLabel.position.set(dungeonX + this.dungeonGrid.edgeSize / 2, 16); // Modals const modals = [this.gameOverModal]; for (const m of modals) { if (m) { // Centre it! const x = (width - Game.TARGET_WIDTH) / 2; const y = (height - Game.TARGET_HEIGHT) / 2; m.position.set(x, y); } } } keydown(code: string) { let dx = 0; let dy = 0; if (code == "ArrowLeft" || code == "KeyA") { dx = -1; } else if (code == "ArrowRight" || code == "KeyD") { dx = 1; } else if (code == "ArrowUp" || code == "KeyW") { dy = -1; } else if (code == "ArrowDown" || code == "KeyS") { dy = 1; } if (dx != 0 || dy != 0) { // Attempted move this.doMove(dx, dy); } } }
src/screens/game/GameScreen.ts
MaxBittker-broughlike-c8d94d5
[ { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " return false;\n }\n moveEnemies() {\n let delay = 0;\n // 1. Dijkstra the grid, ignoring enemies\n // Pick the closest character\n const dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false);\n const enemiesAndDistances = [];\n for (const char of this.characters) {\n if (char.isEnemy) {", "score": 0.855136513710022 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " let atLeastOneMove = false;\n for (let tries = 0; tries < 5; tries++) {\n const tryAgainLater = [];\n for (const e of sortedEnemies) {\n const char = e.char;\n const dijks = this.dijkstra(\n this.gameScreen.playerCharacter.coords,\n true,\n char.coords\n );", "score": 0.8529929518699646 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " }\n if (withEnemiesAsObstacles) {\n const char = this.getCharacterAt(coords.col + dx, coords.row + dy);\n if (char && char.isEnemy) {\n // There is a monster on the target square, ignore!\n return;\n }\n }\n const newTentativeDistance = tentativeDistance[coords.col][coords.row] + 1;\n if (", "score": 0.8461934328079224 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " return time;\n }\n damageEnemy(targetCharacter: EnemyCharacter) {\n let delay = 0;\n const didDie = targetCharacter.damage(1);\n if (didDie) {\n // Remove from characters array\n const index = this.characters.indexOf(targetCharacter);\n if (index >= 0) {\n this.characters.splice(index, 1);", "score": 0.8424697518348694 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " }\n clearEnemies() {\n for (let i = this.characters.length - 1; i >= 0; i--) {\n const c = this.characters[i];\n if (!c.isPlayer) {\n Actions.fadeOutAndRemove(c, 0.2).play();\n this.characters.splice(i, 1);\n }\n }\n }", "score": 0.8196141123771667 } ]
typescript
const enemyCharacter = new EnemyCharacter("enemy1");
import Engine from "./engine/Engine"; import LocalStorageEngine from "./engine/LocalStorageEngine"; import MemoryEngine from "./engine/MemoryEngine"; import GameScreen from "../screens/game/GameScreen"; import DungeonGrid from "../screens/game/grid/DungeonGrid"; import Wall from "../screens/game/grid/Wall"; import { PlayerCharacter, EnemyCharacter, Character } from "../screens/game/character"; import type { CharacterType } from "../screens/game/character/Character"; import { Coords } from "utils"; export default class Save { static engine: Engine; static initialise() { if (LocalStorageEngine.isSupported()) { this.engine = new LocalStorageEngine(); } else { this.engine = new MemoryEngine(); } } // Coords private static serialiseCoords(coords: Coords) { if (!coords) return null; return [coords.col, coords.row]; } private static deserialiseCoords(coords: any): Coords { if (!coords) return null; return new Coords(coords[0], coords[1]); } // Walls private static serialiseWalls(walls: Wall[]) { return walls.map((w) => { return { from: this.serialiseCoords(w.from), to: this.serialiseCoords(w.to), }; }); } private static deserialiseWalls(walls: any): Wall[] { return walls.map( (w: any) => new Wall(this.deserialiseCoords(w.from), this.deserialiseCoords(w.to)) ); } // Characters private static serialiseCharacters(characters: Character[]) { return characters.map((c) => { return { type: c.type, coords: this.serialiseCoords(c.coords), hp: c.hp, }; }); } private static deserialiseCharacters(characters: any): Character[] { return characters.map( (c: any) => this.createCharacter(c.type, c.hp, this.deserialiseCoords(c.coords)) ); } private static createCharacter(type: CharacterType, hp: number, coords: Coords) { let c; if (type === "player") { c = new PlayerCharacter(); } else { c = new
EnemyCharacter(type);
} c.coords = coords; c.hp = hp; return c; } // Dungeon grid private static serialiseDungeonGrid(dungeonGrid: DungeonGrid) { return { characters: this.serialiseCharacters(dungeonGrid.characters), walls: this.serialiseWalls(dungeonGrid.walls), edgeWalls: this.serialiseWalls(dungeonGrid.edgeWalls), dimension: dungeonGrid.dimension, exitCoords: this.serialiseCoords(dungeonGrid.exitCoords), exitDir: this.serialiseCoords(dungeonGrid.exitDir), }; } private static deserialiseDungeonGrid(gameScreen: GameScreen, data: any) { const dungeonGrid = new DungeonGrid(gameScreen, data.dimension); const chars = this.deserialiseCharacters(data.characters); for (const c of chars) { dungeonGrid.addCharacter(c); } dungeonGrid.walls = this.deserialiseWalls(data.walls); dungeonGrid.edgeWalls = this.deserialiseWalls(data.edgeWalls); dungeonGrid.exitCoords = this.deserialiseCoords(data.exitCoords); dungeonGrid.exitDir = this.deserialiseCoords(data.exitDir); dungeonGrid.drawWalls(dungeonGrid.walls); dungeonGrid.updateExitCoords(); return dungeonGrid; } // Game state private static serialiseGameState(gameScreen: GameScreen) { return { level: gameScreen.level, state: gameScreen.state, score: gameScreen.score, dungeonGrid: this.serialiseDungeonGrid(gameScreen.dungeonGrid), }; } private static deserialiseGameState(gameScreen: GameScreen, data: any) { gameScreen.level = data.level; gameScreen.state = data.state; gameScreen.score = data.score; // Remove the old dungeon grid: if (gameScreen.dungeonGrid) { gameScreen.gameContainer.removeChild(gameScreen.dungeonGrid); } gameScreen.dungeonGrid = this.deserialiseDungeonGrid(gameScreen, data.dungeonGrid); gameScreen.gameContainer.addChild(gameScreen.dungeonGrid); const pc = gameScreen.dungeonGrid.characters.find(c => c.isPlayer); gameScreen.playerCharacter = pc; gameScreen.incScore(0); } static hasGameState() { return !!this.engine.load("currentGameState"); } static saveGameState(gameScreen: GameScreen) { // Save game state... const data = this.serialiseGameState(gameScreen); this.engine.save("currentGameState", data); } static loadGameState(gameScreen: GameScreen) { // Save game state... const data = this.engine.load("currentGameState"); if (data) { // Load data into gameScreen... this.deserialiseGameState(gameScreen, data); return true; } return false; } static clearGameState() { this.engine.remove("currentGameState"); } }
src/save/Save.ts
MaxBittker-broughlike-c8d94d5
[ { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " character.alpha = 0;\n Actions.fadeIn(character, 0.2).play();\n this.characters.push(character);\n this.charactersHolder.addChild(character);\n // Place in the correct place!\n this.setPositionTo(character, character.coords);\n }\n getCharacterAt(col: number | Coords, row: number = null): Character {\n let c = 0;\n let r = 0;", "score": 0.8250401020050049 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " character: Character,\n dx: number,\n dy: number\n ): { didMove: boolean; delay: number; wentThroughExit: boolean } {\n // Check the target space is available\n const targetCoord = character.coords.clone().add(dx, dy);\n // Edge of grid!\n if (!this.inBounds(targetCoord)) {\n if (\n this.exitCoords &&", "score": 0.8238565325737 }, { "filename": "src/utils/Coords.ts", "retrieved_chunk": " return this;\n }\n clone(): Coords {\n return new Coords(this.col, this.row);\n }\n equals(col: number | Coords, row: number = null) {\n let c = 0;\n let r = 0;\n if (typeof col == \"number\") {\n c = col;", "score": 0.8177306056022644 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " if (this.readyToMove) {\n // 2. Otherwise, do the move\n const moveResult = this.dungeonGrid.moveCharacter(\n this.playerCharacter,\n dx,\n dy\n );\n // 3. If the move was successful, then say we aren't ready to move yet\n if (moveResult.wentThroughExit) {\n // Load in new level", "score": 0.8155522346496582 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " return time;\n }\n damageEnemy(targetCharacter: EnemyCharacter) {\n let delay = 0;\n const didDie = targetCharacter.damage(1);\n if (didDie) {\n // Remove from characters array\n const index = this.characters.indexOf(targetCharacter);\n if (index >= 0) {\n this.characters.splice(index, 1);", "score": 0.813626766204834 } ]
typescript
EnemyCharacter(type);
import * as PIXI from "pixi.js"; import { Actions } from "pixi-actions"; import { Character, EnemyCharacter, PlayerCharacter } from "../character"; import GameScreen from "../GameScreen"; import Grid from "./Grid"; import Wall from "./Wall"; import { Coords } from "utils"; import * as _ from "underscore"; import Game from "Game"; export default class DungeonGrid extends Grid { characters: Character[] = []; walls: Wall[] = []; edgeWalls: Wall[] = []; wallsHolder: PIXI.Container = new PIXI.Container(); charactersHolder: PIXI.Container = new PIXI.Container(); gameScreen: GameScreen; coords: Coords[] = []; cellSquares: PIXI.Sprite[][] = []; cellStairs: PIXI.Sprite[][] = []; exitCoords: Coords; exitDir: Coords = null; constructor(gameScreen: GameScreen, dimension: number) { super(dimension); this.gameScreen = gameScreen; // Add cell backgrounds const background = PIXI.Sprite.from(PIXI.Texture.WHITE); background.tint = 0xd3c8a2; background.width = this.edgeSize; background.height = this.edgeSize; background.alpha = 1; background.anchor.set(0, 0); this.addChild(background); for (let i = 0; i < this.dimension; i++) { const col1 = []; const col2 = []; for (let j = 0; j < this.dimension; j++) { const cell = PIXI.Sprite.from(PIXI.Texture.WHITE); cell.tint = 0; cell.alpha = (i + j) % 2 == 0 ? 0 : 0.2; cell.width = this.cellSize; cell.height = this.cellSize; const offset1 = (this.cellSize - cell.width) / 2; cell.position.set( i * this.cellSize + offset1, j * this.cellSize + offset1 ); col1.push(cell); this.addChild(cell); const stair = PIXI.Sprite.from(Game.tex("stairs.png")); stair.width = this.cellSize * 0.8; stair.height = this.cellSize * 0.8; const offset2 = (this.cellSize - stair.width) / 2; stair.position.set( i * this.cellSize + offset2, j * this.cellSize + offset2 ); stair.visible = false; col2.push(stair); this.addChild(stair); } this.cellSquares.push(col1); this.cellStairs.push(col2); } this.addChild(this.wallsHolder); this.addChild(this.charactersHolder); for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { this.coords.push(new Coords(i, j)); } } } clearEnemies() { for (let i = this.characters.length - 1; i >= 0; i--) { const c = this.characters[i]; if (!c.isPlayer) { Actions.fadeOutAndRemove(c, 0.2).play(); this.characters.splice(i, 1); } } } unsetExitCell() { this.exitCoords = null; this.updateExitCoords(); } setExitCell(minDistanceFromPlayer: number = 7) { const possibles = []; const backups = []; let dijks = null; dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false); for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { if (i == 2 && j == 2) continue; if ( Game.EXIT_TYPE == "door" && ![0, this.dimension - 1].includes(i) && ![0, this.dimension - 1].includes(j) ) continue; if (dijks.distance[i][j] >= minDistanceFromPlayer) { possibles.push(new Coords(i, j)); } if (dijks.distance[i][j] >= 3) { backups.push(new Coords(i, j)); } } } if (possibles.length == 0) { possibles.push(...backups); } if (possibles.length == 0) { for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { if (i == 2 && j == 2) continue; if ( Game.EXIT_TYPE == "door" && ![0, this.dimension - 1].includes(i) && ![0, this.dimension - 1].includes(j) ) continue; const c = new Coords(i, j); let anyCoincidence = false; if (this.gameScreen.playerCharacter.coords.equals(c)) { anyCoincidence = true; break; } if (!anyCoincidence) { possibles.push(c); } } } } const coords = _.sample(possibles); this.exitCoords = coords; if (Game.EXIT_TYPE == "door") { const possibleDirs = []; if (coords.row == 0) possibleDirs.push(new Coords(0, -1)); if (coords.row == this.dimension - 1) possibleDirs.push(new Coords(0, 1)); if (coords.col == 0) possibleDirs.push(new Coords(-1, 0)); if (coords.col == this.dimension - 1) possibleDirs.push(new Coords(1, 0)); if (possibleDirs.length > 0) this.exitDir = _.sample(possibleDirs); } this.updateExitCoords(); } updateExitCoords() { if (Game.EXIT_TYPE == "stairs") { this.cellStairs.forEach((a, i) => a.forEach( (stairs, j) => (stairs.visible = this.exitCoords && this.exitCoords.col == i && this.exitCoords.row == j) ) ); } else { // Remove other edge walls (if there are any) for (const c of this.edgeWalls) { this.wallsHolder.removeChild(c); } this.edgeWalls = []; // Add outer wall let walls: Wall[] = Wall.edges(this.dimension); // Make hole where exit is if (this.exitCoords && this.exitDir) { walls = walls.filter( (w) => !w.blocks(this.exitCoords, this.exitDir.col, this.exitDir.row) ); } // Draw walls this.drawWalls(walls); this.walls.push(...walls); this.edgeWalls.push(...walls); } } getRandomEmptyCell(): Coords { let dijks = null; dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false); const shuffledCoords = _.shuffle(this.coords); for (const coord of shuffledCoords) { if (this.exitCoords && this.exitCoords.equals(coord)) continue; if ( !this.getCharacterAt(coord) && (!dijks || dijks.distance[coord.col][coord.row] > 1) ) { return coord; } } return null; } generateWalls(numWalls: number) { // Delete all old walls for (const w of this.walls) { Actions.fadeOutAndRemove(w, 0.2).play(); } this.walls = Wall.randomLayout(numWalls, this.dimension); // Add some new walls... they must generate any closed areas this.drawWalls(this.walls); } drawWalls(walls: Wall[]) { for (const w of walls) { w.alpha = 0; Actions.fadeIn(w, 0.2).play(); this.wallsHolder.addChild(w); w.setCellSize(this.cellSize); // Place in the correct place
this.setPositionTo(w, w.from, true);
} } addCharacter(character: Character) { character.scale.set(0.2); character.alpha = 0; Actions.fadeIn(character, 0.2).play(); this.characters.push(character); this.charactersHolder.addChild(character); // Place in the correct place! this.setPositionTo(character, character.coords); } getCharacterAt(col: number | Coords, row: number = null): Character { let c = 0; let r = 0; if (typeof col == "number") { c = col; r = row; } else { c = col.col; r = col.row; } for (const char of this.characters) { if (char.coords.col == c && char.coords.row == r) { return char; } } return null; } bumpAnimation(character: Character, dx: number, dy: number) { const time = 0.1; Actions.sequence( this.makeMoveTo(character, dx * 0.1, dy * 0.1, time / 2), this.makeMoveTo(character, 0, 0, time / 2) ).play(); return time; } damageEnemy(targetCharacter: EnemyCharacter) { let delay = 0; const didDie = targetCharacter.damage(1); if (didDie) { // Remove from characters array const index = this.characters.indexOf(targetCharacter); if (index >= 0) { this.characters.splice(index, 1); } // Remove from charactersHolder targetCharacter.position.x += this.position.x; targetCharacter.position.y += this.position.y; this.charactersHolder.removeChild(targetCharacter); delay = 0; } return delay; } moveCharacter( character: Character, dx: number, dy: number ): { didMove: boolean; delay: number; wentThroughExit: boolean } { // Check the target space is available const targetCoord = character.coords.clone().add(dx, dy); // Edge of grid! if (!this.inBounds(targetCoord)) { if ( this.exitCoords && character.coords.equals(this.exitCoords) && Game.EXIT_TYPE == "door" && this.exitDir && this.exitDir.equals(dx, dy) ) { // We are going through the exit! return { didMove: true, delay: 0, wentThroughExit: true }; } // Hitting the edge of the grid Game.instance.playSound("bump"); const delay = this.bumpAnimation(character, dx, dy); return { didMove: false, delay, wentThroughExit: false }; } // Hitting a wall? if (this.doesWallSeparate(character.coords, dx, dy)) { Game.instance.playSound("bump"); const delay = this.bumpAnimation(character, dx, dy); return { didMove: false, delay, wentThroughExit: false }; } // Is there another character here? try { const targetCharacter = this.getCharacterAt(targetCoord); if (targetCharacter) { let delay = this.bumpAnimation(character, dx, dy); if (character.isPlayer && targetCharacter.isEnemy) { // Attack the character Game.instance.playSound("attack"); delay += this.damageEnemy(targetCharacter as EnemyCharacter); return { didMove: true, delay, wentThroughExit: false }; } else if (character.isEnemy && targetCharacter.isPlayer) { const player = targetCharacter as PlayerCharacter; // Take a damage! if (player.damage(1)) { this.gameScreen.gameOver(); } return { didMove: true, delay, wentThroughExit: false }; } else { return { didMove: false, delay, wentThroughExit: false }; } } } catch (e) { // The game is over this.gameScreen.gameOver(); return { didMove: true, delay: 0, wentThroughExit: false }; } // Move the character if (character.isPlayer) { Game.instance.playSound(["step1", "step2", "step3", "step4"]); } character.coords.set(targetCoord); // Animate to the new position this.makeMoveTo(character).play(); return { didMove: true, delay: 0.05, wentThroughExit: false }; } doesWallSeparate(start: Coords, dx: number, dy: number) { for (const w of this.walls) { if (w.blocks(start, dx, dy)) { return true; } } return false; } moveEnemies() { let delay = 0; // 1. Dijkstra the grid, ignoring enemies // Pick the closest character const dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false); const enemiesAndDistances = []; for (const char of this.characters) { if (char.isEnemy) { let distance = dijks.distance[char.coords.col][char.coords.row]; enemiesAndDistances.push({ distance, char, }); } } // 2. Sort by closest to furthest let sortedEnemies = _.sortBy(enemiesAndDistances, "distance"); // 3. For each enemy, pathfind (properly) to the player let atLeastOneMove = false; for (let tries = 0; tries < 5; tries++) { const tryAgainLater = []; for (const e of sortedEnemies) { const char = e.char; const dijks = this.dijkstra( this.gameScreen.playerCharacter.coords, true, char.coords ); // Move in the direction which has the lowest distance let targetCol = dijks.col[char.coords.col][char.coords.row]; let targetRow = dijks.row[char.coords.col][char.coords.row]; if (targetCol == null || targetRow == null) { const neighbours: Coords[] = []; this.addPotentialNeighbour(neighbours, char.coords, 1, 0); this.addPotentialNeighbour(neighbours, char.coords, 0, 1); this.addPotentialNeighbour(neighbours, char.coords, -1, 0); this.addPotentialNeighbour(neighbours, char.coords, 0, -1); if (neighbours.length > 0) { // If there is no good route, then random direction const dir = _.sample(neighbours); targetCol = dir.col; targetRow = dir.row; } else { // If there is no route at all, then wait, we'll try again in a bit tryAgainLater.push(e); continue; } } const dx = targetCol - char.coords.col; const dy = targetRow - char.coords.row; atLeastOneMove = true; delay = Math.max(this.moveCharacter(char, dx, dy).delay, delay); } if (tryAgainLater.length == 0) { break; } else { sortedEnemies = tryAgainLater; } } return { didMove: true, delay }; } addPotentialNeighbour( list: Coords[], coords: Coords, dx: number, dy: number ) { if (!this.inBounds(coords.col + dx, coords.row + dy)) { // Out of bounds, ignore! return; } if (this.doesWallSeparate(coords, dx, dy)) { // There is no path, ignore! return; } const char = this.getCharacterAt(coords.col + dx, coords.row + dy); if (char && char.isEnemy) { // There is a monster on the target square, ignore! return; } list.push(coords.clone().add(dx, dy)); } updateTentativeDistance( withEnemiesAsObstacles: boolean, tentativeDistance: number[][], tentativeSourceCol: number[][], tentativeSourceRow: number[][], coords: Coords, dx: number, dy: number ) { if (!this.inBounds(coords.col + dx, coords.row + dy)) { // Out of bounds, ignore! return; } if (this.doesWallSeparate(coords, dx, dy)) { // There is no path, ignore! return; } if (withEnemiesAsObstacles) { const char = this.getCharacterAt(coords.col + dx, coords.row + dy); if (char && char.isEnemy) { // There is a monster on the target square, ignore! return; } } const newTentativeDistance = tentativeDistance[coords.col][coords.row] + 1; if ( tentativeDistance[coords.col + dx][coords.row + dy] > newTentativeDistance ) { tentativeDistance[coords.col + dx][coords.row + dy] = newTentativeDistance; tentativeSourceCol[coords.col + dx][coords.row + dy] = coords.col; tentativeSourceRow[coords.col + dx][coords.row + dy] = coords.row; } } dijkstra( target: Coords, withEnemiesAsObstacles: boolean, stopAt: Coords = null ): { distance: number[][]; col: number[][]; row: number[][] } { const current = target.clone(); const visited: boolean[][] = []; const tentativeDistance: number[][] = []; const tentativeSourceCol: number[][] = []; const tentativeSourceRow: number[][] = []; for (let i = 0; i < this.dimension; i++) { // col const c1 = []; const c2 = []; const c3 = []; const c4 = []; for (let j = 0; j < this.dimension; j++) { // row c1.push(false); if (target.row == j && target.col == i) { c2.push(0); } else { c2.push(99999); } c3.push(null); c4.push(null); } visited.push(c1); tentativeDistance.push(c2); tentativeSourceCol.push(c3); tentativeSourceRow.push(c4); } do { // Consider all unvisited neighbours of `current` const utd = (dx: number, dy: number) => { this.updateTentativeDistance( stopAt && stopAt.equals(current.col + dx, current.row + dy) ? false : withEnemiesAsObstacles, tentativeDistance, tentativeSourceCol, tentativeSourceRow, current, dx, dy ); }; utd(1, 0); utd(-1, 0); utd(0, -1); utd(0, 1); // Mark current as visited visited[current.col][current.row] = true; // Stop if we've connected our two target points if (stopAt && stopAt.equals(current)) break; let smallestTentativeDistance = 9999999; let smallests = []; for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { if (visited[i][j]) continue; if ( smallests.length == 0 || tentativeDistance[i][j] < smallestTentativeDistance ) { smallestTentativeDistance = tentativeDistance[i][j]; smallests = []; } if (tentativeDistance[i][j] == smallestTentativeDistance) { smallests.push([i, j]); } } } // If there are no unvisited, we are done if (smallests.length == 0) break; // Otherwise, set current to unvisited with smallest tentative const randomSmallest = _.sample(smallests); current.set(randomSmallest[0], randomSmallest[1]); } while (true); // Return the dijkstra map for the whole grid return { distance: tentativeDistance, col: tentativeSourceCol, row: tentativeSourceRow, }; } }
src/screens/game/grid/DungeonGrid.ts
MaxBittker-broughlike-c8d94d5
[ { "filename": "src/screens/game/grid/Wall.ts", "retrieved_chunk": " super();\n this.from = from;\n this.to = to;\n this.sprite = PIXI.Sprite.from(PIXI.Texture.WHITE);\n this.sprite.tint = 0x4d3206;\n this.addChild(this.sprite);\n }\n setCellSize(cellSize: number) {\n const withSize = cellSize * 1.1;\n const againstSize = 5;", "score": 0.7859463691711426 }, { "filename": "src/screens/menu/MenuScreen.ts", "retrieved_chunk": " // Start new game!\n Game.instance.gotoGameScreen();\n });\n this.addChild(this.startButton);\n }\n resize(width: number, height: number) {\n this.w = width;\n this.h = height;\n this.logo.position.set(width / 2, MenuScreen.PADDING);\n this.startButton.position.set(", "score": 0.7794787287712097 }, { "filename": "src/screens/game/character/Character.ts", "retrieved_chunk": " return this._maxHp;\n }\n set maxHp(maxHp: number) {\n this._maxHp = maxHp;\n this.heartsHolder.removeChildren();\n for (let i = 0; i < this._maxHp; i++) {\n const heart = PIXI.Sprite.from(Game.tex(\"heart.png\"));\n heart.anchor.set(0.5);\n heart.position.set(\n -(this._maxHp * heart.width)/2 + heart.width * (i + 0.5),", "score": 0.7746701240539551 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " // Ensure that any pending animations don't intefere with positioning in next level\n Actions.clear(this.playerCharacter);\n } else {\n nextGrid.position.set(this.dungeonGrid.position.x, this.dungeonGrid.position.y);\n nextGrid.alpha = 0;\n Actions.fadeIn(nextGrid, 0.5).play();\n Actions.fadeOutAndRemove(this.dungeonGrid, 0.5).play();\n }\n } else {\n // If this is the first grid, we need to place it in the correct place", "score": 0.7745629549026489 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " this.resize(this.prevWidth, this.prevHeight);\n }\n resize(width: number, height: number) {\n if (!this.parent) return;\n this.prevWidth = width;\n this.prevHeight = height;\n this.darkOverlay.width = Game.instance.width / Game.instance.scale;\n this.darkOverlay.height = Game.instance.height / Game.instance.scale;\n this.darkOverlay.position.set(\n -this.parent.position.x / Game.instance.scale,", "score": 0.7693262696266174 } ]
typescript
this.setPositionTo(w, w.from, true);
import Engine from "./engine/Engine"; import LocalStorageEngine from "./engine/LocalStorageEngine"; import MemoryEngine from "./engine/MemoryEngine"; import GameScreen from "../screens/game/GameScreen"; import DungeonGrid from "../screens/game/grid/DungeonGrid"; import Wall from "../screens/game/grid/Wall"; import { PlayerCharacter, EnemyCharacter, Character } from "../screens/game/character"; import type { CharacterType } from "../screens/game/character/Character"; import { Coords } from "utils"; export default class Save { static engine: Engine; static initialise() { if (LocalStorageEngine.isSupported()) { this.engine = new LocalStorageEngine(); } else { this.engine = new MemoryEngine(); } } // Coords private static serialiseCoords(coords: Coords) { if (!coords) return null; return [coords.col, coords.row]; } private static deserialiseCoords(coords: any): Coords { if (!coords) return null; return new Coords(coords[0], coords[1]); } // Walls private static serialiseWalls(walls: Wall[]) { return walls.map((w) => { return { from: this.serialiseCoords(w.from), to: this.serialiseCoords(w.to), }; }); } private static deserialiseWalls(walls: any): Wall[] { return walls.map( (w: any) => new Wall(this.deserialiseCoords(w.from), this.deserialiseCoords(w.to)) ); } // Characters private static serialiseCharacters(characters: Character[]) { return characters.map((c) => { return { type: c.type, coords: this.serialiseCoords(c.coords), hp: c.hp, }; }); } private static deserialiseCharacters(characters: any): Character[] { return characters.map( (c: any) => this.createCharacter(c.type, c.hp, this.deserialiseCoords(c.coords)) ); } private static createCharacter(type: CharacterType, hp: number, coords: Coords) { let c; if (type === "player") { c = new PlayerCharacter(); } else { c = new EnemyCharacter(type); } c.coords = coords; c.hp = hp; return c; } // Dungeon grid private static serialiseDungeonGrid(dungeonGrid: DungeonGrid) { return { characters: this.serialiseCharacters(dungeonGrid.characters), walls: this.serialiseWalls(dungeonGrid.walls), edgeWalls: this.serialiseWalls(dungeonGrid.edgeWalls), dimension: dungeonGrid.dimension, exitCoords: this.serialiseCoords(dungeonGrid.exitCoords), exitDir: this.serialiseCoords(dungeonGrid.exitDir), }; } private static deserialiseDungeonGrid(gameScreen: GameScreen, data: any) { const dungeonGrid = new DungeonGrid(gameScreen, data.dimension); const chars = this.deserialiseCharacters(data.characters); for (const c of chars) { dungeonGrid.addCharacter(c); } dungeonGrid.walls = this.deserialiseWalls(data.walls); dungeonGrid.edgeWalls = this.deserialiseWalls(data.edgeWalls); dungeonGrid.exitCoords = this.deserialiseCoords(data.exitCoords); dungeonGrid.exitDir = this.deserialiseCoords(data.exitDir); dungeonGrid.drawWalls(dungeonGrid.walls); dungeonGrid.updateExitCoords(); return dungeonGrid; } // Game state private static serialiseGameState(gameScreen: GameScreen) { return { level: gameScreen.level, state: gameScreen.state, score: gameScreen.score, dungeonGrid: this.serialiseDungeonGrid(gameScreen.dungeonGrid), }; } private static deserialiseGameState(gameScreen: GameScreen, data: any) { gameScreen.level = data.level; gameScreen.state = data.state; gameScreen.score = data.score; // Remove the old dungeon grid: if (gameScreen.dungeonGrid) { gameScreen.gameContainer.removeChild(gameScreen.dungeonGrid); } gameScreen.dungeonGrid = this.deserialiseDungeonGrid(gameScreen, data.dungeonGrid); gameScreen.gameContainer.addChild(gameScreen.dungeonGrid); const pc = gameScreen.dungeonGrid.characters.find
(c => c.isPlayer);
gameScreen.playerCharacter = pc; gameScreen.incScore(0); } static hasGameState() { return !!this.engine.load("currentGameState"); } static saveGameState(gameScreen: GameScreen) { // Save game state... const data = this.serialiseGameState(gameScreen); this.engine.save("currentGameState", data); } static loadGameState(gameScreen: GameScreen) { // Save game state... const data = this.engine.load("currentGameState"); if (data) { // Load data into gameScreen... this.deserialiseGameState(gameScreen, data); return true; } return false; } static clearGameState() { this.engine.remove("currentGameState"); } }
src/save/Save.ts
MaxBittker-broughlike-c8d94d5
[ { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " this.resizeAgain();\n nextGrid.alpha = 0;\n Actions.fadeIn(nextGrid, 0.5).play();\n }\n this.dungeonGrid = nextGrid;\n this.dungeonGrid.addCharacter(this.playerCharacter);\n this.dungeonGrid.clearEnemies();\n this.dungeonGrid.generateWalls(Math.min(3 + this.level, 8));\n this.dungeonGrid.setExitCell();\n this.gameContainer.addChild(this.dungeonGrid);", "score": 0.8548793792724609 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " )\n ),\n Actions.remove(this.dungeonGrid)\n ).play();\n // Move the player to opposite side of the dungeon\n if (this.dungeonGrid.exitDir.col != 0) {\n this.playerCharacter.coords.col = this.dungeonGrid.dimension - this.playerCharacter.coords.col - 1;\n } else {\n this.playerCharacter.coords.row = this.dungeonGrid.dimension - this.playerCharacter.coords.row - 1;\n }", "score": 0.7765325307846069 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " -this.parent.position.y / Game.instance.scale\n );\n // Dungeon grid position\n let dungeonY = (height - this.dungeonGrid.edgeSize) / 2;\n let dungeonX = (width - this.dungeonGrid.edgeSize) / 2;\n // Grids\n // Move it\n this.dungeonGrid.position.set(dungeonX, dungeonY);\n this.scoreLabel.position.set(dungeonX + this.dungeonGrid.edgeSize / 2, 16);\n // Modals", "score": 0.7632758617401123 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " const enemyCharacter = new EnemyCharacter(\"enemy1\");\n // Random empty cell\n const coord = this.dungeonGrid.getRandomEmptyCell();\n if (!coord) return;\n enemyCharacter.coords.set(coord.col, coord.row);\n this.dungeonGrid.addCharacter(enemyCharacter);\n }\n }\n pumpQueuedMove() {\n if (this.queuedMove) {", "score": 0.7603830695152283 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " this.level++;\n this.readyToMove = true;\n const nextGrid = new DungeonGrid(this, Game.DIMENSION);\n if (this.dungeonGrid) {\n // Slide the new one in!\n if (Game.EXIT_TYPE == \"door\" && this.dungeonGrid.exitDir) {\n const dx = this.dungeonGrid.exitDir.col * this.dungeonGrid.edgeSize;\n const dy = this.dungeonGrid.exitDir.row * this.dungeonGrid.edgeSize;\n nextGrid.position.set(\n this.dungeonGrid.position.x + dx,", "score": 0.7541179656982422 } ]
typescript
(c => c.isPlayer);
import * as PIXI from "pixi.js"; import { Sound, sound } from "@pixi/sound"; import { Actions } from "pixi-actions"; import { Screen, GameScreen, MenuScreen } from "screens"; import { Font } from "utils"; import Save from "./save/Save"; import * as _ from "underscore"; export default class Game { // Display options static TARGET_WIDTH = 225; static TARGET_HEIGHT = 345; static INTEGER_SCALING = false; static MAINTAIN_RATIO = false; static BACKGROUND_COLOUR = 0x333333; // Mouse static HOLD_INITIAL_TIME_MS = 500; static HOLD_REPEAT_TIME_MS = 400; static SWIPE_TRIGGER_THRESHOLD = 10; static SWIPE_MAX_TIME_MS = 500; // Game options static EXIT_TYPE: "stairs" | "door" = "door"; static DIMENSION = 5; // Debug stuff static DEBUG_SHOW_FRAMERATE = true; // Helpers static instance: Game; resources: any; spritesheet: PIXI.Spritesheet; app: PIXI.Application; stage: PIXI.Container; fpsLabel: PIXI.BitmapText; backgroundSprite: PIXI.Sprite; innerBackgroundSprite: PIXI.Sprite; // Full size of app width: number = window.innerWidth; height: number = window.innerHeight; // Size of stage (on mobile, may include inset areas) stageWidth: number = window.innerWidth; stageHeight: number = window.innerHeight; scale: number = 1; currentScreen: Screen; startTouch: { x: number; y: number }; startTouchTime: number; touchPosition: { x: number; y: number } = {x: 0, y: 0}; previousHoldPosition: { x: number; y: number } = {x: 0, y: 0}; isHoldRepeating: boolean = false; playerHash: string; playerName: string; muted: boolean; stretchDisplay: boolean; fpsAverageShort: number[] = []; fpsAverageLong: number[] = []; constructor(app: PIXI.Application) { this.app = app; this.muted = false; this.stretchDisplay = !Game.INTEGER_SCALING; this.stage = new PIXI.Container(); this.app.stage.addChild(this.stage); Save.initialise(); this.resize(); this.init(); } setStretchDisplay(s: boolean) { this.stretchDisplay = s; this.resize(); } static tex(name: string): PIXI.Texture { return Game.instance.spritesheet.textures[name]; } init() { sound.init(); Game.instance = this; PIXI.settings.SCALE_MODE = PIXI.SCALE_MODES.LINEAR; PIXI.settings.ROUND_PIXELS = false; PIXI.Loader.shared .add("spritesheet", "packed.json") .add("Kaph", "font/kaph.fnt") .add("sound-attack", "sound/attack.wav") .add("sound-bump", "sound/bump.wav") .add("sound-step1", "sound/step1.wav") .add("sound-step2", "sound/step2.wav") .add("sound-step3", "sound/step3.wav") .add("sound-step4", "sound/step4.wav") .use((resource, next) => { // Load sounds into sound system if (resource) { if (["wav", "ogg", "mp3", "mpeg"].includes(resource.extension)) { sound.add(resource.name, Sound.from(resource.data)); } } next(); }) .load((_, resources) => { this.resources = resources; this.spritesheet = this.resources["spritesheet"].spritesheet; this.postInit(); }); } gotoGameScreen() { const gameScreen = new GameScreen(); if (!Save.loadGameState(gameScreen)) { gameScreen.nextLevel(); } this.setScreen(gameScreen); } gotoMenuScreen() { this.setScreen(new MenuScreen()); } setScreen(screen: Screen) { if (this.currentScreen != null) { // Remove it! Actions.fadeOutAndRemove(this.currentScreen, 0.2).play(); } // Add new one screen.alpha = 0; Actions.fadeIn(screen, 0.2).play(); this.currentScreen = screen; this.stage.addChild(screen); this.notifyScreensOfSize(); } postInit() { // FPS label this.fpsLabel = new PIXI.BitmapText( "0", Font.makeFontOptions("medium", "left") ); this.fpsLabel.anchor.set(0); this.fpsLabel.position.set(10, 10); this.fpsLabel.tint = 0xffffff; if (Game.DEBUG_SHOW_FRAMERATE) { this.app.stage.addChild(this.fpsLabel); } // Add background this.backgroundSprite = PIXI.Sprite.from(PIXI.Texture.WHITE); this.backgroundSprite.tint = 0xffffff; this.backgroundSprite.width = this.width; this.backgroundSprite.height = this.height; this.app.stage.addChildAt(this.backgroundSprite, 0); // Inner background this.innerBackgroundSprite = PIXI.Sprite.from(PIXI.Texture.WHITE); this.innerBackgroundSprite.tint = Game.BACKGROUND_COLOUR; this.innerBackgroundSprite.width = Game.TARGET_WIDTH; this.innerBackgroundSprite.height = Game.TARGET_HEIGHT; this.stage.addChild(this.innerBackgroundSprite);
if (Save.hasGameState()) {
this.gotoGameScreen(); } else { this.gotoMenuScreen(); } this.resize(); this.notifyScreensOfSize(); // Register swipe listeners // EventEmitter types issue - see https://github.com/pixijs/pixijs/issues/7429 const stage = this.backgroundSprite as any; stage.interactive = true; stage.on("pointerdown", (e: any) => { this.isHoldRepeating = false; this.startTouch = { x: e.data.global.x, y: e.data.global.y }; this.startTouchTime = Date.now(); }); stage.on("pointermove", (e: any) => { if (!this.startTouch) return; this.touchPosition.x = e.data.global.x; this.touchPosition.y = e.data.global.y; }); stage.on("pointerup", (e: any) => { if (!this.startTouch) return; if (this.isHoldRepeating) { this.startTouch = null; return; } const deltaTime = Date.now() - this.startTouchTime; if (deltaTime > Game.SWIPE_MAX_TIME_MS) return; const deltaX = e.data.global.x - this.startTouch.x; const deltaY = e.data.global.y - this.startTouch.y; this.performSwipe(deltaX, deltaY); this.startTouch = null; }); this.app.ticker.add((delta: number) => this.tick(delta)); } playSound(name: string | string[]) { if (this.muted) return; const theName = Array.isArray(name) ? _.sample(name) : name; const resource = this.resources["sound-" + theName]; if (resource?.sound) { resource.sound.play(); } } performSwipe(deltaX: number, deltaY: number) { const absDeltaX = Math.abs(deltaX); const absDeltaY = Math.abs(deltaY); const absMin = Math.min(absDeltaX, absDeltaY); const absMax = Math.max(absDeltaX, absDeltaY); // The other axis must be smaller than this to avoid a diagonal swipe const confusionThreshold = absMax / 2; if (absMin < confusionThreshold) { if (absMax > Game.SWIPE_TRIGGER_THRESHOLD) { if (absMax == absDeltaX) { // Right or left this.keydown(deltaX > 0 ? "KeyD" : "KeyA"); } else { // Up or down this.keydown(deltaY > 0 ? "KeyS" : "KeyW"); } } } } tick(delta: number) { // delta is in frames let elapsedSeconds = delta / 60; Actions.tick(elapsedSeconds); // If pointer is held down, trigger movements. if (this.startTouch) { const elapsed = Date.now() - this.startTouchTime; if (this.isHoldRepeating) { if (elapsed > Game.HOLD_REPEAT_TIME_MS) { const deltaX = this.touchPosition.x - this.startTouch.x; const deltaY = this.touchPosition.y - this.startTouch.y; this.performSwipe(deltaX, deltaY); this.startTouchTime = Date.now(); } } else if (elapsed > Game.HOLD_INITIAL_TIME_MS) { // Held down for some time Trigger a swipe! const deltaX = this.touchPosition.x - this.startTouch.x; const deltaY = this.touchPosition.y - this.startTouch.y; this.performSwipe(deltaX, deltaY); // From now on, when we pass HOLD_REPEAT_TIME_MS, we perform another swipe this.isHoldRepeating = true; this.startTouchTime = Date.now(); } } this.fpsAverageShort.push(this.app.ticker.FPS); this.fpsAverageLong.push(this.app.ticker.FPS); // Keep most recent only if (this.fpsAverageShort.length > 100) { this.fpsAverageShort.shift(); } if (this.fpsAverageLong.length > 1000) { this.fpsAverageLong.shift(); } const avgShort = _.reduce(this.fpsAverageShort, (a, b) => a + b, 0) / (this.fpsAverageShort.length === 0 ? 1 : this.fpsAverageShort.length); const avgLong = _.reduce(this.fpsAverageLong, (a, b) => a + b, 0) / (this.fpsAverageLong.length === 0 ? 1 : this.fpsAverageLong.length); this.fpsLabel.text = "" + Math.round(this.app.ticker.FPS) + "\n" + Math.round(avgShort) + "\n" + Math.round(avgLong) + "\n"; } notifyScreensOfSize() { // Let screens now for (const s of this.stage.children) { if (s instanceof Screen) { if (Game.MAINTAIN_RATIO) { s.resize(Game.TARGET_WIDTH, Game.TARGET_HEIGHT); } else { s.resize(this.width / this.scale, this.height / this.scale); } } } } resize() { const rootStyle = getComputedStyle(document.documentElement); const resizeInfo = { width: window.innerWidth, height: window.innerHeight, safeInsets: { left: parseInt(rootStyle.getPropertyValue('--safe-area-left')) || 0, right: parseInt(rootStyle.getPropertyValue('--safe-area-right')) || 0, top: parseInt(rootStyle.getPropertyValue('--safe-area-top')) || 0, bottom: parseInt(rootStyle.getPropertyValue('--safe-area-bottom')) || 0 } }; //this part resizes the canvas but keeps ratio the same this.app.renderer.view.style.width = resizeInfo.width + "px"; this.app.renderer.view.style.height = resizeInfo.height + "px"; this.width = resizeInfo.width; this.height = resizeInfo.height; if (this.backgroundSprite) { this.backgroundSprite.width = resizeInfo.width; this.backgroundSprite.height = resizeInfo.height; this.backgroundSprite.alpha = Game.MAINTAIN_RATIO ? 1 : 0; } this.app.renderer.resize(resizeInfo.width, resizeInfo.height); // Ensure stage can fit inside the view! // Scale it if it's not snug // Stage side sits inside the safe insets this.stageWidth = resizeInfo.width - resizeInfo.safeInsets.left - resizeInfo.safeInsets.right; this.stageHeight = resizeInfo.height - resizeInfo.safeInsets.top - resizeInfo.safeInsets.bottom; const targetScaleX = resizeInfo.width / Game.TARGET_WIDTH; const targetScaleY = resizeInfo.height / Game.TARGET_HEIGHT; const smoothScaling = Math.min(targetScaleX, targetScaleY); // Pick integer scale which best fits this.scale = !this.stretchDisplay ? Math.max(1, Math.floor(smoothScaling)) : smoothScaling; this.stage.scale.set(this.scale, this.scale); if (this.innerBackgroundSprite) { if (Game.MAINTAIN_RATIO) { this.innerBackgroundSprite.width = Game.TARGET_WIDTH * this.scale; this.innerBackgroundSprite.height = Game.TARGET_HEIGHT * this.scale; } else { this.innerBackgroundSprite.width = resizeInfo.width; this.innerBackgroundSprite.height = resizeInfo.height; } } // Centre stage if (Game.MAINTAIN_RATIO) { this.stage.position.set( resizeInfo.safeInsets.left + (this.stageWidth - Game.TARGET_WIDTH * this.scale) / 2, resizeInfo.safeInsets.top + (this.stageHeight - Game.TARGET_HEIGHT * this.scale) / 2 ); if (this.innerBackgroundSprite) { this.innerBackgroundSprite.position.set(this.stage.position.x, this.stage.position.y); } } else { this.stage.position.set(resizeInfo.safeInsets.left, resizeInfo.safeInsets.top); } this.notifyScreensOfSize(); } keydown(code: string) { if (this.currentScreen) this.currentScreen.keydown(code); } }
src/Game.ts
MaxBittker-broughlike-c8d94d5
[ { "filename": "src/ui/Button.ts", "retrieved_chunk": " theLabel.tint = 0;\n theLabel.anchor.set(0.5);\n theLabel.position.x = 0;\n theLabel.position.y = 0;\n this.label = theLabel;\n // Background\n const holderBackground = PIXI.Sprite.from(PIXI.Texture.WHITE);\n holderBackground.width = 200;\n holderBackground.height = 25;\n holderBackground.position.set(", "score": 0.8627506494522095 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " // Add a character\n this.playerCharacter = new PlayerCharacter();\n this.playerCharacter.coords.set(2, 4);\n // Dark overlay\n this.darkOverlay = new PIXI.Container();\n this.darkOverlay.visible = false;\n {\n const rect = PIXI.Sprite.from(PIXI.Texture.WHITE);\n rect.tint = 0;\n rect.alpha = 0.8;", "score": 0.8448541760444641 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " exitDir: Coords = null;\n constructor(gameScreen: GameScreen, dimension: number) {\n super(dimension);\n this.gameScreen = gameScreen;\n // Add cell backgrounds\n const background = PIXI.Sprite.from(PIXI.Texture.WHITE);\n background.tint = 0xd3c8a2;\n background.width = this.edgeSize;\n background.height = this.edgeSize;\n background.alpha = 1;", "score": 0.8414949178695679 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " this.queuedMove = null;\n this.level = 0;\n this.score = 0;\n this.gameContainer = new PIXI.Container();\n this.addChild(this.gameContainer);\n // Score\n this.scoreLabel = new PIXI.BitmapText(\"0\", Font.makeFontOptions(\"small\"));\n this.scoreLabel.anchor.set(0.5);\n this.scoreLabel.tint = 0xffffff;\n this.gameContainer.addChild(this.scoreLabel);", "score": 0.8300784826278687 }, { "filename": "src/screens/game/character/Character.ts", "retrieved_chunk": " sprite: PIXI.Sprite;\n heartsHolder: PIXI.Container;\n constructor(backgroundPath: string) {\n super();\n this.coords = new Coords(0, 0);\n this.sprite = PIXI.Sprite.from(Game.tex(backgroundPath));\n this.sprite.anchor.set(0.5, 1);\n this.addChild(this.sprite);\n // Add holder for hearts\n this.heartsHolder = new PIXI.Container();", "score": 0.8229416608810425 } ]
typescript
if (Save.hasGameState()) {
import * as PIXI from "pixi.js"; import { Actions } from "pixi-actions"; import { Character, EnemyCharacter, PlayerCharacter } from "../character"; import GameScreen from "../GameScreen"; import Grid from "./Grid"; import Wall from "./Wall"; import { Coords } from "utils"; import * as _ from "underscore"; import Game from "Game"; export default class DungeonGrid extends Grid { characters: Character[] = []; walls: Wall[] = []; edgeWalls: Wall[] = []; wallsHolder: PIXI.Container = new PIXI.Container(); charactersHolder: PIXI.Container = new PIXI.Container(); gameScreen: GameScreen; coords: Coords[] = []; cellSquares: PIXI.Sprite[][] = []; cellStairs: PIXI.Sprite[][] = []; exitCoords: Coords; exitDir: Coords = null; constructor(gameScreen: GameScreen, dimension: number) { super(dimension); this.gameScreen = gameScreen; // Add cell backgrounds const background = PIXI.Sprite.from(PIXI.Texture.WHITE); background.tint = 0xd3c8a2; background.width = this.edgeSize; background.height = this.edgeSize; background.alpha = 1; background.anchor.set(0, 0); this.addChild(background); for (let i = 0; i < this.dimension; i++) { const col1 = []; const col2 = []; for (let j = 0; j < this.dimension; j++) { const cell = PIXI.Sprite.from(PIXI.Texture.WHITE); cell.tint = 0; cell.alpha = (i + j) % 2 == 0 ? 0 : 0.2; cell.width = this.cellSize; cell.height = this.cellSize; const offset1 = (this.cellSize - cell.width) / 2; cell.position.set( i * this.cellSize + offset1, j * this.cellSize + offset1 ); col1.push(cell); this.addChild(cell); const stair = PIXI.Sprite.from(Game.tex("stairs.png")); stair.width = this.cellSize * 0.8; stair.height = this.cellSize * 0.8; const offset2 = (this.cellSize - stair.width) / 2; stair.position.set( i * this.cellSize + offset2, j * this.cellSize + offset2 ); stair.visible = false; col2.push(stair); this.addChild(stair); } this.cellSquares.push(col1); this.cellStairs.push(col2); } this.addChild(this.wallsHolder); this.addChild(this.charactersHolder); for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { this.coords.push(new Coords(i, j)); } } } clearEnemies() { for (let i = this.characters.length - 1; i >= 0; i--) { const c = this.characters[i]; if (!c.isPlayer) { Actions.fadeOutAndRemove(c, 0.2).play(); this.characters.splice(i, 1); } } } unsetExitCell() { this.exitCoords = null; this.updateExitCoords(); } setExitCell(minDistanceFromPlayer: number = 7) { const possibles = []; const backups = []; let dijks = null; dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false); for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { if (i == 2 && j == 2) continue; if ( Game.EXIT_TYPE == "door" && ![0, this.dimension - 1].includes(i) && ![0, this.dimension - 1].includes(j) ) continue; if (dijks.distance[i][j] >= minDistanceFromPlayer) { possibles.push(new Coords(i, j)); } if (dijks.distance[i][j] >= 3) { backups.push(new Coords(i, j)); } } } if (possibles.length == 0) { possibles.push(...backups); } if (possibles.length == 0) { for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { if (i == 2 && j == 2) continue; if ( Game.EXIT_TYPE == "door" && ![0, this.dimension - 1].includes(i) && ![0, this.dimension - 1].includes(j) ) continue; const c = new Coords(i, j); let anyCoincidence = false; if (this.gameScreen.playerCharacter.coords.equals(c)) { anyCoincidence = true; break; } if (!anyCoincidence) { possibles.push(c); } } } } const coords = _.sample(possibles); this.exitCoords = coords; if (Game.EXIT_TYPE == "door") { const possibleDirs = []; if (coords.row == 0) possibleDirs.push(new Coords(0, -1)); if (coords.row == this.dimension - 1) possibleDirs.push(new Coords(0, 1)); if (coords.col == 0) possibleDirs.push(new Coords(-1, 0)); if (coords.col == this.dimension - 1) possibleDirs.push(new Coords(1, 0)); if (possibleDirs.length > 0) this.exitDir = _.sample(possibleDirs); } this.updateExitCoords(); } updateExitCoords() { if (Game.EXIT_TYPE == "stairs") { this.cellStairs.forEach((a, i) => a.forEach( (stairs, j) => (stairs.visible = this.exitCoords && this.exitCoords.col == i && this.exitCoords.row == j) ) ); } else { // Remove other edge walls (if there are any) for (const c of this.edgeWalls) { this.wallsHolder.removeChild(c); } this.edgeWalls = []; // Add outer wall let walls: Wall[] = Wall.edges(this.dimension); // Make hole where exit is if (this.exitCoords && this.exitDir) { walls = walls.filter( (w) => !w.blocks(this.exitCoords, this.exitDir.col, this.exitDir.row) ); } // Draw walls this.drawWalls(walls); this.walls.push(...walls); this.edgeWalls.push(...walls); } } getRandomEmptyCell(): Coords { let dijks = null; dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false); const shuffledCoords = _.shuffle(this.coords); for (const coord of shuffledCoords) { if (this.exitCoords && this.exitCoords.equals(coord)) continue; if ( !this.getCharacterAt(coord) && (!dijks || dijks.distance[coord.col][coord.row] > 1) ) { return coord; } } return null; } generateWalls(numWalls: number) { // Delete all old walls for (const w of this.walls) { Actions.fadeOutAndRemove(w, 0.2).play(); } this.walls = Wall.randomLayout(numWalls, this.dimension); // Add some new walls... they must generate any closed areas this.drawWalls(this.walls); } drawWalls(walls: Wall[]) { for (const w of walls) { w.alpha = 0; Actions.fadeIn(w, 0.2).play(); this.wallsHolder.addChild(w); w.setCellSize(this.cellSize); // Place in the correct place this.setPositionTo(w, w.from, true); } } addCharacter(character: Character) { character.scale.set(0.2); character.alpha = 0; Actions.fadeIn(character, 0.2).play(); this.characters.push(character); this.charactersHolder.addChild(character); // Place in the correct place! this.setPositionTo(character, character.coords); } getCharacterAt(col: number | Coords, row: number = null): Character { let c = 0; let r = 0; if (typeof col == "number") { c = col; r = row; } else { c = col.col; r = col.row; } for (const char of this.characters) { if (char.coords.col == c && char.coords.row == r) { return char; } } return null; } bumpAnimation(character: Character, dx: number, dy: number) { const time = 0.1; Actions.sequence( this.makeMoveTo(character, dx * 0.1, dy * 0.1, time / 2), this.makeMoveTo(character, 0, 0, time / 2) ).play(); return time; } damageEnemy(targetCharacter: EnemyCharacter) { let delay = 0; const didDie = targetCharacter.damage(1); if (didDie) { // Remove from characters array const index = this.characters.indexOf(targetCharacter); if (index >= 0) { this.characters.splice(index, 1); } // Remove from charactersHolder
targetCharacter.position.x += this.position.x;
targetCharacter.position.y += this.position.y; this.charactersHolder.removeChild(targetCharacter); delay = 0; } return delay; } moveCharacter( character: Character, dx: number, dy: number ): { didMove: boolean; delay: number; wentThroughExit: boolean } { // Check the target space is available const targetCoord = character.coords.clone().add(dx, dy); // Edge of grid! if (!this.inBounds(targetCoord)) { if ( this.exitCoords && character.coords.equals(this.exitCoords) && Game.EXIT_TYPE == "door" && this.exitDir && this.exitDir.equals(dx, dy) ) { // We are going through the exit! return { didMove: true, delay: 0, wentThroughExit: true }; } // Hitting the edge of the grid Game.instance.playSound("bump"); const delay = this.bumpAnimation(character, dx, dy); return { didMove: false, delay, wentThroughExit: false }; } // Hitting a wall? if (this.doesWallSeparate(character.coords, dx, dy)) { Game.instance.playSound("bump"); const delay = this.bumpAnimation(character, dx, dy); return { didMove: false, delay, wentThroughExit: false }; } // Is there another character here? try { const targetCharacter = this.getCharacterAt(targetCoord); if (targetCharacter) { let delay = this.bumpAnimation(character, dx, dy); if (character.isPlayer && targetCharacter.isEnemy) { // Attack the character Game.instance.playSound("attack"); delay += this.damageEnemy(targetCharacter as EnemyCharacter); return { didMove: true, delay, wentThroughExit: false }; } else if (character.isEnemy && targetCharacter.isPlayer) { const player = targetCharacter as PlayerCharacter; // Take a damage! if (player.damage(1)) { this.gameScreen.gameOver(); } return { didMove: true, delay, wentThroughExit: false }; } else { return { didMove: false, delay, wentThroughExit: false }; } } } catch (e) { // The game is over this.gameScreen.gameOver(); return { didMove: true, delay: 0, wentThroughExit: false }; } // Move the character if (character.isPlayer) { Game.instance.playSound(["step1", "step2", "step3", "step4"]); } character.coords.set(targetCoord); // Animate to the new position this.makeMoveTo(character).play(); return { didMove: true, delay: 0.05, wentThroughExit: false }; } doesWallSeparate(start: Coords, dx: number, dy: number) { for (const w of this.walls) { if (w.blocks(start, dx, dy)) { return true; } } return false; } moveEnemies() { let delay = 0; // 1. Dijkstra the grid, ignoring enemies // Pick the closest character const dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false); const enemiesAndDistances = []; for (const char of this.characters) { if (char.isEnemy) { let distance = dijks.distance[char.coords.col][char.coords.row]; enemiesAndDistances.push({ distance, char, }); } } // 2. Sort by closest to furthest let sortedEnemies = _.sortBy(enemiesAndDistances, "distance"); // 3. For each enemy, pathfind (properly) to the player let atLeastOneMove = false; for (let tries = 0; tries < 5; tries++) { const tryAgainLater = []; for (const e of sortedEnemies) { const char = e.char; const dijks = this.dijkstra( this.gameScreen.playerCharacter.coords, true, char.coords ); // Move in the direction which has the lowest distance let targetCol = dijks.col[char.coords.col][char.coords.row]; let targetRow = dijks.row[char.coords.col][char.coords.row]; if (targetCol == null || targetRow == null) { const neighbours: Coords[] = []; this.addPotentialNeighbour(neighbours, char.coords, 1, 0); this.addPotentialNeighbour(neighbours, char.coords, 0, 1); this.addPotentialNeighbour(neighbours, char.coords, -1, 0); this.addPotentialNeighbour(neighbours, char.coords, 0, -1); if (neighbours.length > 0) { // If there is no good route, then random direction const dir = _.sample(neighbours); targetCol = dir.col; targetRow = dir.row; } else { // If there is no route at all, then wait, we'll try again in a bit tryAgainLater.push(e); continue; } } const dx = targetCol - char.coords.col; const dy = targetRow - char.coords.row; atLeastOneMove = true; delay = Math.max(this.moveCharacter(char, dx, dy).delay, delay); } if (tryAgainLater.length == 0) { break; } else { sortedEnemies = tryAgainLater; } } return { didMove: true, delay }; } addPotentialNeighbour( list: Coords[], coords: Coords, dx: number, dy: number ) { if (!this.inBounds(coords.col + dx, coords.row + dy)) { // Out of bounds, ignore! return; } if (this.doesWallSeparate(coords, dx, dy)) { // There is no path, ignore! return; } const char = this.getCharacterAt(coords.col + dx, coords.row + dy); if (char && char.isEnemy) { // There is a monster on the target square, ignore! return; } list.push(coords.clone().add(dx, dy)); } updateTentativeDistance( withEnemiesAsObstacles: boolean, tentativeDistance: number[][], tentativeSourceCol: number[][], tentativeSourceRow: number[][], coords: Coords, dx: number, dy: number ) { if (!this.inBounds(coords.col + dx, coords.row + dy)) { // Out of bounds, ignore! return; } if (this.doesWallSeparate(coords, dx, dy)) { // There is no path, ignore! return; } if (withEnemiesAsObstacles) { const char = this.getCharacterAt(coords.col + dx, coords.row + dy); if (char && char.isEnemy) { // There is a monster on the target square, ignore! return; } } const newTentativeDistance = tentativeDistance[coords.col][coords.row] + 1; if ( tentativeDistance[coords.col + dx][coords.row + dy] > newTentativeDistance ) { tentativeDistance[coords.col + dx][coords.row + dy] = newTentativeDistance; tentativeSourceCol[coords.col + dx][coords.row + dy] = coords.col; tentativeSourceRow[coords.col + dx][coords.row + dy] = coords.row; } } dijkstra( target: Coords, withEnemiesAsObstacles: boolean, stopAt: Coords = null ): { distance: number[][]; col: number[][]; row: number[][] } { const current = target.clone(); const visited: boolean[][] = []; const tentativeDistance: number[][] = []; const tentativeSourceCol: number[][] = []; const tentativeSourceRow: number[][] = []; for (let i = 0; i < this.dimension; i++) { // col const c1 = []; const c2 = []; const c3 = []; const c4 = []; for (let j = 0; j < this.dimension; j++) { // row c1.push(false); if (target.row == j && target.col == i) { c2.push(0); } else { c2.push(99999); } c3.push(null); c4.push(null); } visited.push(c1); tentativeDistance.push(c2); tentativeSourceCol.push(c3); tentativeSourceRow.push(c4); } do { // Consider all unvisited neighbours of `current` const utd = (dx: number, dy: number) => { this.updateTentativeDistance( stopAt && stopAt.equals(current.col + dx, current.row + dy) ? false : withEnemiesAsObstacles, tentativeDistance, tentativeSourceCol, tentativeSourceRow, current, dx, dy ); }; utd(1, 0); utd(-1, 0); utd(0, -1); utd(0, 1); // Mark current as visited visited[current.col][current.row] = true; // Stop if we've connected our two target points if (stopAt && stopAt.equals(current)) break; let smallestTentativeDistance = 9999999; let smallests = []; for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { if (visited[i][j]) continue; if ( smallests.length == 0 || tentativeDistance[i][j] < smallestTentativeDistance ) { smallestTentativeDistance = tentativeDistance[i][j]; smallests = []; } if (tentativeDistance[i][j] == smallestTentativeDistance) { smallests.push([i, j]); } } } // If there are no unvisited, we are done if (smallests.length == 0) break; // Otherwise, set current to unvisited with smallest tentative const randomSmallest = _.sample(smallests); current.set(randomSmallest[0], randomSmallest[1]); } while (true); // Return the dijkstra map for the whole grid return { distance: tentativeDistance, col: tentativeSourceCol, row: tentativeSourceRow, }; } }
src/screens/game/grid/DungeonGrid.ts
MaxBittker-broughlike-c8d94d5
[ { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " if (this.readyToMove) {\n // 2. Otherwise, do the move\n const moveResult = this.dungeonGrid.moveCharacter(\n this.playerCharacter,\n dx,\n dy\n );\n // 3. If the move was successful, then say we aren't ready to move yet\n if (moveResult.wentThroughExit) {\n // Load in new level", "score": 0.8210713863372803 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " this.readyToMove = false;\n // Any character on exit\n let onExit = false;\n if (Game.EXIT_TYPE == \"stairs\" && this.dungeonGrid.exitCoords) {\n if (this.dungeonGrid.exitCoords.equals(this.playerCharacter.coords)) {\n onExit = true;\n }\n }\n if (onExit) {\n this.nextLevel();", "score": 0.8034780621528625 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " const modals = [this.gameOverModal];\n for (const m of modals) {\n if (m) {\n // Centre it!\n const x = (width - Game.TARGET_WIDTH) / 2;\n const y = (height - Game.TARGET_HEIGHT) / 2;\n m.position.set(x, y);\n }\n }\n }", "score": 0.7978965044021606 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " if (this.state == \"play\")\n Save.saveGameState(this);\n }\n doEnemyMove() {\n // Move enemies, after a delay!\n const enemyMoveResult = this.dungeonGrid.moveEnemies();\n let delay = enemyMoveResult.delay;\n // After a delay, let the player move again\n // Fudge this value, I like to be able to move really soon\n Actions.sequence(", "score": 0.7956043481826782 }, { "filename": "src/screens/game/grid/Wall.ts", "retrieved_chunk": " ): boolean {\n for (let i = 0; i < flood.length; i++) {\n for (let j = 0; j < flood[i].length; j++) {\n flood[i][j] = false;\n }\n }\n const Q = [];\n Q.push([0, 0]);\n while (Q.length > 0) {\n const n = Q.pop();", "score": 0.7950841188430786 } ]
typescript
targetCharacter.position.x += this.position.x;
import * as PIXI from "pixi.js"; import { Sound, sound } from "@pixi/sound"; import { Actions } from "pixi-actions"; import { Screen, GameScreen, MenuScreen } from "screens"; import { Font } from "utils"; import Save from "./save/Save"; import * as _ from "underscore"; export default class Game { // Display options static TARGET_WIDTH = 225; static TARGET_HEIGHT = 345; static INTEGER_SCALING = false; static MAINTAIN_RATIO = false; static BACKGROUND_COLOUR = 0x333333; // Mouse static HOLD_INITIAL_TIME_MS = 500; static HOLD_REPEAT_TIME_MS = 400; static SWIPE_TRIGGER_THRESHOLD = 10; static SWIPE_MAX_TIME_MS = 500; // Game options static EXIT_TYPE: "stairs" | "door" = "door"; static DIMENSION = 5; // Debug stuff static DEBUG_SHOW_FRAMERATE = true; // Helpers static instance: Game; resources: any; spritesheet: PIXI.Spritesheet; app: PIXI.Application; stage: PIXI.Container; fpsLabel: PIXI.BitmapText; backgroundSprite: PIXI.Sprite; innerBackgroundSprite: PIXI.Sprite; // Full size of app width: number = window.innerWidth; height: number = window.innerHeight; // Size of stage (on mobile, may include inset areas) stageWidth: number = window.innerWidth; stageHeight: number = window.innerHeight; scale: number = 1; currentScreen: Screen; startTouch: { x: number; y: number }; startTouchTime: number; touchPosition: { x: number; y: number } = {x: 0, y: 0}; previousHoldPosition: { x: number; y: number } = {x: 0, y: 0}; isHoldRepeating: boolean = false; playerHash: string; playerName: string; muted: boolean; stretchDisplay: boolean; fpsAverageShort: number[] = []; fpsAverageLong: number[] = []; constructor(app: PIXI.Application) { this.app = app; this.muted = false; this.stretchDisplay = !Game.INTEGER_SCALING; this.stage = new PIXI.Container(); this.app.stage.addChild(this.stage); Save.initialise(); this.resize(); this.init(); } setStretchDisplay(s: boolean) { this.stretchDisplay = s; this.resize(); } static tex(name: string): PIXI.Texture { return Game.instance.spritesheet.textures[name]; } init() { sound.init(); Game.instance = this; PIXI.settings.SCALE_MODE = PIXI.SCALE_MODES.LINEAR; PIXI.settings.ROUND_PIXELS = false; PIXI.Loader.shared .add("spritesheet", "packed.json") .add("Kaph", "font/kaph.fnt") .add("sound-attack", "sound/attack.wav") .add("sound-bump", "sound/bump.wav") .add("sound-step1", "sound/step1.wav") .add("sound-step2", "sound/step2.wav") .add("sound-step3", "sound/step3.wav") .add("sound-step4", "sound/step4.wav") .use((resource, next) => { // Load sounds into sound system if (resource) { if (["wav", "ogg", "mp3", "mpeg"].includes(resource.extension)) { sound.add(resource.name, Sound.from(resource.data)); } } next(); }) .load((_, resources) => { this.resources = resources; this.spritesheet = this.resources["spritesheet"].spritesheet; this.postInit(); }); } gotoGameScreen() { const gameScreen = new GameScreen(); if (!Save.loadGameState(gameScreen)) { gameScreen.nextLevel(); } this.
setScreen(gameScreen);
} gotoMenuScreen() { this.setScreen(new MenuScreen()); } setScreen(screen: Screen) { if (this.currentScreen != null) { // Remove it! Actions.fadeOutAndRemove(this.currentScreen, 0.2).play(); } // Add new one screen.alpha = 0; Actions.fadeIn(screen, 0.2).play(); this.currentScreen = screen; this.stage.addChild(screen); this.notifyScreensOfSize(); } postInit() { // FPS label this.fpsLabel = new PIXI.BitmapText( "0", Font.makeFontOptions("medium", "left") ); this.fpsLabel.anchor.set(0); this.fpsLabel.position.set(10, 10); this.fpsLabel.tint = 0xffffff; if (Game.DEBUG_SHOW_FRAMERATE) { this.app.stage.addChild(this.fpsLabel); } // Add background this.backgroundSprite = PIXI.Sprite.from(PIXI.Texture.WHITE); this.backgroundSprite.tint = 0xffffff; this.backgroundSprite.width = this.width; this.backgroundSprite.height = this.height; this.app.stage.addChildAt(this.backgroundSprite, 0); // Inner background this.innerBackgroundSprite = PIXI.Sprite.from(PIXI.Texture.WHITE); this.innerBackgroundSprite.tint = Game.BACKGROUND_COLOUR; this.innerBackgroundSprite.width = Game.TARGET_WIDTH; this.innerBackgroundSprite.height = Game.TARGET_HEIGHT; this.stage.addChild(this.innerBackgroundSprite); if (Save.hasGameState()) { this.gotoGameScreen(); } else { this.gotoMenuScreen(); } this.resize(); this.notifyScreensOfSize(); // Register swipe listeners // EventEmitter types issue - see https://github.com/pixijs/pixijs/issues/7429 const stage = this.backgroundSprite as any; stage.interactive = true; stage.on("pointerdown", (e: any) => { this.isHoldRepeating = false; this.startTouch = { x: e.data.global.x, y: e.data.global.y }; this.startTouchTime = Date.now(); }); stage.on("pointermove", (e: any) => { if (!this.startTouch) return; this.touchPosition.x = e.data.global.x; this.touchPosition.y = e.data.global.y; }); stage.on("pointerup", (e: any) => { if (!this.startTouch) return; if (this.isHoldRepeating) { this.startTouch = null; return; } const deltaTime = Date.now() - this.startTouchTime; if (deltaTime > Game.SWIPE_MAX_TIME_MS) return; const deltaX = e.data.global.x - this.startTouch.x; const deltaY = e.data.global.y - this.startTouch.y; this.performSwipe(deltaX, deltaY); this.startTouch = null; }); this.app.ticker.add((delta: number) => this.tick(delta)); } playSound(name: string | string[]) { if (this.muted) return; const theName = Array.isArray(name) ? _.sample(name) : name; const resource = this.resources["sound-" + theName]; if (resource?.sound) { resource.sound.play(); } } performSwipe(deltaX: number, deltaY: number) { const absDeltaX = Math.abs(deltaX); const absDeltaY = Math.abs(deltaY); const absMin = Math.min(absDeltaX, absDeltaY); const absMax = Math.max(absDeltaX, absDeltaY); // The other axis must be smaller than this to avoid a diagonal swipe const confusionThreshold = absMax / 2; if (absMin < confusionThreshold) { if (absMax > Game.SWIPE_TRIGGER_THRESHOLD) { if (absMax == absDeltaX) { // Right or left this.keydown(deltaX > 0 ? "KeyD" : "KeyA"); } else { // Up or down this.keydown(deltaY > 0 ? "KeyS" : "KeyW"); } } } } tick(delta: number) { // delta is in frames let elapsedSeconds = delta / 60; Actions.tick(elapsedSeconds); // If pointer is held down, trigger movements. if (this.startTouch) { const elapsed = Date.now() - this.startTouchTime; if (this.isHoldRepeating) { if (elapsed > Game.HOLD_REPEAT_TIME_MS) { const deltaX = this.touchPosition.x - this.startTouch.x; const deltaY = this.touchPosition.y - this.startTouch.y; this.performSwipe(deltaX, deltaY); this.startTouchTime = Date.now(); } } else if (elapsed > Game.HOLD_INITIAL_TIME_MS) { // Held down for some time Trigger a swipe! const deltaX = this.touchPosition.x - this.startTouch.x; const deltaY = this.touchPosition.y - this.startTouch.y; this.performSwipe(deltaX, deltaY); // From now on, when we pass HOLD_REPEAT_TIME_MS, we perform another swipe this.isHoldRepeating = true; this.startTouchTime = Date.now(); } } this.fpsAverageShort.push(this.app.ticker.FPS); this.fpsAverageLong.push(this.app.ticker.FPS); // Keep most recent only if (this.fpsAverageShort.length > 100) { this.fpsAverageShort.shift(); } if (this.fpsAverageLong.length > 1000) { this.fpsAverageLong.shift(); } const avgShort = _.reduce(this.fpsAverageShort, (a, b) => a + b, 0) / (this.fpsAverageShort.length === 0 ? 1 : this.fpsAverageShort.length); const avgLong = _.reduce(this.fpsAverageLong, (a, b) => a + b, 0) / (this.fpsAverageLong.length === 0 ? 1 : this.fpsAverageLong.length); this.fpsLabel.text = "" + Math.round(this.app.ticker.FPS) + "\n" + Math.round(avgShort) + "\n" + Math.round(avgLong) + "\n"; } notifyScreensOfSize() { // Let screens now for (const s of this.stage.children) { if (s instanceof Screen) { if (Game.MAINTAIN_RATIO) { s.resize(Game.TARGET_WIDTH, Game.TARGET_HEIGHT); } else { s.resize(this.width / this.scale, this.height / this.scale); } } } } resize() { const rootStyle = getComputedStyle(document.documentElement); const resizeInfo = { width: window.innerWidth, height: window.innerHeight, safeInsets: { left: parseInt(rootStyle.getPropertyValue('--safe-area-left')) || 0, right: parseInt(rootStyle.getPropertyValue('--safe-area-right')) || 0, top: parseInt(rootStyle.getPropertyValue('--safe-area-top')) || 0, bottom: parseInt(rootStyle.getPropertyValue('--safe-area-bottom')) || 0 } }; //this part resizes the canvas but keeps ratio the same this.app.renderer.view.style.width = resizeInfo.width + "px"; this.app.renderer.view.style.height = resizeInfo.height + "px"; this.width = resizeInfo.width; this.height = resizeInfo.height; if (this.backgroundSprite) { this.backgroundSprite.width = resizeInfo.width; this.backgroundSprite.height = resizeInfo.height; this.backgroundSprite.alpha = Game.MAINTAIN_RATIO ? 1 : 0; } this.app.renderer.resize(resizeInfo.width, resizeInfo.height); // Ensure stage can fit inside the view! // Scale it if it's not snug // Stage side sits inside the safe insets this.stageWidth = resizeInfo.width - resizeInfo.safeInsets.left - resizeInfo.safeInsets.right; this.stageHeight = resizeInfo.height - resizeInfo.safeInsets.top - resizeInfo.safeInsets.bottom; const targetScaleX = resizeInfo.width / Game.TARGET_WIDTH; const targetScaleY = resizeInfo.height / Game.TARGET_HEIGHT; const smoothScaling = Math.min(targetScaleX, targetScaleY); // Pick integer scale which best fits this.scale = !this.stretchDisplay ? Math.max(1, Math.floor(smoothScaling)) : smoothScaling; this.stage.scale.set(this.scale, this.scale); if (this.innerBackgroundSprite) { if (Game.MAINTAIN_RATIO) { this.innerBackgroundSprite.width = Game.TARGET_WIDTH * this.scale; this.innerBackgroundSprite.height = Game.TARGET_HEIGHT * this.scale; } else { this.innerBackgroundSprite.width = resizeInfo.width; this.innerBackgroundSprite.height = resizeInfo.height; } } // Centre stage if (Game.MAINTAIN_RATIO) { this.stage.position.set( resizeInfo.safeInsets.left + (this.stageWidth - Game.TARGET_WIDTH * this.scale) / 2, resizeInfo.safeInsets.top + (this.stageHeight - Game.TARGET_HEIGHT * this.scale) / 2 ); if (this.innerBackgroundSprite) { this.innerBackgroundSprite.position.set(this.stage.position.x, this.stage.position.y); } } else { this.stage.position.set(resizeInfo.safeInsets.left, resizeInfo.safeInsets.top); } this.notifyScreensOfSize(); } keydown(code: string) { if (this.currentScreen) this.currentScreen.keydown(code); } }
src/Game.ts
MaxBittker-broughlike-c8d94d5
[ { "filename": "src/save/Save.ts", "retrieved_chunk": " // Save game state...\n const data = this.serialiseGameState(gameScreen);\n this.engine.save(\"currentGameState\", data);\n }\n static loadGameState(gameScreen: GameScreen) {\n // Save game state...\n const data = this.engine.load(\"currentGameState\");\n if (data) {\n // Load data into gameScreen...\n this.deserialiseGameState(gameScreen, data);", "score": 0.8413233757019043 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " Actions.delay(delay),\n Actions.runFunc(() => {\n this.readyToMove = true;\n this.pumpQueuedMove();\n })\n ).play();\n if (this.state == \"play\")\n Save.saveGameState(this);\n }\n resizeAgain() {", "score": 0.8176581263542175 }, { "filename": "src/save/Save.ts", "retrieved_chunk": " };\n }\n private static deserialiseGameState(gameScreen: GameScreen, data: any) {\n gameScreen.level = data.level;\n gameScreen.state = data.state;\n gameScreen.score = data.score;\n // Remove the old dungeon grid:\n if (gameScreen.dungeonGrid) {\n gameScreen.gameContainer.removeChild(gameScreen.dungeonGrid);\n }", "score": 0.811534583568573 }, { "filename": "src/save/Save.ts", "retrieved_chunk": " gameScreen.dungeonGrid = this.deserialiseDungeonGrid(gameScreen, data.dungeonGrid);\n gameScreen.gameContainer.addChild(gameScreen.dungeonGrid);\n const pc = gameScreen.dungeonGrid.characters.find(c => c.isPlayer);\n gameScreen.playerCharacter = pc;\n gameScreen.incScore(0);\n }\n static hasGameState() {\n return !!this.engine.load(\"currentGameState\");\n }\n static saveGameState(gameScreen: GameScreen) {", "score": 0.8108047246932983 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " this.darkOverlay.visible = false;\n this.darkOverlay.alpha = 0;\n })\n ).play();\n }\n gameOver() {\n this.state = \"gameover\";\n Save.clearGameState();\n this.showDarkOverlay(0.5);\n this.gameOverModal = new GameOverModal(this);", "score": 0.795304536819458 } ]
typescript
setScreen(gameScreen);
import Engine from "./engine/Engine"; import LocalStorageEngine from "./engine/LocalStorageEngine"; import MemoryEngine from "./engine/MemoryEngine"; import GameScreen from "../screens/game/GameScreen"; import DungeonGrid from "../screens/game/grid/DungeonGrid"; import Wall from "../screens/game/grid/Wall"; import { PlayerCharacter, EnemyCharacter, Character } from "../screens/game/character"; import type { CharacterType } from "../screens/game/character/Character"; import { Coords } from "utils"; export default class Save { static engine: Engine; static initialise() { if (LocalStorageEngine.isSupported()) { this.engine = new LocalStorageEngine(); } else { this.engine = new MemoryEngine(); } } // Coords private static serialiseCoords(coords: Coords) { if (!coords) return null; return [coords.col, coords.row]; } private static deserialiseCoords(coords: any): Coords { if (!coords) return null; return new Coords(coords[0], coords[1]); } // Walls private static serialiseWalls(walls: Wall[]) { return walls.map((w) => { return { from: this.serialiseCoords(w.from), to: this.serialiseCoords(w.to), }; }); } private static deserialiseWalls(walls: any): Wall[] { return walls.map( (w: any) => new Wall(this.deserialiseCoords(w.from), this.deserialiseCoords(w.to)) ); } // Characters
private static serialiseCharacters(characters: Character[]) {
return characters.map((c) => { return { type: c.type, coords: this.serialiseCoords(c.coords), hp: c.hp, }; }); } private static deserialiseCharacters(characters: any): Character[] { return characters.map( (c: any) => this.createCharacter(c.type, c.hp, this.deserialiseCoords(c.coords)) ); } private static createCharacter(type: CharacterType, hp: number, coords: Coords) { let c; if (type === "player") { c = new PlayerCharacter(); } else { c = new EnemyCharacter(type); } c.coords = coords; c.hp = hp; return c; } // Dungeon grid private static serialiseDungeonGrid(dungeonGrid: DungeonGrid) { return { characters: this.serialiseCharacters(dungeonGrid.characters), walls: this.serialiseWalls(dungeonGrid.walls), edgeWalls: this.serialiseWalls(dungeonGrid.edgeWalls), dimension: dungeonGrid.dimension, exitCoords: this.serialiseCoords(dungeonGrid.exitCoords), exitDir: this.serialiseCoords(dungeonGrid.exitDir), }; } private static deserialiseDungeonGrid(gameScreen: GameScreen, data: any) { const dungeonGrid = new DungeonGrid(gameScreen, data.dimension); const chars = this.deserialiseCharacters(data.characters); for (const c of chars) { dungeonGrid.addCharacter(c); } dungeonGrid.walls = this.deserialiseWalls(data.walls); dungeonGrid.edgeWalls = this.deserialiseWalls(data.edgeWalls); dungeonGrid.exitCoords = this.deserialiseCoords(data.exitCoords); dungeonGrid.exitDir = this.deserialiseCoords(data.exitDir); dungeonGrid.drawWalls(dungeonGrid.walls); dungeonGrid.updateExitCoords(); return dungeonGrid; } // Game state private static serialiseGameState(gameScreen: GameScreen) { return { level: gameScreen.level, state: gameScreen.state, score: gameScreen.score, dungeonGrid: this.serialiseDungeonGrid(gameScreen.dungeonGrid), }; } private static deserialiseGameState(gameScreen: GameScreen, data: any) { gameScreen.level = data.level; gameScreen.state = data.state; gameScreen.score = data.score; // Remove the old dungeon grid: if (gameScreen.dungeonGrid) { gameScreen.gameContainer.removeChild(gameScreen.dungeonGrid); } gameScreen.dungeonGrid = this.deserialiseDungeonGrid(gameScreen, data.dungeonGrid); gameScreen.gameContainer.addChild(gameScreen.dungeonGrid); const pc = gameScreen.dungeonGrid.characters.find(c => c.isPlayer); gameScreen.playerCharacter = pc; gameScreen.incScore(0); } static hasGameState() { return !!this.engine.load("currentGameState"); } static saveGameState(gameScreen: GameScreen) { // Save game state... const data = this.serialiseGameState(gameScreen); this.engine.save("currentGameState", data); } static loadGameState(gameScreen: GameScreen) { // Save game state... const data = this.engine.load("currentGameState"); if (data) { // Load data into gameScreen... this.deserialiseGameState(gameScreen, data); return true; } return false; } static clearGameState() { this.engine.remove("currentGameState"); } }
src/save/Save.ts
MaxBittker-broughlike-c8d94d5
[ { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " // Delete all old walls\n for (const w of this.walls) {\n Actions.fadeOutAndRemove(w, 0.2).play();\n }\n this.walls = Wall.randomLayout(numWalls, this.dimension);\n // Add some new walls... they must generate any closed areas\n this.drawWalls(this.walls);\n }\n drawWalls(walls: Wall[]) {\n for (const w of walls) {", "score": 0.7666460275650024 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " if (\n !this.getCharacterAt(coord) &&\n (!dijks || dijks.distance[coord.col][coord.row] > 1)\n ) {\n return coord;\n }\n }\n return null;\n }\n generateWalls(numWalls: number) {", "score": 0.7529826760292053 }, { "filename": "src/screens/game/grid/Wall.ts", "retrieved_chunk": " let prospective: Wall = null;\n if (walls.length > 0 && Math.random() < Wall.CONNECTION_PREFERRED_RATIO) {\n // Try to join onto an existing wall\n const prevWall = _.sample(walls);\n const connectingWalls = [];\n if (prevWall.isHorizontal) {\n connectingWalls.push(\n // 2 parallel\n [prevWall.from.clone().add(-1, 0), prevWall.to.clone().add(-1, 0)],\n [prevWall.from.clone().add(1, 0), prevWall.to.clone().add(1, 0)],", "score": 0.7435232400894165 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " // Add outer wall\n let walls: Wall[] = Wall.edges(this.dimension);\n // Make hole where exit is\n if (this.exitCoords && this.exitDir) {\n walls = walls.filter(\n (w) => !w.blocks(this.exitCoords, this.exitDir.col, this.exitDir.row)\n );\n }\n // Draw walls\n this.drawWalls(walls);", "score": 0.7424074411392212 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " this.walls.push(...walls);\n this.edgeWalls.push(...walls);\n }\n }\n getRandomEmptyCell(): Coords {\n let dijks = null;\n dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false);\n const shuffledCoords = _.shuffle(this.coords);\n for (const coord of shuffledCoords) {\n if (this.exitCoords && this.exitCoords.equals(coord)) continue;", "score": 0.7410944700241089 } ]
typescript
private static serialiseCharacters(characters: Character[]) {
import Engine from "./engine/Engine"; import LocalStorageEngine from "./engine/LocalStorageEngine"; import MemoryEngine from "./engine/MemoryEngine"; import GameScreen from "../screens/game/GameScreen"; import DungeonGrid from "../screens/game/grid/DungeonGrid"; import Wall from "../screens/game/grid/Wall"; import { PlayerCharacter, EnemyCharacter, Character } from "../screens/game/character"; import type { CharacterType } from "../screens/game/character/Character"; import { Coords } from "utils"; export default class Save { static engine: Engine; static initialise() { if (LocalStorageEngine.isSupported()) { this.engine = new LocalStorageEngine(); } else { this.engine = new MemoryEngine(); } } // Coords private static serialiseCoords(coords: Coords) { if (!coords) return null; return [coords.col, coords.row]; } private static deserialiseCoords(coords: any): Coords { if (!coords) return null; return new Coords(coords[0], coords[1]); } // Walls private static serialiseWalls(walls: Wall[]) { return walls.map((w) => { return { from: this.serialiseCoords(w.from), to: this.serialiseCoords(w.to), }; }); } private static deserialiseWalls(walls: any): Wall[] { return walls.map( (w: any) => new Wall(this.deserialiseCoords(w.from), this.deserialiseCoords(w.to)) ); } // Characters private static serialiseCharacters(characters: Character[]) { return characters.map((c) => { return { type: c.type, coords: this.serialiseCoords(c.coords), hp: c.hp, }; }); } private static deserialiseCharacters(characters: any): Character[] { return characters.map( (c: any) => this.createCharacter(c.type, c.hp, this.deserialiseCoords(c.coords)) ); } private static createCharacter(type: CharacterType, hp: number, coords: Coords) { let c; if (type === "player") {
c = new PlayerCharacter();
} else { c = new EnemyCharacter(type); } c.coords = coords; c.hp = hp; return c; } // Dungeon grid private static serialiseDungeonGrid(dungeonGrid: DungeonGrid) { return { characters: this.serialiseCharacters(dungeonGrid.characters), walls: this.serialiseWalls(dungeonGrid.walls), edgeWalls: this.serialiseWalls(dungeonGrid.edgeWalls), dimension: dungeonGrid.dimension, exitCoords: this.serialiseCoords(dungeonGrid.exitCoords), exitDir: this.serialiseCoords(dungeonGrid.exitDir), }; } private static deserialiseDungeonGrid(gameScreen: GameScreen, data: any) { const dungeonGrid = new DungeonGrid(gameScreen, data.dimension); const chars = this.deserialiseCharacters(data.characters); for (const c of chars) { dungeonGrid.addCharacter(c); } dungeonGrid.walls = this.deserialiseWalls(data.walls); dungeonGrid.edgeWalls = this.deserialiseWalls(data.edgeWalls); dungeonGrid.exitCoords = this.deserialiseCoords(data.exitCoords); dungeonGrid.exitDir = this.deserialiseCoords(data.exitDir); dungeonGrid.drawWalls(dungeonGrid.walls); dungeonGrid.updateExitCoords(); return dungeonGrid; } // Game state private static serialiseGameState(gameScreen: GameScreen) { return { level: gameScreen.level, state: gameScreen.state, score: gameScreen.score, dungeonGrid: this.serialiseDungeonGrid(gameScreen.dungeonGrid), }; } private static deserialiseGameState(gameScreen: GameScreen, data: any) { gameScreen.level = data.level; gameScreen.state = data.state; gameScreen.score = data.score; // Remove the old dungeon grid: if (gameScreen.dungeonGrid) { gameScreen.gameContainer.removeChild(gameScreen.dungeonGrid); } gameScreen.dungeonGrid = this.deserialiseDungeonGrid(gameScreen, data.dungeonGrid); gameScreen.gameContainer.addChild(gameScreen.dungeonGrid); const pc = gameScreen.dungeonGrid.characters.find(c => c.isPlayer); gameScreen.playerCharacter = pc; gameScreen.incScore(0); } static hasGameState() { return !!this.engine.load("currentGameState"); } static saveGameState(gameScreen: GameScreen) { // Save game state... const data = this.serialiseGameState(gameScreen); this.engine.save("currentGameState", data); } static loadGameState(gameScreen: GameScreen) { // Save game state... const data = this.engine.load("currentGameState"); if (data) { // Load data into gameScreen... this.deserialiseGameState(gameScreen, data); return true; } return false; } static clearGameState() { this.engine.remove("currentGameState"); } }
src/save/Save.ts
MaxBittker-broughlike-c8d94d5
[ { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " character.alpha = 0;\n Actions.fadeIn(character, 0.2).play();\n this.characters.push(character);\n this.charactersHolder.addChild(character);\n // Place in the correct place!\n this.setPositionTo(character, character.coords);\n }\n getCharacterAt(col: number | Coords, row: number = null): Character {\n let c = 0;\n let r = 0;", "score": 0.812124490737915 }, { "filename": "src/utils/Coords.ts", "retrieved_chunk": " return this;\n }\n clone(): Coords {\n return new Coords(this.col, this.row);\n }\n equals(col: number | Coords, row: number = null) {\n let c = 0;\n let r = 0;\n if (typeof col == \"number\") {\n c = col;", "score": 0.8078460097312927 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " character: Character,\n dx: number,\n dy: number\n ): { didMove: boolean; delay: number; wentThroughExit: boolean } {\n // Check the target space is available\n const targetCoord = character.coords.clone().add(dx, dy);\n // Edge of grid!\n if (!this.inBounds(targetCoord)) {\n if (\n this.exitCoords &&", "score": 0.7986191511154175 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " return time;\n }\n damageEnemy(targetCharacter: EnemyCharacter) {\n let delay = 0;\n const didDie = targetCharacter.damage(1);\n if (didDie) {\n // Remove from characters array\n const index = this.characters.indexOf(targetCharacter);\n if (index >= 0) {\n this.characters.splice(index, 1);", "score": 0.7958348989486694 }, { "filename": "src/screens/game/grid/Wall.ts", "retrieved_chunk": " }\n }\n return walls;\n }\n static randomLayout(numWalls: number, dimension: number): Wall[] {\n const walls: Wall[] = [];\n const flood: boolean[][] = [];\n for (let i = 0; i < dimension; i++) {\n const col: boolean[] = [];\n for (let j = 0; j < dimension; j++) {", "score": 0.7853662967681885 } ]
typescript
c = new PlayerCharacter();
import Engine from "./engine/Engine"; import LocalStorageEngine from "./engine/LocalStorageEngine"; import MemoryEngine from "./engine/MemoryEngine"; import GameScreen from "../screens/game/GameScreen"; import DungeonGrid from "../screens/game/grid/DungeonGrid"; import Wall from "../screens/game/grid/Wall"; import { PlayerCharacter, EnemyCharacter, Character } from "../screens/game/character"; import type { CharacterType } from "../screens/game/character/Character"; import { Coords } from "utils"; export default class Save { static engine: Engine; static initialise() { if (LocalStorageEngine.isSupported()) { this.engine = new LocalStorageEngine(); } else { this.engine = new MemoryEngine(); } } // Coords private static serialiseCoords(coords: Coords) { if (!coords) return null; return [coords.col, coords.row]; } private static deserialiseCoords(coords: any): Coords { if (!coords) return null; return new Coords(coords[0], coords[1]); } // Walls private static serialiseWalls(walls: Wall[]) { return walls.map((w) => { return { from: this.serialiseCoords(w.from), to: this.serialiseCoords(w.to), }; }); } private static deserialiseWalls(walls: any): Wall[] { return walls.map( (w: any) => new Wall(this.deserialiseCoords(w.from), this.deserialiseCoords(w.to)) ); } // Characters private static serialiseCharacters(characters: Character[]) { return characters.map((c) => { return { type: c.type, coords: this.serialiseCoords(c.coords), hp: c.hp, }; }); } private static deserialiseCharacters(characters: any): Character[] { return characters.map( (c: any) => this.createCharacter(c.type, c.hp, this.deserialiseCoords(c.coords)) ); } private static createCharacter(type: CharacterType, hp: number, coords: Coords) { let c; if (type === "player") { c = new PlayerCharacter(); } else { c =
new EnemyCharacter(type);
} c.coords = coords; c.hp = hp; return c; } // Dungeon grid private static serialiseDungeonGrid(dungeonGrid: DungeonGrid) { return { characters: this.serialiseCharacters(dungeonGrid.characters), walls: this.serialiseWalls(dungeonGrid.walls), edgeWalls: this.serialiseWalls(dungeonGrid.edgeWalls), dimension: dungeonGrid.dimension, exitCoords: this.serialiseCoords(dungeonGrid.exitCoords), exitDir: this.serialiseCoords(dungeonGrid.exitDir), }; } private static deserialiseDungeonGrid(gameScreen: GameScreen, data: any) { const dungeonGrid = new DungeonGrid(gameScreen, data.dimension); const chars = this.deserialiseCharacters(data.characters); for (const c of chars) { dungeonGrid.addCharacter(c); } dungeonGrid.walls = this.deserialiseWalls(data.walls); dungeonGrid.edgeWalls = this.deserialiseWalls(data.edgeWalls); dungeonGrid.exitCoords = this.deserialiseCoords(data.exitCoords); dungeonGrid.exitDir = this.deserialiseCoords(data.exitDir); dungeonGrid.drawWalls(dungeonGrid.walls); dungeonGrid.updateExitCoords(); return dungeonGrid; } // Game state private static serialiseGameState(gameScreen: GameScreen) { return { level: gameScreen.level, state: gameScreen.state, score: gameScreen.score, dungeonGrid: this.serialiseDungeonGrid(gameScreen.dungeonGrid), }; } private static deserialiseGameState(gameScreen: GameScreen, data: any) { gameScreen.level = data.level; gameScreen.state = data.state; gameScreen.score = data.score; // Remove the old dungeon grid: if (gameScreen.dungeonGrid) { gameScreen.gameContainer.removeChild(gameScreen.dungeonGrid); } gameScreen.dungeonGrid = this.deserialiseDungeonGrid(gameScreen, data.dungeonGrid); gameScreen.gameContainer.addChild(gameScreen.dungeonGrid); const pc = gameScreen.dungeonGrid.characters.find(c => c.isPlayer); gameScreen.playerCharacter = pc; gameScreen.incScore(0); } static hasGameState() { return !!this.engine.load("currentGameState"); } static saveGameState(gameScreen: GameScreen) { // Save game state... const data = this.serialiseGameState(gameScreen); this.engine.save("currentGameState", data); } static loadGameState(gameScreen: GameScreen) { // Save game state... const data = this.engine.load("currentGameState"); if (data) { // Load data into gameScreen... this.deserialiseGameState(gameScreen, data); return true; } return false; } static clearGameState() { this.engine.remove("currentGameState"); } }
src/save/Save.ts
MaxBittker-broughlike-c8d94d5
[ { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " character: Character,\n dx: number,\n dy: number\n ): { didMove: boolean; delay: number; wentThroughExit: boolean } {\n // Check the target space is available\n const targetCoord = character.coords.clone().add(dx, dy);\n // Edge of grid!\n if (!this.inBounds(targetCoord)) {\n if (\n this.exitCoords &&", "score": 0.8256714940071106 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " character.alpha = 0;\n Actions.fadeIn(character, 0.2).play();\n this.characters.push(character);\n this.charactersHolder.addChild(character);\n // Place in the correct place!\n this.setPositionTo(character, character.coords);\n }\n getCharacterAt(col: number | Coords, row: number = null): Character {\n let c = 0;\n let r = 0;", "score": 0.8255137801170349 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " if (this.readyToMove) {\n // 2. Otherwise, do the move\n const moveResult = this.dungeonGrid.moveCharacter(\n this.playerCharacter,\n dx,\n dy\n );\n // 3. If the move was successful, then say we aren't ready to move yet\n if (moveResult.wentThroughExit) {\n // Load in new level", "score": 0.8171567916870117 }, { "filename": "src/utils/Coords.ts", "retrieved_chunk": " return this;\n }\n clone(): Coords {\n return new Coords(this.col, this.row);\n }\n equals(col: number | Coords, row: number = null) {\n let c = 0;\n let r = 0;\n if (typeof col == \"number\") {\n c = col;", "score": 0.8168152570724487 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " return time;\n }\n damageEnemy(targetCharacter: EnemyCharacter) {\n let delay = 0;\n const didDie = targetCharacter.damage(1);\n if (didDie) {\n // Remove from characters array\n const index = this.characters.indexOf(targetCharacter);\n if (index >= 0) {\n this.characters.splice(index, 1);", "score": 0.8155026435852051 } ]
typescript
new EnemyCharacter(type);
import Engine from "./engine/Engine"; import LocalStorageEngine from "./engine/LocalStorageEngine"; import MemoryEngine from "./engine/MemoryEngine"; import GameScreen from "../screens/game/GameScreen"; import DungeonGrid from "../screens/game/grid/DungeonGrid"; import Wall from "../screens/game/grid/Wall"; import { PlayerCharacter, EnemyCharacter, Character } from "../screens/game/character"; import type { CharacterType } from "../screens/game/character/Character"; import { Coords } from "utils"; export default class Save { static engine: Engine; static initialise() { if (LocalStorageEngine.isSupported()) { this.engine = new LocalStorageEngine(); } else { this.engine = new MemoryEngine(); } } // Coords private static serialiseCoords(coords: Coords) { if (!coords) return null; return [coords.col, coords.row]; } private static deserialiseCoords(coords: any): Coords { if (!coords) return null; return new Coords(coords[0], coords[1]); } // Walls private static serialiseWalls(walls: Wall[]) { return walls.map((w) => { return { from: this.serialiseCoords(w.from), to: this.serialiseCoords(w.to), }; }); } private static deserialiseWalls(walls: any): Wall[] { return walls.map( (w: any) => new Wall(this.deserialiseCoords(w.from), this.deserialiseCoords(w.to)) ); } // Characters private static serialiseCharacters(characters: Character[]) { return characters.map((c) => { return { type: c.type, coords: this.serialiseCoords(c.coords), hp: c.hp, }; }); } private static deserialiseCharacters(characters: any): Character[] { return characters.map( (c: any) => this.createCharacter(c.type, c.hp, this.deserialiseCoords(c.coords)) ); } private static createCharacter(type: CharacterType, hp: number, coords: Coords) { let c; if (type === "player") { c = new PlayerCharacter(); } else { c = new EnemyCharacter(type); } c.coords = coords; c.hp = hp; return c; } // Dungeon grid private static serialiseDungeonGrid(dungeonGrid: DungeonGrid) { return { characters: this.serialiseCharacters(dungeonGrid.characters), walls: this.serialiseWalls(dungeonGrid.walls), edgeWalls: this.serialiseWalls(dungeonGrid.edgeWalls), dimension: dungeonGrid.dimension, exitCoords: this.serialiseCoords(dungeonGrid.exitCoords), exitDir: this.serialiseCoords(dungeonGrid.exitDir), }; }
private static deserialiseDungeonGrid(gameScreen: GameScreen, data: any) {
const dungeonGrid = new DungeonGrid(gameScreen, data.dimension); const chars = this.deserialiseCharacters(data.characters); for (const c of chars) { dungeonGrid.addCharacter(c); } dungeonGrid.walls = this.deserialiseWalls(data.walls); dungeonGrid.edgeWalls = this.deserialiseWalls(data.edgeWalls); dungeonGrid.exitCoords = this.deserialiseCoords(data.exitCoords); dungeonGrid.exitDir = this.deserialiseCoords(data.exitDir); dungeonGrid.drawWalls(dungeonGrid.walls); dungeonGrid.updateExitCoords(); return dungeonGrid; } // Game state private static serialiseGameState(gameScreen: GameScreen) { return { level: gameScreen.level, state: gameScreen.state, score: gameScreen.score, dungeonGrid: this.serialiseDungeonGrid(gameScreen.dungeonGrid), }; } private static deserialiseGameState(gameScreen: GameScreen, data: any) { gameScreen.level = data.level; gameScreen.state = data.state; gameScreen.score = data.score; // Remove the old dungeon grid: if (gameScreen.dungeonGrid) { gameScreen.gameContainer.removeChild(gameScreen.dungeonGrid); } gameScreen.dungeonGrid = this.deserialiseDungeonGrid(gameScreen, data.dungeonGrid); gameScreen.gameContainer.addChild(gameScreen.dungeonGrid); const pc = gameScreen.dungeonGrid.characters.find(c => c.isPlayer); gameScreen.playerCharacter = pc; gameScreen.incScore(0); } static hasGameState() { return !!this.engine.load("currentGameState"); } static saveGameState(gameScreen: GameScreen) { // Save game state... const data = this.serialiseGameState(gameScreen); this.engine.save("currentGameState", data); } static loadGameState(gameScreen: GameScreen) { // Save game state... const data = this.engine.load("currentGameState"); if (data) { // Load data into gameScreen... this.deserialiseGameState(gameScreen, data); return true; } return false; } static clearGameState() { this.engine.remove("currentGameState"); } }
src/save/Save.ts
MaxBittker-broughlike-c8d94d5
[ { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " // Add outer wall\n let walls: Wall[] = Wall.edges(this.dimension);\n // Make hole where exit is\n if (this.exitCoords && this.exitDir) {\n walls = walls.filter(\n (w) => !w.blocks(this.exitCoords, this.exitDir.col, this.exitDir.row)\n );\n }\n // Draw walls\n this.drawWalls(walls);", "score": 0.7884331345558167 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " this.level++;\n this.readyToMove = true;\n const nextGrid = new DungeonGrid(this, Game.DIMENSION);\n if (this.dungeonGrid) {\n // Slide the new one in!\n if (Game.EXIT_TYPE == \"door\" && this.dungeonGrid.exitDir) {\n const dx = this.dungeonGrid.exitDir.col * this.dungeonGrid.edgeSize;\n const dy = this.dungeonGrid.exitDir.row * this.dungeonGrid.edgeSize;\n nextGrid.position.set(\n this.dungeonGrid.position.x + dx,", "score": 0.7877545356750488 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " this.walls.push(...walls);\n this.edgeWalls.push(...walls);\n }\n }\n getRandomEmptyCell(): Coords {\n let dijks = null;\n dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false);\n const shuffledCoords = _.shuffle(this.coords);\n for (const coord of shuffledCoords) {\n if (this.exitCoords && this.exitCoords.equals(coord)) continue;", "score": 0.7766662836074829 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " )\n ),\n Actions.remove(this.dungeonGrid)\n ).play();\n // Move the player to opposite side of the dungeon\n if (this.dungeonGrid.exitDir.col != 0) {\n this.playerCharacter.coords.col = this.dungeonGrid.dimension - this.playerCharacter.coords.col - 1;\n } else {\n this.playerCharacter.coords.row = this.dungeonGrid.dimension - this.playerCharacter.coords.row - 1;\n }", "score": 0.7553399801254272 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " this.resizeAgain();\n nextGrid.alpha = 0;\n Actions.fadeIn(nextGrid, 0.5).play();\n }\n this.dungeonGrid = nextGrid;\n this.dungeonGrid.addCharacter(this.playerCharacter);\n this.dungeonGrid.clearEnemies();\n this.dungeonGrid.generateWalls(Math.min(3 + this.level, 8));\n this.dungeonGrid.setExitCell();\n this.gameContainer.addChild(this.dungeonGrid);", "score": 0.7475717067718506 } ]
typescript
private static deserialiseDungeonGrid(gameScreen: GameScreen, data: any) {
import * as PIXI from "pixi.js"; import { Sound, sound } from "@pixi/sound"; import { Actions } from "pixi-actions"; import { Screen, GameScreen, MenuScreen } from "screens"; import { Font } from "utils"; import Save from "./save/Save"; import * as _ from "underscore"; export default class Game { // Display options static TARGET_WIDTH = 225; static TARGET_HEIGHT = 345; static INTEGER_SCALING = false; static MAINTAIN_RATIO = false; static BACKGROUND_COLOUR = 0x333333; // Mouse static HOLD_INITIAL_TIME_MS = 500; static HOLD_REPEAT_TIME_MS = 400; static SWIPE_TRIGGER_THRESHOLD = 10; static SWIPE_MAX_TIME_MS = 500; // Game options static EXIT_TYPE: "stairs" | "door" = "door"; static DIMENSION = 5; // Debug stuff static DEBUG_SHOW_FRAMERATE = true; // Helpers static instance: Game; resources: any; spritesheet: PIXI.Spritesheet; app: PIXI.Application; stage: PIXI.Container; fpsLabel: PIXI.BitmapText; backgroundSprite: PIXI.Sprite; innerBackgroundSprite: PIXI.Sprite; // Full size of app width: number = window.innerWidth; height: number = window.innerHeight; // Size of stage (on mobile, may include inset areas) stageWidth: number = window.innerWidth; stageHeight: number = window.innerHeight; scale: number = 1; currentScreen: Screen; startTouch: { x: number; y: number }; startTouchTime: number; touchPosition: { x: number; y: number } = {x: 0, y: 0}; previousHoldPosition: { x: number; y: number } = {x: 0, y: 0}; isHoldRepeating: boolean = false; playerHash: string; playerName: string; muted: boolean; stretchDisplay: boolean; fpsAverageShort: number[] = []; fpsAverageLong: number[] = []; constructor(app: PIXI.Application) { this.app = app; this.muted = false; this.stretchDisplay = !Game.INTEGER_SCALING; this.stage = new PIXI.Container(); this.app.stage.addChild(this.stage); Save.initialise(); this.resize(); this.init(); } setStretchDisplay(s: boolean) { this.stretchDisplay = s; this.resize(); } static tex(name: string): PIXI.Texture { return Game.instance.spritesheet.textures[name]; } init() { sound.init(); Game.instance = this; PIXI.settings.SCALE_MODE = PIXI.SCALE_MODES.LINEAR; PIXI.settings.ROUND_PIXELS = false; PIXI.Loader.shared .add("spritesheet", "packed.json") .add("Kaph", "font/kaph.fnt") .add("sound-attack", "sound/attack.wav") .add("sound-bump", "sound/bump.wav") .add("sound-step1", "sound/step1.wav") .add("sound-step2", "sound/step2.wav") .add("sound-step3", "sound/step3.wav") .add("sound-step4", "sound/step4.wav") .use((resource, next) => { // Load sounds into sound system if (resource) { if (["wav", "ogg", "mp3", "mpeg"].includes(resource.extension)) { sound.add(resource.name, Sound.from(resource.data)); } } next(); }) .load((_, resources) => { this.resources = resources; this.spritesheet = this.resources["spritesheet"].spritesheet; this.postInit(); }); } gotoGameScreen() { const gameScreen = new GameScreen(); if (!
Save.loadGameState(gameScreen)) {
gameScreen.nextLevel(); } this.setScreen(gameScreen); } gotoMenuScreen() { this.setScreen(new MenuScreen()); } setScreen(screen: Screen) { if (this.currentScreen != null) { // Remove it! Actions.fadeOutAndRemove(this.currentScreen, 0.2).play(); } // Add new one screen.alpha = 0; Actions.fadeIn(screen, 0.2).play(); this.currentScreen = screen; this.stage.addChild(screen); this.notifyScreensOfSize(); } postInit() { // FPS label this.fpsLabel = new PIXI.BitmapText( "0", Font.makeFontOptions("medium", "left") ); this.fpsLabel.anchor.set(0); this.fpsLabel.position.set(10, 10); this.fpsLabel.tint = 0xffffff; if (Game.DEBUG_SHOW_FRAMERATE) { this.app.stage.addChild(this.fpsLabel); } // Add background this.backgroundSprite = PIXI.Sprite.from(PIXI.Texture.WHITE); this.backgroundSprite.tint = 0xffffff; this.backgroundSprite.width = this.width; this.backgroundSprite.height = this.height; this.app.stage.addChildAt(this.backgroundSprite, 0); // Inner background this.innerBackgroundSprite = PIXI.Sprite.from(PIXI.Texture.WHITE); this.innerBackgroundSprite.tint = Game.BACKGROUND_COLOUR; this.innerBackgroundSprite.width = Game.TARGET_WIDTH; this.innerBackgroundSprite.height = Game.TARGET_HEIGHT; this.stage.addChild(this.innerBackgroundSprite); if (Save.hasGameState()) { this.gotoGameScreen(); } else { this.gotoMenuScreen(); } this.resize(); this.notifyScreensOfSize(); // Register swipe listeners // EventEmitter types issue - see https://github.com/pixijs/pixijs/issues/7429 const stage = this.backgroundSprite as any; stage.interactive = true; stage.on("pointerdown", (e: any) => { this.isHoldRepeating = false; this.startTouch = { x: e.data.global.x, y: e.data.global.y }; this.startTouchTime = Date.now(); }); stage.on("pointermove", (e: any) => { if (!this.startTouch) return; this.touchPosition.x = e.data.global.x; this.touchPosition.y = e.data.global.y; }); stage.on("pointerup", (e: any) => { if (!this.startTouch) return; if (this.isHoldRepeating) { this.startTouch = null; return; } const deltaTime = Date.now() - this.startTouchTime; if (deltaTime > Game.SWIPE_MAX_TIME_MS) return; const deltaX = e.data.global.x - this.startTouch.x; const deltaY = e.data.global.y - this.startTouch.y; this.performSwipe(deltaX, deltaY); this.startTouch = null; }); this.app.ticker.add((delta: number) => this.tick(delta)); } playSound(name: string | string[]) { if (this.muted) return; const theName = Array.isArray(name) ? _.sample(name) : name; const resource = this.resources["sound-" + theName]; if (resource?.sound) { resource.sound.play(); } } performSwipe(deltaX: number, deltaY: number) { const absDeltaX = Math.abs(deltaX); const absDeltaY = Math.abs(deltaY); const absMin = Math.min(absDeltaX, absDeltaY); const absMax = Math.max(absDeltaX, absDeltaY); // The other axis must be smaller than this to avoid a diagonal swipe const confusionThreshold = absMax / 2; if (absMin < confusionThreshold) { if (absMax > Game.SWIPE_TRIGGER_THRESHOLD) { if (absMax == absDeltaX) { // Right or left this.keydown(deltaX > 0 ? "KeyD" : "KeyA"); } else { // Up or down this.keydown(deltaY > 0 ? "KeyS" : "KeyW"); } } } } tick(delta: number) { // delta is in frames let elapsedSeconds = delta / 60; Actions.tick(elapsedSeconds); // If pointer is held down, trigger movements. if (this.startTouch) { const elapsed = Date.now() - this.startTouchTime; if (this.isHoldRepeating) { if (elapsed > Game.HOLD_REPEAT_TIME_MS) { const deltaX = this.touchPosition.x - this.startTouch.x; const deltaY = this.touchPosition.y - this.startTouch.y; this.performSwipe(deltaX, deltaY); this.startTouchTime = Date.now(); } } else if (elapsed > Game.HOLD_INITIAL_TIME_MS) { // Held down for some time Trigger a swipe! const deltaX = this.touchPosition.x - this.startTouch.x; const deltaY = this.touchPosition.y - this.startTouch.y; this.performSwipe(deltaX, deltaY); // From now on, when we pass HOLD_REPEAT_TIME_MS, we perform another swipe this.isHoldRepeating = true; this.startTouchTime = Date.now(); } } this.fpsAverageShort.push(this.app.ticker.FPS); this.fpsAverageLong.push(this.app.ticker.FPS); // Keep most recent only if (this.fpsAverageShort.length > 100) { this.fpsAverageShort.shift(); } if (this.fpsAverageLong.length > 1000) { this.fpsAverageLong.shift(); } const avgShort = _.reduce(this.fpsAverageShort, (a, b) => a + b, 0) / (this.fpsAverageShort.length === 0 ? 1 : this.fpsAverageShort.length); const avgLong = _.reduce(this.fpsAverageLong, (a, b) => a + b, 0) / (this.fpsAverageLong.length === 0 ? 1 : this.fpsAverageLong.length); this.fpsLabel.text = "" + Math.round(this.app.ticker.FPS) + "\n" + Math.round(avgShort) + "\n" + Math.round(avgLong) + "\n"; } notifyScreensOfSize() { // Let screens now for (const s of this.stage.children) { if (s instanceof Screen) { if (Game.MAINTAIN_RATIO) { s.resize(Game.TARGET_WIDTH, Game.TARGET_HEIGHT); } else { s.resize(this.width / this.scale, this.height / this.scale); } } } } resize() { const rootStyle = getComputedStyle(document.documentElement); const resizeInfo = { width: window.innerWidth, height: window.innerHeight, safeInsets: { left: parseInt(rootStyle.getPropertyValue('--safe-area-left')) || 0, right: parseInt(rootStyle.getPropertyValue('--safe-area-right')) || 0, top: parseInt(rootStyle.getPropertyValue('--safe-area-top')) || 0, bottom: parseInt(rootStyle.getPropertyValue('--safe-area-bottom')) || 0 } }; //this part resizes the canvas but keeps ratio the same this.app.renderer.view.style.width = resizeInfo.width + "px"; this.app.renderer.view.style.height = resizeInfo.height + "px"; this.width = resizeInfo.width; this.height = resizeInfo.height; if (this.backgroundSprite) { this.backgroundSprite.width = resizeInfo.width; this.backgroundSprite.height = resizeInfo.height; this.backgroundSprite.alpha = Game.MAINTAIN_RATIO ? 1 : 0; } this.app.renderer.resize(resizeInfo.width, resizeInfo.height); // Ensure stage can fit inside the view! // Scale it if it's not snug // Stage side sits inside the safe insets this.stageWidth = resizeInfo.width - resizeInfo.safeInsets.left - resizeInfo.safeInsets.right; this.stageHeight = resizeInfo.height - resizeInfo.safeInsets.top - resizeInfo.safeInsets.bottom; const targetScaleX = resizeInfo.width / Game.TARGET_WIDTH; const targetScaleY = resizeInfo.height / Game.TARGET_HEIGHT; const smoothScaling = Math.min(targetScaleX, targetScaleY); // Pick integer scale which best fits this.scale = !this.stretchDisplay ? Math.max(1, Math.floor(smoothScaling)) : smoothScaling; this.stage.scale.set(this.scale, this.scale); if (this.innerBackgroundSprite) { if (Game.MAINTAIN_RATIO) { this.innerBackgroundSprite.width = Game.TARGET_WIDTH * this.scale; this.innerBackgroundSprite.height = Game.TARGET_HEIGHT * this.scale; } else { this.innerBackgroundSprite.width = resizeInfo.width; this.innerBackgroundSprite.height = resizeInfo.height; } } // Centre stage if (Game.MAINTAIN_RATIO) { this.stage.position.set( resizeInfo.safeInsets.left + (this.stageWidth - Game.TARGET_WIDTH * this.scale) / 2, resizeInfo.safeInsets.top + (this.stageHeight - Game.TARGET_HEIGHT * this.scale) / 2 ); if (this.innerBackgroundSprite) { this.innerBackgroundSprite.position.set(this.stage.position.x, this.stage.position.y); } } else { this.stage.position.set(resizeInfo.safeInsets.left, resizeInfo.safeInsets.top); } this.notifyScreensOfSize(); } keydown(code: string) { if (this.currentScreen) this.currentScreen.keydown(code); } }
src/Game.ts
MaxBittker-broughlike-c8d94d5
[ { "filename": "src/save/Save.ts", "retrieved_chunk": " // Save game state...\n const data = this.serialiseGameState(gameScreen);\n this.engine.save(\"currentGameState\", data);\n }\n static loadGameState(gameScreen: GameScreen) {\n // Save game state...\n const data = this.engine.load(\"currentGameState\");\n if (data) {\n // Load data into gameScreen...\n this.deserialiseGameState(gameScreen, data);", "score": 0.8604611158370972 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " Actions.delay(delay),\n Actions.runFunc(() => {\n this.readyToMove = true;\n this.pumpQueuedMove();\n })\n ).play();\n if (this.state == \"play\")\n Save.saveGameState(this);\n }\n resizeAgain() {", "score": 0.8245213031768799 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " if (this.state == \"play\")\n Save.saveGameState(this);\n }\n doEnemyMove() {\n // Move enemies, after a delay!\n const enemyMoveResult = this.dungeonGrid.moveEnemies();\n let delay = enemyMoveResult.delay;\n // After a delay, let the player move again\n // Fudge this value, I like to be able to move really soon\n Actions.sequence(", "score": 0.7793013453483582 }, { "filename": "src/save/Save.ts", "retrieved_chunk": " dungeonGrid.updateExitCoords();\n return dungeonGrid;\n }\n // Game state\n private static serialiseGameState(gameScreen: GameScreen) {\n return {\n level: gameScreen.level,\n state: gameScreen.state,\n score: gameScreen.score,\n dungeonGrid: this.serialiseDungeonGrid(gameScreen.dungeonGrid),", "score": 0.7755954265594482 }, { "filename": "src/save/Save.ts", "retrieved_chunk": " gameScreen.dungeonGrid = this.deserialiseDungeonGrid(gameScreen, data.dungeonGrid);\n gameScreen.gameContainer.addChild(gameScreen.dungeonGrid);\n const pc = gameScreen.dungeonGrid.characters.find(c => c.isPlayer);\n gameScreen.playerCharacter = pc;\n gameScreen.incScore(0);\n }\n static hasGameState() {\n return !!this.engine.load(\"currentGameState\");\n }\n static saveGameState(gameScreen: GameScreen) {", "score": 0.7755798101425171 } ]
typescript
Save.loadGameState(gameScreen)) {
import * as PIXI from "pixi.js"; import { Actions } from "pixi-actions"; import { Character, EnemyCharacter, PlayerCharacter } from "../character"; import GameScreen from "../GameScreen"; import Grid from "./Grid"; import Wall from "./Wall"; import { Coords } from "utils"; import * as _ from "underscore"; import Game from "Game"; export default class DungeonGrid extends Grid { characters: Character[] = []; walls: Wall[] = []; edgeWalls: Wall[] = []; wallsHolder: PIXI.Container = new PIXI.Container(); charactersHolder: PIXI.Container = new PIXI.Container(); gameScreen: GameScreen; coords: Coords[] = []; cellSquares: PIXI.Sprite[][] = []; cellStairs: PIXI.Sprite[][] = []; exitCoords: Coords; exitDir: Coords = null; constructor(gameScreen: GameScreen, dimension: number) { super(dimension); this.gameScreen = gameScreen; // Add cell backgrounds const background = PIXI.Sprite.from(PIXI.Texture.WHITE); background.tint = 0xd3c8a2; background.width = this.edgeSize; background.height = this.edgeSize; background.alpha = 1; background.anchor.set(0, 0); this.addChild(background); for (let i = 0; i < this.dimension; i++) { const col1 = []; const col2 = []; for (let j = 0; j < this.dimension; j++) { const cell = PIXI.Sprite.from(PIXI.Texture.WHITE); cell.tint = 0; cell.alpha = (i + j) % 2 == 0 ? 0 : 0.2; cell.width = this.cellSize; cell.height = this.cellSize; const offset1 = (this.cellSize - cell.width) / 2; cell.position.set( i * this.cellSize + offset1, j * this.cellSize + offset1 ); col1.push(cell); this.addChild(cell); const stair = PIXI.Sprite.from(Game.tex("stairs.png")); stair.width = this.cellSize * 0.8; stair.height = this.cellSize * 0.8; const offset2 = (this.cellSize - stair.width) / 2; stair.position.set( i * this.cellSize + offset2, j * this.cellSize + offset2 ); stair.visible = false; col2.push(stair); this.addChild(stair); } this.cellSquares.push(col1); this.cellStairs.push(col2); } this.addChild(this.wallsHolder); this.addChild(this.charactersHolder); for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { this.coords.push(new Coords(i, j)); } } } clearEnemies() { for (let i = this.characters.length - 1; i >= 0; i--) { const c = this.characters[i]; if (!c.isPlayer) { Actions.fadeOutAndRemove(c, 0.2).play(); this.characters.splice(i, 1); } } } unsetExitCell() { this.exitCoords = null; this.updateExitCoords(); } setExitCell(minDistanceFromPlayer: number = 7) { const possibles = []; const backups = []; let dijks = null; dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false); for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { if (i == 2 && j == 2) continue; if ( Game.EXIT_TYPE == "door" && ![0, this.dimension - 1].includes(i) && ![0, this.dimension - 1].includes(j) ) continue; if (dijks.distance[i][j] >= minDistanceFromPlayer) { possibles.push(new Coords(i, j)); } if (dijks.distance[i][j] >= 3) { backups.push(new Coords(i, j)); } } } if (possibles.length == 0) { possibles.push(...backups); } if (possibles.length == 0) { for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { if (i == 2 && j == 2) continue; if ( Game.EXIT_TYPE == "door" && ![0, this.dimension - 1].includes(i) && ![0, this.dimension - 1].includes(j) ) continue; const c = new Coords(i, j); let anyCoincidence = false; if (this.gameScreen.playerCharacter.coords.equals(c)) { anyCoincidence = true; break; } if (!anyCoincidence) { possibles.push(c); } } } } const coords = _.sample(possibles); this.exitCoords = coords; if (Game.EXIT_TYPE == "door") { const possibleDirs = []; if (coords.row == 0) possibleDirs.push(new Coords(0, -1)); if (coords.row == this.dimension - 1) possibleDirs.push(new Coords(0, 1)); if (coords.col == 0) possibleDirs.push(new Coords(-1, 0)); if (coords.col == this.dimension - 1) possibleDirs.push(new Coords(1, 0)); if (possibleDirs.length > 0) this.exitDir = _.sample(possibleDirs); } this.updateExitCoords(); } updateExitCoords() { if (Game.EXIT_TYPE == "stairs") { this.cellStairs.forEach((a, i) => a.forEach( (stairs, j) => (stairs.visible = this.exitCoords && this.exitCoords.col == i && this.exitCoords.row == j) ) ); } else { // Remove other edge walls (if there are any) for (const c of this.edgeWalls) { this.wallsHolder.removeChild(c); } this.edgeWalls = []; // Add outer wall let walls: Wall[] = Wall.edges(this.dimension); // Make hole where exit is if (this.exitCoords && this.exitDir) { walls = walls.filter( (w) => !w.blocks(this.exitCoords, this.exitDir.col, this.exitDir.row) ); } // Draw walls this.drawWalls(walls); this.walls.push(...walls); this.edgeWalls.push(...walls); } } getRandomEmptyCell(): Coords { let dijks = null; dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false); const shuffledCoords = _.shuffle(this.coords); for (const coord of shuffledCoords) { if (this.exitCoords && this.exitCoords.equals(coord)) continue; if ( !this.getCharacterAt(coord) && (!dijks || dijks.distance[coord.col][coord.row] > 1) ) { return coord; } } return null; } generateWalls(numWalls: number) { // Delete all old walls for (const w of this.walls) { Actions.fadeOutAndRemove(w, 0.2).play(); } this.walls = Wall.randomLayout(numWalls, this.dimension); // Add some new walls... they must generate any closed areas this.drawWalls(this.walls); } drawWalls(walls: Wall[]) { for (const w of walls) { w.alpha = 0; Actions.fadeIn(w, 0.2).play(); this.wallsHolder.addChild(w); w.setCellSize(this.cellSize); // Place in the correct place this.setPositionTo(w, w.from, true); } } addCharacter(character: Character) { character.scale.set(0.2); character.alpha = 0; Actions.fadeIn(character, 0.2).play(); this.characters.push(character); this.charactersHolder.addChild(character); // Place in the correct place! this.setPositionTo(character, character.coords); } getCharacterAt(col: number | Coords, row: number = null): Character { let c = 0; let r = 0; if (typeof col == "number") { c = col; r = row; } else { c = col.col; r = col.row; } for (const char of this.characters) { if (char.coords.col == c && char.coords.row == r) { return char; } } return null; } bumpAnimation(character: Character, dx: number, dy: number) { const time = 0.1; Actions.sequence( this.makeMoveTo(character, dx * 0.1, dy * 0.1, time / 2), this.makeMoveTo(character, 0, 0, time / 2) ).play(); return time; } damageEnemy(targetCharacter: EnemyCharacter) { let delay = 0; const didDie = targetCharacter.damage(1); if (didDie) { // Remove from characters array const index = this.characters.indexOf(targetCharacter); if (index >= 0) { this.characters.splice(index, 1); } // Remove from charactersHolder targetCharacter.position.x += this.position.x; targetCharacter.position.y += this.position.y; this.charactersHolder.removeChild(targetCharacter); delay = 0; } return delay; } moveCharacter( character: Character, dx: number, dy: number ): { didMove: boolean; delay: number; wentThroughExit: boolean } { // Check the target space is available const targetCoord = character.coords.clone().add(dx, dy); // Edge of grid!
if (!this.inBounds(targetCoord)) {
if ( this.exitCoords && character.coords.equals(this.exitCoords) && Game.EXIT_TYPE == "door" && this.exitDir && this.exitDir.equals(dx, dy) ) { // We are going through the exit! return { didMove: true, delay: 0, wentThroughExit: true }; } // Hitting the edge of the grid Game.instance.playSound("bump"); const delay = this.bumpAnimation(character, dx, dy); return { didMove: false, delay, wentThroughExit: false }; } // Hitting a wall? if (this.doesWallSeparate(character.coords, dx, dy)) { Game.instance.playSound("bump"); const delay = this.bumpAnimation(character, dx, dy); return { didMove: false, delay, wentThroughExit: false }; } // Is there another character here? try { const targetCharacter = this.getCharacterAt(targetCoord); if (targetCharacter) { let delay = this.bumpAnimation(character, dx, dy); if (character.isPlayer && targetCharacter.isEnemy) { // Attack the character Game.instance.playSound("attack"); delay += this.damageEnemy(targetCharacter as EnemyCharacter); return { didMove: true, delay, wentThroughExit: false }; } else if (character.isEnemy && targetCharacter.isPlayer) { const player = targetCharacter as PlayerCharacter; // Take a damage! if (player.damage(1)) { this.gameScreen.gameOver(); } return { didMove: true, delay, wentThroughExit: false }; } else { return { didMove: false, delay, wentThroughExit: false }; } } } catch (e) { // The game is over this.gameScreen.gameOver(); return { didMove: true, delay: 0, wentThroughExit: false }; } // Move the character if (character.isPlayer) { Game.instance.playSound(["step1", "step2", "step3", "step4"]); } character.coords.set(targetCoord); // Animate to the new position this.makeMoveTo(character).play(); return { didMove: true, delay: 0.05, wentThroughExit: false }; } doesWallSeparate(start: Coords, dx: number, dy: number) { for (const w of this.walls) { if (w.blocks(start, dx, dy)) { return true; } } return false; } moveEnemies() { let delay = 0; // 1. Dijkstra the grid, ignoring enemies // Pick the closest character const dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false); const enemiesAndDistances = []; for (const char of this.characters) { if (char.isEnemy) { let distance = dijks.distance[char.coords.col][char.coords.row]; enemiesAndDistances.push({ distance, char, }); } } // 2. Sort by closest to furthest let sortedEnemies = _.sortBy(enemiesAndDistances, "distance"); // 3. For each enemy, pathfind (properly) to the player let atLeastOneMove = false; for (let tries = 0; tries < 5; tries++) { const tryAgainLater = []; for (const e of sortedEnemies) { const char = e.char; const dijks = this.dijkstra( this.gameScreen.playerCharacter.coords, true, char.coords ); // Move in the direction which has the lowest distance let targetCol = dijks.col[char.coords.col][char.coords.row]; let targetRow = dijks.row[char.coords.col][char.coords.row]; if (targetCol == null || targetRow == null) { const neighbours: Coords[] = []; this.addPotentialNeighbour(neighbours, char.coords, 1, 0); this.addPotentialNeighbour(neighbours, char.coords, 0, 1); this.addPotentialNeighbour(neighbours, char.coords, -1, 0); this.addPotentialNeighbour(neighbours, char.coords, 0, -1); if (neighbours.length > 0) { // If there is no good route, then random direction const dir = _.sample(neighbours); targetCol = dir.col; targetRow = dir.row; } else { // If there is no route at all, then wait, we'll try again in a bit tryAgainLater.push(e); continue; } } const dx = targetCol - char.coords.col; const dy = targetRow - char.coords.row; atLeastOneMove = true; delay = Math.max(this.moveCharacter(char, dx, dy).delay, delay); } if (tryAgainLater.length == 0) { break; } else { sortedEnemies = tryAgainLater; } } return { didMove: true, delay }; } addPotentialNeighbour( list: Coords[], coords: Coords, dx: number, dy: number ) { if (!this.inBounds(coords.col + dx, coords.row + dy)) { // Out of bounds, ignore! return; } if (this.doesWallSeparate(coords, dx, dy)) { // There is no path, ignore! return; } const char = this.getCharacterAt(coords.col + dx, coords.row + dy); if (char && char.isEnemy) { // There is a monster on the target square, ignore! return; } list.push(coords.clone().add(dx, dy)); } updateTentativeDistance( withEnemiesAsObstacles: boolean, tentativeDistance: number[][], tentativeSourceCol: number[][], tentativeSourceRow: number[][], coords: Coords, dx: number, dy: number ) { if (!this.inBounds(coords.col + dx, coords.row + dy)) { // Out of bounds, ignore! return; } if (this.doesWallSeparate(coords, dx, dy)) { // There is no path, ignore! return; } if (withEnemiesAsObstacles) { const char = this.getCharacterAt(coords.col + dx, coords.row + dy); if (char && char.isEnemy) { // There is a monster on the target square, ignore! return; } } const newTentativeDistance = tentativeDistance[coords.col][coords.row] + 1; if ( tentativeDistance[coords.col + dx][coords.row + dy] > newTentativeDistance ) { tentativeDistance[coords.col + dx][coords.row + dy] = newTentativeDistance; tentativeSourceCol[coords.col + dx][coords.row + dy] = coords.col; tentativeSourceRow[coords.col + dx][coords.row + dy] = coords.row; } } dijkstra( target: Coords, withEnemiesAsObstacles: boolean, stopAt: Coords = null ): { distance: number[][]; col: number[][]; row: number[][] } { const current = target.clone(); const visited: boolean[][] = []; const tentativeDistance: number[][] = []; const tentativeSourceCol: number[][] = []; const tentativeSourceRow: number[][] = []; for (let i = 0; i < this.dimension; i++) { // col const c1 = []; const c2 = []; const c3 = []; const c4 = []; for (let j = 0; j < this.dimension; j++) { // row c1.push(false); if (target.row == j && target.col == i) { c2.push(0); } else { c2.push(99999); } c3.push(null); c4.push(null); } visited.push(c1); tentativeDistance.push(c2); tentativeSourceCol.push(c3); tentativeSourceRow.push(c4); } do { // Consider all unvisited neighbours of `current` const utd = (dx: number, dy: number) => { this.updateTentativeDistance( stopAt && stopAt.equals(current.col + dx, current.row + dy) ? false : withEnemiesAsObstacles, tentativeDistance, tentativeSourceCol, tentativeSourceRow, current, dx, dy ); }; utd(1, 0); utd(-1, 0); utd(0, -1); utd(0, 1); // Mark current as visited visited[current.col][current.row] = true; // Stop if we've connected our two target points if (stopAt && stopAt.equals(current)) break; let smallestTentativeDistance = 9999999; let smallests = []; for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { if (visited[i][j]) continue; if ( smallests.length == 0 || tentativeDistance[i][j] < smallestTentativeDistance ) { smallestTentativeDistance = tentativeDistance[i][j]; smallests = []; } if (tentativeDistance[i][j] == smallestTentativeDistance) { smallests.push([i, j]); } } } // If there are no unvisited, we are done if (smallests.length == 0) break; // Otherwise, set current to unvisited with smallest tentative const randomSmallest = _.sample(smallests); current.set(randomSmallest[0], randomSmallest[1]); } while (true); // Return the dijkstra map for the whole grid return { distance: tentativeDistance, col: tentativeSourceCol, row: tentativeSourceRow, }; } }
src/screens/game/grid/DungeonGrid.ts
MaxBittker-broughlike-c8d94d5
[ { "filename": "src/screens/game/grid/Grid.ts", "retrieved_chunk": " dx: number = 0,\n dy: number = 0,\n time: number = 0.1\n ): Action {\n return Actions.moveTo(\n character,\n this.cellSize * (character.coords.col + dx) + this.cellSize / 2,\n this.cellSize * (character.coords.row + dy) + this.cellSize - 3,\n time\n );", "score": 0.8526530265808105 }, { "filename": "src/screens/game/grid/Grid.ts", "retrieved_chunk": " }\n setPositionTo(\n actor: PIXI.Container,\n coords: Coords,\n isWall: boolean = false\n ) {\n if (isWall) {\n if ((actor as Wall).isHorizontal) {\n actor.position.set(\n this.cellSize * coords.col + (this.cellSize - actor.width) / 2,", "score": 0.8421751856803894 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " if (this.readyToMove) {\n // 2. Otherwise, do the move\n const moveResult = this.dungeonGrid.moveCharacter(\n this.playerCharacter,\n dx,\n dy\n );\n // 3. If the move was successful, then say we aren't ready to move yet\n if (moveResult.wentThroughExit) {\n // Load in new level", "score": 0.8282034993171692 }, { "filename": "src/screens/game/grid/Grid.ts", "retrieved_chunk": " this.dimension = dimension;\n this.edgeSize = 28 * this.dimension;\n }\n get cellSize(): number {\n return this.edgeSize / this.dimension;\n }\n inBounds(col: number | Coords, row: number = null) {\n let c = 0,\n r = 0;\n if (typeof col == \"number\") {", "score": 0.8263617753982544 }, { "filename": "src/screens/game/grid/Wall.ts", "retrieved_chunk": " const dx = horizontal ? 1 : 0;\n const dy = horizontal ? 0 : 1;\n let startX = null,\n startY = null;\n startX = _.random(horizontal ? 0 : 1, dimension - 1);\n startY = _.random(horizontal ? 1 : 0, dimension - 1);\n const from = new Coords(startX, startY);\n const to = from.clone().add(dx, dy);\n // If there is already a wall here, skip!\n let alreadyExists = false;", "score": 0.8239759802818298 } ]
typescript
if (!this.inBounds(targetCoord)) {
import * as PIXI from "pixi.js"; import { Sound, sound } from "@pixi/sound"; import { Actions } from "pixi-actions"; import { Screen, GameScreen, MenuScreen } from "screens"; import { Font } from "utils"; import Save from "./save/Save"; import * as _ from "underscore"; export default class Game { // Display options static TARGET_WIDTH = 225; static TARGET_HEIGHT = 345; static INTEGER_SCALING = false; static MAINTAIN_RATIO = false; static BACKGROUND_COLOUR = 0x333333; // Mouse static HOLD_INITIAL_TIME_MS = 500; static HOLD_REPEAT_TIME_MS = 400; static SWIPE_TRIGGER_THRESHOLD = 10; static SWIPE_MAX_TIME_MS = 500; // Game options static EXIT_TYPE: "stairs" | "door" = "door"; static DIMENSION = 5; // Debug stuff static DEBUG_SHOW_FRAMERATE = true; // Helpers static instance: Game; resources: any; spritesheet: PIXI.Spritesheet; app: PIXI.Application; stage: PIXI.Container; fpsLabel: PIXI.BitmapText; backgroundSprite: PIXI.Sprite; innerBackgroundSprite: PIXI.Sprite; // Full size of app width: number = window.innerWidth; height: number = window.innerHeight; // Size of stage (on mobile, may include inset areas) stageWidth: number = window.innerWidth; stageHeight: number = window.innerHeight; scale: number = 1; currentScreen: Screen; startTouch: { x: number; y: number }; startTouchTime: number; touchPosition: { x: number; y: number } = {x: 0, y: 0}; previousHoldPosition: { x: number; y: number } = {x: 0, y: 0}; isHoldRepeating: boolean = false; playerHash: string; playerName: string; muted: boolean; stretchDisplay: boolean; fpsAverageShort: number[] = []; fpsAverageLong: number[] = []; constructor(app: PIXI.Application) { this.app = app; this.muted = false; this.stretchDisplay = !Game.INTEGER_SCALING; this.stage = new PIXI.Container(); this.app.stage.addChild(this.stage);
Save.initialise();
this.resize(); this.init(); } setStretchDisplay(s: boolean) { this.stretchDisplay = s; this.resize(); } static tex(name: string): PIXI.Texture { return Game.instance.spritesheet.textures[name]; } init() { sound.init(); Game.instance = this; PIXI.settings.SCALE_MODE = PIXI.SCALE_MODES.LINEAR; PIXI.settings.ROUND_PIXELS = false; PIXI.Loader.shared .add("spritesheet", "packed.json") .add("Kaph", "font/kaph.fnt") .add("sound-attack", "sound/attack.wav") .add("sound-bump", "sound/bump.wav") .add("sound-step1", "sound/step1.wav") .add("sound-step2", "sound/step2.wav") .add("sound-step3", "sound/step3.wav") .add("sound-step4", "sound/step4.wav") .use((resource, next) => { // Load sounds into sound system if (resource) { if (["wav", "ogg", "mp3", "mpeg"].includes(resource.extension)) { sound.add(resource.name, Sound.from(resource.data)); } } next(); }) .load((_, resources) => { this.resources = resources; this.spritesheet = this.resources["spritesheet"].spritesheet; this.postInit(); }); } gotoGameScreen() { const gameScreen = new GameScreen(); if (!Save.loadGameState(gameScreen)) { gameScreen.nextLevel(); } this.setScreen(gameScreen); } gotoMenuScreen() { this.setScreen(new MenuScreen()); } setScreen(screen: Screen) { if (this.currentScreen != null) { // Remove it! Actions.fadeOutAndRemove(this.currentScreen, 0.2).play(); } // Add new one screen.alpha = 0; Actions.fadeIn(screen, 0.2).play(); this.currentScreen = screen; this.stage.addChild(screen); this.notifyScreensOfSize(); } postInit() { // FPS label this.fpsLabel = new PIXI.BitmapText( "0", Font.makeFontOptions("medium", "left") ); this.fpsLabel.anchor.set(0); this.fpsLabel.position.set(10, 10); this.fpsLabel.tint = 0xffffff; if (Game.DEBUG_SHOW_FRAMERATE) { this.app.stage.addChild(this.fpsLabel); } // Add background this.backgroundSprite = PIXI.Sprite.from(PIXI.Texture.WHITE); this.backgroundSprite.tint = 0xffffff; this.backgroundSprite.width = this.width; this.backgroundSprite.height = this.height; this.app.stage.addChildAt(this.backgroundSprite, 0); // Inner background this.innerBackgroundSprite = PIXI.Sprite.from(PIXI.Texture.WHITE); this.innerBackgroundSprite.tint = Game.BACKGROUND_COLOUR; this.innerBackgroundSprite.width = Game.TARGET_WIDTH; this.innerBackgroundSprite.height = Game.TARGET_HEIGHT; this.stage.addChild(this.innerBackgroundSprite); if (Save.hasGameState()) { this.gotoGameScreen(); } else { this.gotoMenuScreen(); } this.resize(); this.notifyScreensOfSize(); // Register swipe listeners // EventEmitter types issue - see https://github.com/pixijs/pixijs/issues/7429 const stage = this.backgroundSprite as any; stage.interactive = true; stage.on("pointerdown", (e: any) => { this.isHoldRepeating = false; this.startTouch = { x: e.data.global.x, y: e.data.global.y }; this.startTouchTime = Date.now(); }); stage.on("pointermove", (e: any) => { if (!this.startTouch) return; this.touchPosition.x = e.data.global.x; this.touchPosition.y = e.data.global.y; }); stage.on("pointerup", (e: any) => { if (!this.startTouch) return; if (this.isHoldRepeating) { this.startTouch = null; return; } const deltaTime = Date.now() - this.startTouchTime; if (deltaTime > Game.SWIPE_MAX_TIME_MS) return; const deltaX = e.data.global.x - this.startTouch.x; const deltaY = e.data.global.y - this.startTouch.y; this.performSwipe(deltaX, deltaY); this.startTouch = null; }); this.app.ticker.add((delta: number) => this.tick(delta)); } playSound(name: string | string[]) { if (this.muted) return; const theName = Array.isArray(name) ? _.sample(name) : name; const resource = this.resources["sound-" + theName]; if (resource?.sound) { resource.sound.play(); } } performSwipe(deltaX: number, deltaY: number) { const absDeltaX = Math.abs(deltaX); const absDeltaY = Math.abs(deltaY); const absMin = Math.min(absDeltaX, absDeltaY); const absMax = Math.max(absDeltaX, absDeltaY); // The other axis must be smaller than this to avoid a diagonal swipe const confusionThreshold = absMax / 2; if (absMin < confusionThreshold) { if (absMax > Game.SWIPE_TRIGGER_THRESHOLD) { if (absMax == absDeltaX) { // Right or left this.keydown(deltaX > 0 ? "KeyD" : "KeyA"); } else { // Up or down this.keydown(deltaY > 0 ? "KeyS" : "KeyW"); } } } } tick(delta: number) { // delta is in frames let elapsedSeconds = delta / 60; Actions.tick(elapsedSeconds); // If pointer is held down, trigger movements. if (this.startTouch) { const elapsed = Date.now() - this.startTouchTime; if (this.isHoldRepeating) { if (elapsed > Game.HOLD_REPEAT_TIME_MS) { const deltaX = this.touchPosition.x - this.startTouch.x; const deltaY = this.touchPosition.y - this.startTouch.y; this.performSwipe(deltaX, deltaY); this.startTouchTime = Date.now(); } } else if (elapsed > Game.HOLD_INITIAL_TIME_MS) { // Held down for some time Trigger a swipe! const deltaX = this.touchPosition.x - this.startTouch.x; const deltaY = this.touchPosition.y - this.startTouch.y; this.performSwipe(deltaX, deltaY); // From now on, when we pass HOLD_REPEAT_TIME_MS, we perform another swipe this.isHoldRepeating = true; this.startTouchTime = Date.now(); } } this.fpsAverageShort.push(this.app.ticker.FPS); this.fpsAverageLong.push(this.app.ticker.FPS); // Keep most recent only if (this.fpsAverageShort.length > 100) { this.fpsAverageShort.shift(); } if (this.fpsAverageLong.length > 1000) { this.fpsAverageLong.shift(); } const avgShort = _.reduce(this.fpsAverageShort, (a, b) => a + b, 0) / (this.fpsAverageShort.length === 0 ? 1 : this.fpsAverageShort.length); const avgLong = _.reduce(this.fpsAverageLong, (a, b) => a + b, 0) / (this.fpsAverageLong.length === 0 ? 1 : this.fpsAverageLong.length); this.fpsLabel.text = "" + Math.round(this.app.ticker.FPS) + "\n" + Math.round(avgShort) + "\n" + Math.round(avgLong) + "\n"; } notifyScreensOfSize() { // Let screens now for (const s of this.stage.children) { if (s instanceof Screen) { if (Game.MAINTAIN_RATIO) { s.resize(Game.TARGET_WIDTH, Game.TARGET_HEIGHT); } else { s.resize(this.width / this.scale, this.height / this.scale); } } } } resize() { const rootStyle = getComputedStyle(document.documentElement); const resizeInfo = { width: window.innerWidth, height: window.innerHeight, safeInsets: { left: parseInt(rootStyle.getPropertyValue('--safe-area-left')) || 0, right: parseInt(rootStyle.getPropertyValue('--safe-area-right')) || 0, top: parseInt(rootStyle.getPropertyValue('--safe-area-top')) || 0, bottom: parseInt(rootStyle.getPropertyValue('--safe-area-bottom')) || 0 } }; //this part resizes the canvas but keeps ratio the same this.app.renderer.view.style.width = resizeInfo.width + "px"; this.app.renderer.view.style.height = resizeInfo.height + "px"; this.width = resizeInfo.width; this.height = resizeInfo.height; if (this.backgroundSprite) { this.backgroundSprite.width = resizeInfo.width; this.backgroundSprite.height = resizeInfo.height; this.backgroundSprite.alpha = Game.MAINTAIN_RATIO ? 1 : 0; } this.app.renderer.resize(resizeInfo.width, resizeInfo.height); // Ensure stage can fit inside the view! // Scale it if it's not snug // Stage side sits inside the safe insets this.stageWidth = resizeInfo.width - resizeInfo.safeInsets.left - resizeInfo.safeInsets.right; this.stageHeight = resizeInfo.height - resizeInfo.safeInsets.top - resizeInfo.safeInsets.bottom; const targetScaleX = resizeInfo.width / Game.TARGET_WIDTH; const targetScaleY = resizeInfo.height / Game.TARGET_HEIGHT; const smoothScaling = Math.min(targetScaleX, targetScaleY); // Pick integer scale which best fits this.scale = !this.stretchDisplay ? Math.max(1, Math.floor(smoothScaling)) : smoothScaling; this.stage.scale.set(this.scale, this.scale); if (this.innerBackgroundSprite) { if (Game.MAINTAIN_RATIO) { this.innerBackgroundSprite.width = Game.TARGET_WIDTH * this.scale; this.innerBackgroundSprite.height = Game.TARGET_HEIGHT * this.scale; } else { this.innerBackgroundSprite.width = resizeInfo.width; this.innerBackgroundSprite.height = resizeInfo.height; } } // Centre stage if (Game.MAINTAIN_RATIO) { this.stage.position.set( resizeInfo.safeInsets.left + (this.stageWidth - Game.TARGET_WIDTH * this.scale) / 2, resizeInfo.safeInsets.top + (this.stageHeight - Game.TARGET_HEIGHT * this.scale) / 2 ); if (this.innerBackgroundSprite) { this.innerBackgroundSprite.position.set(this.stage.position.x, this.stage.position.y); } } else { this.stage.position.set(resizeInfo.safeInsets.left, resizeInfo.safeInsets.top); } this.notifyScreensOfSize(); } keydown(code: string) { if (this.currentScreen) this.currentScreen.keydown(code); } }
src/Game.ts
MaxBittker-broughlike-c8d94d5
[ { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " exitDir: Coords = null;\n constructor(gameScreen: GameScreen, dimension: number) {\n super(dimension);\n this.gameScreen = gameScreen;\n // Add cell backgrounds\n const background = PIXI.Sprite.from(PIXI.Texture.WHITE);\n background.tint = 0xd3c8a2;\n background.width = this.edgeSize;\n background.height = this.edgeSize;\n background.alpha = 1;", "score": 0.862179160118103 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " state: GameState = \"play\";\n modals: PIXI.Container[] = [];\n score: number;\n scoreLabel: PIXI.BitmapText;\n prevWidth: number = 0;\n prevHeight: number = 0;\n constructor() {\n super();\n // Setup\n this.readyToMove = true;", "score": 0.846015453338623 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " // Add a character\n this.playerCharacter = new PlayerCharacter();\n this.playerCharacter.coords.set(2, 4);\n // Dark overlay\n this.darkOverlay = new PIXI.Container();\n this.darkOverlay.visible = false;\n {\n const rect = PIXI.Sprite.from(PIXI.Texture.WHITE);\n rect.tint = 0;\n rect.alpha = 0.8;", "score": 0.8299211263656616 }, { "filename": "src/screens/game/character/Character.ts", "retrieved_chunk": " sprite: PIXI.Sprite;\n heartsHolder: PIXI.Container;\n constructor(backgroundPath: string) {\n super();\n this.coords = new Coords(0, 0);\n this.sprite = PIXI.Sprite.from(Game.tex(backgroundPath));\n this.sprite.anchor.set(0.5, 1);\n this.addChild(this.sprite);\n // Add holder for hearts\n this.heartsHolder = new PIXI.Container();", "score": 0.8205705881118774 }, { "filename": "src/screens/menu/MenuScreen.ts", "retrieved_chunk": " h: number;\n constructor() {\n super();\n // Logo at top\n this.logo = new PIXI.BitmapText(\"TEMPLATE\", Font.makeFontOptions(\"large\"));\n this.logo.anchor.set(0.5, 0);\n this.logo.tint = 0xffffff;\n this.addChild(this.logo);\n // Button to continue or start\n this.startButton = new Button(\"Start\", () => {", "score": 0.8205116987228394 } ]
typescript
Save.initialise();
import Engine from "./engine/Engine"; import LocalStorageEngine from "./engine/LocalStorageEngine"; import MemoryEngine from "./engine/MemoryEngine"; import GameScreen from "../screens/game/GameScreen"; import DungeonGrid from "../screens/game/grid/DungeonGrid"; import Wall from "../screens/game/grid/Wall"; import { PlayerCharacter, EnemyCharacter, Character } from "../screens/game/character"; import type { CharacterType } from "../screens/game/character/Character"; import { Coords } from "utils"; export default class Save { static engine: Engine; static initialise() { if (LocalStorageEngine.isSupported()) { this.engine = new LocalStorageEngine(); } else { this.engine = new MemoryEngine(); } } // Coords private static serialiseCoords(coords: Coords) { if (!coords) return null; return [coords.col, coords.row]; } private static deserialiseCoords(coords: any): Coords { if (!coords) return null; return new Coords(coords[0], coords[1]); } // Walls private static serialiseWalls(walls: Wall[]) { return walls.map((w) => { return { from: this.serialiseCoords(w.from), to: this.serialiseCoords(w.to), }; }); } private static deserialiseWalls(walls: any): Wall[] { return walls.map( (w: any) => new Wall(this.deserialiseCoords(w.from), this.deserialiseCoords(w.to)) ); } // Characters private static serialiseCharacters(characters: Character[]) { return characters.map((c) => { return { type: c.type, coords: this.serialiseCoords(c.coords), hp: c.hp, }; }); } private static deserialiseCharacters(characters: any): Character[] { return characters.map( (c: any) => this.createCharacter(c.type, c.hp, this.deserialiseCoords(c.coords)) ); } private static createCharacter(type: CharacterType, hp: number, coords: Coords) { let c; if (type === "player") { c = new PlayerCharacter(); } else { c = new EnemyCharacter(type); } c.
coords = coords;
c.hp = hp; return c; } // Dungeon grid private static serialiseDungeonGrid(dungeonGrid: DungeonGrid) { return { characters: this.serialiseCharacters(dungeonGrid.characters), walls: this.serialiseWalls(dungeonGrid.walls), edgeWalls: this.serialiseWalls(dungeonGrid.edgeWalls), dimension: dungeonGrid.dimension, exitCoords: this.serialiseCoords(dungeonGrid.exitCoords), exitDir: this.serialiseCoords(dungeonGrid.exitDir), }; } private static deserialiseDungeonGrid(gameScreen: GameScreen, data: any) { const dungeonGrid = new DungeonGrid(gameScreen, data.dimension); const chars = this.deserialiseCharacters(data.characters); for (const c of chars) { dungeonGrid.addCharacter(c); } dungeonGrid.walls = this.deserialiseWalls(data.walls); dungeonGrid.edgeWalls = this.deserialiseWalls(data.edgeWalls); dungeonGrid.exitCoords = this.deserialiseCoords(data.exitCoords); dungeonGrid.exitDir = this.deserialiseCoords(data.exitDir); dungeonGrid.drawWalls(dungeonGrid.walls); dungeonGrid.updateExitCoords(); return dungeonGrid; } // Game state private static serialiseGameState(gameScreen: GameScreen) { return { level: gameScreen.level, state: gameScreen.state, score: gameScreen.score, dungeonGrid: this.serialiseDungeonGrid(gameScreen.dungeonGrid), }; } private static deserialiseGameState(gameScreen: GameScreen, data: any) { gameScreen.level = data.level; gameScreen.state = data.state; gameScreen.score = data.score; // Remove the old dungeon grid: if (gameScreen.dungeonGrid) { gameScreen.gameContainer.removeChild(gameScreen.dungeonGrid); } gameScreen.dungeonGrid = this.deserialiseDungeonGrid(gameScreen, data.dungeonGrid); gameScreen.gameContainer.addChild(gameScreen.dungeonGrid); const pc = gameScreen.dungeonGrid.characters.find(c => c.isPlayer); gameScreen.playerCharacter = pc; gameScreen.incScore(0); } static hasGameState() { return !!this.engine.load("currentGameState"); } static saveGameState(gameScreen: GameScreen) { // Save game state... const data = this.serialiseGameState(gameScreen); this.engine.save("currentGameState", data); } static loadGameState(gameScreen: GameScreen) { // Save game state... const data = this.engine.load("currentGameState"); if (data) { // Load data into gameScreen... this.deserialiseGameState(gameScreen, data); return true; } return false; } static clearGameState() { this.engine.remove("currentGameState"); } }
src/save/Save.ts
MaxBittker-broughlike-c8d94d5
[ { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " return time;\n }\n damageEnemy(targetCharacter: EnemyCharacter) {\n let delay = 0;\n const didDie = targetCharacter.damage(1);\n if (didDie) {\n // Remove from characters array\n const index = this.characters.indexOf(targetCharacter);\n if (index >= 0) {\n this.characters.splice(index, 1);", "score": 0.8291405439376831 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " character.alpha = 0;\n Actions.fadeIn(character, 0.2).play();\n this.characters.push(character);\n this.charactersHolder.addChild(character);\n // Place in the correct place!\n this.setPositionTo(character, character.coords);\n }\n getCharacterAt(col: number | Coords, row: number = null): Character {\n let c = 0;\n let r = 0;", "score": 0.8202337026596069 }, { "filename": "src/utils/Coords.ts", "retrieved_chunk": " return this;\n }\n clone(): Coords {\n return new Coords(this.col, this.row);\n }\n equals(col: number | Coords, row: number = null) {\n let c = 0;\n let r = 0;\n if (typeof col == \"number\") {\n c = col;", "score": 0.8171087503433228 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " character: Character,\n dx: number,\n dy: number\n ): { didMove: boolean; delay: number; wentThroughExit: boolean } {\n // Check the target space is available\n const targetCoord = character.coords.clone().add(dx, dy);\n // Edge of grid!\n if (!this.inBounds(targetCoord)) {\n if (\n this.exitCoords &&", "score": 0.815744936466217 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " if (this.readyToMove) {\n // 2. Otherwise, do the move\n const moveResult = this.dungeonGrid.moveCharacter(\n this.playerCharacter,\n dx,\n dy\n );\n // 3. If the move was successful, then say we aren't ready to move yet\n if (moveResult.wentThroughExit) {\n // Load in new level", "score": 0.8146945238113403 } ]
typescript
coords = coords;
import Engine from "./engine/Engine"; import LocalStorageEngine from "./engine/LocalStorageEngine"; import MemoryEngine from "./engine/MemoryEngine"; import GameScreen from "../screens/game/GameScreen"; import DungeonGrid from "../screens/game/grid/DungeonGrid"; import Wall from "../screens/game/grid/Wall"; import { PlayerCharacter, EnemyCharacter, Character } from "../screens/game/character"; import type { CharacterType } from "../screens/game/character/Character"; import { Coords } from "utils"; export default class Save { static engine: Engine; static initialise() { if (LocalStorageEngine.isSupported()) { this.engine = new LocalStorageEngine(); } else { this.engine = new MemoryEngine(); } } // Coords private static serialiseCoords(coords: Coords) { if (!coords) return null; return [coords.col, coords.row]; } private static deserialiseCoords(coords: any): Coords { if (!coords) return null; return new Coords(coords[0], coords[1]); } // Walls private static serialiseWalls(walls: Wall[]) { return walls.map((w) => { return { from: this.serialiseCoords(w.from), to: this.serialiseCoords(w.to), }; }); } private static deserialiseWalls(walls: any): Wall[] { return walls.map( (w: any) => new Wall(this.deserialiseCoords(w.from), this.deserialiseCoords(w.to)) ); } // Characters private static serialiseCharacters(characters: Character[]) { return characters.map((c) => { return { type: c.type, coords: this.serialiseCoords(c.coords), hp: c.hp, }; }); } private static deserialiseCharacters(characters: any): Character[] { return characters.map( (c: any) => this.createCharacter(c.type, c.hp, this.deserialiseCoords(c.coords)) ); }
private static createCharacter(type: CharacterType, hp: number, coords: Coords) {
let c; if (type === "player") { c = new PlayerCharacter(); } else { c = new EnemyCharacter(type); } c.coords = coords; c.hp = hp; return c; } // Dungeon grid private static serialiseDungeonGrid(dungeonGrid: DungeonGrid) { return { characters: this.serialiseCharacters(dungeonGrid.characters), walls: this.serialiseWalls(dungeonGrid.walls), edgeWalls: this.serialiseWalls(dungeonGrid.edgeWalls), dimension: dungeonGrid.dimension, exitCoords: this.serialiseCoords(dungeonGrid.exitCoords), exitDir: this.serialiseCoords(dungeonGrid.exitDir), }; } private static deserialiseDungeonGrid(gameScreen: GameScreen, data: any) { const dungeonGrid = new DungeonGrid(gameScreen, data.dimension); const chars = this.deserialiseCharacters(data.characters); for (const c of chars) { dungeonGrid.addCharacter(c); } dungeonGrid.walls = this.deserialiseWalls(data.walls); dungeonGrid.edgeWalls = this.deserialiseWalls(data.edgeWalls); dungeonGrid.exitCoords = this.deserialiseCoords(data.exitCoords); dungeonGrid.exitDir = this.deserialiseCoords(data.exitDir); dungeonGrid.drawWalls(dungeonGrid.walls); dungeonGrid.updateExitCoords(); return dungeonGrid; } // Game state private static serialiseGameState(gameScreen: GameScreen) { return { level: gameScreen.level, state: gameScreen.state, score: gameScreen.score, dungeonGrid: this.serialiseDungeonGrid(gameScreen.dungeonGrid), }; } private static deserialiseGameState(gameScreen: GameScreen, data: any) { gameScreen.level = data.level; gameScreen.state = data.state; gameScreen.score = data.score; // Remove the old dungeon grid: if (gameScreen.dungeonGrid) { gameScreen.gameContainer.removeChild(gameScreen.dungeonGrid); } gameScreen.dungeonGrid = this.deserialiseDungeonGrid(gameScreen, data.dungeonGrid); gameScreen.gameContainer.addChild(gameScreen.dungeonGrid); const pc = gameScreen.dungeonGrid.characters.find(c => c.isPlayer); gameScreen.playerCharacter = pc; gameScreen.incScore(0); } static hasGameState() { return !!this.engine.load("currentGameState"); } static saveGameState(gameScreen: GameScreen) { // Save game state... const data = this.serialiseGameState(gameScreen); this.engine.save("currentGameState", data); } static loadGameState(gameScreen: GameScreen) { // Save game state... const data = this.engine.load("currentGameState"); if (data) { // Load data into gameScreen... this.deserialiseGameState(gameScreen, data); return true; } return false; } static clearGameState() { this.engine.remove("currentGameState"); } }
src/save/Save.ts
MaxBittker-broughlike-c8d94d5
[ { "filename": "src/utils/Coords.ts", "retrieved_chunk": " return this;\n }\n clone(): Coords {\n return new Coords(this.col, this.row);\n }\n equals(col: number | Coords, row: number = null) {\n let c = 0;\n let r = 0;\n if (typeof col == \"number\") {\n c = col;", "score": 0.8004150986671448 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " character.alpha = 0;\n Actions.fadeIn(character, 0.2).play();\n this.characters.push(character);\n this.charactersHolder.addChild(character);\n // Place in the correct place!\n this.setPositionTo(character, character.coords);\n }\n getCharacterAt(col: number | Coords, row: number = null): Character {\n let c = 0;\n let r = 0;", "score": 0.7967543601989746 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " character: Character,\n dx: number,\n dy: number\n ): { didMove: boolean; delay: number; wentThroughExit: boolean } {\n // Check the target space is available\n const targetCoord = character.coords.clone().add(dx, dy);\n // Edge of grid!\n if (!this.inBounds(targetCoord)) {\n if (\n this.exitCoords &&", "score": 0.7869408130645752 }, { "filename": "src/screens/game/grid/Grid.ts", "retrieved_chunk": " this.dimension = dimension;\n this.edgeSize = 28 * this.dimension;\n }\n get cellSize(): number {\n return this.edgeSize / this.dimension;\n }\n inBounds(col: number | Coords, row: number = null) {\n let c = 0,\n r = 0;\n if (typeof col == \"number\") {", "score": 0.7770119309425354 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " withEnemiesAsObstacles: boolean,\n stopAt: Coords = null\n ): { distance: number[][]; col: number[][]; row: number[][] } {\n const current = target.clone();\n const visited: boolean[][] = [];\n const tentativeDistance: number[][] = [];\n const tentativeSourceCol: number[][] = [];\n const tentativeSourceRow: number[][] = [];\n for (let i = 0; i < this.dimension; i++) {\n // col", "score": 0.7722089886665344 } ]
typescript
private static createCharacter(type: CharacterType, hp: number, coords: Coords) {
import * as PIXI from "pixi.js"; import { Action, Actions } from "pixi-actions"; import Character from "../character/Character"; import { Coords } from "utils"; import Wall from "./Wall"; export default class Grid extends PIXI.Container { dimension: number; edgeSize: number; constructor(dimension: number) { super(); this.dimension = dimension; this.edgeSize = 28 * this.dimension; } get cellSize(): number { return this.edgeSize / this.dimension; } inBounds(col: number | Coords, row: number = null) { let c = 0, r = 0; if (typeof col == "number") { c = col; r = row; } else { c = col.col; r = col.row; } return !(c < 0 || c >= this.dimension || r < 0 || r >= this.dimension); } makeMoveTo( character: Character, dx: number = 0, dy: number = 0, time: number = 0.1 ): Action { return Actions.moveTo( character, this.cellSize * (character.coords.col + dx) + this.cellSize / 2, this.cellSize * (character.coords.row + dy) + this.cellSize - 3, time ); } setPositionTo( actor: PIXI.Container, coords: Coords, isWall: boolean = false ) { if (isWall) { if
((actor as Wall).isHorizontal) {
actor.position.set( this.cellSize * coords.col + (this.cellSize - actor.width) / 2, this.cellSize * coords.row + -actor.height / 2 ); } else { actor.position.set( this.cellSize * coords.col + -actor.width / 2, this.cellSize * coords.row + (this.cellSize - actor.height) / 2 ); } } else { actor.position.set( this.cellSize * coords.col + this.cellSize / 2, this.cellSize * coords.row + this.cellSize - 3 ); } } }
src/screens/game/grid/Grid.ts
MaxBittker-broughlike-c8d94d5
[ { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " character: Character,\n dx: number,\n dy: number\n ): { didMove: boolean; delay: number; wentThroughExit: boolean } {\n // Check the target space is available\n const targetCoord = character.coords.clone().add(dx, dy);\n // Edge of grid!\n if (!this.inBounds(targetCoord)) {\n if (\n this.exitCoords &&", "score": 0.8440471291542053 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " }\n return { didMove: true, delay };\n }\n addPotentialNeighbour(\n list: Coords[],\n coords: Coords,\n dx: number,\n dy: number\n ) {\n if (!this.inBounds(coords.col + dx, coords.row + dy)) {", "score": 0.8164815306663513 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " state: GameState = \"play\";\n modals: PIXI.Container[] = [];\n score: number;\n scoreLabel: PIXI.BitmapText;\n prevWidth: number = 0;\n prevHeight: number = 0;\n constructor() {\n super();\n // Setup\n this.readyToMove = true;", "score": 0.8116793632507324 }, { "filename": "src/screens/game/grid/Wall.ts", "retrieved_chunk": " this.sprite.width = this.isHorizontal ? withSize : againstSize;\n this.sprite.height = this.isHorizontal ? againstSize : withSize;\n }\n blocks(start: Coords, dx: number, dy: number) {\n if (this.isHorizontal) {\n if (dy == 0) return false;\n if (dy < 0 && this.from.equals(start)) {\n // Hitting a wall\n return true;\n }", "score": 0.8105736970901489 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " // Animate to the new position\n this.makeMoveTo(character).play();\n return { didMove: true, delay: 0.05, wentThroughExit: false };\n }\n doesWallSeparate(start: Coords, dx: number, dy: number) {\n for (const w of this.walls) {\n if (w.blocks(start, dx, dy)) {\n return true;\n }\n }", "score": 0.8044633865356445 } ]
typescript
((actor as Wall).isHorizontal) {
import Engine from "./engine/Engine"; import LocalStorageEngine from "./engine/LocalStorageEngine"; import MemoryEngine from "./engine/MemoryEngine"; import GameScreen from "../screens/game/GameScreen"; import DungeonGrid from "../screens/game/grid/DungeonGrid"; import Wall from "../screens/game/grid/Wall"; import { PlayerCharacter, EnemyCharacter, Character } from "../screens/game/character"; import type { CharacterType } from "../screens/game/character/Character"; import { Coords } from "utils"; export default class Save { static engine: Engine; static initialise() { if (LocalStorageEngine.isSupported()) { this.engine = new LocalStorageEngine(); } else { this.engine = new MemoryEngine(); } } // Coords private static serialiseCoords(coords: Coords) { if (!coords) return null; return [coords.col, coords.row]; } private static deserialiseCoords(coords: any): Coords { if (!coords) return null; return new Coords(coords[0], coords[1]); } // Walls private static serialiseWalls(walls: Wall[]) { return walls.map((w) => { return { from: this.serialiseCoords(w.from), to: this.serialiseCoords(w.to), }; }); } private static deserialiseWalls(walls: any): Wall[] { return walls.map( (w: any) => new Wall(this.deserialiseCoords(w.from), this.deserialiseCoords(w.to)) ); } // Characters private static serialiseCharacters(characters: Character[]) { return characters.map((c) => { return { type: c.type, coords: this.serialiseCoords(c.coords), hp: c.hp, }; }); } private static deserialiseCharacters(characters: any): Character[] { return characters.map( (c: any) => this.createCharacter(c.type, c.hp, this.deserialiseCoords(c.coords)) ); } private static createCharacter(type: CharacterType, hp: number, coords: Coords) { let c; if (type === "player") { c = new PlayerCharacter(); } else { c = new EnemyCharacter(type); } c.coords = coords; c.hp = hp; return c; } // Dungeon grid private static serialiseDungeonGrid(dungeonGrid: DungeonGrid) { return { characters: this.serialiseCharacters(dungeonGrid.characters), walls: this.serialiseWalls(dungeonGrid.walls), edgeWalls: this.serialiseWalls(dungeonGrid.edgeWalls),
dimension: dungeonGrid.dimension, exitCoords: this.serialiseCoords(dungeonGrid.exitCoords), exitDir: this.serialiseCoords(dungeonGrid.exitDir), };
} private static deserialiseDungeonGrid(gameScreen: GameScreen, data: any) { const dungeonGrid = new DungeonGrid(gameScreen, data.dimension); const chars = this.deserialiseCharacters(data.characters); for (const c of chars) { dungeonGrid.addCharacter(c); } dungeonGrid.walls = this.deserialiseWalls(data.walls); dungeonGrid.edgeWalls = this.deserialiseWalls(data.edgeWalls); dungeonGrid.exitCoords = this.deserialiseCoords(data.exitCoords); dungeonGrid.exitDir = this.deserialiseCoords(data.exitDir); dungeonGrid.drawWalls(dungeonGrid.walls); dungeonGrid.updateExitCoords(); return dungeonGrid; } // Game state private static serialiseGameState(gameScreen: GameScreen) { return { level: gameScreen.level, state: gameScreen.state, score: gameScreen.score, dungeonGrid: this.serialiseDungeonGrid(gameScreen.dungeonGrid), }; } private static deserialiseGameState(gameScreen: GameScreen, data: any) { gameScreen.level = data.level; gameScreen.state = data.state; gameScreen.score = data.score; // Remove the old dungeon grid: if (gameScreen.dungeonGrid) { gameScreen.gameContainer.removeChild(gameScreen.dungeonGrid); } gameScreen.dungeonGrid = this.deserialiseDungeonGrid(gameScreen, data.dungeonGrid); gameScreen.gameContainer.addChild(gameScreen.dungeonGrid); const pc = gameScreen.dungeonGrid.characters.find(c => c.isPlayer); gameScreen.playerCharacter = pc; gameScreen.incScore(0); } static hasGameState() { return !!this.engine.load("currentGameState"); } static saveGameState(gameScreen: GameScreen) { // Save game state... const data = this.serialiseGameState(gameScreen); this.engine.save("currentGameState", data); } static loadGameState(gameScreen: GameScreen) { // Save game state... const data = this.engine.load("currentGameState"); if (data) { // Load data into gameScreen... this.deserialiseGameState(gameScreen, data); return true; } return false; } static clearGameState() { this.engine.remove("currentGameState"); } }
src/save/Save.ts
MaxBittker-broughlike-c8d94d5
[ { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " // Add outer wall\n let walls: Wall[] = Wall.edges(this.dimension);\n // Make hole where exit is\n if (this.exitCoords && this.exitDir) {\n walls = walls.filter(\n (w) => !w.blocks(this.exitCoords, this.exitDir.col, this.exitDir.row)\n );\n }\n // Draw walls\n this.drawWalls(walls);", "score": 0.8007919788360596 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " this.level++;\n this.readyToMove = true;\n const nextGrid = new DungeonGrid(this, Game.DIMENSION);\n if (this.dungeonGrid) {\n // Slide the new one in!\n if (Game.EXIT_TYPE == \"door\" && this.dungeonGrid.exitDir) {\n const dx = this.dungeonGrid.exitDir.col * this.dungeonGrid.edgeSize;\n const dy = this.dungeonGrid.exitDir.row * this.dungeonGrid.edgeSize;\n nextGrid.position.set(\n this.dungeonGrid.position.x + dx,", "score": 0.7913181185722351 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " this.walls.push(...walls);\n this.edgeWalls.push(...walls);\n }\n }\n getRandomEmptyCell(): Coords {\n let dijks = null;\n dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false);\n const shuffledCoords = _.shuffle(this.coords);\n for (const coord of shuffledCoords) {\n if (this.exitCoords && this.exitCoords.equals(coord)) continue;", "score": 0.7632904648780823 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " // Delete all old walls\n for (const w of this.walls) {\n Actions.fadeOutAndRemove(w, 0.2).play();\n }\n this.walls = Wall.randomLayout(numWalls, this.dimension);\n // Add some new walls... they must generate any closed areas\n this.drawWalls(this.walls);\n }\n drawWalls(walls: Wall[]) {\n for (const w of walls) {", "score": 0.7498642206192017 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " )\n ),\n Actions.remove(this.dungeonGrid)\n ).play();\n // Move the player to opposite side of the dungeon\n if (this.dungeonGrid.exitDir.col != 0) {\n this.playerCharacter.coords.col = this.dungeonGrid.dimension - this.playerCharacter.coords.col - 1;\n } else {\n this.playerCharacter.coords.row = this.dungeonGrid.dimension - this.playerCharacter.coords.row - 1;\n }", "score": 0.7389565706253052 } ]
typescript
dimension: dungeonGrid.dimension, exitCoords: this.serialiseCoords(dungeonGrid.exitCoords), exitDir: this.serialiseCoords(dungeonGrid.exitDir), };
import Engine from "./engine/Engine"; import LocalStorageEngine from "./engine/LocalStorageEngine"; import MemoryEngine from "./engine/MemoryEngine"; import GameScreen from "../screens/game/GameScreen"; import DungeonGrid from "../screens/game/grid/DungeonGrid"; import Wall from "../screens/game/grid/Wall"; import { PlayerCharacter, EnemyCharacter, Character } from "../screens/game/character"; import type { CharacterType } from "../screens/game/character/Character"; import { Coords } from "utils"; export default class Save { static engine: Engine; static initialise() { if (LocalStorageEngine.isSupported()) { this.engine = new LocalStorageEngine(); } else { this.engine = new MemoryEngine(); } } // Coords private static serialiseCoords(coords: Coords) { if (!coords) return null; return [coords.col, coords.row]; } private static deserialiseCoords(coords: any): Coords { if (!coords) return null; return new Coords(coords[0], coords[1]); } // Walls private static serialiseWalls(walls: Wall[]) { return walls.map((w) => { return { from: this.serialiseCoords(w.from), to: this.serialiseCoords(w.to), }; }); } private static deserialiseWalls(walls: any): Wall[] { return walls.map( (w: any) => new Wall(this.deserialiseCoords(w.from), this.deserialiseCoords(w.to)) ); } // Characters private static serialiseCharacters(characters: Character[]) { return characters.map((c) => { return { type: c.type, coords: this.serialiseCoords(c.coords), hp: c.hp, }; }); } private static deserialiseCharacters(characters: any): Character[] { return characters.map( (c: any) => this.createCharacter(c.type, c.hp, this.deserialiseCoords(c.coords)) ); } private static createCharacter(type: CharacterType, hp: number, coords: Coords) { let c; if (type === "player") { c = new PlayerCharacter(); } else { c = new EnemyCharacter(type); } c.coords = coords; c.hp = hp; return c; } // Dungeon grid private static serialiseDungeonGrid(dungeonGrid: DungeonGrid) { return { characters: this.serialiseCharacters(dungeonGrid.characters), walls: this.serialiseWalls(dungeonGrid.walls), edgeWalls: this.serialiseWalls(dungeonGrid.edgeWalls), dimension: dungeonGrid.dimension,
exitCoords: this.serialiseCoords(dungeonGrid.exitCoords), exitDir: this.serialiseCoords(dungeonGrid.exitDir), };
} private static deserialiseDungeonGrid(gameScreen: GameScreen, data: any) { const dungeonGrid = new DungeonGrid(gameScreen, data.dimension); const chars = this.deserialiseCharacters(data.characters); for (const c of chars) { dungeonGrid.addCharacter(c); } dungeonGrid.walls = this.deserialiseWalls(data.walls); dungeonGrid.edgeWalls = this.deserialiseWalls(data.edgeWalls); dungeonGrid.exitCoords = this.deserialiseCoords(data.exitCoords); dungeonGrid.exitDir = this.deserialiseCoords(data.exitDir); dungeonGrid.drawWalls(dungeonGrid.walls); dungeonGrid.updateExitCoords(); return dungeonGrid; } // Game state private static serialiseGameState(gameScreen: GameScreen) { return { level: gameScreen.level, state: gameScreen.state, score: gameScreen.score, dungeonGrid: this.serialiseDungeonGrid(gameScreen.dungeonGrid), }; } private static deserialiseGameState(gameScreen: GameScreen, data: any) { gameScreen.level = data.level; gameScreen.state = data.state; gameScreen.score = data.score; // Remove the old dungeon grid: if (gameScreen.dungeonGrid) { gameScreen.gameContainer.removeChild(gameScreen.dungeonGrid); } gameScreen.dungeonGrid = this.deserialiseDungeonGrid(gameScreen, data.dungeonGrid); gameScreen.gameContainer.addChild(gameScreen.dungeonGrid); const pc = gameScreen.dungeonGrid.characters.find(c => c.isPlayer); gameScreen.playerCharacter = pc; gameScreen.incScore(0); } static hasGameState() { return !!this.engine.load("currentGameState"); } static saveGameState(gameScreen: GameScreen) { // Save game state... const data = this.serialiseGameState(gameScreen); this.engine.save("currentGameState", data); } static loadGameState(gameScreen: GameScreen) { // Save game state... const data = this.engine.load("currentGameState"); if (data) { // Load data into gameScreen... this.deserialiseGameState(gameScreen, data); return true; } return false; } static clearGameState() { this.engine.remove("currentGameState"); } }
src/save/Save.ts
MaxBittker-broughlike-c8d94d5
[ { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " // Add outer wall\n let walls: Wall[] = Wall.edges(this.dimension);\n // Make hole where exit is\n if (this.exitCoords && this.exitDir) {\n walls = walls.filter(\n (w) => !w.blocks(this.exitCoords, this.exitDir.col, this.exitDir.row)\n );\n }\n // Draw walls\n this.drawWalls(walls);", "score": 0.8007919788360596 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " this.level++;\n this.readyToMove = true;\n const nextGrid = new DungeonGrid(this, Game.DIMENSION);\n if (this.dungeonGrid) {\n // Slide the new one in!\n if (Game.EXIT_TYPE == \"door\" && this.dungeonGrid.exitDir) {\n const dx = this.dungeonGrid.exitDir.col * this.dungeonGrid.edgeSize;\n const dy = this.dungeonGrid.exitDir.row * this.dungeonGrid.edgeSize;\n nextGrid.position.set(\n this.dungeonGrid.position.x + dx,", "score": 0.7913181185722351 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " this.walls.push(...walls);\n this.edgeWalls.push(...walls);\n }\n }\n getRandomEmptyCell(): Coords {\n let dijks = null;\n dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false);\n const shuffledCoords = _.shuffle(this.coords);\n for (const coord of shuffledCoords) {\n if (this.exitCoords && this.exitCoords.equals(coord)) continue;", "score": 0.7632904648780823 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " // Delete all old walls\n for (const w of this.walls) {\n Actions.fadeOutAndRemove(w, 0.2).play();\n }\n this.walls = Wall.randomLayout(numWalls, this.dimension);\n // Add some new walls... they must generate any closed areas\n this.drawWalls(this.walls);\n }\n drawWalls(walls: Wall[]) {\n for (const w of walls) {", "score": 0.7498642206192017 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " )\n ),\n Actions.remove(this.dungeonGrid)\n ).play();\n // Move the player to opposite side of the dungeon\n if (this.dungeonGrid.exitDir.col != 0) {\n this.playerCharacter.coords.col = this.dungeonGrid.dimension - this.playerCharacter.coords.col - 1;\n } else {\n this.playerCharacter.coords.row = this.dungeonGrid.dimension - this.playerCharacter.coords.row - 1;\n }", "score": 0.7389565706253052 } ]
typescript
exitCoords: this.serialiseCoords(dungeonGrid.exitCoords), exitDir: this.serialiseCoords(dungeonGrid.exitDir), };
import Engine from "./engine/Engine"; import LocalStorageEngine from "./engine/LocalStorageEngine"; import MemoryEngine from "./engine/MemoryEngine"; import GameScreen from "../screens/game/GameScreen"; import DungeonGrid from "../screens/game/grid/DungeonGrid"; import Wall from "../screens/game/grid/Wall"; import { PlayerCharacter, EnemyCharacter, Character } from "../screens/game/character"; import type { CharacterType } from "../screens/game/character/Character"; import { Coords } from "utils"; export default class Save { static engine: Engine; static initialise() { if (LocalStorageEngine.isSupported()) { this.engine = new LocalStorageEngine(); } else { this.engine = new MemoryEngine(); } } // Coords private static serialiseCoords(coords: Coords) { if (!coords) return null; return [coords.col, coords.row]; } private static deserialiseCoords(coords: any): Coords { if (!coords) return null; return new Coords(coords[0], coords[1]); } // Walls private static serialiseWalls(walls: Wall[]) { return walls.map((w) => { return { from: this.serialiseCoords(w.from), to: this.serialiseCoords(w.to), }; }); } private static deserialiseWalls(walls: any): Wall[] { return walls.map( (w: any) => new Wall(this.deserialiseCoords(w.from), this.deserialiseCoords(w.to)) ); } // Characters private static serialiseCharacters(characters: Character[]) { return characters.map((c) => { return { type: c.type, coords: this.serialiseCoords(c.coords), hp: c.hp, }; }); } private static deserialiseCharacters(characters: any): Character[] { return characters.map( (c: any) => this.createCharacter(c.type, c.hp, this.deserialiseCoords(c.coords)) ); } private static createCharacter(type: CharacterType, hp: number, coords: Coords) { let c; if (type === "player") { c = new PlayerCharacter(); } else { c = new EnemyCharacter(type); } c.coords = coords; c.hp = hp; return c; } // Dungeon grid private static serialiseDungeonGrid(dungeonGrid: DungeonGrid) { return { characters: this.serialiseCharacters(dungeonGrid.characters), walls: this.serialiseWalls(dungeonGrid.walls), edgeWalls: this.serialiseWalls(dungeonGrid.edgeWalls), dimension: dungeonGrid.dimension, exitCoords: this.serialiseCoords(dungeonGrid.exitCoords), exitDir: this.serialiseCoords(dungeonGrid.exitDir), }; } private static deserialiseDungeonGrid(gameScreen: GameScreen, data: any) { const dungeonGrid = new DungeonGrid(gameScreen, data.dimension); const chars = this.deserialiseCharacters(data.characters); for (const c of chars) {
dungeonGrid.addCharacter(c);
} dungeonGrid.walls = this.deserialiseWalls(data.walls); dungeonGrid.edgeWalls = this.deserialiseWalls(data.edgeWalls); dungeonGrid.exitCoords = this.deserialiseCoords(data.exitCoords); dungeonGrid.exitDir = this.deserialiseCoords(data.exitDir); dungeonGrid.drawWalls(dungeonGrid.walls); dungeonGrid.updateExitCoords(); return dungeonGrid; } // Game state private static serialiseGameState(gameScreen: GameScreen) { return { level: gameScreen.level, state: gameScreen.state, score: gameScreen.score, dungeonGrid: this.serialiseDungeonGrid(gameScreen.dungeonGrid), }; } private static deserialiseGameState(gameScreen: GameScreen, data: any) { gameScreen.level = data.level; gameScreen.state = data.state; gameScreen.score = data.score; // Remove the old dungeon grid: if (gameScreen.dungeonGrid) { gameScreen.gameContainer.removeChild(gameScreen.dungeonGrid); } gameScreen.dungeonGrid = this.deserialiseDungeonGrid(gameScreen, data.dungeonGrid); gameScreen.gameContainer.addChild(gameScreen.dungeonGrid); const pc = gameScreen.dungeonGrid.characters.find(c => c.isPlayer); gameScreen.playerCharacter = pc; gameScreen.incScore(0); } static hasGameState() { return !!this.engine.load("currentGameState"); } static saveGameState(gameScreen: GameScreen) { // Save game state... const data = this.serialiseGameState(gameScreen); this.engine.save("currentGameState", data); } static loadGameState(gameScreen: GameScreen) { // Save game state... const data = this.engine.load("currentGameState"); if (data) { // Load data into gameScreen... this.deserialiseGameState(gameScreen, data); return true; } return false; } static clearGameState() { this.engine.remove("currentGameState"); } }
src/save/Save.ts
MaxBittker-broughlike-c8d94d5
[ { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " this.level++;\n this.readyToMove = true;\n const nextGrid = new DungeonGrid(this, Game.DIMENSION);\n if (this.dungeonGrid) {\n // Slide the new one in!\n if (Game.EXIT_TYPE == \"door\" && this.dungeonGrid.exitDir) {\n const dx = this.dungeonGrid.exitDir.col * this.dungeonGrid.edgeSize;\n const dy = this.dungeonGrid.exitDir.row * this.dungeonGrid.edgeSize;\n nextGrid.position.set(\n this.dungeonGrid.position.x + dx,", "score": 0.8295907974243164 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " unsetExitCell() {\n this.exitCoords = null;\n this.updateExitCoords();\n }\n setExitCell(minDistanceFromPlayer: number = 7) {\n const possibles = [];\n const backups = [];\n let dijks = null;\n dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false);\n for (let i = 0; i < this.dimension; i++) {", "score": 0.8193467855453491 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " this.readyToMove = false;\n // Any character on exit\n let onExit = false;\n if (Game.EXIT_TYPE == \"stairs\" && this.dungeonGrid.exitCoords) {\n if (this.dungeonGrid.exitCoords.equals(this.playerCharacter.coords)) {\n onExit = true;\n }\n }\n if (onExit) {\n this.nextLevel();", "score": 0.8131169080734253 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " )\n ),\n Actions.remove(this.dungeonGrid)\n ).play();\n // Move the player to opposite side of the dungeon\n if (this.dungeonGrid.exitDir.col != 0) {\n this.playerCharacter.coords.col = this.dungeonGrid.dimension - this.playerCharacter.coords.col - 1;\n } else {\n this.playerCharacter.coords.row = this.dungeonGrid.dimension - this.playerCharacter.coords.row - 1;\n }", "score": 0.7980122566223145 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " const enemyCharacter = new EnemyCharacter(\"enemy1\");\n // Random empty cell\n const coord = this.dungeonGrid.getRandomEmptyCell();\n if (!coord) return;\n enemyCharacter.coords.set(coord.col, coord.row);\n this.dungeonGrid.addCharacter(enemyCharacter);\n }\n }\n pumpQueuedMove() {\n if (this.queuedMove) {", "score": 0.7928845286369324 } ]
typescript
dungeonGrid.addCharacter(c);
import Engine from "./engine/Engine"; import LocalStorageEngine from "./engine/LocalStorageEngine"; import MemoryEngine from "./engine/MemoryEngine"; import GameScreen from "../screens/game/GameScreen"; import DungeonGrid from "../screens/game/grid/DungeonGrid"; import Wall from "../screens/game/grid/Wall"; import { PlayerCharacter, EnemyCharacter, Character } from "../screens/game/character"; import type { CharacterType } from "../screens/game/character/Character"; import { Coords } from "utils"; export default class Save { static engine: Engine; static initialise() { if (LocalStorageEngine.isSupported()) { this.engine = new LocalStorageEngine(); } else { this.engine = new MemoryEngine(); } } // Coords private static serialiseCoords(coords: Coords) { if (!coords) return null; return [coords.col, coords.row]; } private static deserialiseCoords(coords: any): Coords { if (!coords) return null; return new Coords(coords[0], coords[1]); } // Walls private static serialiseWalls(walls: Wall[]) { return walls.map((w) => { return { from: this.serialiseCoords(w.from), to: this.serialiseCoords(w.to), }; }); } private static deserialiseWalls(walls: any): Wall[] { return walls.map( (w: any) => new Wall(this.deserialiseCoords(w.from), this.deserialiseCoords(w.to)) ); } // Characters private static serialiseCharacters(characters: Character[]) { return characters.map((c) => { return { type: c.type, coords: this.serialiseCoords(c.coords), hp: c.hp, }; }); } private static deserialiseCharacters(characters: any): Character[] { return characters.map( (c: any) => this.createCharacter(c.type, c.hp, this.deserialiseCoords(c.coords)) ); } private static createCharacter(type: CharacterType, hp: number, coords: Coords) { let c; if (type === "player") { c = new PlayerCharacter(); } else { c = new EnemyCharacter(type); } c.coords = coords; c.hp = hp; return c; } // Dungeon grid private static serialiseDungeonGrid(dungeonGrid: DungeonGrid) { return { characters: this.serialiseCharacters(dungeonGrid.characters), walls: this.serialiseWalls(dungeonGrid.walls), edgeWalls: this.serialiseWalls(dungeonGrid.edgeWalls), dimension: dungeonGrid.dimension, exitCoords: this.serialiseCoords(dungeonGrid.exitCoords),
exitDir: this.serialiseCoords(dungeonGrid.exitDir), };
} private static deserialiseDungeonGrid(gameScreen: GameScreen, data: any) { const dungeonGrid = new DungeonGrid(gameScreen, data.dimension); const chars = this.deserialiseCharacters(data.characters); for (const c of chars) { dungeonGrid.addCharacter(c); } dungeonGrid.walls = this.deserialiseWalls(data.walls); dungeonGrid.edgeWalls = this.deserialiseWalls(data.edgeWalls); dungeonGrid.exitCoords = this.deserialiseCoords(data.exitCoords); dungeonGrid.exitDir = this.deserialiseCoords(data.exitDir); dungeonGrid.drawWalls(dungeonGrid.walls); dungeonGrid.updateExitCoords(); return dungeonGrid; } // Game state private static serialiseGameState(gameScreen: GameScreen) { return { level: gameScreen.level, state: gameScreen.state, score: gameScreen.score, dungeonGrid: this.serialiseDungeonGrid(gameScreen.dungeonGrid), }; } private static deserialiseGameState(gameScreen: GameScreen, data: any) { gameScreen.level = data.level; gameScreen.state = data.state; gameScreen.score = data.score; // Remove the old dungeon grid: if (gameScreen.dungeonGrid) { gameScreen.gameContainer.removeChild(gameScreen.dungeonGrid); } gameScreen.dungeonGrid = this.deserialiseDungeonGrid(gameScreen, data.dungeonGrid); gameScreen.gameContainer.addChild(gameScreen.dungeonGrid); const pc = gameScreen.dungeonGrid.characters.find(c => c.isPlayer); gameScreen.playerCharacter = pc; gameScreen.incScore(0); } static hasGameState() { return !!this.engine.load("currentGameState"); } static saveGameState(gameScreen: GameScreen) { // Save game state... const data = this.serialiseGameState(gameScreen); this.engine.save("currentGameState", data); } static loadGameState(gameScreen: GameScreen) { // Save game state... const data = this.engine.load("currentGameState"); if (data) { // Load data into gameScreen... this.deserialiseGameState(gameScreen, data); return true; } return false; } static clearGameState() { this.engine.remove("currentGameState"); } }
src/save/Save.ts
MaxBittker-broughlike-c8d94d5
[ { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " // Add outer wall\n let walls: Wall[] = Wall.edges(this.dimension);\n // Make hole where exit is\n if (this.exitCoords && this.exitDir) {\n walls = walls.filter(\n (w) => !w.blocks(this.exitCoords, this.exitDir.col, this.exitDir.row)\n );\n }\n // Draw walls\n this.drawWalls(walls);", "score": 0.8007919788360596 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " this.level++;\n this.readyToMove = true;\n const nextGrid = new DungeonGrid(this, Game.DIMENSION);\n if (this.dungeonGrid) {\n // Slide the new one in!\n if (Game.EXIT_TYPE == \"door\" && this.dungeonGrid.exitDir) {\n const dx = this.dungeonGrid.exitDir.col * this.dungeonGrid.edgeSize;\n const dy = this.dungeonGrid.exitDir.row * this.dungeonGrid.edgeSize;\n nextGrid.position.set(\n this.dungeonGrid.position.x + dx,", "score": 0.7913181185722351 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " this.walls.push(...walls);\n this.edgeWalls.push(...walls);\n }\n }\n getRandomEmptyCell(): Coords {\n let dijks = null;\n dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false);\n const shuffledCoords = _.shuffle(this.coords);\n for (const coord of shuffledCoords) {\n if (this.exitCoords && this.exitCoords.equals(coord)) continue;", "score": 0.7632904648780823 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " // Delete all old walls\n for (const w of this.walls) {\n Actions.fadeOutAndRemove(w, 0.2).play();\n }\n this.walls = Wall.randomLayout(numWalls, this.dimension);\n // Add some new walls... they must generate any closed areas\n this.drawWalls(this.walls);\n }\n drawWalls(walls: Wall[]) {\n for (const w of walls) {", "score": 0.7498642206192017 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " )\n ),\n Actions.remove(this.dungeonGrid)\n ).play();\n // Move the player to opposite side of the dungeon\n if (this.dungeonGrid.exitDir.col != 0) {\n this.playerCharacter.coords.col = this.dungeonGrid.dimension - this.playerCharacter.coords.col - 1;\n } else {\n this.playerCharacter.coords.row = this.dungeonGrid.dimension - this.playerCharacter.coords.row - 1;\n }", "score": 0.7389565706253052 } ]
typescript
exitDir: this.serialiseCoords(dungeonGrid.exitDir), };
import Engine from "./engine/Engine"; import LocalStorageEngine from "./engine/LocalStorageEngine"; import MemoryEngine from "./engine/MemoryEngine"; import GameScreen from "../screens/game/GameScreen"; import DungeonGrid from "../screens/game/grid/DungeonGrid"; import Wall from "../screens/game/grid/Wall"; import { PlayerCharacter, EnemyCharacter, Character } from "../screens/game/character"; import type { CharacterType } from "../screens/game/character/Character"; import { Coords } from "utils"; export default class Save { static engine: Engine; static initialise() { if (LocalStorageEngine.isSupported()) { this.engine = new LocalStorageEngine(); } else { this.engine = new MemoryEngine(); } } // Coords private static serialiseCoords(coords: Coords) { if (!coords) return null; return [coords.col, coords.row]; } private static deserialiseCoords(coords: any): Coords { if (!coords) return null; return new Coords(coords[0], coords[1]); } // Walls private static serialiseWalls(walls: Wall[]) { return walls.map((w) => { return { from: this.serialiseCoords(w.from), to: this.serialiseCoords(w.to), }; }); } private static deserialiseWalls(walls: any): Wall[] { return walls.map( (w: any) => new Wall(this.deserialiseCoords(w.from), this.deserialiseCoords(w.to)) ); } // Characters private static serialiseCharacters(characters: Character[]) { return characters.map((c) => { return { type: c.type, coords: this.serialiseCoords(c.coords), hp: c.hp, }; }); } private static deserialiseCharacters(characters: any): Character[] { return characters.map( (c: any) => this.createCharacter(c.type, c.hp, this.deserialiseCoords(c.coords)) ); } private static createCharacter(type: CharacterType, hp: number, coords: Coords) { let c; if (type === "player") { c = new PlayerCharacter(); } else { c = new EnemyCharacter(type); } c.coords = coords; c.hp = hp; return c; } // Dungeon grid private static serialiseDungeonGrid(dungeonGrid: DungeonGrid) { return { characters: this.serialiseCharacters(dungeonGrid.characters), walls: this.serialiseWalls(dungeonGrid.walls), edgeWalls: this.serialiseWalls(dungeonGrid.edgeWalls), dimension: dungeonGrid.dimension, exitCoords: this.serialiseCoords(dungeonGrid.exitCoords), exitDir: this.serialiseCoords(dungeonGrid.exitDir), }; } private static deserialiseDungeonGrid(gameScreen: GameScreen, data: any) { const dungeonGrid = new DungeonGrid(gameScreen, data.dimension); const chars = this.deserialiseCharacters(data.characters); for (const c of chars) { dungeonGrid.addCharacter(c); } dungeonGrid.walls = this.deserialiseWalls(data.walls); dungeonGrid.edgeWalls = this.deserialiseWalls(data.edgeWalls); dungeonGrid.exitCoords = this.deserialiseCoords(data.exitCoords); dungeonGrid.exitDir = this.deserialiseCoords(data.exitDir); dungeonGrid.
drawWalls(dungeonGrid.walls);
dungeonGrid.updateExitCoords(); return dungeonGrid; } // Game state private static serialiseGameState(gameScreen: GameScreen) { return { level: gameScreen.level, state: gameScreen.state, score: gameScreen.score, dungeonGrid: this.serialiseDungeonGrid(gameScreen.dungeonGrid), }; } private static deserialiseGameState(gameScreen: GameScreen, data: any) { gameScreen.level = data.level; gameScreen.state = data.state; gameScreen.score = data.score; // Remove the old dungeon grid: if (gameScreen.dungeonGrid) { gameScreen.gameContainer.removeChild(gameScreen.dungeonGrid); } gameScreen.dungeonGrid = this.deserialiseDungeonGrid(gameScreen, data.dungeonGrid); gameScreen.gameContainer.addChild(gameScreen.dungeonGrid); const pc = gameScreen.dungeonGrid.characters.find(c => c.isPlayer); gameScreen.playerCharacter = pc; gameScreen.incScore(0); } static hasGameState() { return !!this.engine.load("currentGameState"); } static saveGameState(gameScreen: GameScreen) { // Save game state... const data = this.serialiseGameState(gameScreen); this.engine.save("currentGameState", data); } static loadGameState(gameScreen: GameScreen) { // Save game state... const data = this.engine.load("currentGameState"); if (data) { // Load data into gameScreen... this.deserialiseGameState(gameScreen, data); return true; } return false; } static clearGameState() { this.engine.remove("currentGameState"); } }
src/save/Save.ts
MaxBittker-broughlike-c8d94d5
[ { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " this.resizeAgain();\n nextGrid.alpha = 0;\n Actions.fadeIn(nextGrid, 0.5).play();\n }\n this.dungeonGrid = nextGrid;\n this.dungeonGrid.addCharacter(this.playerCharacter);\n this.dungeonGrid.clearEnemies();\n this.dungeonGrid.generateWalls(Math.min(3 + this.level, 8));\n this.dungeonGrid.setExitCell();\n this.gameContainer.addChild(this.dungeonGrid);", "score": 0.7873222231864929 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " // Add outer wall\n let walls: Wall[] = Wall.edges(this.dimension);\n // Make hole where exit is\n if (this.exitCoords && this.exitDir) {\n walls = walls.filter(\n (w) => !w.blocks(this.exitCoords, this.exitDir.col, this.exitDir.row)\n );\n }\n // Draw walls\n this.drawWalls(walls);", "score": 0.7729741334915161 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " this.walls.push(...walls);\n this.edgeWalls.push(...walls);\n }\n }\n getRandomEmptyCell(): Coords {\n let dijks = null;\n dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false);\n const shuffledCoords = _.shuffle(this.coords);\n for (const coord of shuffledCoords) {\n if (this.exitCoords && this.exitCoords.equals(coord)) continue;", "score": 0.7634408473968506 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " this.level++;\n this.readyToMove = true;\n const nextGrid = new DungeonGrid(this, Game.DIMENSION);\n if (this.dungeonGrid) {\n // Slide the new one in!\n if (Game.EXIT_TYPE == \"door\" && this.dungeonGrid.exitDir) {\n const dx = this.dungeonGrid.exitDir.col * this.dungeonGrid.edgeSize;\n const dy = this.dungeonGrid.exitDir.row * this.dungeonGrid.edgeSize;\n nextGrid.position.set(\n this.dungeonGrid.position.x + dx,", "score": 0.7521052956581116 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " )\n ),\n Actions.remove(this.dungeonGrid)\n ).play();\n // Move the player to opposite side of the dungeon\n if (this.dungeonGrid.exitDir.col != 0) {\n this.playerCharacter.coords.col = this.dungeonGrid.dimension - this.playerCharacter.coords.col - 1;\n } else {\n this.playerCharacter.coords.row = this.dungeonGrid.dimension - this.playerCharacter.coords.row - 1;\n }", "score": 0.7297278642654419 } ]
typescript
drawWalls(dungeonGrid.walls);
import * as PIXI from "pixi.js"; import { Actions } from "pixi-actions"; import Game from "Game"; import Screen from "../Screen"; import { Font } from "utils"; import Save from "../../save/Save"; import DungeonGrid from "./grid/DungeonGrid"; import { PlayerCharacter, EnemyCharacter } from "./character"; import GameOverModal from "./GameOverModal"; import * as _ from "underscore"; type GameState = "play" | "gameover"; export default class GameScreen extends Screen { playerCharacter: PlayerCharacter; dungeonGrid: DungeonGrid; darkOverlay: PIXI.Container; gameContainer: PIXI.Container; gameOverModal: GameOverModal; readyToMove: boolean; queuedMove: { dx: number; dy: number }; level: number; state: GameState = "play"; modals: PIXI.Container[] = []; score: number; scoreLabel: PIXI.BitmapText; prevWidth: number = 0; prevHeight: number = 0; constructor() { super(); // Setup this.readyToMove = true; this.queuedMove = null; this.level = 0; this.score = 0; this.gameContainer = new PIXI.Container(); this.addChild(this.gameContainer); // Score this.scoreLabel = new PIXI.BitmapText("0", Font.makeFontOptions("small")); this.scoreLabel.anchor.set(0.5); this.scoreLabel.tint = 0xffffff; this.gameContainer.addChild(this.scoreLabel); // Add a character this.playerCharacter = new PlayerCharacter(); this.playerCharacter.coords.set(2, 4); // Dark overlay this.darkOverlay = new PIXI.Container(); this.darkOverlay.visible = false; { const rect = PIXI.Sprite.from(PIXI.Texture.WHITE); rect.tint = 0; rect.alpha = 0.8; this.darkOverlay.addChild(rect); } this.addChild(this.darkOverlay); } incScore(amt: number) { this.score += amt; this.scoreLabel.text = "" + this.score; } showDarkOverlay(delay: number = 0) { this.darkOverlay.visible = true; this.darkOverlay.alpha = 0; Actions.sequence( Actions.delay(delay), Actions.fadeIn(this.darkOverlay, 0.2) ).play(); } hideDarkOverlay(delay: number = 0) { Actions.sequence( Actions.delay(delay), Actions.runFunc(() => { this.darkOverlay.visible = false; this.darkOverlay.alpha = 0; }) ).play(); } gameOver() { this.state = "gameover"; Save.clearGameState(); this.showDarkOverlay(0.5); this.gameOverModal = new GameOverModal(this); this.gameOverModal.alpha = 0; Actions.sequence( Actions.delay(2), Actions.fadeIn(this.gameOverModal, 0.2) ).play(); this.addChild(this.gameOverModal); this.resizeAgain(); } nextLevel() { this.incScore(1); this.level++; this.readyToMove = true; const nextGrid = new DungeonGrid(this, Game.DIMENSION); if (this.dungeonGrid) { // Slide the new one in! if (Game.EXIT_TYPE == "door" && this.dungeonGrid.exitDir) { const dx = this.dungeonGrid.exitDir.col * this.dungeonGrid.edgeSize; const dy = this.dungeonGrid.exitDir.row * this.dungeonGrid.edgeSize; nextGrid.
position.set( this.dungeonGrid.position.x + dx, this.dungeonGrid.position.y + dy );
nextGrid.alpha = 0; Actions.parallel( Actions.fadeIn(nextGrid, 0.2), Actions.moveTo( nextGrid, this.dungeonGrid.position.x, this.dungeonGrid.position.y, 0.5 ) ).play(); Actions.sequence( Actions.parallel( Actions.fadeOut(this.dungeonGrid, 0.2), Actions.moveTo( this.dungeonGrid, this.dungeonGrid.position.x - dx, this.dungeonGrid.position.y - dy, 0.5 ) ), Actions.remove(this.dungeonGrid) ).play(); // Move the player to opposite side of the dungeon if (this.dungeonGrid.exitDir.col != 0) { this.playerCharacter.coords.col = this.dungeonGrid.dimension - this.playerCharacter.coords.col - 1; } else { this.playerCharacter.coords.row = this.dungeonGrid.dimension - this.playerCharacter.coords.row - 1; } // Ensure that any pending animations don't intefere with positioning in next level Actions.clear(this.playerCharacter); } else { nextGrid.position.set(this.dungeonGrid.position.x, this.dungeonGrid.position.y); nextGrid.alpha = 0; Actions.fadeIn(nextGrid, 0.5).play(); Actions.fadeOutAndRemove(this.dungeonGrid, 0.5).play(); } } else { // If this is the first grid, we need to place it in the correct place this.resizeAgain(); nextGrid.alpha = 0; Actions.fadeIn(nextGrid, 0.5).play(); } this.dungeonGrid = nextGrid; this.dungeonGrid.addCharacter(this.playerCharacter); this.dungeonGrid.clearEnemies(); this.dungeonGrid.generateWalls(Math.min(3 + this.level, 8)); this.dungeonGrid.setExitCell(); this.gameContainer.addChild(this.dungeonGrid); const monsterLevel = Math.min(this.level, 20); const numEnemies = 2 + Math.min(5, Math.floor(monsterLevel / 5)) + Math.min(10, Math.max(0, monsterLevel - 40)); this.spawnEnemy(numEnemies); Save.saveGameState(this); } spawnEnemy(n: number) { for (let i = 0; i < n; i++) { const enemyCharacter = new EnemyCharacter("enemy1"); // Random empty cell const coord = this.dungeonGrid.getRandomEmptyCell(); if (!coord) return; enemyCharacter.coords.set(coord.col, coord.row); this.dungeonGrid.addCharacter(enemyCharacter); } } pumpQueuedMove() { if (this.queuedMove) { this.doMove(this.queuedMove.dx, this.queuedMove.dy); this.queuedMove = null; } } doMove(dx: number, dy: number) { if (this.state != "play") { // Can't move! return; } // 1. If you aren't yet ready to move, then queue the direction if (this.readyToMove) { // 2. Otherwise, do the move const moveResult = this.dungeonGrid.moveCharacter( this.playerCharacter, dx, dy ); // 3. If the move was successful, then say we aren't ready to move yet if (moveResult.wentThroughExit) { // Load in new level // Snazzy animation too, if I could handle it! this.nextLevel(); } else if (moveResult.didMove) { this.postMove(moveResult.delay); } else { this.readyToMove = false; // After a delay, let the player move again Actions.sequence( Actions.delay(moveResult.delay), Actions.runFunc(() => { this.readyToMove = true; this.pumpQueuedMove(); }) ).play(); } } else { this.queuedMove = { dx, dy }; } } postMove(delay: number) { this.readyToMove = false; // Any character on exit let onExit = false; if (Game.EXIT_TYPE == "stairs" && this.dungeonGrid.exitCoords) { if (this.dungeonGrid.exitCoords.equals(this.playerCharacter.coords)) { onExit = true; } } if (onExit) { this.nextLevel(); } else { Actions.sequence( Actions.delay(delay), Actions.runFunc(() => { if (this.state != "gameover") { this.doEnemyMove(); } }) ).play(); } if (this.state == "play") Save.saveGameState(this); } doEnemyMove() { // Move enemies, after a delay! const enemyMoveResult = this.dungeonGrid.moveEnemies(); let delay = enemyMoveResult.delay; // After a delay, let the player move again // Fudge this value, I like to be able to move really soon Actions.sequence( Actions.delay(delay), Actions.runFunc(() => { this.readyToMove = true; this.pumpQueuedMove(); }) ).play(); if (this.state == "play") Save.saveGameState(this); } resizeAgain() { this.resize(this.prevWidth, this.prevHeight); } resize(width: number, height: number) { if (!this.parent) return; this.prevWidth = width; this.prevHeight = height; this.darkOverlay.width = Game.instance.width / Game.instance.scale; this.darkOverlay.height = Game.instance.height / Game.instance.scale; this.darkOverlay.position.set( -this.parent.position.x / Game.instance.scale, -this.parent.position.y / Game.instance.scale ); // Dungeon grid position let dungeonY = (height - this.dungeonGrid.edgeSize) / 2; let dungeonX = (width - this.dungeonGrid.edgeSize) / 2; // Grids // Move it this.dungeonGrid.position.set(dungeonX, dungeonY); this.scoreLabel.position.set(dungeonX + this.dungeonGrid.edgeSize / 2, 16); // Modals const modals = [this.gameOverModal]; for (const m of modals) { if (m) { // Centre it! const x = (width - Game.TARGET_WIDTH) / 2; const y = (height - Game.TARGET_HEIGHT) / 2; m.position.set(x, y); } } } keydown(code: string) { let dx = 0; let dy = 0; if (code == "ArrowLeft" || code == "KeyA") { dx = -1; } else if (code == "ArrowRight" || code == "KeyD") { dx = 1; } else if (code == "ArrowUp" || code == "KeyW") { dy = -1; } else if (code == "ArrowDown" || code == "KeyS") { dy = 1; } if (dx != 0 || dy != 0) { // Attempted move this.doMove(dx, dy); } } }
src/screens/game/GameScreen.ts
MaxBittker-broughlike-c8d94d5
[ { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " stair.height = this.cellSize * 0.8;\n const offset2 = (this.cellSize - stair.width) / 2;\n stair.position.set(\n i * this.cellSize + offset2,\n j * this.cellSize + offset2\n );\n stair.visible = false;\n col2.push(stair);\n this.addChild(stair);\n }", "score": 0.7909524440765381 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " character.coords.equals(this.exitCoords) &&\n Game.EXIT_TYPE == \"door\" &&\n this.exitDir &&\n this.exitDir.equals(dx, dy)\n ) {\n // We are going through the exit!\n return { didMove: true, delay: 0, wentThroughExit: true };\n }\n // Hitting the edge of the grid\n Game.instance.playSound(\"bump\");", "score": 0.7844423055648804 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " cell.height = this.cellSize;\n const offset1 = (this.cellSize - cell.width) / 2;\n cell.position.set(\n i * this.cellSize + offset1,\n j * this.cellSize + offset1\n );\n col1.push(cell);\n this.addChild(cell);\n const stair = PIXI.Sprite.from(Game.tex(\"stairs.png\"));\n stair.width = this.cellSize * 0.8;", "score": 0.7786159515380859 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " // Add outer wall\n let walls: Wall[] = Wall.edges(this.dimension);\n // Make hole where exit is\n if (this.exitCoords && this.exitDir) {\n walls = walls.filter(\n (w) => !w.blocks(this.exitCoords, this.exitDir.col, this.exitDir.row)\n );\n }\n // Draw walls\n this.drawWalls(walls);", "score": 0.7751359939575195 }, { "filename": "src/save/Save.ts", "retrieved_chunk": " dungeonGrid.updateExitCoords();\n return dungeonGrid;\n }\n // Game state\n private static serialiseGameState(gameScreen: GameScreen) {\n return {\n level: gameScreen.level,\n state: gameScreen.state,\n score: gameScreen.score,\n dungeonGrid: this.serialiseDungeonGrid(gameScreen.dungeonGrid),", "score": 0.7693142890930176 } ]
typescript
position.set( this.dungeonGrid.position.x + dx, this.dungeonGrid.position.y + dy );
import Engine from "./engine/Engine"; import LocalStorageEngine from "./engine/LocalStorageEngine"; import MemoryEngine from "./engine/MemoryEngine"; import GameScreen from "../screens/game/GameScreen"; import DungeonGrid from "../screens/game/grid/DungeonGrid"; import Wall from "../screens/game/grid/Wall"; import { PlayerCharacter, EnemyCharacter, Character } from "../screens/game/character"; import type { CharacterType } from "../screens/game/character/Character"; import { Coords } from "utils"; export default class Save { static engine: Engine; static initialise() { if (LocalStorageEngine.isSupported()) { this.engine = new LocalStorageEngine(); } else { this.engine = new MemoryEngine(); } } // Coords private static serialiseCoords(coords: Coords) { if (!coords) return null; return [coords.col, coords.row]; } private static deserialiseCoords(coords: any): Coords { if (!coords) return null; return new Coords(coords[0], coords[1]); } // Walls private static serialiseWalls(walls: Wall[]) { return walls.map((w) => { return { from: this.serialiseCoords(w.from), to: this.serialiseCoords(w.to), }; }); } private static deserialiseWalls(walls: any): Wall[] { return walls.map( (w: any) => new Wall(this.deserialiseCoords(w.from), this.deserialiseCoords(w.to)) ); } // Characters private static serialiseCharacters(characters: Character[]) { return characters.map((c) => { return { type: c.type, coords: this.serialiseCoords(c.coords), hp: c.hp, }; }); } private static deserialiseCharacters(characters: any): Character[] { return characters.map( (c: any) => this.createCharacter(c.type, c.hp, this.deserialiseCoords(c.coords)) ); } private static createCharacter(type: CharacterType, hp: number, coords: Coords) { let c; if (type === "player") { c = new PlayerCharacter(); } else { c = new EnemyCharacter(type); } c.coords = coords; c.hp = hp; return c; } // Dungeon grid private static serialiseDungeonGrid(dungeonGrid: DungeonGrid) { return { characters: this.serialiseCharacters(dungeonGrid.characters), walls: this.serialiseWalls(dungeonGrid.walls), edgeWalls: this.serialiseWalls(dungeonGrid.edgeWalls), dimension: dungeonGrid.dimension, exitCoords: this.serialiseCoords(dungeonGrid.exitCoords), exitDir: this.serialiseCoords(dungeonGrid.exitDir), }; } private static deserialiseDungeonGrid(gameScreen: GameScreen, data: any) { const dungeonGrid = new DungeonGrid(gameScreen, data.dimension); const chars = this.deserialiseCharacters(data.characters); for (const c of chars) { dungeonGrid.addCharacter(c); } dungeonGrid.walls = this.deserialiseWalls(data.walls); dungeonGrid.edgeWalls = this.deserialiseWalls(data.edgeWalls); dungeonGrid.exitCoords = this.deserialiseCoords(data.exitCoords); dungeonGrid.exitDir = this.deserialiseCoords(data.exitDir); dungeonGrid.drawWalls(dungeonGrid.walls); dungeonGrid.updateExitCoords(); return dungeonGrid; } // Game state private static serialiseGameState(gameScreen: GameScreen) { return { level: gameScreen.level,
state: gameScreen.state, score: gameScreen.score, dungeonGrid: this.serialiseDungeonGrid(gameScreen.dungeonGrid), };
} private static deserialiseGameState(gameScreen: GameScreen, data: any) { gameScreen.level = data.level; gameScreen.state = data.state; gameScreen.score = data.score; // Remove the old dungeon grid: if (gameScreen.dungeonGrid) { gameScreen.gameContainer.removeChild(gameScreen.dungeonGrid); } gameScreen.dungeonGrid = this.deserialiseDungeonGrid(gameScreen, data.dungeonGrid); gameScreen.gameContainer.addChild(gameScreen.dungeonGrid); const pc = gameScreen.dungeonGrid.characters.find(c => c.isPlayer); gameScreen.playerCharacter = pc; gameScreen.incScore(0); } static hasGameState() { return !!this.engine.load("currentGameState"); } static saveGameState(gameScreen: GameScreen) { // Save game state... const data = this.serialiseGameState(gameScreen); this.engine.save("currentGameState", data); } static loadGameState(gameScreen: GameScreen) { // Save game state... const data = this.engine.load("currentGameState"); if (data) { // Load data into gameScreen... this.deserialiseGameState(gameScreen, data); return true; } return false; } static clearGameState() { this.engine.remove("currentGameState"); } }
src/save/Save.ts
MaxBittker-broughlike-c8d94d5
[ { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": "type GameState = \"play\" | \"gameover\";\nexport default class GameScreen extends Screen {\n playerCharacter: PlayerCharacter;\n dungeonGrid: DungeonGrid;\n darkOverlay: PIXI.Container;\n gameContainer: PIXI.Container;\n gameOverModal: GameOverModal;\n readyToMove: boolean;\n queuedMove: { dx: number; dy: number };\n level: number;", "score": 0.7928367257118225 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " if (this.readyToMove) {\n // 2. Otherwise, do the move\n const moveResult = this.dungeonGrid.moveCharacter(\n this.playerCharacter,\n dx,\n dy\n );\n // 3. If the move was successful, then say we aren't ready to move yet\n if (moveResult.wentThroughExit) {\n // Load in new level", "score": 0.7811821699142456 }, { "filename": "src/Game.ts", "retrieved_chunk": " if (!Save.loadGameState(gameScreen)) {\n gameScreen.nextLevel();\n }\n this.setScreen(gameScreen);\n }\n gotoMenuScreen() {\n this.setScreen(new MenuScreen());\n }\n setScreen(screen: Screen) {\n if (this.currentScreen != null) {", "score": 0.7767413854598999 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " if (this.state == \"play\")\n Save.saveGameState(this);\n }\n doEnemyMove() {\n // Move enemies, after a delay!\n const enemyMoveResult = this.dungeonGrid.moveEnemies();\n let delay = enemyMoveResult.delay;\n // After a delay, let the player move again\n // Fudge this value, I like to be able to move really soon\n Actions.sequence(", "score": 0.77203369140625 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " unsetExitCell() {\n this.exitCoords = null;\n this.updateExitCoords();\n }\n setExitCell(minDistanceFromPlayer: number = 7) {\n const possibles = [];\n const backups = [];\n let dijks = null;\n dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false);\n for (let i = 0; i < this.dimension; i++) {", "score": 0.7676249742507935 } ]
typescript
state: gameScreen.state, score: gameScreen.score, dungeonGrid: this.serialiseDungeonGrid(gameScreen.dungeonGrid), };
import * as PIXI from "pixi.js"; import { Actions } from "pixi-actions"; import Game from "Game"; import Screen from "../Screen"; import { Font } from "utils"; import Save from "../../save/Save"; import DungeonGrid from "./grid/DungeonGrid"; import { PlayerCharacter, EnemyCharacter } from "./character"; import GameOverModal from "./GameOverModal"; import * as _ from "underscore"; type GameState = "play" | "gameover"; export default class GameScreen extends Screen { playerCharacter: PlayerCharacter; dungeonGrid: DungeonGrid; darkOverlay: PIXI.Container; gameContainer: PIXI.Container; gameOverModal: GameOverModal; readyToMove: boolean; queuedMove: { dx: number; dy: number }; level: number; state: GameState = "play"; modals: PIXI.Container[] = []; score: number; scoreLabel: PIXI.BitmapText; prevWidth: number = 0; prevHeight: number = 0; constructor() { super(); // Setup this.readyToMove = true; this.queuedMove = null; this.level = 0; this.score = 0; this.gameContainer = new PIXI.Container(); this.addChild(this.gameContainer); // Score this.scoreLabel = new PIXI.BitmapText("0", Font.makeFontOptions("small")); this.scoreLabel.anchor.set(0.5); this.scoreLabel.tint = 0xffffff; this.gameContainer.addChild(this.scoreLabel); // Add a character this.playerCharacter = new PlayerCharacter(); this.playerCharacter.coords.set(2, 4); // Dark overlay this.darkOverlay = new PIXI.Container(); this.darkOverlay.visible = false; { const rect = PIXI.Sprite.from(PIXI.Texture.WHITE); rect.tint = 0; rect.alpha = 0.8; this.darkOverlay.addChild(rect); } this.addChild(this.darkOverlay); } incScore(amt: number) { this.score += amt; this.scoreLabel.text = "" + this.score; } showDarkOverlay(delay: number = 0) { this.darkOverlay.visible = true; this.darkOverlay.alpha = 0; Actions.sequence( Actions.delay(delay), Actions.fadeIn(this.darkOverlay, 0.2) ).play(); } hideDarkOverlay(delay: number = 0) { Actions.sequence( Actions.delay(delay), Actions.runFunc(() => { this.darkOverlay.visible = false; this.darkOverlay.alpha = 0; }) ).play(); } gameOver() { this.state = "gameover"; Save.clearGameState(); this.showDarkOverlay(0.5); this.gameOverModal = new GameOverModal(this); this.gameOverModal.alpha = 0; Actions.sequence( Actions.delay(2), Actions.fadeIn(this.gameOverModal, 0.2) ).play(); this.addChild(this.gameOverModal); this.resizeAgain(); } nextLevel() { this.incScore(1); this.level++; this.readyToMove = true;
const nextGrid = new DungeonGrid(this, Game.DIMENSION);
if (this.dungeonGrid) { // Slide the new one in! if (Game.EXIT_TYPE == "door" && this.dungeonGrid.exitDir) { const dx = this.dungeonGrid.exitDir.col * this.dungeonGrid.edgeSize; const dy = this.dungeonGrid.exitDir.row * this.dungeonGrid.edgeSize; nextGrid.position.set( this.dungeonGrid.position.x + dx, this.dungeonGrid.position.y + dy ); nextGrid.alpha = 0; Actions.parallel( Actions.fadeIn(nextGrid, 0.2), Actions.moveTo( nextGrid, this.dungeonGrid.position.x, this.dungeonGrid.position.y, 0.5 ) ).play(); Actions.sequence( Actions.parallel( Actions.fadeOut(this.dungeonGrid, 0.2), Actions.moveTo( this.dungeonGrid, this.dungeonGrid.position.x - dx, this.dungeonGrid.position.y - dy, 0.5 ) ), Actions.remove(this.dungeonGrid) ).play(); // Move the player to opposite side of the dungeon if (this.dungeonGrid.exitDir.col != 0) { this.playerCharacter.coords.col = this.dungeonGrid.dimension - this.playerCharacter.coords.col - 1; } else { this.playerCharacter.coords.row = this.dungeonGrid.dimension - this.playerCharacter.coords.row - 1; } // Ensure that any pending animations don't intefere with positioning in next level Actions.clear(this.playerCharacter); } else { nextGrid.position.set(this.dungeonGrid.position.x, this.dungeonGrid.position.y); nextGrid.alpha = 0; Actions.fadeIn(nextGrid, 0.5).play(); Actions.fadeOutAndRemove(this.dungeonGrid, 0.5).play(); } } else { // If this is the first grid, we need to place it in the correct place this.resizeAgain(); nextGrid.alpha = 0; Actions.fadeIn(nextGrid, 0.5).play(); } this.dungeonGrid = nextGrid; this.dungeonGrid.addCharacter(this.playerCharacter); this.dungeonGrid.clearEnemies(); this.dungeonGrid.generateWalls(Math.min(3 + this.level, 8)); this.dungeonGrid.setExitCell(); this.gameContainer.addChild(this.dungeonGrid); const monsterLevel = Math.min(this.level, 20); const numEnemies = 2 + Math.min(5, Math.floor(monsterLevel / 5)) + Math.min(10, Math.max(0, monsterLevel - 40)); this.spawnEnemy(numEnemies); Save.saveGameState(this); } spawnEnemy(n: number) { for (let i = 0; i < n; i++) { const enemyCharacter = new EnemyCharacter("enemy1"); // Random empty cell const coord = this.dungeonGrid.getRandomEmptyCell(); if (!coord) return; enemyCharacter.coords.set(coord.col, coord.row); this.dungeonGrid.addCharacter(enemyCharacter); } } pumpQueuedMove() { if (this.queuedMove) { this.doMove(this.queuedMove.dx, this.queuedMove.dy); this.queuedMove = null; } } doMove(dx: number, dy: number) { if (this.state != "play") { // Can't move! return; } // 1. If you aren't yet ready to move, then queue the direction if (this.readyToMove) { // 2. Otherwise, do the move const moveResult = this.dungeonGrid.moveCharacter( this.playerCharacter, dx, dy ); // 3. If the move was successful, then say we aren't ready to move yet if (moveResult.wentThroughExit) { // Load in new level // Snazzy animation too, if I could handle it! this.nextLevel(); } else if (moveResult.didMove) { this.postMove(moveResult.delay); } else { this.readyToMove = false; // After a delay, let the player move again Actions.sequence( Actions.delay(moveResult.delay), Actions.runFunc(() => { this.readyToMove = true; this.pumpQueuedMove(); }) ).play(); } } else { this.queuedMove = { dx, dy }; } } postMove(delay: number) { this.readyToMove = false; // Any character on exit let onExit = false; if (Game.EXIT_TYPE == "stairs" && this.dungeonGrid.exitCoords) { if (this.dungeonGrid.exitCoords.equals(this.playerCharacter.coords)) { onExit = true; } } if (onExit) { this.nextLevel(); } else { Actions.sequence( Actions.delay(delay), Actions.runFunc(() => { if (this.state != "gameover") { this.doEnemyMove(); } }) ).play(); } if (this.state == "play") Save.saveGameState(this); } doEnemyMove() { // Move enemies, after a delay! const enemyMoveResult = this.dungeonGrid.moveEnemies(); let delay = enemyMoveResult.delay; // After a delay, let the player move again // Fudge this value, I like to be able to move really soon Actions.sequence( Actions.delay(delay), Actions.runFunc(() => { this.readyToMove = true; this.pumpQueuedMove(); }) ).play(); if (this.state == "play") Save.saveGameState(this); } resizeAgain() { this.resize(this.prevWidth, this.prevHeight); } resize(width: number, height: number) { if (!this.parent) return; this.prevWidth = width; this.prevHeight = height; this.darkOverlay.width = Game.instance.width / Game.instance.scale; this.darkOverlay.height = Game.instance.height / Game.instance.scale; this.darkOverlay.position.set( -this.parent.position.x / Game.instance.scale, -this.parent.position.y / Game.instance.scale ); // Dungeon grid position let dungeonY = (height - this.dungeonGrid.edgeSize) / 2; let dungeonX = (width - this.dungeonGrid.edgeSize) / 2; // Grids // Move it this.dungeonGrid.position.set(dungeonX, dungeonY); this.scoreLabel.position.set(dungeonX + this.dungeonGrid.edgeSize / 2, 16); // Modals const modals = [this.gameOverModal]; for (const m of modals) { if (m) { // Centre it! const x = (width - Game.TARGET_WIDTH) / 2; const y = (height - Game.TARGET_HEIGHT) / 2; m.position.set(x, y); } } } keydown(code: string) { let dx = 0; let dy = 0; if (code == "ArrowLeft" || code == "KeyA") { dx = -1; } else if (code == "ArrowRight" || code == "KeyD") { dx = 1; } else if (code == "ArrowUp" || code == "KeyW") { dy = -1; } else if (code == "ArrowDown" || code == "KeyS") { dy = 1; } if (dx != 0 || dy != 0) { // Attempted move this.doMove(dx, dy); } } }
src/screens/game/GameScreen.ts
MaxBittker-broughlike-c8d94d5
[ { "filename": "src/Game.ts", "retrieved_chunk": " if (!Save.loadGameState(gameScreen)) {\n gameScreen.nextLevel();\n }\n this.setScreen(gameScreen);\n }\n gotoMenuScreen() {\n this.setScreen(new MenuScreen());\n }\n setScreen(screen: Screen) {\n if (this.currentScreen != null) {", "score": 0.8103916049003601 }, { "filename": "src/save/Save.ts", "retrieved_chunk": " gameScreen.dungeonGrid = this.deserialiseDungeonGrid(gameScreen, data.dungeonGrid);\n gameScreen.gameContainer.addChild(gameScreen.dungeonGrid);\n const pc = gameScreen.dungeonGrid.characters.find(c => c.isPlayer);\n gameScreen.playerCharacter = pc;\n gameScreen.incScore(0);\n }\n static hasGameState() {\n return !!this.engine.load(\"currentGameState\");\n }\n static saveGameState(gameScreen: GameScreen) {", "score": 0.8079735636711121 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " } catch (e) {\n // The game is over\n this.gameScreen.gameOver();\n return { didMove: true, delay: 0, wentThroughExit: false };\n }\n // Move the character\n if (character.isPlayer) {\n Game.instance.playSound([\"step1\", \"step2\", \"step3\", \"step4\"]);\n }\n character.coords.set(targetCoord);", "score": 0.8019789457321167 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " w.alpha = 0;\n Actions.fadeIn(w, 0.2).play();\n this.wallsHolder.addChild(w);\n w.setCellSize(this.cellSize);\n // Place in the correct place\n this.setPositionTo(w, w.from, true);\n }\n }\n addCharacter(character: Character) {\n character.scale.set(0.2);", "score": 0.8019408583641052 }, { "filename": "src/screens/menu/MenuScreen.ts", "retrieved_chunk": " // Start new game!\n Game.instance.gotoGameScreen();\n });\n this.addChild(this.startButton);\n }\n resize(width: number, height: number) {\n this.w = width;\n this.h = height;\n this.logo.position.set(width / 2, MenuScreen.PADDING);\n this.startButton.position.set(", "score": 0.8015235662460327 } ]
typescript
const nextGrid = new DungeonGrid(this, Game.DIMENSION);
import Engine from "./engine/Engine"; import LocalStorageEngine from "./engine/LocalStorageEngine"; import MemoryEngine from "./engine/MemoryEngine"; import GameScreen from "../screens/game/GameScreen"; import DungeonGrid from "../screens/game/grid/DungeonGrid"; import Wall from "../screens/game/grid/Wall"; import { PlayerCharacter, EnemyCharacter, Character } from "../screens/game/character"; import type { CharacterType } from "../screens/game/character/Character"; import { Coords } from "utils"; export default class Save { static engine: Engine; static initialise() { if (LocalStorageEngine.isSupported()) { this.engine = new LocalStorageEngine(); } else { this.engine = new MemoryEngine(); } } // Coords private static serialiseCoords(coords: Coords) { if (!coords) return null; return [coords.col, coords.row]; } private static deserialiseCoords(coords: any): Coords { if (!coords) return null; return new Coords(coords[0], coords[1]); } // Walls private static serialiseWalls(walls: Wall[]) { return walls.map((w) => { return { from: this.serialiseCoords(w.from), to: this.serialiseCoords(w.to), }; }); } private static deserialiseWalls(walls: any): Wall[] { return walls.map( (w: any) => new Wall(this.deserialiseCoords(w.from), this.deserialiseCoords(w.to)) ); } // Characters private static serialiseCharacters(characters: Character[]) { return characters.map((c) => { return { type: c.type, coords: this.serialiseCoords(c.coords), hp: c.hp, }; }); } private static deserialiseCharacters(characters: any): Character[] { return characters.map( (c: any) => this.createCharacter(c.type, c.hp, this.deserialiseCoords(c.coords)) ); } private static createCharacter(type: CharacterType, hp: number, coords: Coords) { let c; if (type === "player") { c = new PlayerCharacter(); } else { c = new EnemyCharacter(type); } c.coords = coords; c.hp = hp; return c; } // Dungeon grid private static serialiseDungeonGrid(dungeonGrid: DungeonGrid) { return { characters: this.serialiseCharacters(dungeonGrid.characters), walls: this.serialiseWalls(dungeonGrid.walls), edgeWalls: this.serialiseWalls(dungeonGrid.edgeWalls), dimension: dungeonGrid.dimension, exitCoords: this.serialiseCoords(dungeonGrid.exitCoords), exitDir: this.serialiseCoords(dungeonGrid.exitDir), }; } private static deserialiseDungeonGrid(gameScreen: GameScreen, data: any) { const dungeonGrid = new DungeonGrid(gameScreen, data.dimension); const chars = this.deserialiseCharacters(data.characters); for (const c of chars) { dungeonGrid.addCharacter(c); } dungeonGrid.walls = this.deserialiseWalls(data.walls); dungeonGrid.edgeWalls = this.deserialiseWalls(data.edgeWalls); dungeonGrid.exitCoords = this.deserialiseCoords(data.exitCoords); dungeonGrid.exitDir = this.deserialiseCoords(data.exitDir); dungeonGrid.drawWalls(dungeonGrid.walls); dungeonGrid.updateExitCoords(); return dungeonGrid; } // Game state private static serialiseGameState(gameScreen: GameScreen) { return { level: gameScreen.level, state: gameScreen.state, score: gameScreen.score, dungeonGrid
: this.serialiseDungeonGrid(gameScreen.dungeonGrid), };
} private static deserialiseGameState(gameScreen: GameScreen, data: any) { gameScreen.level = data.level; gameScreen.state = data.state; gameScreen.score = data.score; // Remove the old dungeon grid: if (gameScreen.dungeonGrid) { gameScreen.gameContainer.removeChild(gameScreen.dungeonGrid); } gameScreen.dungeonGrid = this.deserialiseDungeonGrid(gameScreen, data.dungeonGrid); gameScreen.gameContainer.addChild(gameScreen.dungeonGrid); const pc = gameScreen.dungeonGrid.characters.find(c => c.isPlayer); gameScreen.playerCharacter = pc; gameScreen.incScore(0); } static hasGameState() { return !!this.engine.load("currentGameState"); } static saveGameState(gameScreen: GameScreen) { // Save game state... const data = this.serialiseGameState(gameScreen); this.engine.save("currentGameState", data); } static loadGameState(gameScreen: GameScreen) { // Save game state... const data = this.engine.load("currentGameState"); if (data) { // Load data into gameScreen... this.deserialiseGameState(gameScreen, data); return true; } return false; } static clearGameState() { this.engine.remove("currentGameState"); } }
src/save/Save.ts
MaxBittker-broughlike-c8d94d5
[ { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": "type GameState = \"play\" | \"gameover\";\nexport default class GameScreen extends Screen {\n playerCharacter: PlayerCharacter;\n dungeonGrid: DungeonGrid;\n darkOverlay: PIXI.Container;\n gameContainer: PIXI.Container;\n gameOverModal: GameOverModal;\n readyToMove: boolean;\n queuedMove: { dx: number; dy: number };\n level: number;", "score": 0.7706601619720459 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " if (this.readyToMove) {\n // 2. Otherwise, do the move\n const moveResult = this.dungeonGrid.moveCharacter(\n this.playerCharacter,\n dx,\n dy\n );\n // 3. If the move was successful, then say we aren't ready to move yet\n if (moveResult.wentThroughExit) {\n // Load in new level", "score": 0.7606630921363831 }, { "filename": "src/Game.ts", "retrieved_chunk": " if (!Save.loadGameState(gameScreen)) {\n gameScreen.nextLevel();\n }\n this.setScreen(gameScreen);\n }\n gotoMenuScreen() {\n this.setScreen(new MenuScreen());\n }\n setScreen(screen: Screen) {\n if (this.currentScreen != null) {", "score": 0.7591499090194702 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " if (this.state == \"play\")\n Save.saveGameState(this);\n }\n doEnemyMove() {\n // Move enemies, after a delay!\n const enemyMoveResult = this.dungeonGrid.moveEnemies();\n let delay = enemyMoveResult.delay;\n // After a delay, let the player move again\n // Fudge this value, I like to be able to move really soon\n Actions.sequence(", "score": 0.755050778388977 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " unsetExitCell() {\n this.exitCoords = null;\n this.updateExitCoords();\n }\n setExitCell(minDistanceFromPlayer: number = 7) {\n const possibles = [];\n const backups = [];\n let dijks = null;\n dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false);\n for (let i = 0; i < this.dimension; i++) {", "score": 0.7545474171638489 } ]
typescript
: this.serialiseDungeonGrid(gameScreen.dungeonGrid), };
import Engine from "./engine/Engine"; import LocalStorageEngine from "./engine/LocalStorageEngine"; import MemoryEngine from "./engine/MemoryEngine"; import GameScreen from "../screens/game/GameScreen"; import DungeonGrid from "../screens/game/grid/DungeonGrid"; import Wall from "../screens/game/grid/Wall"; import { PlayerCharacter, EnemyCharacter, Character } from "../screens/game/character"; import type { CharacterType } from "../screens/game/character/Character"; import { Coords } from "utils"; export default class Save { static engine: Engine; static initialise() { if (LocalStorageEngine.isSupported()) { this.engine = new LocalStorageEngine(); } else { this.engine = new MemoryEngine(); } } // Coords private static serialiseCoords(coords: Coords) { if (!coords) return null; return [coords.col, coords.row]; } private static deserialiseCoords(coords: any): Coords { if (!coords) return null; return new Coords(coords[0], coords[1]); } // Walls private static serialiseWalls(walls: Wall[]) { return walls.map((w) => { return { from: this.serialiseCoords(w.from), to: this.serialiseCoords(w.to), }; }); } private static deserialiseWalls(walls: any): Wall[] { return walls.map( (w: any) => new Wall(this.deserialiseCoords(w.from), this.deserialiseCoords(w.to)) ); } // Characters private static serialiseCharacters(characters: Character[]) { return characters.map((c) => { return { type: c.type, coords: this.serialiseCoords(c.coords), hp: c.hp, }; }); } private static deserialiseCharacters(characters: any): Character[] { return characters.map( (c: any) => this.createCharacter(c.type, c.hp, this.deserialiseCoords(c.coords)) ); } private static createCharacter(type: CharacterType, hp: number, coords: Coords) { let c; if (type === "player") { c = new PlayerCharacter(); } else { c = new EnemyCharacter(type); } c.coords = coords; c.hp = hp; return c; } // Dungeon grid private static serialiseDungeonGrid(dungeonGrid: DungeonGrid) { return { characters: this.serialiseCharacters(dungeonGrid.characters), walls: this.serialiseWalls(dungeonGrid.walls), edgeWalls: this.serialiseWalls(dungeonGrid.edgeWalls), dimension: dungeonGrid.dimension, exitCoords: this.serialiseCoords(dungeonGrid.exitCoords), exitDir: this.serialiseCoords(dungeonGrid.exitDir), }; } private static deserialiseDungeonGrid(gameScreen: GameScreen, data: any) { const dungeonGrid = new DungeonGrid(gameScreen, data.dimension); const chars = this.deserialiseCharacters(data.characters); for (const c of chars) { dungeonGrid.addCharacter(c); } dungeonGrid.walls = this.deserialiseWalls(data.walls); dungeonGrid.edgeWalls = this.deserialiseWalls(data.edgeWalls); dungeonGrid.exitCoords = this.deserialiseCoords(data.exitCoords); dungeonGrid.exitDir = this.deserialiseCoords(data.exitDir); dungeonGrid.drawWalls(dungeonGrid.walls); dungeonGrid.updateExitCoords(); return dungeonGrid; } // Game state private static serialiseGameState(gameScreen: GameScreen) { return { level: gameScreen.level, state: gameScreen.state,
score: gameScreen.score, dungeonGrid: this.serialiseDungeonGrid(gameScreen.dungeonGrid), };
} private static deserialiseGameState(gameScreen: GameScreen, data: any) { gameScreen.level = data.level; gameScreen.state = data.state; gameScreen.score = data.score; // Remove the old dungeon grid: if (gameScreen.dungeonGrid) { gameScreen.gameContainer.removeChild(gameScreen.dungeonGrid); } gameScreen.dungeonGrid = this.deserialiseDungeonGrid(gameScreen, data.dungeonGrid); gameScreen.gameContainer.addChild(gameScreen.dungeonGrid); const pc = gameScreen.dungeonGrid.characters.find(c => c.isPlayer); gameScreen.playerCharacter = pc; gameScreen.incScore(0); } static hasGameState() { return !!this.engine.load("currentGameState"); } static saveGameState(gameScreen: GameScreen) { // Save game state... const data = this.serialiseGameState(gameScreen); this.engine.save("currentGameState", data); } static loadGameState(gameScreen: GameScreen) { // Save game state... const data = this.engine.load("currentGameState"); if (data) { // Load data into gameScreen... this.deserialiseGameState(gameScreen, data); return true; } return false; } static clearGameState() { this.engine.remove("currentGameState"); } }
src/save/Save.ts
MaxBittker-broughlike-c8d94d5
[ { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": "type GameState = \"play\" | \"gameover\";\nexport default class GameScreen extends Screen {\n playerCharacter: PlayerCharacter;\n dungeonGrid: DungeonGrid;\n darkOverlay: PIXI.Container;\n gameContainer: PIXI.Container;\n gameOverModal: GameOverModal;\n readyToMove: boolean;\n queuedMove: { dx: number; dy: number };\n level: number;", "score": 0.7928367257118225 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " if (this.readyToMove) {\n // 2. Otherwise, do the move\n const moveResult = this.dungeonGrid.moveCharacter(\n this.playerCharacter,\n dx,\n dy\n );\n // 3. If the move was successful, then say we aren't ready to move yet\n if (moveResult.wentThroughExit) {\n // Load in new level", "score": 0.7811821699142456 }, { "filename": "src/Game.ts", "retrieved_chunk": " if (!Save.loadGameState(gameScreen)) {\n gameScreen.nextLevel();\n }\n this.setScreen(gameScreen);\n }\n gotoMenuScreen() {\n this.setScreen(new MenuScreen());\n }\n setScreen(screen: Screen) {\n if (this.currentScreen != null) {", "score": 0.7767413854598999 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " if (this.state == \"play\")\n Save.saveGameState(this);\n }\n doEnemyMove() {\n // Move enemies, after a delay!\n const enemyMoveResult = this.dungeonGrid.moveEnemies();\n let delay = enemyMoveResult.delay;\n // After a delay, let the player move again\n // Fudge this value, I like to be able to move really soon\n Actions.sequence(", "score": 0.77203369140625 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " unsetExitCell() {\n this.exitCoords = null;\n this.updateExitCoords();\n }\n setExitCell(minDistanceFromPlayer: number = 7) {\n const possibles = [];\n const backups = [];\n let dijks = null;\n dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false);\n for (let i = 0; i < this.dimension; i++) {", "score": 0.7676249742507935 } ]
typescript
score: gameScreen.score, dungeonGrid: this.serialiseDungeonGrid(gameScreen.dungeonGrid), };
import Engine from "./engine/Engine"; import LocalStorageEngine from "./engine/LocalStorageEngine"; import MemoryEngine from "./engine/MemoryEngine"; import GameScreen from "../screens/game/GameScreen"; import DungeonGrid from "../screens/game/grid/DungeonGrid"; import Wall from "../screens/game/grid/Wall"; import { PlayerCharacter, EnemyCharacter, Character } from "../screens/game/character"; import type { CharacterType } from "../screens/game/character/Character"; import { Coords } from "utils"; export default class Save { static engine: Engine; static initialise() { if (LocalStorageEngine.isSupported()) { this.engine = new LocalStorageEngine(); } else { this.engine = new MemoryEngine(); } } // Coords private static serialiseCoords(coords: Coords) { if (!coords) return null; return [coords.col, coords.row]; } private static deserialiseCoords(coords: any): Coords { if (!coords) return null; return new Coords(coords[0], coords[1]); } // Walls private static serialiseWalls(walls: Wall[]) { return walls.map((w) => { return { from: this.serialiseCoords(w.from), to: this.serialiseCoords(w.to), }; }); } private static deserialiseWalls(walls: any): Wall[] { return walls.map( (w: any) => new Wall(this.deserialiseCoords(w.from), this.deserialiseCoords(w.to)) ); } // Characters private static serialiseCharacters(characters: Character[]) { return characters.map((c) => { return { type: c.type, coords: this.serialiseCoords(c.coords), hp: c.hp, }; }); } private static deserialiseCharacters(characters: any): Character[] { return characters.map( (c: any) => this.createCharacter(c.type, c.hp, this.deserialiseCoords(c.coords)) ); } private static createCharacter(type: CharacterType, hp: number, coords: Coords) { let c; if (type === "player") { c = new PlayerCharacter(); } else { c = new EnemyCharacter(type); } c.coords = coords; c.hp = hp; return c; } // Dungeon grid private static serialiseDungeonGrid(dungeonGrid: DungeonGrid) { return { characters: this.serialiseCharacters(dungeonGrid.characters), walls: this.serialiseWalls(dungeonGrid.walls), edgeWalls: this.serialiseWalls(dungeonGrid.edgeWalls), dimension: dungeonGrid.dimension, exitCoords: this.serialiseCoords(dungeonGrid.exitCoords), exitDir: this.serialiseCoords(dungeonGrid.exitDir), }; } private static deserialiseDungeonGrid(gameScreen: GameScreen, data: any) { const dungeonGrid = new DungeonGrid(gameScreen, data.dimension); const chars = this.deserialiseCharacters(data.characters); for (const c of chars) { dungeonGrid.addCharacter(c); } dungeonGrid.walls = this.deserialiseWalls(data.walls); dungeonGrid.edgeWalls = this.deserialiseWalls(data.edgeWalls); dungeonGrid.exitCoords = this.deserialiseCoords(data.exitCoords); dungeonGrid.exitDir = this.deserialiseCoords(data.exitDir); dungeonGrid.drawWalls(dungeonGrid.walls); dungeonGrid.updateExitCoords(); return dungeonGrid; } // Game state private static serialiseGameState(gameScreen: GameScreen) { return { level: gameScreen.level, state: gameScreen.state, score: gameScreen.score, dungeonGrid: this.serialiseDungeonGrid(gameScreen.dungeonGrid), }; } private static deserialiseGameState(gameScreen: GameScreen, data: any) { gameScreen.level = data.level; gameScreen.state = data.state; gameScreen.score = data.score; // Remove the old dungeon grid: if (gameScreen.dungeonGrid) { gameScreen
.gameContainer.removeChild(gameScreen.dungeonGrid);
} gameScreen.dungeonGrid = this.deserialiseDungeonGrid(gameScreen, data.dungeonGrid); gameScreen.gameContainer.addChild(gameScreen.dungeonGrid); const pc = gameScreen.dungeonGrid.characters.find(c => c.isPlayer); gameScreen.playerCharacter = pc; gameScreen.incScore(0); } static hasGameState() { return !!this.engine.load("currentGameState"); } static saveGameState(gameScreen: GameScreen) { // Save game state... const data = this.serialiseGameState(gameScreen); this.engine.save("currentGameState", data); } static loadGameState(gameScreen: GameScreen) { // Save game state... const data = this.engine.load("currentGameState"); if (data) { // Load data into gameScreen... this.deserialiseGameState(gameScreen, data); return true; } return false; } static clearGameState() { this.engine.remove("currentGameState"); } }
src/save/Save.ts
MaxBittker-broughlike-c8d94d5
[ { "filename": "src/Game.ts", "retrieved_chunk": " if (!Save.loadGameState(gameScreen)) {\n gameScreen.nextLevel();\n }\n this.setScreen(gameScreen);\n }\n gotoMenuScreen() {\n this.setScreen(new MenuScreen());\n }\n setScreen(screen: Screen) {\n if (this.currentScreen != null) {", "score": 0.8167204260826111 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " -this.parent.position.y / Game.instance.scale\n );\n // Dungeon grid position\n let dungeonY = (height - this.dungeonGrid.edgeSize) / 2;\n let dungeonX = (width - this.dungeonGrid.edgeSize) / 2;\n // Grids\n // Move it\n this.dungeonGrid.position.set(dungeonX, dungeonY);\n this.scoreLabel.position.set(dungeonX + this.dungeonGrid.edgeSize / 2, 16);\n // Modals", "score": 0.7896029949188232 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " )\n ),\n Actions.remove(this.dungeonGrid)\n ).play();\n // Move the player to opposite side of the dungeon\n if (this.dungeonGrid.exitDir.col != 0) {\n this.playerCharacter.coords.col = this.dungeonGrid.dimension - this.playerCharacter.coords.col - 1;\n } else {\n this.playerCharacter.coords.row = this.dungeonGrid.dimension - this.playerCharacter.coords.row - 1;\n }", "score": 0.7837750911712646 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " this.level++;\n this.readyToMove = true;\n const nextGrid = new DungeonGrid(this, Game.DIMENSION);\n if (this.dungeonGrid) {\n // Slide the new one in!\n if (Game.EXIT_TYPE == \"door\" && this.dungeonGrid.exitDir) {\n const dx = this.dungeonGrid.exitDir.col * this.dungeonGrid.edgeSize;\n const dy = this.dungeonGrid.exitDir.row * this.dungeonGrid.edgeSize;\n nextGrid.position.set(\n this.dungeonGrid.position.x + dx,", "score": 0.7795907855033875 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " this.resizeAgain();\n nextGrid.alpha = 0;\n Actions.fadeIn(nextGrid, 0.5).play();\n }\n this.dungeonGrid = nextGrid;\n this.dungeonGrid.addCharacter(this.playerCharacter);\n this.dungeonGrid.clearEnemies();\n this.dungeonGrid.generateWalls(Math.min(3 + this.level, 8));\n this.dungeonGrid.setExitCell();\n this.gameContainer.addChild(this.dungeonGrid);", "score": 0.7788361310958862 } ]
typescript
.gameContainer.removeChild(gameScreen.dungeonGrid);
import * as PIXI from "pixi.js"; import { Actions } from "pixi-actions"; import Game from "Game"; import Screen from "../Screen"; import { Font } from "utils"; import Save from "../../save/Save"; import DungeonGrid from "./grid/DungeonGrid"; import { PlayerCharacter, EnemyCharacter } from "./character"; import GameOverModal from "./GameOverModal"; import * as _ from "underscore"; type GameState = "play" | "gameover"; export default class GameScreen extends Screen { playerCharacter: PlayerCharacter; dungeonGrid: DungeonGrid; darkOverlay: PIXI.Container; gameContainer: PIXI.Container; gameOverModal: GameOverModal; readyToMove: boolean; queuedMove: { dx: number; dy: number }; level: number; state: GameState = "play"; modals: PIXI.Container[] = []; score: number; scoreLabel: PIXI.BitmapText; prevWidth: number = 0; prevHeight: number = 0; constructor() { super(); // Setup this.readyToMove = true; this.queuedMove = null; this.level = 0; this.score = 0; this.gameContainer = new PIXI.Container(); this.addChild(this.gameContainer); // Score this.scoreLabel = new PIXI.BitmapText("0", Font.makeFontOptions("small")); this.scoreLabel.anchor.set(0.5); this.scoreLabel.tint = 0xffffff; this.gameContainer.addChild(this.scoreLabel); // Add a character this.playerCharacter = new PlayerCharacter(); this.playerCharacter.coords.set(2, 4); // Dark overlay this.darkOverlay = new PIXI.Container(); this.darkOverlay.visible = false; { const rect = PIXI.Sprite.from(PIXI.Texture.WHITE); rect.tint = 0; rect.alpha = 0.8; this.darkOverlay.addChild(rect); } this.addChild(this.darkOverlay); } incScore(amt: number) { this.score += amt; this.scoreLabel.text = "" + this.score; } showDarkOverlay(delay: number = 0) { this.darkOverlay.visible = true; this.darkOverlay.alpha = 0; Actions.sequence( Actions.delay(delay), Actions.fadeIn(this.darkOverlay, 0.2) ).play(); } hideDarkOverlay(delay: number = 0) { Actions.sequence( Actions.delay(delay), Actions.runFunc(() => { this.darkOverlay.visible = false; this.darkOverlay.alpha = 0; }) ).play(); } gameOver() { this.state = "gameover"; Save.clearGameState(); this.showDarkOverlay(0.5); this.gameOverModal = new GameOverModal(this); this.gameOverModal.alpha = 0; Actions.sequence( Actions.delay(2), Actions.fadeIn(this.gameOverModal, 0.2) ).play(); this.addChild(this.gameOverModal); this.resizeAgain(); } nextLevel() { this.incScore(1); this.level++; this.readyToMove = true; const nextGrid = new DungeonGrid(this, Game.DIMENSION); if (this.dungeonGrid) { // Slide the new one in! if (Game.EXIT_TYPE == "door" && this.dungeonGrid.exitDir) { const dx = this.dungeonGrid.exitDir.col * this.dungeonGrid.edgeSize; const dy = this.dungeonGrid.exitDir.row * this.dungeonGrid.edgeSize; nextGrid.position.set( this.dungeonGrid.position.x + dx, this.dungeonGrid.position.y + dy ); nextGrid.alpha = 0; Actions.parallel( Actions.fadeIn(nextGrid, 0.2), Actions.moveTo( nextGrid, this.dungeonGrid.position.x, this.dungeonGrid.position.y, 0.5 ) ).play(); Actions.sequence( Actions.parallel( Actions.fadeOut(this.dungeonGrid, 0.2), Actions.moveTo( this.dungeonGrid, this.dungeonGrid.position.x - dx, this.dungeonGrid.position.y - dy, 0.5 ) ), Actions.remove(this.dungeonGrid) ).play(); // Move the player to opposite side of the dungeon if (this.dungeonGrid.exitDir.col != 0) { this.playerCharacter.coords.col = this.dungeonGrid.dimension - this.playerCharacter.coords.col - 1; } else { this.playerCharacter.coords.row = this.dungeonGrid.dimension - this.playerCharacter.coords.row - 1; } // Ensure that any pending animations don't intefere with positioning in next level
Actions.clear(this.playerCharacter);
} else { nextGrid.position.set(this.dungeonGrid.position.x, this.dungeonGrid.position.y); nextGrid.alpha = 0; Actions.fadeIn(nextGrid, 0.5).play(); Actions.fadeOutAndRemove(this.dungeonGrid, 0.5).play(); } } else { // If this is the first grid, we need to place it in the correct place this.resizeAgain(); nextGrid.alpha = 0; Actions.fadeIn(nextGrid, 0.5).play(); } this.dungeonGrid = nextGrid; this.dungeonGrid.addCharacter(this.playerCharacter); this.dungeonGrid.clearEnemies(); this.dungeonGrid.generateWalls(Math.min(3 + this.level, 8)); this.dungeonGrid.setExitCell(); this.gameContainer.addChild(this.dungeonGrid); const monsterLevel = Math.min(this.level, 20); const numEnemies = 2 + Math.min(5, Math.floor(monsterLevel / 5)) + Math.min(10, Math.max(0, monsterLevel - 40)); this.spawnEnemy(numEnemies); Save.saveGameState(this); } spawnEnemy(n: number) { for (let i = 0; i < n; i++) { const enemyCharacter = new EnemyCharacter("enemy1"); // Random empty cell const coord = this.dungeonGrid.getRandomEmptyCell(); if (!coord) return; enemyCharacter.coords.set(coord.col, coord.row); this.dungeonGrid.addCharacter(enemyCharacter); } } pumpQueuedMove() { if (this.queuedMove) { this.doMove(this.queuedMove.dx, this.queuedMove.dy); this.queuedMove = null; } } doMove(dx: number, dy: number) { if (this.state != "play") { // Can't move! return; } // 1. If you aren't yet ready to move, then queue the direction if (this.readyToMove) { // 2. Otherwise, do the move const moveResult = this.dungeonGrid.moveCharacter( this.playerCharacter, dx, dy ); // 3. If the move was successful, then say we aren't ready to move yet if (moveResult.wentThroughExit) { // Load in new level // Snazzy animation too, if I could handle it! this.nextLevel(); } else if (moveResult.didMove) { this.postMove(moveResult.delay); } else { this.readyToMove = false; // After a delay, let the player move again Actions.sequence( Actions.delay(moveResult.delay), Actions.runFunc(() => { this.readyToMove = true; this.pumpQueuedMove(); }) ).play(); } } else { this.queuedMove = { dx, dy }; } } postMove(delay: number) { this.readyToMove = false; // Any character on exit let onExit = false; if (Game.EXIT_TYPE == "stairs" && this.dungeonGrid.exitCoords) { if (this.dungeonGrid.exitCoords.equals(this.playerCharacter.coords)) { onExit = true; } } if (onExit) { this.nextLevel(); } else { Actions.sequence( Actions.delay(delay), Actions.runFunc(() => { if (this.state != "gameover") { this.doEnemyMove(); } }) ).play(); } if (this.state == "play") Save.saveGameState(this); } doEnemyMove() { // Move enemies, after a delay! const enemyMoveResult = this.dungeonGrid.moveEnemies(); let delay = enemyMoveResult.delay; // After a delay, let the player move again // Fudge this value, I like to be able to move really soon Actions.sequence( Actions.delay(delay), Actions.runFunc(() => { this.readyToMove = true; this.pumpQueuedMove(); }) ).play(); if (this.state == "play") Save.saveGameState(this); } resizeAgain() { this.resize(this.prevWidth, this.prevHeight); } resize(width: number, height: number) { if (!this.parent) return; this.prevWidth = width; this.prevHeight = height; this.darkOverlay.width = Game.instance.width / Game.instance.scale; this.darkOverlay.height = Game.instance.height / Game.instance.scale; this.darkOverlay.position.set( -this.parent.position.x / Game.instance.scale, -this.parent.position.y / Game.instance.scale ); // Dungeon grid position let dungeonY = (height - this.dungeonGrid.edgeSize) / 2; let dungeonX = (width - this.dungeonGrid.edgeSize) / 2; // Grids // Move it this.dungeonGrid.position.set(dungeonX, dungeonY); this.scoreLabel.position.set(dungeonX + this.dungeonGrid.edgeSize / 2, 16); // Modals const modals = [this.gameOverModal]; for (const m of modals) { if (m) { // Centre it! const x = (width - Game.TARGET_WIDTH) / 2; const y = (height - Game.TARGET_HEIGHT) / 2; m.position.set(x, y); } } } keydown(code: string) { let dx = 0; let dy = 0; if (code == "ArrowLeft" || code == "KeyA") { dx = -1; } else if (code == "ArrowRight" || code == "KeyD") { dx = 1; } else if (code == "ArrowUp" || code == "KeyW") { dy = -1; } else if (code == "ArrowDown" || code == "KeyS") { dy = 1; } if (dx != 0 || dy != 0) { // Attempted move this.doMove(dx, dy); } } }
src/screens/game/GameScreen.ts
MaxBittker-broughlike-c8d94d5
[ { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " }\n if (withEnemiesAsObstacles) {\n const char = this.getCharacterAt(coords.col + dx, coords.row + dy);\n if (char && char.isEnemy) {\n // There is a monster on the target square, ignore!\n return;\n }\n }\n const newTentativeDistance = tentativeDistance[coords.col][coords.row] + 1;\n if (", "score": 0.8160518407821655 }, { "filename": "src/screens/game/grid/Grid.ts", "retrieved_chunk": " this.cellSize * coords.row + -actor.height / 2\n );\n } else {\n actor.position.set(\n this.cellSize * coords.col + -actor.width / 2,\n this.cellSize * coords.row + (this.cellSize - actor.height) / 2\n );\n }\n } else {\n actor.position.set(", "score": 0.8015614748001099 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " character.alpha = 0;\n Actions.fadeIn(character, 0.2).play();\n this.characters.push(character);\n this.charactersHolder.addChild(character);\n // Place in the correct place!\n this.setPositionTo(character, character.coords);\n }\n getCharacterAt(col: number | Coords, row: number = null): Character {\n let c = 0;\n let r = 0;", "score": 0.7888531684875488 }, { "filename": "src/save/Save.ts", "retrieved_chunk": " };\n }\n private static deserialiseGameState(gameScreen: GameScreen, data: any) {\n gameScreen.level = data.level;\n gameScreen.state = data.state;\n gameScreen.score = data.score;\n // Remove the old dungeon grid:\n if (gameScreen.dungeonGrid) {\n gameScreen.gameContainer.removeChild(gameScreen.dungeonGrid);\n }", "score": 0.7824646234512329 }, { "filename": "src/screens/game/grid/Wall.ts", "retrieved_chunk": " startCoords.row = edge == 0 ? 0 : dimension;\n endCoords.row = startCoords.row;\n } else {\n // Left/right\n startCoords.row = i;\n endCoords.row = i + 1;\n startCoords.col = edge == 1 ? 0 : dimension;\n endCoords.col = startCoords.col;\n }\n walls.push(new Wall(startCoords, endCoords));", "score": 0.7815247774124146 } ]
typescript
Actions.clear(this.playerCharacter);
import Engine from "./engine/Engine"; import LocalStorageEngine from "./engine/LocalStorageEngine"; import MemoryEngine from "./engine/MemoryEngine"; import GameScreen from "../screens/game/GameScreen"; import DungeonGrid from "../screens/game/grid/DungeonGrid"; import Wall from "../screens/game/grid/Wall"; import { PlayerCharacter, EnemyCharacter, Character } from "../screens/game/character"; import type { CharacterType } from "../screens/game/character/Character"; import { Coords } from "utils"; export default class Save { static engine: Engine; static initialise() { if (LocalStorageEngine.isSupported()) { this.engine = new LocalStorageEngine(); } else { this.engine = new MemoryEngine(); } } // Coords private static serialiseCoords(coords: Coords) { if (!coords) return null; return [coords.col, coords.row]; } private static deserialiseCoords(coords: any): Coords { if (!coords) return null; return new Coords(coords[0], coords[1]); } // Walls private static serialiseWalls(walls: Wall[]) { return walls.map((w) => { return { from: this.serialiseCoords(w.from), to: this.serialiseCoords(w.to), }; }); } private static deserialiseWalls(walls: any): Wall[] { return walls.map( (w: any) => new Wall(this.deserialiseCoords(w.from), this.deserialiseCoords(w.to)) ); } // Characters private static serialiseCharacters(characters: Character[]) { return characters.map((c) => { return { type: c.type, coords: this.serialiseCoords(c.coords), hp: c.hp, }; }); } private static deserialiseCharacters(characters: any): Character[] { return characters.map( (c: any) => this.createCharacter(c.type, c.hp, this.deserialiseCoords(c.coords)) ); } private static createCharacter(type: CharacterType, hp: number, coords: Coords) { let c; if (type === "player") { c = new PlayerCharacter(); } else { c = new EnemyCharacter(type); } c.coords = coords; c.hp = hp; return c; } // Dungeon grid private static serialiseDungeonGrid(dungeonGrid: DungeonGrid) { return { characters: this.serialiseCharacters(dungeonGrid.characters), walls: this.serialiseWalls(dungeonGrid.walls), edgeWalls: this.serialiseWalls(dungeonGrid.edgeWalls), dimension: dungeonGrid.dimension, exitCoords: this.serialiseCoords(dungeonGrid.exitCoords), exitDir: this.serialiseCoords(dungeonGrid.exitDir), }; } private static deserialiseDungeonGrid(gameScreen: GameScreen, data: any) { const dungeonGrid = new DungeonGrid(gameScreen, data.dimension); const chars = this.deserialiseCharacters(data.characters); for (const c of chars) { dungeonGrid.addCharacter(c); } dungeonGrid.walls = this.deserialiseWalls(data.walls); dungeonGrid.edgeWalls = this.deserialiseWalls(data.edgeWalls); dungeonGrid.exitCoords = this.deserialiseCoords(data.exitCoords); dungeonGrid.exitDir = this.deserialiseCoords(data.exitDir); dungeonGrid.drawWalls(dungeonGrid.walls); dungeonGrid.updateExitCoords(); return dungeonGrid; } // Game state private static serialiseGameState(gameScreen: GameScreen) { return { level: gameScreen.level, state: gameScreen.state, score: gameScreen.score, dungeonGrid: this.serialiseDungeonGrid(gameScreen.dungeonGrid), }; } private static deserialiseGameState(gameScreen: GameScreen, data: any) { gameScreen.level = data.level; gameScreen.state = data.state; gameScreen.score = data.score; // Remove the old dungeon grid: if (gameScreen.dungeonGrid) { gameScreen.gameContainer.removeChild(gameScreen.dungeonGrid); } gameScreen.dungeonGrid = this.deserialiseDungeonGrid(gameScreen, data.dungeonGrid); gameScreen.gameContainer.addChild(gameScreen.dungeonGrid); const pc = gameScreen.dungeonGrid.characters.find(c => c.isPlayer); gameScreen.
playerCharacter = pc;
gameScreen.incScore(0); } static hasGameState() { return !!this.engine.load("currentGameState"); } static saveGameState(gameScreen: GameScreen) { // Save game state... const data = this.serialiseGameState(gameScreen); this.engine.save("currentGameState", data); } static loadGameState(gameScreen: GameScreen) { // Save game state... const data = this.engine.load("currentGameState"); if (data) { // Load data into gameScreen... this.deserialiseGameState(gameScreen, data); return true; } return false; } static clearGameState() { this.engine.remove("currentGameState"); } }
src/save/Save.ts
MaxBittker-broughlike-c8d94d5
[ { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " this.resizeAgain();\n nextGrid.alpha = 0;\n Actions.fadeIn(nextGrid, 0.5).play();\n }\n this.dungeonGrid = nextGrid;\n this.dungeonGrid.addCharacter(this.playerCharacter);\n this.dungeonGrid.clearEnemies();\n this.dungeonGrid.generateWalls(Math.min(3 + this.level, 8));\n this.dungeonGrid.setExitCell();\n this.gameContainer.addChild(this.dungeonGrid);", "score": 0.8539369106292725 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " )\n ),\n Actions.remove(this.dungeonGrid)\n ).play();\n // Move the player to opposite side of the dungeon\n if (this.dungeonGrid.exitDir.col != 0) {\n this.playerCharacter.coords.col = this.dungeonGrid.dimension - this.playerCharacter.coords.col - 1;\n } else {\n this.playerCharacter.coords.row = this.dungeonGrid.dimension - this.playerCharacter.coords.row - 1;\n }", "score": 0.7938092947006226 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " -this.parent.position.y / Game.instance.scale\n );\n // Dungeon grid position\n let dungeonY = (height - this.dungeonGrid.edgeSize) / 2;\n let dungeonX = (width - this.dungeonGrid.edgeSize) / 2;\n // Grids\n // Move it\n this.dungeonGrid.position.set(dungeonX, dungeonY);\n this.scoreLabel.position.set(dungeonX + this.dungeonGrid.edgeSize / 2, 16);\n // Modals", "score": 0.7715553045272827 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " const enemyCharacter = new EnemyCharacter(\"enemy1\");\n // Random empty cell\n const coord = this.dungeonGrid.getRandomEmptyCell();\n if (!coord) return;\n enemyCharacter.coords.set(coord.col, coord.row);\n this.dungeonGrid.addCharacter(enemyCharacter);\n }\n }\n pumpQueuedMove() {\n if (this.queuedMove) {", "score": 0.7706478834152222 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " this.level++;\n this.readyToMove = true;\n const nextGrid = new DungeonGrid(this, Game.DIMENSION);\n if (this.dungeonGrid) {\n // Slide the new one in!\n if (Game.EXIT_TYPE == \"door\" && this.dungeonGrid.exitDir) {\n const dx = this.dungeonGrid.exitDir.col * this.dungeonGrid.edgeSize;\n const dy = this.dungeonGrid.exitDir.row * this.dungeonGrid.edgeSize;\n nextGrid.position.set(\n this.dungeonGrid.position.x + dx,", "score": 0.7591102719306946 } ]
typescript
playerCharacter = pc;
import Engine from "./engine/Engine"; import LocalStorageEngine from "./engine/LocalStorageEngine"; import MemoryEngine from "./engine/MemoryEngine"; import GameScreen from "../screens/game/GameScreen"; import DungeonGrid from "../screens/game/grid/DungeonGrid"; import Wall from "../screens/game/grid/Wall"; import { PlayerCharacter, EnemyCharacter, Character } from "../screens/game/character"; import type { CharacterType } from "../screens/game/character/Character"; import { Coords } from "utils"; export default class Save { static engine: Engine; static initialise() { if (LocalStorageEngine.isSupported()) { this.engine = new LocalStorageEngine(); } else { this.engine = new MemoryEngine(); } } // Coords private static serialiseCoords(coords: Coords) { if (!coords) return null; return [coords.col, coords.row]; } private static deserialiseCoords(coords: any): Coords { if (!coords) return null; return new Coords(coords[0], coords[1]); } // Walls private static serialiseWalls(walls: Wall[]) { return walls.map((w) => { return { from: this.serialiseCoords(w.from), to: this.serialiseCoords(w.to), }; }); } private static deserialiseWalls(walls: any): Wall[] { return walls.map( (w: any) => new Wall(this.deserialiseCoords(w.from), this.deserialiseCoords(w.to)) ); } // Characters private static serialiseCharacters(characters: Character[]) { return characters.map((c) => { return { type: c.type, coords: this.serialiseCoords(c.coords), hp: c.hp, }; }); } private static deserialiseCharacters(characters: any): Character[] { return characters.map( (c: any) => this.createCharacter(c.type, c.hp, this.deserialiseCoords(c.coords)) ); } private static createCharacter(type: CharacterType, hp: number, coords: Coords) { let c; if (type === "player") { c = new PlayerCharacter(); } else { c = new EnemyCharacter(type); } c.coords = coords; c.hp = hp; return c; } // Dungeon grid private static serialiseDungeonGrid(dungeonGrid: DungeonGrid) { return { characters: this.serialiseCharacters(dungeonGrid.characters), walls: this.serialiseWalls(dungeonGrid.walls), edgeWalls: this.serialiseWalls(dungeonGrid.edgeWalls), dimension: dungeonGrid.dimension, exitCoords: this.serialiseCoords(dungeonGrid.exitCoords), exitDir: this.serialiseCoords(dungeonGrid.exitDir), }; } private static deserialiseDungeonGrid(gameScreen: GameScreen, data: any) { const dungeonGrid = new DungeonGrid(gameScreen, data.dimension); const chars = this.deserialiseCharacters(data.characters); for (const c of chars) { dungeonGrid.addCharacter(c); } dungeonGrid.walls = this.deserialiseWalls(data.walls); dungeonGrid.edgeWalls = this.deserialiseWalls(data.edgeWalls); dungeonGrid.exitCoords = this.deserialiseCoords(data.exitCoords); dungeonGrid.exitDir = this.deserialiseCoords(data.exitDir); dungeonGrid.drawWalls(dungeonGrid.walls); dungeonGrid.updateExitCoords(); return dungeonGrid; } // Game state private static serialiseGameState(gameScreen: GameScreen) { return { level: gameScreen.level, state: gameScreen.state, score: gameScreen.score, dungeonGrid: this.serialiseDungeonGrid(gameScreen.dungeonGrid), }; } private static deserialiseGameState(gameScreen: GameScreen, data: any) { gameScreen.level = data.level; gameScreen.state = data.state; gameScreen.score = data.score; // Remove the old dungeon grid: if (gameScreen.dungeonGrid) { gameScreen.gameContainer.removeChild(gameScreen.dungeonGrid); } gameScreen.dungeonGrid = this.deserialiseDungeonGrid(gameScreen, data.dungeonGrid); gameScreen.gameContainer.addChild(gameScreen.dungeonGrid);
const pc = gameScreen.dungeonGrid.characters.find(c => c.isPlayer);
gameScreen.playerCharacter = pc; gameScreen.incScore(0); } static hasGameState() { return !!this.engine.load("currentGameState"); } static saveGameState(gameScreen: GameScreen) { // Save game state... const data = this.serialiseGameState(gameScreen); this.engine.save("currentGameState", data); } static loadGameState(gameScreen: GameScreen) { // Save game state... const data = this.engine.load("currentGameState"); if (data) { // Load data into gameScreen... this.deserialiseGameState(gameScreen, data); return true; } return false; } static clearGameState() { this.engine.remove("currentGameState"); } }
src/save/Save.ts
MaxBittker-broughlike-c8d94d5
[ { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " this.resizeAgain();\n nextGrid.alpha = 0;\n Actions.fadeIn(nextGrid, 0.5).play();\n }\n this.dungeonGrid = nextGrid;\n this.dungeonGrid.addCharacter(this.playerCharacter);\n this.dungeonGrid.clearEnemies();\n this.dungeonGrid.generateWalls(Math.min(3 + this.level, 8));\n this.dungeonGrid.setExitCell();\n this.gameContainer.addChild(this.dungeonGrid);", "score": 0.8611597418785095 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " )\n ),\n Actions.remove(this.dungeonGrid)\n ).play();\n // Move the player to opposite side of the dungeon\n if (this.dungeonGrid.exitDir.col != 0) {\n this.playerCharacter.coords.col = this.dungeonGrid.dimension - this.playerCharacter.coords.col - 1;\n } else {\n this.playerCharacter.coords.row = this.dungeonGrid.dimension - this.playerCharacter.coords.row - 1;\n }", "score": 0.7870186567306519 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " -this.parent.position.y / Game.instance.scale\n );\n // Dungeon grid position\n let dungeonY = (height - this.dungeonGrid.edgeSize) / 2;\n let dungeonX = (width - this.dungeonGrid.edgeSize) / 2;\n // Grids\n // Move it\n this.dungeonGrid.position.set(dungeonX, dungeonY);\n this.scoreLabel.position.set(dungeonX + this.dungeonGrid.edgeSize / 2, 16);\n // Modals", "score": 0.7767688035964966 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " const enemyCharacter = new EnemyCharacter(\"enemy1\");\n // Random empty cell\n const coord = this.dungeonGrid.getRandomEmptyCell();\n if (!coord) return;\n enemyCharacter.coords.set(coord.col, coord.row);\n this.dungeonGrid.addCharacter(enemyCharacter);\n }\n }\n pumpQueuedMove() {\n if (this.queuedMove) {", "score": 0.7694371342658997 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " this.level++;\n this.readyToMove = true;\n const nextGrid = new DungeonGrid(this, Game.DIMENSION);\n if (this.dungeonGrid) {\n // Slide the new one in!\n if (Game.EXIT_TYPE == \"door\" && this.dungeonGrid.exitDir) {\n const dx = this.dungeonGrid.exitDir.col * this.dungeonGrid.edgeSize;\n const dy = this.dungeonGrid.exitDir.row * this.dungeonGrid.edgeSize;\n nextGrid.position.set(\n this.dungeonGrid.position.x + dx,", "score": 0.7673404216766357 } ]
typescript
const pc = gameScreen.dungeonGrid.characters.find(c => c.isPlayer);
import * as PIXI from "pixi.js"; import { Actions } from "pixi-actions"; import { Character, EnemyCharacter, PlayerCharacter } from "../character"; import GameScreen from "../GameScreen"; import Grid from "./Grid"; import Wall from "./Wall"; import { Coords } from "utils"; import * as _ from "underscore"; import Game from "Game"; export default class DungeonGrid extends Grid { characters: Character[] = []; walls: Wall[] = []; edgeWalls: Wall[] = []; wallsHolder: PIXI.Container = new PIXI.Container(); charactersHolder: PIXI.Container = new PIXI.Container(); gameScreen: GameScreen; coords: Coords[] = []; cellSquares: PIXI.Sprite[][] = []; cellStairs: PIXI.Sprite[][] = []; exitCoords: Coords; exitDir: Coords = null; constructor(gameScreen: GameScreen, dimension: number) { super(dimension); this.gameScreen = gameScreen; // Add cell backgrounds const background = PIXI.Sprite.from(PIXI.Texture.WHITE); background.tint = 0xd3c8a2; background.width = this.edgeSize; background.height = this.edgeSize; background.alpha = 1; background.anchor.set(0, 0); this.addChild(background); for (let i = 0; i < this.dimension; i++) { const col1 = []; const col2 = []; for (let j = 0; j < this.dimension; j++) { const cell = PIXI.Sprite.from(PIXI.Texture.WHITE); cell.tint = 0; cell.alpha = (i + j) % 2 == 0 ? 0 : 0.2; cell.width = this.cellSize; cell.height = this.cellSize; const offset1 = (this.cellSize - cell.width) / 2; cell.position.set( i * this.cellSize + offset1, j * this.cellSize + offset1 ); col1.push(cell); this.addChild(cell); const stair = PIXI.Sprite.from(Game.tex("stairs.png")); stair.width = this.cellSize * 0.8; stair.height = this.cellSize * 0.8; const offset2 = (this.cellSize - stair.width) / 2; stair.position.set( i * this.cellSize + offset2, j * this.cellSize + offset2 ); stair.visible = false; col2.push(stair); this.addChild(stair); } this.cellSquares.push(col1); this.cellStairs.push(col2); } this.addChild(this.wallsHolder); this.addChild(this.charactersHolder); for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { this.coords.push(new Coords(i, j)); } } } clearEnemies() { for (let i = this.characters.length - 1; i >= 0; i--) { const c = this.characters[i]; if (!c.isPlayer) { Actions.fadeOutAndRemove(c, 0.2).play(); this.characters.splice(i, 1); } } } unsetExitCell() { this.exitCoords = null; this.updateExitCoords(); } setExitCell(minDistanceFromPlayer: number = 7) { const possibles = []; const backups = []; let dijks = null; dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false); for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { if (i == 2 && j == 2) continue; if ( Game.EXIT_TYPE == "door" && ![0, this.dimension - 1].includes(i) && ![0, this.dimension - 1].includes(j) ) continue; if (dijks.distance[i][j] >= minDistanceFromPlayer) { possibles.push(new Coords(i, j)); } if (dijks.distance[i][j] >= 3) { backups.push(new Coords(i, j)); } } } if (possibles.length == 0) { possibles.push(...backups); } if (possibles.length == 0) { for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { if (i == 2 && j == 2) continue; if ( Game.EXIT_TYPE == "door" && ![0, this.dimension - 1].includes(i) && ![0, this.dimension - 1].includes(j) ) continue; const c = new Coords(i, j); let anyCoincidence = false; if (this.gameScreen.playerCharacter.coords.equals(c)) { anyCoincidence = true; break; } if (!anyCoincidence) { possibles.push(c); } } } } const coords = _.sample(possibles); this.exitCoords = coords; if (Game.EXIT_TYPE == "door") { const possibleDirs = []; if (coords.row == 0) possibleDirs.push(new Coords(0, -1)); if (coords.row == this.dimension - 1) possibleDirs.push(new Coords(0, 1)); if (coords.col == 0) possibleDirs.push(new Coords(-1, 0)); if (coords.col == this.dimension - 1) possibleDirs.push(new Coords(1, 0)); if (possibleDirs.length > 0) this.exitDir = _.sample(possibleDirs); } this.updateExitCoords(); } updateExitCoords() { if (Game.EXIT_TYPE == "stairs") { this.cellStairs.forEach((a, i) => a.forEach( (stairs, j) => (stairs.visible = this.exitCoords && this.exitCoords.col == i && this.exitCoords.row == j) ) ); } else { // Remove other edge walls (if there are any) for (const c of this.edgeWalls) { this.wallsHolder.removeChild(c); } this.edgeWalls = []; // Add outer wall let walls: Wall[] = Wall.edges(this.dimension); // Make hole where exit is if (this.exitCoords && this.exitDir) { walls = walls.filter( (w) => !w.blocks(this.exitCoords, this.exitDir.col, this.exitDir.row) ); } // Draw walls this.drawWalls(walls); this.walls.push(...walls); this.edgeWalls.push(...walls); } } getRandomEmptyCell(): Coords { let dijks = null; dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false); const shuffledCoords = _.shuffle(this.coords); for (const coord of shuffledCoords) { if (this.exitCoords && this.exitCoords.equals(coord)) continue; if ( !this.getCharacterAt(coord) && (!dijks || dijks.distance[coord.col][coord.row] > 1) ) { return coord; } } return null; } generateWalls(numWalls: number) { // Delete all old walls for (const w of this.walls) { Actions.fadeOutAndRemove(w, 0.2).play(); } this.walls = Wall.randomLayout(numWalls, this.dimension); // Add some new walls... they must generate any closed areas this.drawWalls(this.walls); } drawWalls(walls: Wall[]) { for (const w of walls) { w.alpha = 0; Actions.fadeIn(w, 0.2).play(); this.wallsHolder.addChild(w); w.setCellSize(this.cellSize); // Place in the correct place this.setPositionTo(w, w.from, true); } } addCharacter(character: Character) {
character.scale.set(0.2);
character.alpha = 0; Actions.fadeIn(character, 0.2).play(); this.characters.push(character); this.charactersHolder.addChild(character); // Place in the correct place! this.setPositionTo(character, character.coords); } getCharacterAt(col: number | Coords, row: number = null): Character { let c = 0; let r = 0; if (typeof col == "number") { c = col; r = row; } else { c = col.col; r = col.row; } for (const char of this.characters) { if (char.coords.col == c && char.coords.row == r) { return char; } } return null; } bumpAnimation(character: Character, dx: number, dy: number) { const time = 0.1; Actions.sequence( this.makeMoveTo(character, dx * 0.1, dy * 0.1, time / 2), this.makeMoveTo(character, 0, 0, time / 2) ).play(); return time; } damageEnemy(targetCharacter: EnemyCharacter) { let delay = 0; const didDie = targetCharacter.damage(1); if (didDie) { // Remove from characters array const index = this.characters.indexOf(targetCharacter); if (index >= 0) { this.characters.splice(index, 1); } // Remove from charactersHolder targetCharacter.position.x += this.position.x; targetCharacter.position.y += this.position.y; this.charactersHolder.removeChild(targetCharacter); delay = 0; } return delay; } moveCharacter( character: Character, dx: number, dy: number ): { didMove: boolean; delay: number; wentThroughExit: boolean } { // Check the target space is available const targetCoord = character.coords.clone().add(dx, dy); // Edge of grid! if (!this.inBounds(targetCoord)) { if ( this.exitCoords && character.coords.equals(this.exitCoords) && Game.EXIT_TYPE == "door" && this.exitDir && this.exitDir.equals(dx, dy) ) { // We are going through the exit! return { didMove: true, delay: 0, wentThroughExit: true }; } // Hitting the edge of the grid Game.instance.playSound("bump"); const delay = this.bumpAnimation(character, dx, dy); return { didMove: false, delay, wentThroughExit: false }; } // Hitting a wall? if (this.doesWallSeparate(character.coords, dx, dy)) { Game.instance.playSound("bump"); const delay = this.bumpAnimation(character, dx, dy); return { didMove: false, delay, wentThroughExit: false }; } // Is there another character here? try { const targetCharacter = this.getCharacterAt(targetCoord); if (targetCharacter) { let delay = this.bumpAnimation(character, dx, dy); if (character.isPlayer && targetCharacter.isEnemy) { // Attack the character Game.instance.playSound("attack"); delay += this.damageEnemy(targetCharacter as EnemyCharacter); return { didMove: true, delay, wentThroughExit: false }; } else if (character.isEnemy && targetCharacter.isPlayer) { const player = targetCharacter as PlayerCharacter; // Take a damage! if (player.damage(1)) { this.gameScreen.gameOver(); } return { didMove: true, delay, wentThroughExit: false }; } else { return { didMove: false, delay, wentThroughExit: false }; } } } catch (e) { // The game is over this.gameScreen.gameOver(); return { didMove: true, delay: 0, wentThroughExit: false }; } // Move the character if (character.isPlayer) { Game.instance.playSound(["step1", "step2", "step3", "step4"]); } character.coords.set(targetCoord); // Animate to the new position this.makeMoveTo(character).play(); return { didMove: true, delay: 0.05, wentThroughExit: false }; } doesWallSeparate(start: Coords, dx: number, dy: number) { for (const w of this.walls) { if (w.blocks(start, dx, dy)) { return true; } } return false; } moveEnemies() { let delay = 0; // 1. Dijkstra the grid, ignoring enemies // Pick the closest character const dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false); const enemiesAndDistances = []; for (const char of this.characters) { if (char.isEnemy) { let distance = dijks.distance[char.coords.col][char.coords.row]; enemiesAndDistances.push({ distance, char, }); } } // 2. Sort by closest to furthest let sortedEnemies = _.sortBy(enemiesAndDistances, "distance"); // 3. For each enemy, pathfind (properly) to the player let atLeastOneMove = false; for (let tries = 0; tries < 5; tries++) { const tryAgainLater = []; for (const e of sortedEnemies) { const char = e.char; const dijks = this.dijkstra( this.gameScreen.playerCharacter.coords, true, char.coords ); // Move in the direction which has the lowest distance let targetCol = dijks.col[char.coords.col][char.coords.row]; let targetRow = dijks.row[char.coords.col][char.coords.row]; if (targetCol == null || targetRow == null) { const neighbours: Coords[] = []; this.addPotentialNeighbour(neighbours, char.coords, 1, 0); this.addPotentialNeighbour(neighbours, char.coords, 0, 1); this.addPotentialNeighbour(neighbours, char.coords, -1, 0); this.addPotentialNeighbour(neighbours, char.coords, 0, -1); if (neighbours.length > 0) { // If there is no good route, then random direction const dir = _.sample(neighbours); targetCol = dir.col; targetRow = dir.row; } else { // If there is no route at all, then wait, we'll try again in a bit tryAgainLater.push(e); continue; } } const dx = targetCol - char.coords.col; const dy = targetRow - char.coords.row; atLeastOneMove = true; delay = Math.max(this.moveCharacter(char, dx, dy).delay, delay); } if (tryAgainLater.length == 0) { break; } else { sortedEnemies = tryAgainLater; } } return { didMove: true, delay }; } addPotentialNeighbour( list: Coords[], coords: Coords, dx: number, dy: number ) { if (!this.inBounds(coords.col + dx, coords.row + dy)) { // Out of bounds, ignore! return; } if (this.doesWallSeparate(coords, dx, dy)) { // There is no path, ignore! return; } const char = this.getCharacterAt(coords.col + dx, coords.row + dy); if (char && char.isEnemy) { // There is a monster on the target square, ignore! return; } list.push(coords.clone().add(dx, dy)); } updateTentativeDistance( withEnemiesAsObstacles: boolean, tentativeDistance: number[][], tentativeSourceCol: number[][], tentativeSourceRow: number[][], coords: Coords, dx: number, dy: number ) { if (!this.inBounds(coords.col + dx, coords.row + dy)) { // Out of bounds, ignore! return; } if (this.doesWallSeparate(coords, dx, dy)) { // There is no path, ignore! return; } if (withEnemiesAsObstacles) { const char = this.getCharacterAt(coords.col + dx, coords.row + dy); if (char && char.isEnemy) { // There is a monster on the target square, ignore! return; } } const newTentativeDistance = tentativeDistance[coords.col][coords.row] + 1; if ( tentativeDistance[coords.col + dx][coords.row + dy] > newTentativeDistance ) { tentativeDistance[coords.col + dx][coords.row + dy] = newTentativeDistance; tentativeSourceCol[coords.col + dx][coords.row + dy] = coords.col; tentativeSourceRow[coords.col + dx][coords.row + dy] = coords.row; } } dijkstra( target: Coords, withEnemiesAsObstacles: boolean, stopAt: Coords = null ): { distance: number[][]; col: number[][]; row: number[][] } { const current = target.clone(); const visited: boolean[][] = []; const tentativeDistance: number[][] = []; const tentativeSourceCol: number[][] = []; const tentativeSourceRow: number[][] = []; for (let i = 0; i < this.dimension; i++) { // col const c1 = []; const c2 = []; const c3 = []; const c4 = []; for (let j = 0; j < this.dimension; j++) { // row c1.push(false); if (target.row == j && target.col == i) { c2.push(0); } else { c2.push(99999); } c3.push(null); c4.push(null); } visited.push(c1); tentativeDistance.push(c2); tentativeSourceCol.push(c3); tentativeSourceRow.push(c4); } do { // Consider all unvisited neighbours of `current` const utd = (dx: number, dy: number) => { this.updateTentativeDistance( stopAt && stopAt.equals(current.col + dx, current.row + dy) ? false : withEnemiesAsObstacles, tentativeDistance, tentativeSourceCol, tentativeSourceRow, current, dx, dy ); }; utd(1, 0); utd(-1, 0); utd(0, -1); utd(0, 1); // Mark current as visited visited[current.col][current.row] = true; // Stop if we've connected our two target points if (stopAt && stopAt.equals(current)) break; let smallestTentativeDistance = 9999999; let smallests = []; for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { if (visited[i][j]) continue; if ( smallests.length == 0 || tentativeDistance[i][j] < smallestTentativeDistance ) { smallestTentativeDistance = tentativeDistance[i][j]; smallests = []; } if (tentativeDistance[i][j] == smallestTentativeDistance) { smallests.push([i, j]); } } } // If there are no unvisited, we are done if (smallests.length == 0) break; // Otherwise, set current to unvisited with smallest tentative const randomSmallest = _.sample(smallests); current.set(randomSmallest[0], randomSmallest[1]); } while (true); // Return the dijkstra map for the whole grid return { distance: tentativeDistance, col: tentativeSourceCol, row: tentativeSourceRow, }; } }
src/screens/game/grid/DungeonGrid.ts
MaxBittker-broughlike-c8d94d5
[ { "filename": "src/screens/menu/MenuScreen.ts", "retrieved_chunk": " // Start new game!\n Game.instance.gotoGameScreen();\n });\n this.addChild(this.startButton);\n }\n resize(width: number, height: number) {\n this.w = width;\n this.h = height;\n this.logo.position.set(width / 2, MenuScreen.PADDING);\n this.startButton.position.set(", "score": 0.8294328451156616 }, { "filename": "src/Game.ts", "retrieved_chunk": " // Remove it!\n Actions.fadeOutAndRemove(this.currentScreen, 0.2).play();\n }\n // Add new one\n screen.alpha = 0;\n Actions.fadeIn(screen, 0.2).play();\n this.currentScreen = screen;\n this.stage.addChild(screen);\n this.notifyScreensOfSize();\n }", "score": 0.8042875528335571 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " // Ensure that any pending animations don't intefere with positioning in next level\n Actions.clear(this.playerCharacter);\n } else {\n nextGrid.position.set(this.dungeonGrid.position.x, this.dungeonGrid.position.y);\n nextGrid.alpha = 0;\n Actions.fadeIn(nextGrid, 0.5).play();\n Actions.fadeOutAndRemove(this.dungeonGrid, 0.5).play();\n }\n } else {\n // If this is the first grid, we need to place it in the correct place", "score": 0.8021049499511719 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " this.gameOverModal.alpha = 0;\n Actions.sequence(\n Actions.delay(2),\n Actions.fadeIn(this.gameOverModal, 0.2)\n ).play();\n this.addChild(this.gameOverModal);\n this.resizeAgain();\n }\n nextLevel() {\n this.incScore(1);", "score": 0.7894330024719238 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " const enemyCharacter = new EnemyCharacter(\"enemy1\");\n // Random empty cell\n const coord = this.dungeonGrid.getRandomEmptyCell();\n if (!coord) return;\n enemyCharacter.coords.set(coord.col, coord.row);\n this.dungeonGrid.addCharacter(enemyCharacter);\n }\n }\n pumpQueuedMove() {\n if (this.queuedMove) {", "score": 0.7778452634811401 } ]
typescript
character.scale.set(0.2);
import * as PIXI from "pixi.js"; import { Actions } from "pixi-actions"; import Game from "Game"; import Screen from "../Screen"; import { Font } from "utils"; import Save from "../../save/Save"; import DungeonGrid from "./grid/DungeonGrid"; import { PlayerCharacter, EnemyCharacter } from "./character"; import GameOverModal from "./GameOverModal"; import * as _ from "underscore"; type GameState = "play" | "gameover"; export default class GameScreen extends Screen { playerCharacter: PlayerCharacter; dungeonGrid: DungeonGrid; darkOverlay: PIXI.Container; gameContainer: PIXI.Container; gameOverModal: GameOverModal; readyToMove: boolean; queuedMove: { dx: number; dy: number }; level: number; state: GameState = "play"; modals: PIXI.Container[] = []; score: number; scoreLabel: PIXI.BitmapText; prevWidth: number = 0; prevHeight: number = 0; constructor() { super(); // Setup this.readyToMove = true; this.queuedMove = null; this.level = 0; this.score = 0; this.gameContainer = new PIXI.Container(); this.addChild(this.gameContainer); // Score this.scoreLabel = new PIXI.BitmapText("0", Font.makeFontOptions("small")); this.scoreLabel.anchor.set(0.5); this.scoreLabel.tint = 0xffffff; this.gameContainer.addChild(this.scoreLabel); // Add a character this.playerCharacter = new PlayerCharacter(); this.playerCharacter.coords.set(2, 4); // Dark overlay this.darkOverlay = new PIXI.Container(); this.darkOverlay.visible = false; { const rect = PIXI.Sprite.from(PIXI.Texture.WHITE); rect.tint = 0; rect.alpha = 0.8; this.darkOverlay.addChild(rect); } this.addChild(this.darkOverlay); } incScore(amt: number) { this.score += amt; this.scoreLabel.text = "" + this.score; } showDarkOverlay(delay: number = 0) { this.darkOverlay.visible = true; this.darkOverlay.alpha = 0; Actions.sequence( Actions.delay(delay), Actions.fadeIn(this.darkOverlay, 0.2) ).play(); } hideDarkOverlay(delay: number = 0) { Actions.sequence( Actions.delay(delay), Actions.runFunc(() => { this.darkOverlay.visible = false; this.darkOverlay.alpha = 0; }) ).play(); } gameOver() { this.state = "gameover"; Save.clearGameState(); this.showDarkOverlay(0.5); this.gameOverModal = new GameOverModal(this); this.gameOverModal.alpha = 0; Actions.sequence( Actions.delay(2), Actions.fadeIn(this.gameOverModal, 0.2) ).play(); this.addChild(this.gameOverModal); this.resizeAgain(); } nextLevel() { this.incScore(1); this.level++; this.readyToMove = true; const nextGrid = new DungeonGrid(this, Game.DIMENSION); if (this.dungeonGrid) { // Slide the new one in! if (Game.EXIT_TYPE == "door" && this.dungeonGrid.exitDir) { const dx = this.dungeonGrid.exitDir.col * this.dungeonGrid.edgeSize; const dy = this.dungeonGrid.exitDir.row * this.dungeonGrid.edgeSize; nextGrid.position.set( this.dungeonGrid.position.x + dx, this.dungeonGrid.position.y + dy ); nextGrid.alpha = 0; Actions.parallel( Actions.fadeIn(nextGrid, 0.2), Actions.moveTo( nextGrid, this.dungeonGrid.position.x, this.dungeonGrid.position.y, 0.5 ) ).play(); Actions.sequence( Actions.parallel( Actions.fadeOut(this.dungeonGrid, 0.2), Actions.moveTo( this.dungeonGrid, this.dungeonGrid.position.x - dx, this.dungeonGrid.position.y - dy, 0.5 ) ), Actions.remove(this.dungeonGrid) ).play(); // Move the player to opposite side of the dungeon if (this.dungeonGrid.exitDir.col != 0) { this.playerCharacter.coords.col = this.dungeonGrid.dimension - this.playerCharacter.coords.col - 1; } else { this.playerCharacter.coords.row = this.dungeonGrid.dimension - this.playerCharacter.coords.row - 1; } // Ensure that any pending animations don't intefere with positioning in next level Actions.clear(this.playerCharacter); } else { nextGrid.position.set(this.dungeonGrid.position.x, this.dungeonGrid.position.y); nextGrid.alpha = 0; Actions.fadeIn(nextGrid, 0.5).play(); Actions.fadeOutAndRemove(this.dungeonGrid, 0.5).play(); } } else { // If this is the first grid, we need to place it in the correct place this.resizeAgain(); nextGrid.alpha = 0; Actions.fadeIn(nextGrid, 0.5).play(); } this.dungeonGrid = nextGrid; this.dungeonGrid.addCharacter(this.playerCharacter); this.dungeonGrid.clearEnemies(); this.dungeonGrid.generateWalls(Math.min(3 + this.level, 8)); this.dungeonGrid.setExitCell(); this.gameContainer.addChild(this.dungeonGrid); const monsterLevel = Math.min(this.level, 20); const numEnemies = 2 + Math.min(5, Math.floor(monsterLevel / 5)) + Math.min(10, Math.max(0, monsterLevel - 40)); this.spawnEnemy(numEnemies);
Save.saveGameState(this);
} spawnEnemy(n: number) { for (let i = 0; i < n; i++) { const enemyCharacter = new EnemyCharacter("enemy1"); // Random empty cell const coord = this.dungeonGrid.getRandomEmptyCell(); if (!coord) return; enemyCharacter.coords.set(coord.col, coord.row); this.dungeonGrid.addCharacter(enemyCharacter); } } pumpQueuedMove() { if (this.queuedMove) { this.doMove(this.queuedMove.dx, this.queuedMove.dy); this.queuedMove = null; } } doMove(dx: number, dy: number) { if (this.state != "play") { // Can't move! return; } // 1. If you aren't yet ready to move, then queue the direction if (this.readyToMove) { // 2. Otherwise, do the move const moveResult = this.dungeonGrid.moveCharacter( this.playerCharacter, dx, dy ); // 3. If the move was successful, then say we aren't ready to move yet if (moveResult.wentThroughExit) { // Load in new level // Snazzy animation too, if I could handle it! this.nextLevel(); } else if (moveResult.didMove) { this.postMove(moveResult.delay); } else { this.readyToMove = false; // After a delay, let the player move again Actions.sequence( Actions.delay(moveResult.delay), Actions.runFunc(() => { this.readyToMove = true; this.pumpQueuedMove(); }) ).play(); } } else { this.queuedMove = { dx, dy }; } } postMove(delay: number) { this.readyToMove = false; // Any character on exit let onExit = false; if (Game.EXIT_TYPE == "stairs" && this.dungeonGrid.exitCoords) { if (this.dungeonGrid.exitCoords.equals(this.playerCharacter.coords)) { onExit = true; } } if (onExit) { this.nextLevel(); } else { Actions.sequence( Actions.delay(delay), Actions.runFunc(() => { if (this.state != "gameover") { this.doEnemyMove(); } }) ).play(); } if (this.state == "play") Save.saveGameState(this); } doEnemyMove() { // Move enemies, after a delay! const enemyMoveResult = this.dungeonGrid.moveEnemies(); let delay = enemyMoveResult.delay; // After a delay, let the player move again // Fudge this value, I like to be able to move really soon Actions.sequence( Actions.delay(delay), Actions.runFunc(() => { this.readyToMove = true; this.pumpQueuedMove(); }) ).play(); if (this.state == "play") Save.saveGameState(this); } resizeAgain() { this.resize(this.prevWidth, this.prevHeight); } resize(width: number, height: number) { if (!this.parent) return; this.prevWidth = width; this.prevHeight = height; this.darkOverlay.width = Game.instance.width / Game.instance.scale; this.darkOverlay.height = Game.instance.height / Game.instance.scale; this.darkOverlay.position.set( -this.parent.position.x / Game.instance.scale, -this.parent.position.y / Game.instance.scale ); // Dungeon grid position let dungeonY = (height - this.dungeonGrid.edgeSize) / 2; let dungeonX = (width - this.dungeonGrid.edgeSize) / 2; // Grids // Move it this.dungeonGrid.position.set(dungeonX, dungeonY); this.scoreLabel.position.set(dungeonX + this.dungeonGrid.edgeSize / 2, 16); // Modals const modals = [this.gameOverModal]; for (const m of modals) { if (m) { // Centre it! const x = (width - Game.TARGET_WIDTH) / 2; const y = (height - Game.TARGET_HEIGHT) / 2; m.position.set(x, y); } } } keydown(code: string) { let dx = 0; let dy = 0; if (code == "ArrowLeft" || code == "KeyA") { dx = -1; } else if (code == "ArrowRight" || code == "KeyD") { dx = 1; } else if (code == "ArrowUp" || code == "KeyW") { dy = -1; } else if (code == "ArrowDown" || code == "KeyS") { dy = 1; } if (dx != 0 || dy != 0) { // Attempted move this.doMove(dx, dy); } } }
src/screens/game/GameScreen.ts
MaxBittker-broughlike-c8d94d5
[ { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " }\n if (withEnemiesAsObstacles) {\n const char = this.getCharacterAt(coords.col + dx, coords.row + dy);\n if (char && char.isEnemy) {\n // There is a monster on the target square, ignore!\n return;\n }\n }\n const newTentativeDistance = tentativeDistance[coords.col][coords.row] + 1;\n if (", "score": 0.7702193260192871 }, { "filename": "src/save/Save.ts", "retrieved_chunk": " gameScreen.dungeonGrid = this.deserialiseDungeonGrid(gameScreen, data.dungeonGrid);\n gameScreen.gameContainer.addChild(gameScreen.dungeonGrid);\n const pc = gameScreen.dungeonGrid.characters.find(c => c.isPlayer);\n gameScreen.playerCharacter = pc;\n gameScreen.incScore(0);\n }\n static hasGameState() {\n return !!this.engine.load(\"currentGameState\");\n }\n static saveGameState(gameScreen: GameScreen) {", "score": 0.7616532444953918 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " return false;\n }\n moveEnemies() {\n let delay = 0;\n // 1. Dijkstra the grid, ignoring enemies\n // Pick the closest character\n const dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false);\n const enemiesAndDistances = [];\n for (const char of this.characters) {\n if (char.isEnemy) {", "score": 0.7577351331710815 }, { "filename": "src/save/Save.ts", "retrieved_chunk": " };\n }\n private static deserialiseGameState(gameScreen: GameScreen, data: any) {\n gameScreen.level = data.level;\n gameScreen.state = data.state;\n gameScreen.score = data.score;\n // Remove the old dungeon grid:\n if (gameScreen.dungeonGrid) {\n gameScreen.gameContainer.removeChild(gameScreen.dungeonGrid);\n }", "score": 0.749512791633606 }, { "filename": "src/Game.ts", "retrieved_chunk": " this.innerBackgroundSprite.tint = Game.BACKGROUND_COLOUR;\n this.innerBackgroundSprite.width = Game.TARGET_WIDTH;\n this.innerBackgroundSprite.height = Game.TARGET_HEIGHT;\n this.stage.addChild(this.innerBackgroundSprite);\n if (Save.hasGameState()) {\n this.gotoGameScreen();\n } else {\n this.gotoMenuScreen();\n }\n this.resize();", "score": 0.7421592473983765 } ]
typescript
Save.saveGameState(this);
import * as PIXI from "pixi.js"; import { Actions } from "pixi-actions"; import Game from "Game"; import Screen from "../Screen"; import { Font } from "utils"; import Save from "../../save/Save"; import DungeonGrid from "./grid/DungeonGrid"; import { PlayerCharacter, EnemyCharacter } from "./character"; import GameOverModal from "./GameOverModal"; import * as _ from "underscore"; type GameState = "play" | "gameover"; export default class GameScreen extends Screen { playerCharacter: PlayerCharacter; dungeonGrid: DungeonGrid; darkOverlay: PIXI.Container; gameContainer: PIXI.Container; gameOverModal: GameOverModal; readyToMove: boolean; queuedMove: { dx: number; dy: number }; level: number; state: GameState = "play"; modals: PIXI.Container[] = []; score: number; scoreLabel: PIXI.BitmapText; prevWidth: number = 0; prevHeight: number = 0; constructor() { super(); // Setup this.readyToMove = true; this.queuedMove = null; this.level = 0; this.score = 0; this.gameContainer = new PIXI.Container(); this.addChild(this.gameContainer); // Score this.scoreLabel = new PIXI.BitmapText("0", Font.makeFontOptions("small")); this.scoreLabel.anchor.set(0.5); this.scoreLabel.tint = 0xffffff; this.gameContainer.addChild(this.scoreLabel); // Add a character this.playerCharacter = new PlayerCharacter(); this.playerCharacter.coords.set(2, 4); // Dark overlay this.darkOverlay = new PIXI.Container(); this.darkOverlay.visible = false; { const rect = PIXI.Sprite.from(PIXI.Texture.WHITE); rect.tint = 0; rect.alpha = 0.8; this.darkOverlay.addChild(rect); } this.addChild(this.darkOverlay); } incScore(amt: number) { this.score += amt; this.scoreLabel.text = "" + this.score; } showDarkOverlay(delay: number = 0) { this.darkOverlay.visible = true; this.darkOverlay.alpha = 0; Actions.sequence( Actions.delay(delay), Actions.fadeIn(this.darkOverlay, 0.2) ).play(); } hideDarkOverlay(delay: number = 0) { Actions.sequence( Actions.delay(delay), Actions.runFunc(() => { this.darkOverlay.visible = false; this.darkOverlay.alpha = 0; }) ).play(); } gameOver() { this.state = "gameover"; Save.clearGameState(); this.showDarkOverlay(0.5); this.gameOverModal = new GameOverModal(this); this.gameOverModal.alpha = 0; Actions.sequence( Actions.delay(2), Actions.fadeIn(this.gameOverModal, 0.2) ).play(); this.addChild(this.gameOverModal); this.resizeAgain(); } nextLevel() { this.incScore(1); this.level++; this.readyToMove = true; const nextGrid = new DungeonGrid(this, Game.DIMENSION); if (this.dungeonGrid) { // Slide the new one in! if (Game.EXIT_TYPE == "door" && this.dungeonGrid.exitDir) { const dx = this.dungeonGrid.exitDir.col * this.dungeonGrid.edgeSize; const dy = this.dungeonGrid.exitDir.row * this.dungeonGrid.edgeSize; nextGrid.position.set( this.dungeonGrid.position.x + dx, this.dungeonGrid.position.y + dy ); nextGrid.alpha = 0; Actions.parallel( Actions.fadeIn(nextGrid, 0.2), Actions.moveTo( nextGrid, this.dungeonGrid.position.x, this.dungeonGrid.position.y, 0.5 ) ).play(); Actions.sequence( Actions.parallel( Actions.fadeOut(this.dungeonGrid, 0.2), Actions.moveTo( this.dungeonGrid, this.dungeonGrid.position.x - dx, this.dungeonGrid.position.y - dy, 0.5 ) ), Actions.remove(this.dungeonGrid) ).play(); // Move the player to opposite side of the dungeon if (this.dungeonGrid.exitDir.col != 0) { this.playerCharacter.coords.col = this.dungeonGrid.dimension - this.playerCharacter.coords.col - 1; } else { this.playerCharacter.coords.row = this.dungeonGrid.dimension - this.playerCharacter.coords.row - 1; } // Ensure that any pending animations don't intefere with positioning in next level Actions.clear(this.playerCharacter); } else { nextGrid.position.set(this.dungeonGrid.position.x, this.dungeonGrid.position.y); nextGrid.alpha = 0; Actions.fadeIn(nextGrid, 0.5).play(); Actions.fadeOutAndRemove(this.dungeonGrid, 0.5).play(); } } else { // If this is the first grid, we need to place it in the correct place this.resizeAgain(); nextGrid.alpha = 0; Actions.fadeIn(nextGrid, 0.5).play(); } this.dungeonGrid = nextGrid; this.dungeonGrid.addCharacter(this.playerCharacter); this.dungeonGrid.clearEnemies(); this.dungeonGrid.generateWalls(Math.min(3 + this.level, 8)); this.dungeonGrid.setExitCell(); this.gameContainer.addChild(this.dungeonGrid); const monsterLevel = Math.min(this.level, 20); const numEnemies = 2 + Math.min(5, Math.floor(monsterLevel / 5)) + Math.min(10, Math.max(0, monsterLevel - 40)); this.spawnEnemy(numEnemies); Save.saveGameState(this); } spawnEnemy(n: number) { for (let i = 0; i < n; i++) { const enemyCharacter = new EnemyCharacter("enemy1"); // Random empty cell const coord = this.dungeonGrid.getRandomEmptyCell(); if (!coord) return; enemyCharacter.coords.set(coord.col, coord.row); this.dungeonGrid.addCharacter(enemyCharacter); } } pumpQueuedMove() { if (this.queuedMove) { this.doMove(this.queuedMove.dx, this.queuedMove.dy); this.queuedMove = null; } } doMove(dx: number, dy: number) { if (this.state != "play") { // Can't move! return; } // 1. If you aren't yet ready to move, then queue the direction if (this.readyToMove) { // 2. Otherwise, do the move const moveResult = this.dungeonGrid.moveCharacter( this.playerCharacter, dx, dy ); // 3. If the move was successful, then say we aren't ready to move yet if (moveResult.wentThroughExit) { // Load in new level // Snazzy animation too, if I could handle it! this.nextLevel(); } else if (moveResult.didMove) { this.postMove(moveResult.delay); } else { this.readyToMove = false; // After a delay, let the player move again Actions.sequence( Actions.delay(moveResult.delay), Actions.runFunc(() => { this.readyToMove = true; this.pumpQueuedMove(); }) ).play(); } } else { this.queuedMove = { dx, dy }; } } postMove(delay: number) { this.readyToMove = false; // Any character on exit let onExit = false; if (Game.EXIT_TYPE == "stairs" && this.dungeonGrid.exitCoords) { if (this.dungeonGrid.exitCoords.equals(this.playerCharacter.coords)) { onExit = true; } } if (onExit) { this.nextLevel(); } else { Actions.sequence( Actions.delay(delay), Actions.runFunc(() => { if (this.state != "gameover") { this.doEnemyMove(); } }) ).play(); } if (this.state == "play") Save.saveGameState(this); } doEnemyMove() { // Move enemies, after a delay!
const enemyMoveResult = this.dungeonGrid.moveEnemies();
let delay = enemyMoveResult.delay; // After a delay, let the player move again // Fudge this value, I like to be able to move really soon Actions.sequence( Actions.delay(delay), Actions.runFunc(() => { this.readyToMove = true; this.pumpQueuedMove(); }) ).play(); if (this.state == "play") Save.saveGameState(this); } resizeAgain() { this.resize(this.prevWidth, this.prevHeight); } resize(width: number, height: number) { if (!this.parent) return; this.prevWidth = width; this.prevHeight = height; this.darkOverlay.width = Game.instance.width / Game.instance.scale; this.darkOverlay.height = Game.instance.height / Game.instance.scale; this.darkOverlay.position.set( -this.parent.position.x / Game.instance.scale, -this.parent.position.y / Game.instance.scale ); // Dungeon grid position let dungeonY = (height - this.dungeonGrid.edgeSize) / 2; let dungeonX = (width - this.dungeonGrid.edgeSize) / 2; // Grids // Move it this.dungeonGrid.position.set(dungeonX, dungeonY); this.scoreLabel.position.set(dungeonX + this.dungeonGrid.edgeSize / 2, 16); // Modals const modals = [this.gameOverModal]; for (const m of modals) { if (m) { // Centre it! const x = (width - Game.TARGET_WIDTH) / 2; const y = (height - Game.TARGET_HEIGHT) / 2; m.position.set(x, y); } } } keydown(code: string) { let dx = 0; let dy = 0; if (code == "ArrowLeft" || code == "KeyA") { dx = -1; } else if (code == "ArrowRight" || code == "KeyD") { dx = 1; } else if (code == "ArrowUp" || code == "KeyW") { dy = -1; } else if (code == "ArrowDown" || code == "KeyS") { dy = 1; } if (dx != 0 || dy != 0) { // Attempted move this.doMove(dx, dy); } } }
src/screens/game/GameScreen.ts
MaxBittker-broughlike-c8d94d5
[ { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " const player = targetCharacter as PlayerCharacter;\n // Take a damage!\n if (player.damage(1)) {\n this.gameScreen.gameOver();\n }\n return { didMove: true, delay, wentThroughExit: false };\n } else {\n return { didMove: false, delay, wentThroughExit: false };\n }\n }", "score": 0.8476585745811462 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " } catch (e) {\n // The game is over\n this.gameScreen.gameOver();\n return { didMove: true, delay: 0, wentThroughExit: false };\n }\n // Move the character\n if (character.isPlayer) {\n Game.instance.playSound([\"step1\", \"step2\", \"step3\", \"step4\"]);\n }\n character.coords.set(targetCoord);", "score": 0.8470388650894165 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " try {\n const targetCharacter = this.getCharacterAt(targetCoord);\n if (targetCharacter) {\n let delay = this.bumpAnimation(character, dx, dy);\n if (character.isPlayer && targetCharacter.isEnemy) {\n // Attack the character\n Game.instance.playSound(\"attack\");\n delay += this.damageEnemy(targetCharacter as EnemyCharacter);\n return { didMove: true, delay, wentThroughExit: false };\n } else if (character.isEnemy && targetCharacter.isPlayer) {", "score": 0.8432832360267639 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " return false;\n }\n moveEnemies() {\n let delay = 0;\n // 1. Dijkstra the grid, ignoring enemies\n // Pick the closest character\n const dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false);\n const enemiesAndDistances = [];\n for (const char of this.characters) {\n if (char.isEnemy) {", "score": 0.8423224091529846 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " return time;\n }\n damageEnemy(targetCharacter: EnemyCharacter) {\n let delay = 0;\n const didDie = targetCharacter.damage(1);\n if (didDie) {\n // Remove from characters array\n const index = this.characters.indexOf(targetCharacter);\n if (index >= 0) {\n this.characters.splice(index, 1);", "score": 0.8162705898284912 } ]
typescript
const enemyMoveResult = this.dungeonGrid.moveEnemies();
import * as PIXI from "pixi.js"; import { Actions } from "pixi-actions"; import Game from "Game"; import Screen from "../Screen"; import { Font } from "utils"; import Save from "../../save/Save"; import DungeonGrid from "./grid/DungeonGrid"; import { PlayerCharacter, EnemyCharacter } from "./character"; import GameOverModal from "./GameOverModal"; import * as _ from "underscore"; type GameState = "play" | "gameover"; export default class GameScreen extends Screen { playerCharacter: PlayerCharacter; dungeonGrid: DungeonGrid; darkOverlay: PIXI.Container; gameContainer: PIXI.Container; gameOverModal: GameOverModal; readyToMove: boolean; queuedMove: { dx: number; dy: number }; level: number; state: GameState = "play"; modals: PIXI.Container[] = []; score: number; scoreLabel: PIXI.BitmapText; prevWidth: number = 0; prevHeight: number = 0; constructor() { super(); // Setup this.readyToMove = true; this.queuedMove = null; this.level = 0; this.score = 0; this.gameContainer = new PIXI.Container(); this.addChild(this.gameContainer); // Score this.scoreLabel = new PIXI.BitmapText("0", Font.makeFontOptions("small")); this.scoreLabel.anchor.set(0.5); this.scoreLabel.tint = 0xffffff; this.gameContainer.addChild(this.scoreLabel); // Add a character this.playerCharacter = new PlayerCharacter(); this.playerCharacter.coords.set(2, 4); // Dark overlay this.darkOverlay = new PIXI.Container(); this.darkOverlay.visible = false; { const rect = PIXI.Sprite.from(PIXI.Texture.WHITE); rect.tint = 0; rect.alpha = 0.8; this.darkOverlay.addChild(rect); } this.addChild(this.darkOverlay); } incScore(amt: number) { this.score += amt; this.scoreLabel.text = "" + this.score; } showDarkOverlay(delay: number = 0) { this.darkOverlay.visible = true; this.darkOverlay.alpha = 0; Actions.sequence( Actions.delay(delay), Actions.fadeIn(this.darkOverlay, 0.2) ).play(); } hideDarkOverlay(delay: number = 0) { Actions.sequence( Actions.delay(delay), Actions.runFunc(() => { this.darkOverlay.visible = false; this.darkOverlay.alpha = 0; }) ).play(); } gameOver() { this.state = "gameover"; Save.clearGameState(); this.showDarkOverlay(0.5); this.gameOverModal = new GameOverModal(this); this.gameOverModal.alpha = 0; Actions.sequence( Actions.delay(2), Actions.fadeIn(this.gameOverModal, 0.2) ).play(); this.addChild(this.gameOverModal); this.resizeAgain(); } nextLevel() { this.incScore(1); this.level++; this.readyToMove = true; const nextGrid = new DungeonGrid(this, Game.DIMENSION); if (this.dungeonGrid) { // Slide the new one in! if (Game.EXIT_TYPE == "door" && this.dungeonGrid.exitDir) { const dx = this.dungeonGrid.exitDir.col * this.dungeonGrid.edgeSize; const dy = this.dungeonGrid.exitDir.row * this.dungeonGrid.edgeSize; nextGrid.position.set( this.dungeonGrid.position.x + dx, this.dungeonGrid.position.y + dy ); nextGrid.alpha = 0; Actions.parallel( Actions.fadeIn(nextGrid, 0.2), Actions.moveTo( nextGrid, this.dungeonGrid.position.x, this.dungeonGrid.position.y, 0.5 ) ).play(); Actions.sequence( Actions.parallel( Actions.fadeOut(this.dungeonGrid, 0.2), Actions.moveTo( this.dungeonGrid, this.dungeonGrid.position.x - dx, this.dungeonGrid.position.y - dy, 0.5 ) ), Actions.remove(this.dungeonGrid) ).play(); // Move the player to opposite side of the dungeon if (this.dungeonGrid.exitDir.col != 0) { this.playerCharacter.coords.col = this.dungeonGrid.dimension - this.playerCharacter.coords.col - 1; } else { this.playerCharacter.coords.row = this.dungeonGrid.dimension - this.playerCharacter.coords.row - 1; } // Ensure that any pending animations don't intefere with positioning in next level Actions.clear(this.playerCharacter); } else { nextGrid.position.set(this.dungeonGrid.position.x, this.dungeonGrid.position.y); nextGrid.alpha = 0; Actions.fadeIn(nextGrid, 0.5).play(); Actions.fadeOutAndRemove(this.dungeonGrid, 0.5).play(); } } else { // If this is the first grid, we need to place it in the correct place this.resizeAgain(); nextGrid.alpha = 0; Actions.fadeIn(nextGrid, 0.5).play(); } this.dungeonGrid = nextGrid; this.dungeonGrid.addCharacter(this.playerCharacter); this.dungeonGrid.clearEnemies(); this.dungeonGrid.generateWalls(Math.min(3 + this.level, 8)); this.dungeonGrid.setExitCell(); this.gameContainer.addChild(this.dungeonGrid); const monsterLevel = Math.min(this.level, 20); const numEnemies = 2 + Math.min(5, Math.floor(monsterLevel / 5)) + Math.min(10, Math.max(0, monsterLevel - 40)); this.spawnEnemy(numEnemies); Save.saveGameState(this); } spawnEnemy(n: number) { for (let i = 0; i < n; i++) { const enemyCharacter = new EnemyCharacter("enemy1"); // Random empty cell const coord = this.dungeonGrid.getRandomEmptyCell(); if (!coord) return; enemyCharacter.coords.set(coord.col, coord.row); this.dungeonGrid.addCharacter(enemyCharacter); } } pumpQueuedMove() { if (this.queuedMove) { this.doMove(this.queuedMove.dx, this.queuedMove.dy); this.queuedMove = null; } } doMove(dx: number, dy: number) { if (this.state != "play") { // Can't move! return; } // 1. If you aren't yet ready to move, then queue the direction if (this.readyToMove) { // 2. Otherwise, do the move
const moveResult = this.dungeonGrid.moveCharacter( this.playerCharacter, dx, dy );
// 3. If the move was successful, then say we aren't ready to move yet if (moveResult.wentThroughExit) { // Load in new level // Snazzy animation too, if I could handle it! this.nextLevel(); } else if (moveResult.didMove) { this.postMove(moveResult.delay); } else { this.readyToMove = false; // After a delay, let the player move again Actions.sequence( Actions.delay(moveResult.delay), Actions.runFunc(() => { this.readyToMove = true; this.pumpQueuedMove(); }) ).play(); } } else { this.queuedMove = { dx, dy }; } } postMove(delay: number) { this.readyToMove = false; // Any character on exit let onExit = false; if (Game.EXIT_TYPE == "stairs" && this.dungeonGrid.exitCoords) { if (this.dungeonGrid.exitCoords.equals(this.playerCharacter.coords)) { onExit = true; } } if (onExit) { this.nextLevel(); } else { Actions.sequence( Actions.delay(delay), Actions.runFunc(() => { if (this.state != "gameover") { this.doEnemyMove(); } }) ).play(); } if (this.state == "play") Save.saveGameState(this); } doEnemyMove() { // Move enemies, after a delay! const enemyMoveResult = this.dungeonGrid.moveEnemies(); let delay = enemyMoveResult.delay; // After a delay, let the player move again // Fudge this value, I like to be able to move really soon Actions.sequence( Actions.delay(delay), Actions.runFunc(() => { this.readyToMove = true; this.pumpQueuedMove(); }) ).play(); if (this.state == "play") Save.saveGameState(this); } resizeAgain() { this.resize(this.prevWidth, this.prevHeight); } resize(width: number, height: number) { if (!this.parent) return; this.prevWidth = width; this.prevHeight = height; this.darkOverlay.width = Game.instance.width / Game.instance.scale; this.darkOverlay.height = Game.instance.height / Game.instance.scale; this.darkOverlay.position.set( -this.parent.position.x / Game.instance.scale, -this.parent.position.y / Game.instance.scale ); // Dungeon grid position let dungeonY = (height - this.dungeonGrid.edgeSize) / 2; let dungeonX = (width - this.dungeonGrid.edgeSize) / 2; // Grids // Move it this.dungeonGrid.position.set(dungeonX, dungeonY); this.scoreLabel.position.set(dungeonX + this.dungeonGrid.edgeSize / 2, 16); // Modals const modals = [this.gameOverModal]; for (const m of modals) { if (m) { // Centre it! const x = (width - Game.TARGET_WIDTH) / 2; const y = (height - Game.TARGET_HEIGHT) / 2; m.position.set(x, y); } } } keydown(code: string) { let dx = 0; let dy = 0; if (code == "ArrowLeft" || code == "KeyA") { dx = -1; } else if (code == "ArrowRight" || code == "KeyD") { dx = 1; } else if (code == "ArrowUp" || code == "KeyW") { dy = -1; } else if (code == "ArrowDown" || code == "KeyS") { dy = 1; } if (dx != 0 || dy != 0) { // Attempted move this.doMove(dx, dy); } } }
src/screens/game/GameScreen.ts
MaxBittker-broughlike-c8d94d5
[ { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " character: Character,\n dx: number,\n dy: number\n ): { didMove: boolean; delay: number; wentThroughExit: boolean } {\n // Check the target space is available\n const targetCoord = character.coords.clone().add(dx, dy);\n // Edge of grid!\n if (!this.inBounds(targetCoord)) {\n if (\n this.exitCoords &&", "score": 0.8660547733306885 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " const delay = this.bumpAnimation(character, dx, dy);\n return { didMove: false, delay, wentThroughExit: false };\n }\n // Hitting a wall?\n if (this.doesWallSeparate(character.coords, dx, dy)) {\n Game.instance.playSound(\"bump\");\n const delay = this.bumpAnimation(character, dx, dy);\n return { didMove: false, delay, wentThroughExit: false };\n }\n // Is there another character here?", "score": 0.8527398109436035 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " return time;\n }\n damageEnemy(targetCharacter: EnemyCharacter) {\n let delay = 0;\n const didDie = targetCharacter.damage(1);\n if (didDie) {\n // Remove from characters array\n const index = this.characters.indexOf(targetCharacter);\n if (index >= 0) {\n this.characters.splice(index, 1);", "score": 0.8508711457252502 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " // Out of bounds, ignore!\n return;\n }\n if (this.doesWallSeparate(coords, dx, dy)) {\n // There is no path, ignore!\n return;\n }\n const char = this.getCharacterAt(coords.col + dx, coords.row + dy);\n if (char && char.isEnemy) {\n // There is a monster on the target square, ignore!", "score": 0.8490538597106934 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " }\n }\n return null;\n }\n bumpAnimation(character: Character, dx: number, dy: number) {\n const time = 0.1;\n Actions.sequence(\n this.makeMoveTo(character, dx * 0.1, dy * 0.1, time / 2),\n this.makeMoveTo(character, 0, 0, time / 2)\n ).play();", "score": 0.8425398468971252 } ]
typescript
const moveResult = this.dungeonGrid.moveCharacter( this.playerCharacter, dx, dy );
import * as PIXI from "pixi.js"; import { Actions } from "pixi-actions"; import Game from "Game"; import Screen from "../Screen"; import { Font } from "utils"; import Save from "../../save/Save"; import DungeonGrid from "./grid/DungeonGrid"; import { PlayerCharacter, EnemyCharacter } from "./character"; import GameOverModal from "./GameOverModal"; import * as _ from "underscore"; type GameState = "play" | "gameover"; export default class GameScreen extends Screen { playerCharacter: PlayerCharacter; dungeonGrid: DungeonGrid; darkOverlay: PIXI.Container; gameContainer: PIXI.Container; gameOverModal: GameOverModal; readyToMove: boolean; queuedMove: { dx: number; dy: number }; level: number; state: GameState = "play"; modals: PIXI.Container[] = []; score: number; scoreLabel: PIXI.BitmapText; prevWidth: number = 0; prevHeight: number = 0; constructor() { super(); // Setup this.readyToMove = true; this.queuedMove = null; this.level = 0; this.score = 0; this.gameContainer = new PIXI.Container(); this.addChild(this.gameContainer); // Score this.scoreLabel = new PIXI.BitmapText("0", Font.makeFontOptions("small")); this.scoreLabel.anchor.set(0.5); this.scoreLabel.tint = 0xffffff; this.gameContainer.addChild(this.scoreLabel); // Add a character this.playerCharacter = new PlayerCharacter(); this.playerCharacter.coords.set(2, 4); // Dark overlay this.darkOverlay = new PIXI.Container(); this.darkOverlay.visible = false; { const rect = PIXI.Sprite.from(PIXI.Texture.WHITE); rect.tint = 0; rect.alpha = 0.8; this.darkOverlay.addChild(rect); } this.addChild(this.darkOverlay); } incScore(amt: number) { this.score += amt; this.scoreLabel.text = "" + this.score; } showDarkOverlay(delay: number = 0) { this.darkOverlay.visible = true; this.darkOverlay.alpha = 0; Actions.sequence( Actions.delay(delay), Actions.fadeIn(this.darkOverlay, 0.2) ).play(); } hideDarkOverlay(delay: number = 0) { Actions.sequence( Actions.delay(delay), Actions.runFunc(() => { this.darkOverlay.visible = false; this.darkOverlay.alpha = 0; }) ).play(); } gameOver() { this.state = "gameover"; Save.clearGameState(); this.showDarkOverlay(0.5); this.gameOverModal = new GameOverModal(this); this.gameOverModal.alpha = 0; Actions.sequence( Actions.delay(2), Actions.fadeIn(this.gameOverModal, 0.2) ).play(); this.addChild(this.gameOverModal); this.resizeAgain(); } nextLevel() { this.incScore(1); this.level++; this.readyToMove = true; const nextGrid = new DungeonGrid(this, Game.DIMENSION); if (this.dungeonGrid) { // Slide the new one in! if (Game.EXIT_TYPE == "door" && this.dungeonGrid.exitDir) { const dx = this.dungeonGrid.exitDir.col * this.dungeonGrid.edgeSize; const dy = this.dungeonGrid.exitDir.row * this.dungeonGrid.edgeSize; nextGrid.position.set( this.dungeonGrid.position.x + dx, this.dungeonGrid.position.y + dy ); nextGrid.alpha = 0; Actions.parallel( Actions.fadeIn(nextGrid, 0.2), Actions.moveTo( nextGrid, this.dungeonGrid.position.x, this.dungeonGrid.position.y, 0.5 ) ).play(); Actions.sequence( Actions.parallel( Actions.fadeOut(this.dungeonGrid, 0.2), Actions.moveTo( this.dungeonGrid, this.dungeonGrid.position.x - dx, this.dungeonGrid.position.y - dy, 0.5 ) ), Actions.remove(this.dungeonGrid) ).play(); // Move the player to opposite side of the dungeon if (this.dungeonGrid.exitDir.col != 0) { this.playerCharacter.coords.col = this.dungeonGrid.dimension - this.playerCharacter.coords.col - 1; } else { this.playerCharacter.coords.row = this.dungeonGrid.dimension - this.playerCharacter.coords.row - 1; } // Ensure that any pending animations don't intefere with positioning in next level Actions.clear(this.playerCharacter); } else { nextGrid.position.set(this.dungeonGrid.position.x, this.dungeonGrid.position.y); nextGrid.alpha = 0; Actions.fadeIn(nextGrid, 0.5).play(); Actions.fadeOutAndRemove(this.dungeonGrid, 0.5).play(); } } else { // If this is the first grid, we need to place it in the correct place this.resizeAgain(); nextGrid.alpha = 0; Actions.fadeIn(nextGrid, 0.5).play(); } this.dungeonGrid = nextGrid; this.dungeonGrid.addCharacter(this.playerCharacter); this.dungeonGrid.clearEnemies(); this.dungeonGrid.generateWalls(Math.min(3 + this.level, 8)); this.dungeonGrid.setExitCell(); this.gameContainer.addChild(this.dungeonGrid); const monsterLevel = Math.min(this.level, 20); const numEnemies = 2 + Math.min(5, Math.floor(monsterLevel / 5)) + Math.min(10, Math.max(0, monsterLevel - 40)); this.spawnEnemy(numEnemies); Save.saveGameState(this); } spawnEnemy(n: number) { for (let i = 0; i < n; i++) { const enemyCharacter = new EnemyCharacter("enemy1"); // Random empty cell const coord = this.dungeonGrid.getRandomEmptyCell(); if (!coord) return; enemyCharacter.coords.set(coord.col, coord.row); this.dungeonGrid.addCharacter(enemyCharacter); } } pumpQueuedMove() { if (this.queuedMove) { this.doMove(this.queuedMove.dx, this.queuedMove.dy); this.queuedMove = null; } } doMove(dx: number, dy: number) { if (this.state != "play") { // Can't move! return; } // 1. If you aren't yet ready to move, then queue the direction if (this.readyToMove) { // 2. Otherwise, do the move const moveResult = this.dungeonGrid.moveCharacter( this.playerCharacter, dx, dy ); // 3. If the move was successful, then say we aren't ready to move yet if (moveResult.wentThroughExit) { // Load in new level // Snazzy animation too, if I could handle it! this.nextLevel(); } else if (moveResult.didMove) { this.postMove(moveResult.delay); } else { this.readyToMove = false; // After a delay, let the player move again Actions.sequence( Actions.delay(moveResult.delay), Actions.runFunc(() => { this.readyToMove = true; this.pumpQueuedMove(); }) ).play(); } } else { this.queuedMove = { dx, dy }; } } postMove(delay: number) { this.readyToMove = false; // Any character on exit let onExit = false;
if (Game.EXIT_TYPE == "stairs" && this.dungeonGrid.exitCoords) {
if (this.dungeonGrid.exitCoords.equals(this.playerCharacter.coords)) { onExit = true; } } if (onExit) { this.nextLevel(); } else { Actions.sequence( Actions.delay(delay), Actions.runFunc(() => { if (this.state != "gameover") { this.doEnemyMove(); } }) ).play(); } if (this.state == "play") Save.saveGameState(this); } doEnemyMove() { // Move enemies, after a delay! const enemyMoveResult = this.dungeonGrid.moveEnemies(); let delay = enemyMoveResult.delay; // After a delay, let the player move again // Fudge this value, I like to be able to move really soon Actions.sequence( Actions.delay(delay), Actions.runFunc(() => { this.readyToMove = true; this.pumpQueuedMove(); }) ).play(); if (this.state == "play") Save.saveGameState(this); } resizeAgain() { this.resize(this.prevWidth, this.prevHeight); } resize(width: number, height: number) { if (!this.parent) return; this.prevWidth = width; this.prevHeight = height; this.darkOverlay.width = Game.instance.width / Game.instance.scale; this.darkOverlay.height = Game.instance.height / Game.instance.scale; this.darkOverlay.position.set( -this.parent.position.x / Game.instance.scale, -this.parent.position.y / Game.instance.scale ); // Dungeon grid position let dungeonY = (height - this.dungeonGrid.edgeSize) / 2; let dungeonX = (width - this.dungeonGrid.edgeSize) / 2; // Grids // Move it this.dungeonGrid.position.set(dungeonX, dungeonY); this.scoreLabel.position.set(dungeonX + this.dungeonGrid.edgeSize / 2, 16); // Modals const modals = [this.gameOverModal]; for (const m of modals) { if (m) { // Centre it! const x = (width - Game.TARGET_WIDTH) / 2; const y = (height - Game.TARGET_HEIGHT) / 2; m.position.set(x, y); } } } keydown(code: string) { let dx = 0; let dy = 0; if (code == "ArrowLeft" || code == "KeyA") { dx = -1; } else if (code == "ArrowRight" || code == "KeyD") { dx = 1; } else if (code == "ArrowUp" || code == "KeyW") { dy = -1; } else if (code == "ArrowDown" || code == "KeyS") { dy = 1; } if (dx != 0 || dy != 0) { // Attempted move this.doMove(dx, dy); } } }
src/screens/game/GameScreen.ts
MaxBittker-broughlike-c8d94d5
[ { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " character.coords.equals(this.exitCoords) &&\n Game.EXIT_TYPE == \"door\" &&\n this.exitDir &&\n this.exitDir.equals(dx, dy)\n ) {\n // We are going through the exit!\n return { didMove: true, delay: 0, wentThroughExit: true };\n }\n // Hitting the edge of the grid\n Game.instance.playSound(\"bump\");", "score": 0.8822339773178101 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " const delay = this.bumpAnimation(character, dx, dy);\n return { didMove: false, delay, wentThroughExit: false };\n }\n // Hitting a wall?\n if (this.doesWallSeparate(character.coords, dx, dy)) {\n Game.instance.playSound(\"bump\");\n const delay = this.bumpAnimation(character, dx, dy);\n return { didMove: false, delay, wentThroughExit: false };\n }\n // Is there another character here?", "score": 0.8640118837356567 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " const player = targetCharacter as PlayerCharacter;\n // Take a damage!\n if (player.damage(1)) {\n this.gameScreen.gameOver();\n }\n return { didMove: true, delay, wentThroughExit: false };\n } else {\n return { didMove: false, delay, wentThroughExit: false };\n }\n }", "score": 0.8567696809768677 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " }\n this.updateExitCoords();\n }\n updateExitCoords() {\n if (Game.EXIT_TYPE == \"stairs\") {\n this.cellStairs.forEach((a, i) =>\n a.forEach(\n (stairs, j) =>\n (stairs.visible =\n this.exitCoords &&", "score": 0.8518494963645935 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " character: Character,\n dx: number,\n dy: number\n ): { didMove: boolean; delay: number; wentThroughExit: boolean } {\n // Check the target space is available\n const targetCoord = character.coords.clone().add(dx, dy);\n // Edge of grid!\n if (!this.inBounds(targetCoord)) {\n if (\n this.exitCoords &&", "score": 0.8505221605300903 } ]
typescript
if (Game.EXIT_TYPE == "stairs" && this.dungeonGrid.exitCoords) {
import * as PIXI from "pixi.js"; import { Actions } from "pixi-actions"; import Game from "Game"; import Screen from "../Screen"; import { Font } from "utils"; import Save from "../../save/Save"; import DungeonGrid from "./grid/DungeonGrid"; import { PlayerCharacter, EnemyCharacter } from "./character"; import GameOverModal from "./GameOverModal"; import * as _ from "underscore"; type GameState = "play" | "gameover"; export default class GameScreen extends Screen { playerCharacter: PlayerCharacter; dungeonGrid: DungeonGrid; darkOverlay: PIXI.Container; gameContainer: PIXI.Container; gameOverModal: GameOverModal; readyToMove: boolean; queuedMove: { dx: number; dy: number }; level: number; state: GameState = "play"; modals: PIXI.Container[] = []; score: number; scoreLabel: PIXI.BitmapText; prevWidth: number = 0; prevHeight: number = 0; constructor() { super(); // Setup this.readyToMove = true; this.queuedMove = null; this.level = 0; this.score = 0; this.gameContainer = new PIXI.Container(); this.addChild(this.gameContainer); // Score this.scoreLabel = new PIXI.BitmapText("0", Font.makeFontOptions("small")); this.scoreLabel.anchor.set(0.5); this.scoreLabel.tint = 0xffffff; this.gameContainer.addChild(this.scoreLabel); // Add a character this.playerCharacter = new PlayerCharacter(); this.playerCharacter.coords.set(2, 4); // Dark overlay this.darkOverlay = new PIXI.Container(); this.darkOverlay.visible = false; { const rect = PIXI.Sprite.from(PIXI.Texture.WHITE); rect.tint = 0; rect.alpha = 0.8; this.darkOverlay.addChild(rect); } this.addChild(this.darkOverlay); } incScore(amt: number) { this.score += amt; this.scoreLabel.text = "" + this.score; } showDarkOverlay(delay: number = 0) { this.darkOverlay.visible = true; this.darkOverlay.alpha = 0; Actions.sequence( Actions.delay(delay), Actions.fadeIn(this.darkOverlay, 0.2) ).play(); } hideDarkOverlay(delay: number = 0) { Actions.sequence( Actions.delay(delay), Actions.runFunc(() => { this.darkOverlay.visible = false; this.darkOverlay.alpha = 0; }) ).play(); } gameOver() { this.state = "gameover"; Save.clearGameState(); this.showDarkOverlay(0.5); this.gameOverModal = new GameOverModal(this); this.gameOverModal.alpha = 0; Actions.sequence( Actions.delay(2), Actions.fadeIn(this.gameOverModal, 0.2) ).play(); this.addChild(this.gameOverModal); this.resizeAgain(); } nextLevel() { this.incScore(1); this.level++; this.readyToMove = true; const nextGrid = new DungeonGrid(this, Game.DIMENSION); if (this.dungeonGrid) { // Slide the new one in! if (Game.EXIT_TYPE == "door" && this.dungeonGrid.exitDir) { const dx = this.dungeonGrid.exitDir.col * this.dungeonGrid.edgeSize; const dy = this.dungeonGrid.exitDir.row * this.dungeonGrid.edgeSize; nextGrid.position.set( this.dungeonGrid.position.x + dx, this.dungeonGrid.position.y + dy ); nextGrid.alpha = 0; Actions.parallel( Actions.fadeIn(nextGrid, 0.2), Actions.moveTo( nextGrid, this.dungeonGrid.position.x, this.dungeonGrid.position.y, 0.5 ) ).play(); Actions.sequence( Actions.parallel( Actions.fadeOut(this.dungeonGrid, 0.2), Actions.moveTo( this.dungeonGrid, this.dungeonGrid.position.x - dx, this.dungeonGrid.position.y - dy, 0.5 ) ), Actions.remove(this.dungeonGrid) ).play(); // Move the player to opposite side of the dungeon if (this.dungeonGrid.exitDir.col != 0) { this.playerCharacter.coords.col = this.dungeonGrid.dimension - this.playerCharacter.coords.col - 1; } else { this.playerCharacter.coords.row = this.dungeonGrid.dimension - this.playerCharacter.coords.row - 1; } // Ensure that any pending animations don't intefere with positioning in next level Actions.clear(this.playerCharacter); } else { nextGrid.position.set(this.dungeonGrid.position.x, this.dungeonGrid.position.y); nextGrid.alpha = 0; Actions.fadeIn(nextGrid, 0.5).play(); Actions.fadeOutAndRemove(this.dungeonGrid, 0.5).play(); } } else { // If this is the first grid, we need to place it in the correct place this.resizeAgain(); nextGrid.alpha = 0; Actions.fadeIn(nextGrid, 0.5).play(); } this.dungeonGrid = nextGrid; this.dungeonGrid.addCharacter(this.playerCharacter); this.dungeonGrid.clearEnemies();
this.dungeonGrid.generateWalls(Math.min(3 + this.level, 8));
this.dungeonGrid.setExitCell(); this.gameContainer.addChild(this.dungeonGrid); const monsterLevel = Math.min(this.level, 20); const numEnemies = 2 + Math.min(5, Math.floor(monsterLevel / 5)) + Math.min(10, Math.max(0, monsterLevel - 40)); this.spawnEnemy(numEnemies); Save.saveGameState(this); } spawnEnemy(n: number) { for (let i = 0; i < n; i++) { const enemyCharacter = new EnemyCharacter("enemy1"); // Random empty cell const coord = this.dungeonGrid.getRandomEmptyCell(); if (!coord) return; enemyCharacter.coords.set(coord.col, coord.row); this.dungeonGrid.addCharacter(enemyCharacter); } } pumpQueuedMove() { if (this.queuedMove) { this.doMove(this.queuedMove.dx, this.queuedMove.dy); this.queuedMove = null; } } doMove(dx: number, dy: number) { if (this.state != "play") { // Can't move! return; } // 1. If you aren't yet ready to move, then queue the direction if (this.readyToMove) { // 2. Otherwise, do the move const moveResult = this.dungeonGrid.moveCharacter( this.playerCharacter, dx, dy ); // 3. If the move was successful, then say we aren't ready to move yet if (moveResult.wentThroughExit) { // Load in new level // Snazzy animation too, if I could handle it! this.nextLevel(); } else if (moveResult.didMove) { this.postMove(moveResult.delay); } else { this.readyToMove = false; // After a delay, let the player move again Actions.sequence( Actions.delay(moveResult.delay), Actions.runFunc(() => { this.readyToMove = true; this.pumpQueuedMove(); }) ).play(); } } else { this.queuedMove = { dx, dy }; } } postMove(delay: number) { this.readyToMove = false; // Any character on exit let onExit = false; if (Game.EXIT_TYPE == "stairs" && this.dungeonGrid.exitCoords) { if (this.dungeonGrid.exitCoords.equals(this.playerCharacter.coords)) { onExit = true; } } if (onExit) { this.nextLevel(); } else { Actions.sequence( Actions.delay(delay), Actions.runFunc(() => { if (this.state != "gameover") { this.doEnemyMove(); } }) ).play(); } if (this.state == "play") Save.saveGameState(this); } doEnemyMove() { // Move enemies, after a delay! const enemyMoveResult = this.dungeonGrid.moveEnemies(); let delay = enemyMoveResult.delay; // After a delay, let the player move again // Fudge this value, I like to be able to move really soon Actions.sequence( Actions.delay(delay), Actions.runFunc(() => { this.readyToMove = true; this.pumpQueuedMove(); }) ).play(); if (this.state == "play") Save.saveGameState(this); } resizeAgain() { this.resize(this.prevWidth, this.prevHeight); } resize(width: number, height: number) { if (!this.parent) return; this.prevWidth = width; this.prevHeight = height; this.darkOverlay.width = Game.instance.width / Game.instance.scale; this.darkOverlay.height = Game.instance.height / Game.instance.scale; this.darkOverlay.position.set( -this.parent.position.x / Game.instance.scale, -this.parent.position.y / Game.instance.scale ); // Dungeon grid position let dungeonY = (height - this.dungeonGrid.edgeSize) / 2; let dungeonX = (width - this.dungeonGrid.edgeSize) / 2; // Grids // Move it this.dungeonGrid.position.set(dungeonX, dungeonY); this.scoreLabel.position.set(dungeonX + this.dungeonGrid.edgeSize / 2, 16); // Modals const modals = [this.gameOverModal]; for (const m of modals) { if (m) { // Centre it! const x = (width - Game.TARGET_WIDTH) / 2; const y = (height - Game.TARGET_HEIGHT) / 2; m.position.set(x, y); } } } keydown(code: string) { let dx = 0; let dy = 0; if (code == "ArrowLeft" || code == "KeyA") { dx = -1; } else if (code == "ArrowRight" || code == "KeyD") { dx = 1; } else if (code == "ArrowUp" || code == "KeyW") { dy = -1; } else if (code == "ArrowDown" || code == "KeyS") { dy = 1; } if (dx != 0 || dy != 0) { // Attempted move this.doMove(dx, dy); } } }
src/screens/game/GameScreen.ts
MaxBittker-broughlike-c8d94d5
[ { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " return false;\n }\n moveEnemies() {\n let delay = 0;\n // 1. Dijkstra the grid, ignoring enemies\n // Pick the closest character\n const dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false);\n const enemiesAndDistances = [];\n for (const char of this.characters) {\n if (char.isEnemy) {", "score": 0.8019746541976929 }, { "filename": "src/save/Save.ts", "retrieved_chunk": " gameScreen.dungeonGrid = this.deserialiseDungeonGrid(gameScreen, data.dungeonGrid);\n gameScreen.gameContainer.addChild(gameScreen.dungeonGrid);\n const pc = gameScreen.dungeonGrid.characters.find(c => c.isPlayer);\n gameScreen.playerCharacter = pc;\n gameScreen.incScore(0);\n }\n static hasGameState() {\n return !!this.engine.load(\"currentGameState\");\n }\n static saveGameState(gameScreen: GameScreen) {", "score": 0.8011934757232666 }, { "filename": "src/Game.ts", "retrieved_chunk": " this.innerBackgroundSprite.tint = Game.BACKGROUND_COLOUR;\n this.innerBackgroundSprite.width = Game.TARGET_WIDTH;\n this.innerBackgroundSprite.height = Game.TARGET_HEIGHT;\n this.stage.addChild(this.innerBackgroundSprite);\n if (Save.hasGameState()) {\n this.gotoGameScreen();\n } else {\n this.gotoMenuScreen();\n }\n this.resize();", "score": 0.7947056293487549 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " w.alpha = 0;\n Actions.fadeIn(w, 0.2).play();\n this.wallsHolder.addChild(w);\n w.setCellSize(this.cellSize);\n // Place in the correct place\n this.setPositionTo(w, w.from, true);\n }\n }\n addCharacter(character: Character) {\n character.scale.set(0.2);", "score": 0.7943251132965088 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " } catch (e) {\n // The game is over\n this.gameScreen.gameOver();\n return { didMove: true, delay: 0, wentThroughExit: false };\n }\n // Move the character\n if (character.isPlayer) {\n Game.instance.playSound([\"step1\", \"step2\", \"step3\", \"step4\"]);\n }\n character.coords.set(targetCoord);", "score": 0.7941692471504211 } ]
typescript
this.dungeonGrid.generateWalls(Math.min(3 + this.level, 8));
import * as PIXI from "pixi.js"; import { Actions } from "pixi-actions"; import { Character, EnemyCharacter, PlayerCharacter } from "../character"; import GameScreen from "../GameScreen"; import Grid from "./Grid"; import Wall from "./Wall"; import { Coords } from "utils"; import * as _ from "underscore"; import Game from "Game"; export default class DungeonGrid extends Grid { characters: Character[] = []; walls: Wall[] = []; edgeWalls: Wall[] = []; wallsHolder: PIXI.Container = new PIXI.Container(); charactersHolder: PIXI.Container = new PIXI.Container(); gameScreen: GameScreen; coords: Coords[] = []; cellSquares: PIXI.Sprite[][] = []; cellStairs: PIXI.Sprite[][] = []; exitCoords: Coords; exitDir: Coords = null; constructor(gameScreen: GameScreen, dimension: number) { super(dimension); this.gameScreen = gameScreen; // Add cell backgrounds const background = PIXI.Sprite.from(PIXI.Texture.WHITE); background.tint = 0xd3c8a2; background.width = this.edgeSize; background.height = this.edgeSize; background.alpha = 1; background.anchor.set(0, 0); this.addChild(background); for (let i = 0; i < this.dimension; i++) { const col1 = []; const col2 = []; for (let j = 0; j < this.dimension; j++) { const cell = PIXI.Sprite.from(PIXI.Texture.WHITE); cell.tint = 0; cell.alpha = (i + j) % 2 == 0 ? 0 : 0.2; cell.width = this.cellSize; cell.height = this.cellSize; const offset1 = (this.cellSize - cell.width) / 2; cell.position.set( i * this.cellSize + offset1, j * this.cellSize + offset1 ); col1.push(cell); this.addChild(cell); const stair = PIXI.Sprite.from(Game.tex("stairs.png")); stair.width = this.cellSize * 0.8; stair.height = this.cellSize * 0.8; const offset2 = (this.cellSize - stair.width) / 2; stair.position.set( i * this.cellSize + offset2, j * this.cellSize + offset2 ); stair.visible = false; col2.push(stair); this.addChild(stair); } this.cellSquares.push(col1); this.cellStairs.push(col2); } this.addChild(this.wallsHolder); this.addChild(this.charactersHolder); for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { this.coords.push(new Coords(i, j)); } } } clearEnemies() { for (let i = this.characters.length - 1; i >= 0; i--) { const c = this.characters[i]; if (!c.isPlayer) { Actions.fadeOutAndRemove(c, 0.2).play(); this.characters.splice(i, 1); } } } unsetExitCell() { this.exitCoords = null; this.updateExitCoords(); } setExitCell(minDistanceFromPlayer: number = 7) { const possibles = []; const backups = []; let dijks = null;
dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false);
for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { if (i == 2 && j == 2) continue; if ( Game.EXIT_TYPE == "door" && ![0, this.dimension - 1].includes(i) && ![0, this.dimension - 1].includes(j) ) continue; if (dijks.distance[i][j] >= minDistanceFromPlayer) { possibles.push(new Coords(i, j)); } if (dijks.distance[i][j] >= 3) { backups.push(new Coords(i, j)); } } } if (possibles.length == 0) { possibles.push(...backups); } if (possibles.length == 0) { for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { if (i == 2 && j == 2) continue; if ( Game.EXIT_TYPE == "door" && ![0, this.dimension - 1].includes(i) && ![0, this.dimension - 1].includes(j) ) continue; const c = new Coords(i, j); let anyCoincidence = false; if (this.gameScreen.playerCharacter.coords.equals(c)) { anyCoincidence = true; break; } if (!anyCoincidence) { possibles.push(c); } } } } const coords = _.sample(possibles); this.exitCoords = coords; if (Game.EXIT_TYPE == "door") { const possibleDirs = []; if (coords.row == 0) possibleDirs.push(new Coords(0, -1)); if (coords.row == this.dimension - 1) possibleDirs.push(new Coords(0, 1)); if (coords.col == 0) possibleDirs.push(new Coords(-1, 0)); if (coords.col == this.dimension - 1) possibleDirs.push(new Coords(1, 0)); if (possibleDirs.length > 0) this.exitDir = _.sample(possibleDirs); } this.updateExitCoords(); } updateExitCoords() { if (Game.EXIT_TYPE == "stairs") { this.cellStairs.forEach((a, i) => a.forEach( (stairs, j) => (stairs.visible = this.exitCoords && this.exitCoords.col == i && this.exitCoords.row == j) ) ); } else { // Remove other edge walls (if there are any) for (const c of this.edgeWalls) { this.wallsHolder.removeChild(c); } this.edgeWalls = []; // Add outer wall let walls: Wall[] = Wall.edges(this.dimension); // Make hole where exit is if (this.exitCoords && this.exitDir) { walls = walls.filter( (w) => !w.blocks(this.exitCoords, this.exitDir.col, this.exitDir.row) ); } // Draw walls this.drawWalls(walls); this.walls.push(...walls); this.edgeWalls.push(...walls); } } getRandomEmptyCell(): Coords { let dijks = null; dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false); const shuffledCoords = _.shuffle(this.coords); for (const coord of shuffledCoords) { if (this.exitCoords && this.exitCoords.equals(coord)) continue; if ( !this.getCharacterAt(coord) && (!dijks || dijks.distance[coord.col][coord.row] > 1) ) { return coord; } } return null; } generateWalls(numWalls: number) { // Delete all old walls for (const w of this.walls) { Actions.fadeOutAndRemove(w, 0.2).play(); } this.walls = Wall.randomLayout(numWalls, this.dimension); // Add some new walls... they must generate any closed areas this.drawWalls(this.walls); } drawWalls(walls: Wall[]) { for (const w of walls) { w.alpha = 0; Actions.fadeIn(w, 0.2).play(); this.wallsHolder.addChild(w); w.setCellSize(this.cellSize); // Place in the correct place this.setPositionTo(w, w.from, true); } } addCharacter(character: Character) { character.scale.set(0.2); character.alpha = 0; Actions.fadeIn(character, 0.2).play(); this.characters.push(character); this.charactersHolder.addChild(character); // Place in the correct place! this.setPositionTo(character, character.coords); } getCharacterAt(col: number | Coords, row: number = null): Character { let c = 0; let r = 0; if (typeof col == "number") { c = col; r = row; } else { c = col.col; r = col.row; } for (const char of this.characters) { if (char.coords.col == c && char.coords.row == r) { return char; } } return null; } bumpAnimation(character: Character, dx: number, dy: number) { const time = 0.1; Actions.sequence( this.makeMoveTo(character, dx * 0.1, dy * 0.1, time / 2), this.makeMoveTo(character, 0, 0, time / 2) ).play(); return time; } damageEnemy(targetCharacter: EnemyCharacter) { let delay = 0; const didDie = targetCharacter.damage(1); if (didDie) { // Remove from characters array const index = this.characters.indexOf(targetCharacter); if (index >= 0) { this.characters.splice(index, 1); } // Remove from charactersHolder targetCharacter.position.x += this.position.x; targetCharacter.position.y += this.position.y; this.charactersHolder.removeChild(targetCharacter); delay = 0; } return delay; } moveCharacter( character: Character, dx: number, dy: number ): { didMove: boolean; delay: number; wentThroughExit: boolean } { // Check the target space is available const targetCoord = character.coords.clone().add(dx, dy); // Edge of grid! if (!this.inBounds(targetCoord)) { if ( this.exitCoords && character.coords.equals(this.exitCoords) && Game.EXIT_TYPE == "door" && this.exitDir && this.exitDir.equals(dx, dy) ) { // We are going through the exit! return { didMove: true, delay: 0, wentThroughExit: true }; } // Hitting the edge of the grid Game.instance.playSound("bump"); const delay = this.bumpAnimation(character, dx, dy); return { didMove: false, delay, wentThroughExit: false }; } // Hitting a wall? if (this.doesWallSeparate(character.coords, dx, dy)) { Game.instance.playSound("bump"); const delay = this.bumpAnimation(character, dx, dy); return { didMove: false, delay, wentThroughExit: false }; } // Is there another character here? try { const targetCharacter = this.getCharacterAt(targetCoord); if (targetCharacter) { let delay = this.bumpAnimation(character, dx, dy); if (character.isPlayer && targetCharacter.isEnemy) { // Attack the character Game.instance.playSound("attack"); delay += this.damageEnemy(targetCharacter as EnemyCharacter); return { didMove: true, delay, wentThroughExit: false }; } else if (character.isEnemy && targetCharacter.isPlayer) { const player = targetCharacter as PlayerCharacter; // Take a damage! if (player.damage(1)) { this.gameScreen.gameOver(); } return { didMove: true, delay, wentThroughExit: false }; } else { return { didMove: false, delay, wentThroughExit: false }; } } } catch (e) { // The game is over this.gameScreen.gameOver(); return { didMove: true, delay: 0, wentThroughExit: false }; } // Move the character if (character.isPlayer) { Game.instance.playSound(["step1", "step2", "step3", "step4"]); } character.coords.set(targetCoord); // Animate to the new position this.makeMoveTo(character).play(); return { didMove: true, delay: 0.05, wentThroughExit: false }; } doesWallSeparate(start: Coords, dx: number, dy: number) { for (const w of this.walls) { if (w.blocks(start, dx, dy)) { return true; } } return false; } moveEnemies() { let delay = 0; // 1. Dijkstra the grid, ignoring enemies // Pick the closest character const dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false); const enemiesAndDistances = []; for (const char of this.characters) { if (char.isEnemy) { let distance = dijks.distance[char.coords.col][char.coords.row]; enemiesAndDistances.push({ distance, char, }); } } // 2. Sort by closest to furthest let sortedEnemies = _.sortBy(enemiesAndDistances, "distance"); // 3. For each enemy, pathfind (properly) to the player let atLeastOneMove = false; for (let tries = 0; tries < 5; tries++) { const tryAgainLater = []; for (const e of sortedEnemies) { const char = e.char; const dijks = this.dijkstra( this.gameScreen.playerCharacter.coords, true, char.coords ); // Move in the direction which has the lowest distance let targetCol = dijks.col[char.coords.col][char.coords.row]; let targetRow = dijks.row[char.coords.col][char.coords.row]; if (targetCol == null || targetRow == null) { const neighbours: Coords[] = []; this.addPotentialNeighbour(neighbours, char.coords, 1, 0); this.addPotentialNeighbour(neighbours, char.coords, 0, 1); this.addPotentialNeighbour(neighbours, char.coords, -1, 0); this.addPotentialNeighbour(neighbours, char.coords, 0, -1); if (neighbours.length > 0) { // If there is no good route, then random direction const dir = _.sample(neighbours); targetCol = dir.col; targetRow = dir.row; } else { // If there is no route at all, then wait, we'll try again in a bit tryAgainLater.push(e); continue; } } const dx = targetCol - char.coords.col; const dy = targetRow - char.coords.row; atLeastOneMove = true; delay = Math.max(this.moveCharacter(char, dx, dy).delay, delay); } if (tryAgainLater.length == 0) { break; } else { sortedEnemies = tryAgainLater; } } return { didMove: true, delay }; } addPotentialNeighbour( list: Coords[], coords: Coords, dx: number, dy: number ) { if (!this.inBounds(coords.col + dx, coords.row + dy)) { // Out of bounds, ignore! return; } if (this.doesWallSeparate(coords, dx, dy)) { // There is no path, ignore! return; } const char = this.getCharacterAt(coords.col + dx, coords.row + dy); if (char && char.isEnemy) { // There is a monster on the target square, ignore! return; } list.push(coords.clone().add(dx, dy)); } updateTentativeDistance( withEnemiesAsObstacles: boolean, tentativeDistance: number[][], tentativeSourceCol: number[][], tentativeSourceRow: number[][], coords: Coords, dx: number, dy: number ) { if (!this.inBounds(coords.col + dx, coords.row + dy)) { // Out of bounds, ignore! return; } if (this.doesWallSeparate(coords, dx, dy)) { // There is no path, ignore! return; } if (withEnemiesAsObstacles) { const char = this.getCharacterAt(coords.col + dx, coords.row + dy); if (char && char.isEnemy) { // There is a monster on the target square, ignore! return; } } const newTentativeDistance = tentativeDistance[coords.col][coords.row] + 1; if ( tentativeDistance[coords.col + dx][coords.row + dy] > newTentativeDistance ) { tentativeDistance[coords.col + dx][coords.row + dy] = newTentativeDistance; tentativeSourceCol[coords.col + dx][coords.row + dy] = coords.col; tentativeSourceRow[coords.col + dx][coords.row + dy] = coords.row; } } dijkstra( target: Coords, withEnemiesAsObstacles: boolean, stopAt: Coords = null ): { distance: number[][]; col: number[][]; row: number[][] } { const current = target.clone(); const visited: boolean[][] = []; const tentativeDistance: number[][] = []; const tentativeSourceCol: number[][] = []; const tentativeSourceRow: number[][] = []; for (let i = 0; i < this.dimension; i++) { // col const c1 = []; const c2 = []; const c3 = []; const c4 = []; for (let j = 0; j < this.dimension; j++) { // row c1.push(false); if (target.row == j && target.col == i) { c2.push(0); } else { c2.push(99999); } c3.push(null); c4.push(null); } visited.push(c1); tentativeDistance.push(c2); tentativeSourceCol.push(c3); tentativeSourceRow.push(c4); } do { // Consider all unvisited neighbours of `current` const utd = (dx: number, dy: number) => { this.updateTentativeDistance( stopAt && stopAt.equals(current.col + dx, current.row + dy) ? false : withEnemiesAsObstacles, tentativeDistance, tentativeSourceCol, tentativeSourceRow, current, dx, dy ); }; utd(1, 0); utd(-1, 0); utd(0, -1); utd(0, 1); // Mark current as visited visited[current.col][current.row] = true; // Stop if we've connected our two target points if (stopAt && stopAt.equals(current)) break; let smallestTentativeDistance = 9999999; let smallests = []; for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { if (visited[i][j]) continue; if ( smallests.length == 0 || tentativeDistance[i][j] < smallestTentativeDistance ) { smallestTentativeDistance = tentativeDistance[i][j]; smallests = []; } if (tentativeDistance[i][j] == smallestTentativeDistance) { smallests.push([i, j]); } } } // If there are no unvisited, we are done if (smallests.length == 0) break; // Otherwise, set current to unvisited with smallest tentative const randomSmallest = _.sample(smallests); current.set(randomSmallest[0], randomSmallest[1]); } while (true); // Return the dijkstra map for the whole grid return { distance: tentativeDistance, col: tentativeSourceCol, row: tentativeSourceRow, }; } }
src/screens/game/grid/DungeonGrid.ts
MaxBittker-broughlike-c8d94d5
[ { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " this.readyToMove = false;\n // Any character on exit\n let onExit = false;\n if (Game.EXIT_TYPE == \"stairs\" && this.dungeonGrid.exitCoords) {\n if (this.dungeonGrid.exitCoords.equals(this.playerCharacter.coords)) {\n onExit = true;\n }\n }\n if (onExit) {\n this.nextLevel();", "score": 0.8262674808502197 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " const enemyCharacter = new EnemyCharacter(\"enemy1\");\n // Random empty cell\n const coord = this.dungeonGrid.getRandomEmptyCell();\n if (!coord) return;\n enemyCharacter.coords.set(coord.col, coord.row);\n this.dungeonGrid.addCharacter(enemyCharacter);\n }\n }\n pumpQueuedMove() {\n if (this.queuedMove) {", "score": 0.7760182023048401 }, { "filename": "src/save/Save.ts", "retrieved_chunk": " dungeonGrid.updateExitCoords();\n return dungeonGrid;\n }\n // Game state\n private static serialiseGameState(gameScreen: GameScreen) {\n return {\n level: gameScreen.level,\n state: gameScreen.state,\n score: gameScreen.score,\n dungeonGrid: this.serialiseDungeonGrid(gameScreen.dungeonGrid),", "score": 0.7754784822463989 }, { "filename": "src/save/Save.ts", "retrieved_chunk": " c = new PlayerCharacter();\n } else {\n c = new EnemyCharacter(type);\n }\n c.coords = coords;\n c.hp = hp;\n return c;\n }\n // Dungeon grid\n private static serialiseDungeonGrid(dungeonGrid: DungeonGrid) {", "score": 0.7675241231918335 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " if (this.state == \"play\")\n Save.saveGameState(this);\n }\n doEnemyMove() {\n // Move enemies, after a delay!\n const enemyMoveResult = this.dungeonGrid.moveEnemies();\n let delay = enemyMoveResult.delay;\n // After a delay, let the player move again\n // Fudge this value, I like to be able to move really soon\n Actions.sequence(", "score": 0.760311484336853 } ]
typescript
dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false);
import * as PIXI from "pixi.js"; import { Actions } from "pixi-actions"; import { Character, EnemyCharacter, PlayerCharacter } from "../character"; import GameScreen from "../GameScreen"; import Grid from "./Grid"; import Wall from "./Wall"; import { Coords } from "utils"; import * as _ from "underscore"; import Game from "Game"; export default class DungeonGrid extends Grid { characters: Character[] = []; walls: Wall[] = []; edgeWalls: Wall[] = []; wallsHolder: PIXI.Container = new PIXI.Container(); charactersHolder: PIXI.Container = new PIXI.Container(); gameScreen: GameScreen; coords: Coords[] = []; cellSquares: PIXI.Sprite[][] = []; cellStairs: PIXI.Sprite[][] = []; exitCoords: Coords; exitDir: Coords = null; constructor(gameScreen: GameScreen, dimension: number) { super(dimension); this.gameScreen = gameScreen; // Add cell backgrounds const background = PIXI.Sprite.from(PIXI.Texture.WHITE); background.tint = 0xd3c8a2; background.width = this.edgeSize; background.height = this.edgeSize; background.alpha = 1; background.anchor.set(0, 0); this.addChild(background); for (let i = 0; i < this.dimension; i++) { const col1 = []; const col2 = []; for (let j = 0; j < this.dimension; j++) { const cell = PIXI.Sprite.from(PIXI.Texture.WHITE); cell.tint = 0; cell.alpha = (i + j) % 2 == 0 ? 0 : 0.2; cell.width = this.cellSize; cell.height = this.cellSize; const offset1 = (this.cellSize - cell.width) / 2; cell.position.set( i * this.cellSize + offset1, j * this.cellSize + offset1 ); col1.push(cell); this.addChild(cell); const stair = PIXI.Sprite.from(Game.tex("stairs.png")); stair.width = this.cellSize * 0.8; stair.height = this.cellSize * 0.8; const offset2 = (this.cellSize - stair.width) / 2; stair.position.set( i * this.cellSize + offset2, j * this.cellSize + offset2 ); stair.visible = false; col2.push(stair); this.addChild(stair); } this.cellSquares.push(col1); this.cellStairs.push(col2); } this.addChild(this.wallsHolder); this.addChild(this.charactersHolder); for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { this.coords.push(new Coords(i, j)); } } } clearEnemies() { for (let i = this.characters.length - 1; i >= 0; i--) { const c = this.characters[i]; if (!c.isPlayer) { Actions
.fadeOutAndRemove(c, 0.2).play();
this.characters.splice(i, 1); } } } unsetExitCell() { this.exitCoords = null; this.updateExitCoords(); } setExitCell(minDistanceFromPlayer: number = 7) { const possibles = []; const backups = []; let dijks = null; dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false); for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { if (i == 2 && j == 2) continue; if ( Game.EXIT_TYPE == "door" && ![0, this.dimension - 1].includes(i) && ![0, this.dimension - 1].includes(j) ) continue; if (dijks.distance[i][j] >= minDistanceFromPlayer) { possibles.push(new Coords(i, j)); } if (dijks.distance[i][j] >= 3) { backups.push(new Coords(i, j)); } } } if (possibles.length == 0) { possibles.push(...backups); } if (possibles.length == 0) { for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { if (i == 2 && j == 2) continue; if ( Game.EXIT_TYPE == "door" && ![0, this.dimension - 1].includes(i) && ![0, this.dimension - 1].includes(j) ) continue; const c = new Coords(i, j); let anyCoincidence = false; if (this.gameScreen.playerCharacter.coords.equals(c)) { anyCoincidence = true; break; } if (!anyCoincidence) { possibles.push(c); } } } } const coords = _.sample(possibles); this.exitCoords = coords; if (Game.EXIT_TYPE == "door") { const possibleDirs = []; if (coords.row == 0) possibleDirs.push(new Coords(0, -1)); if (coords.row == this.dimension - 1) possibleDirs.push(new Coords(0, 1)); if (coords.col == 0) possibleDirs.push(new Coords(-1, 0)); if (coords.col == this.dimension - 1) possibleDirs.push(new Coords(1, 0)); if (possibleDirs.length > 0) this.exitDir = _.sample(possibleDirs); } this.updateExitCoords(); } updateExitCoords() { if (Game.EXIT_TYPE == "stairs") { this.cellStairs.forEach((a, i) => a.forEach( (stairs, j) => (stairs.visible = this.exitCoords && this.exitCoords.col == i && this.exitCoords.row == j) ) ); } else { // Remove other edge walls (if there are any) for (const c of this.edgeWalls) { this.wallsHolder.removeChild(c); } this.edgeWalls = []; // Add outer wall let walls: Wall[] = Wall.edges(this.dimension); // Make hole where exit is if (this.exitCoords && this.exitDir) { walls = walls.filter( (w) => !w.blocks(this.exitCoords, this.exitDir.col, this.exitDir.row) ); } // Draw walls this.drawWalls(walls); this.walls.push(...walls); this.edgeWalls.push(...walls); } } getRandomEmptyCell(): Coords { let dijks = null; dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false); const shuffledCoords = _.shuffle(this.coords); for (const coord of shuffledCoords) { if (this.exitCoords && this.exitCoords.equals(coord)) continue; if ( !this.getCharacterAt(coord) && (!dijks || dijks.distance[coord.col][coord.row] > 1) ) { return coord; } } return null; } generateWalls(numWalls: number) { // Delete all old walls for (const w of this.walls) { Actions.fadeOutAndRemove(w, 0.2).play(); } this.walls = Wall.randomLayout(numWalls, this.dimension); // Add some new walls... they must generate any closed areas this.drawWalls(this.walls); } drawWalls(walls: Wall[]) { for (const w of walls) { w.alpha = 0; Actions.fadeIn(w, 0.2).play(); this.wallsHolder.addChild(w); w.setCellSize(this.cellSize); // Place in the correct place this.setPositionTo(w, w.from, true); } } addCharacter(character: Character) { character.scale.set(0.2); character.alpha = 0; Actions.fadeIn(character, 0.2).play(); this.characters.push(character); this.charactersHolder.addChild(character); // Place in the correct place! this.setPositionTo(character, character.coords); } getCharacterAt(col: number | Coords, row: number = null): Character { let c = 0; let r = 0; if (typeof col == "number") { c = col; r = row; } else { c = col.col; r = col.row; } for (const char of this.characters) { if (char.coords.col == c && char.coords.row == r) { return char; } } return null; } bumpAnimation(character: Character, dx: number, dy: number) { const time = 0.1; Actions.sequence( this.makeMoveTo(character, dx * 0.1, dy * 0.1, time / 2), this.makeMoveTo(character, 0, 0, time / 2) ).play(); return time; } damageEnemy(targetCharacter: EnemyCharacter) { let delay = 0; const didDie = targetCharacter.damage(1); if (didDie) { // Remove from characters array const index = this.characters.indexOf(targetCharacter); if (index >= 0) { this.characters.splice(index, 1); } // Remove from charactersHolder targetCharacter.position.x += this.position.x; targetCharacter.position.y += this.position.y; this.charactersHolder.removeChild(targetCharacter); delay = 0; } return delay; } moveCharacter( character: Character, dx: number, dy: number ): { didMove: boolean; delay: number; wentThroughExit: boolean } { // Check the target space is available const targetCoord = character.coords.clone().add(dx, dy); // Edge of grid! if (!this.inBounds(targetCoord)) { if ( this.exitCoords && character.coords.equals(this.exitCoords) && Game.EXIT_TYPE == "door" && this.exitDir && this.exitDir.equals(dx, dy) ) { // We are going through the exit! return { didMove: true, delay: 0, wentThroughExit: true }; } // Hitting the edge of the grid Game.instance.playSound("bump"); const delay = this.bumpAnimation(character, dx, dy); return { didMove: false, delay, wentThroughExit: false }; } // Hitting a wall? if (this.doesWallSeparate(character.coords, dx, dy)) { Game.instance.playSound("bump"); const delay = this.bumpAnimation(character, dx, dy); return { didMove: false, delay, wentThroughExit: false }; } // Is there another character here? try { const targetCharacter = this.getCharacterAt(targetCoord); if (targetCharacter) { let delay = this.bumpAnimation(character, dx, dy); if (character.isPlayer && targetCharacter.isEnemy) { // Attack the character Game.instance.playSound("attack"); delay += this.damageEnemy(targetCharacter as EnemyCharacter); return { didMove: true, delay, wentThroughExit: false }; } else if (character.isEnemy && targetCharacter.isPlayer) { const player = targetCharacter as PlayerCharacter; // Take a damage! if (player.damage(1)) { this.gameScreen.gameOver(); } return { didMove: true, delay, wentThroughExit: false }; } else { return { didMove: false, delay, wentThroughExit: false }; } } } catch (e) { // The game is over this.gameScreen.gameOver(); return { didMove: true, delay: 0, wentThroughExit: false }; } // Move the character if (character.isPlayer) { Game.instance.playSound(["step1", "step2", "step3", "step4"]); } character.coords.set(targetCoord); // Animate to the new position this.makeMoveTo(character).play(); return { didMove: true, delay: 0.05, wentThroughExit: false }; } doesWallSeparate(start: Coords, dx: number, dy: number) { for (const w of this.walls) { if (w.blocks(start, dx, dy)) { return true; } } return false; } moveEnemies() { let delay = 0; // 1. Dijkstra the grid, ignoring enemies // Pick the closest character const dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false); const enemiesAndDistances = []; for (const char of this.characters) { if (char.isEnemy) { let distance = dijks.distance[char.coords.col][char.coords.row]; enemiesAndDistances.push({ distance, char, }); } } // 2. Sort by closest to furthest let sortedEnemies = _.sortBy(enemiesAndDistances, "distance"); // 3. For each enemy, pathfind (properly) to the player let atLeastOneMove = false; for (let tries = 0; tries < 5; tries++) { const tryAgainLater = []; for (const e of sortedEnemies) { const char = e.char; const dijks = this.dijkstra( this.gameScreen.playerCharacter.coords, true, char.coords ); // Move in the direction which has the lowest distance let targetCol = dijks.col[char.coords.col][char.coords.row]; let targetRow = dijks.row[char.coords.col][char.coords.row]; if (targetCol == null || targetRow == null) { const neighbours: Coords[] = []; this.addPotentialNeighbour(neighbours, char.coords, 1, 0); this.addPotentialNeighbour(neighbours, char.coords, 0, 1); this.addPotentialNeighbour(neighbours, char.coords, -1, 0); this.addPotentialNeighbour(neighbours, char.coords, 0, -1); if (neighbours.length > 0) { // If there is no good route, then random direction const dir = _.sample(neighbours); targetCol = dir.col; targetRow = dir.row; } else { // If there is no route at all, then wait, we'll try again in a bit tryAgainLater.push(e); continue; } } const dx = targetCol - char.coords.col; const dy = targetRow - char.coords.row; atLeastOneMove = true; delay = Math.max(this.moveCharacter(char, dx, dy).delay, delay); } if (tryAgainLater.length == 0) { break; } else { sortedEnemies = tryAgainLater; } } return { didMove: true, delay }; } addPotentialNeighbour( list: Coords[], coords: Coords, dx: number, dy: number ) { if (!this.inBounds(coords.col + dx, coords.row + dy)) { // Out of bounds, ignore! return; } if (this.doesWallSeparate(coords, dx, dy)) { // There is no path, ignore! return; } const char = this.getCharacterAt(coords.col + dx, coords.row + dy); if (char && char.isEnemy) { // There is a monster on the target square, ignore! return; } list.push(coords.clone().add(dx, dy)); } updateTentativeDistance( withEnemiesAsObstacles: boolean, tentativeDistance: number[][], tentativeSourceCol: number[][], tentativeSourceRow: number[][], coords: Coords, dx: number, dy: number ) { if (!this.inBounds(coords.col + dx, coords.row + dy)) { // Out of bounds, ignore! return; } if (this.doesWallSeparate(coords, dx, dy)) { // There is no path, ignore! return; } if (withEnemiesAsObstacles) { const char = this.getCharacterAt(coords.col + dx, coords.row + dy); if (char && char.isEnemy) { // There is a monster on the target square, ignore! return; } } const newTentativeDistance = tentativeDistance[coords.col][coords.row] + 1; if ( tentativeDistance[coords.col + dx][coords.row + dy] > newTentativeDistance ) { tentativeDistance[coords.col + dx][coords.row + dy] = newTentativeDistance; tentativeSourceCol[coords.col + dx][coords.row + dy] = coords.col; tentativeSourceRow[coords.col + dx][coords.row + dy] = coords.row; } } dijkstra( target: Coords, withEnemiesAsObstacles: boolean, stopAt: Coords = null ): { distance: number[][]; col: number[][]; row: number[][] } { const current = target.clone(); const visited: boolean[][] = []; const tentativeDistance: number[][] = []; const tentativeSourceCol: number[][] = []; const tentativeSourceRow: number[][] = []; for (let i = 0; i < this.dimension; i++) { // col const c1 = []; const c2 = []; const c3 = []; const c4 = []; for (let j = 0; j < this.dimension; j++) { // row c1.push(false); if (target.row == j && target.col == i) { c2.push(0); } else { c2.push(99999); } c3.push(null); c4.push(null); } visited.push(c1); tentativeDistance.push(c2); tentativeSourceCol.push(c3); tentativeSourceRow.push(c4); } do { // Consider all unvisited neighbours of `current` const utd = (dx: number, dy: number) => { this.updateTentativeDistance( stopAt && stopAt.equals(current.col + dx, current.row + dy) ? false : withEnemiesAsObstacles, tentativeDistance, tentativeSourceCol, tentativeSourceRow, current, dx, dy ); }; utd(1, 0); utd(-1, 0); utd(0, -1); utd(0, 1); // Mark current as visited visited[current.col][current.row] = true; // Stop if we've connected our two target points if (stopAt && stopAt.equals(current)) break; let smallestTentativeDistance = 9999999; let smallests = []; for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { if (visited[i][j]) continue; if ( smallests.length == 0 || tentativeDistance[i][j] < smallestTentativeDistance ) { smallestTentativeDistance = tentativeDistance[i][j]; smallests = []; } if (tentativeDistance[i][j] == smallestTentativeDistance) { smallests.push([i, j]); } } } // If there are no unvisited, we are done if (smallests.length == 0) break; // Otherwise, set current to unvisited with smallest tentative const randomSmallest = _.sample(smallests); current.set(randomSmallest[0], randomSmallest[1]); } while (true); // Return the dijkstra map for the whole grid return { distance: tentativeDistance, col: tentativeSourceCol, row: tentativeSourceRow, }; } }
src/screens/game/grid/DungeonGrid.ts
MaxBittker-broughlike-c8d94d5
[ { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " const monsterLevel = Math.min(this.level, 20);\n const numEnemies =\n 2 +\n Math.min(5, Math.floor(monsterLevel / 5)) +\n Math.min(10, Math.max(0, monsterLevel - 40));\n this.spawnEnemy(numEnemies);\n Save.saveGameState(this);\n }\n spawnEnemy(n: number) {\n for (let i = 0; i < n; i++) {", "score": 0.8442036509513855 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " if (this.state == \"play\")\n Save.saveGameState(this);\n }\n doEnemyMove() {\n // Move enemies, after a delay!\n const enemyMoveResult = this.dungeonGrid.moveEnemies();\n let delay = enemyMoveResult.delay;\n // After a delay, let the player move again\n // Fudge this value, I like to be able to move really soon\n Actions.sequence(", "score": 0.8380022644996643 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " const enemyCharacter = new EnemyCharacter(\"enemy1\");\n // Random empty cell\n const coord = this.dungeonGrid.getRandomEmptyCell();\n if (!coord) return;\n enemyCharacter.coords.set(coord.col, coord.row);\n this.dungeonGrid.addCharacter(enemyCharacter);\n }\n }\n pumpQueuedMove() {\n if (this.queuedMove) {", "score": 0.8118787407875061 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " } else {\n Actions.sequence(\n Actions.delay(delay),\n Actions.runFunc(() => {\n if (this.state != \"gameover\") {\n this.doEnemyMove();\n }\n })\n ).play();\n }", "score": 0.81009840965271 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " // Ensure that any pending animations don't intefere with positioning in next level\n Actions.clear(this.playerCharacter);\n } else {\n nextGrid.position.set(this.dungeonGrid.position.x, this.dungeonGrid.position.y);\n nextGrid.alpha = 0;\n Actions.fadeIn(nextGrid, 0.5).play();\n Actions.fadeOutAndRemove(this.dungeonGrid, 0.5).play();\n }\n } else {\n // If this is the first grid, we need to place it in the correct place", "score": 0.7944366931915283 } ]
typescript
.fadeOutAndRemove(c, 0.2).play();
import * as PIXI from "pixi.js"; import { Actions } from "pixi-actions"; import { Character, EnemyCharacter, PlayerCharacter } from "../character"; import GameScreen from "../GameScreen"; import Grid from "./Grid"; import Wall from "./Wall"; import { Coords } from "utils"; import * as _ from "underscore"; import Game from "Game"; export default class DungeonGrid extends Grid { characters: Character[] = []; walls: Wall[] = []; edgeWalls: Wall[] = []; wallsHolder: PIXI.Container = new PIXI.Container(); charactersHolder: PIXI.Container = new PIXI.Container(); gameScreen: GameScreen; coords: Coords[] = []; cellSquares: PIXI.Sprite[][] = []; cellStairs: PIXI.Sprite[][] = []; exitCoords: Coords; exitDir: Coords = null; constructor(gameScreen: GameScreen, dimension: number) { super(dimension); this.gameScreen = gameScreen; // Add cell backgrounds const background = PIXI.Sprite.from(PIXI.Texture.WHITE); background.tint = 0xd3c8a2; background.width = this.edgeSize; background.height = this.edgeSize; background.alpha = 1; background.anchor.set(0, 0); this.addChild(background); for (let i = 0; i < this.dimension; i++) { const col1 = []; const col2 = []; for (let j = 0; j < this.dimension; j++) { const cell = PIXI.Sprite.from(PIXI.Texture.WHITE); cell.tint = 0; cell.alpha = (i + j) % 2 == 0 ? 0 : 0.2; cell.width = this.cellSize; cell.height = this.cellSize; const offset1 = (this.cellSize - cell.width) / 2; cell.position.set( i * this.cellSize + offset1, j * this.cellSize + offset1 ); col1.push(cell); this.addChild(cell); const stair = PIXI.Sprite.from(Game.tex("stairs.png")); stair.width = this.cellSize * 0.8; stair.height = this.cellSize * 0.8; const offset2 = (this.cellSize - stair.width) / 2; stair.position.set( i * this.cellSize + offset2, j * this.cellSize + offset2 ); stair.visible = false; col2.push(stair); this.addChild(stair); } this.cellSquares.push(col1); this.cellStairs.push(col2); } this.addChild(this.wallsHolder); this.addChild(this.charactersHolder); for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { this.coords.push(new Coords(i, j)); } } } clearEnemies() { for (let i = this.characters.length - 1; i >= 0; i--) { const c = this.characters[i]; if (!c.isPlayer) { Actions.fadeOutAndRemove(c, 0.2).play(); this.characters.splice(i, 1); } } } unsetExitCell() { this.exitCoords = null; this.updateExitCoords(); } setExitCell(minDistanceFromPlayer: number = 7) { const possibles = []; const backups = []; let dijks = null; dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false); for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { if (i == 2 && j == 2) continue; if ( Game.EXIT_TYPE == "door" && ![0, this.dimension - 1].includes(i) && ![0, this.dimension - 1].includes(j) ) continue; if (dijks.distance[i][j] >= minDistanceFromPlayer) { possibles.push(new Coords(i, j)); } if (dijks.distance[i][j] >= 3) { backups.push(new Coords(i, j)); } } } if (possibles.length == 0) { possibles.push(...backups); } if (possibles.length == 0) { for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { if (i == 2 && j == 2) continue; if ( Game.EXIT_TYPE == "door" && ![0, this.dimension - 1].includes(i) && ![0, this.dimension - 1].includes(j) ) continue; const c = new Coords(i, j); let anyCoincidence = false; if (this.gameScreen.playerCharacter.coords.equals(c)) { anyCoincidence = true; break; } if (!anyCoincidence) { possibles.push(c); } } } } const coords = _.sample(possibles); this.exitCoords = coords; if (Game.EXIT_TYPE == "door") { const possibleDirs = []; if (coords.row == 0) possibleDirs.push(new Coords(0, -1)); if (coords.row == this.dimension - 1) possibleDirs.push(new Coords(0, 1)); if (coords.col == 0) possibleDirs.push(new Coords(-1, 0)); if (coords.col == this.dimension - 1) possibleDirs.push(new Coords(1, 0)); if (possibleDirs.length > 0) this.exitDir = _.sample(possibleDirs); } this.updateExitCoords(); } updateExitCoords() { if (Game.EXIT_TYPE == "stairs") { this.cellStairs.forEach((a, i) => a.forEach( (stairs, j) => (stairs.visible = this.exitCoords && this.exitCoords.col == i && this.exitCoords.row == j) ) ); } else { // Remove other edge walls (if there are any) for (const c of this.edgeWalls) { this.wallsHolder.removeChild(c); } this.edgeWalls = []; // Add outer wall let walls: Wall[] = Wall.edges(this.dimension); // Make hole where exit is if (this.exitCoords && this.exitDir) { walls = walls.filter( (w) => !w.blocks(this.exitCoords, this.exitDir.col, this.exitDir.row) ); } // Draw walls this.drawWalls(walls); this.walls.push(...walls); this.edgeWalls.push(...walls); } } getRandomEmptyCell(): Coords { let dijks = null; dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false); const shuffledCoords = _.shuffle(this.coords); for (const coord of shuffledCoords) { if (this.exitCoords && this.exitCoords.equals(coord)) continue; if ( !this.getCharacterAt(coord) && (!dijks || dijks.distance[coord.col][coord.row] > 1) ) { return coord; } } return null; } generateWalls(numWalls: number) { // Delete all old walls for (const w of this.walls) { Actions.fadeOutAndRemove(w, 0.2).play(); } this.walls = Wall.randomLayout(numWalls, this.dimension); // Add some new walls... they must generate any closed areas this.drawWalls(this.walls); } drawWalls(walls: Wall[]) { for (const w of walls) { w.alpha = 0; Actions.fadeIn(w, 0.2).play(); this.wallsHolder.addChild(w); w.setCellSize(this.cellSize); // Place in the correct place this.setPositionTo(w, w.from, true); } } addCharacter(character: Character) { character.scale.set(0.2); character.alpha = 0; Actions.fadeIn(character, 0.2).play(); this.characters.push(character); this.charactersHolder.addChild(character); // Place in the correct place!
this.setPositionTo(character, character.coords);
} getCharacterAt(col: number | Coords, row: number = null): Character { let c = 0; let r = 0; if (typeof col == "number") { c = col; r = row; } else { c = col.col; r = col.row; } for (const char of this.characters) { if (char.coords.col == c && char.coords.row == r) { return char; } } return null; } bumpAnimation(character: Character, dx: number, dy: number) { const time = 0.1; Actions.sequence( this.makeMoveTo(character, dx * 0.1, dy * 0.1, time / 2), this.makeMoveTo(character, 0, 0, time / 2) ).play(); return time; } damageEnemy(targetCharacter: EnemyCharacter) { let delay = 0; const didDie = targetCharacter.damage(1); if (didDie) { // Remove from characters array const index = this.characters.indexOf(targetCharacter); if (index >= 0) { this.characters.splice(index, 1); } // Remove from charactersHolder targetCharacter.position.x += this.position.x; targetCharacter.position.y += this.position.y; this.charactersHolder.removeChild(targetCharacter); delay = 0; } return delay; } moveCharacter( character: Character, dx: number, dy: number ): { didMove: boolean; delay: number; wentThroughExit: boolean } { // Check the target space is available const targetCoord = character.coords.clone().add(dx, dy); // Edge of grid! if (!this.inBounds(targetCoord)) { if ( this.exitCoords && character.coords.equals(this.exitCoords) && Game.EXIT_TYPE == "door" && this.exitDir && this.exitDir.equals(dx, dy) ) { // We are going through the exit! return { didMove: true, delay: 0, wentThroughExit: true }; } // Hitting the edge of the grid Game.instance.playSound("bump"); const delay = this.bumpAnimation(character, dx, dy); return { didMove: false, delay, wentThroughExit: false }; } // Hitting a wall? if (this.doesWallSeparate(character.coords, dx, dy)) { Game.instance.playSound("bump"); const delay = this.bumpAnimation(character, dx, dy); return { didMove: false, delay, wentThroughExit: false }; } // Is there another character here? try { const targetCharacter = this.getCharacterAt(targetCoord); if (targetCharacter) { let delay = this.bumpAnimation(character, dx, dy); if (character.isPlayer && targetCharacter.isEnemy) { // Attack the character Game.instance.playSound("attack"); delay += this.damageEnemy(targetCharacter as EnemyCharacter); return { didMove: true, delay, wentThroughExit: false }; } else if (character.isEnemy && targetCharacter.isPlayer) { const player = targetCharacter as PlayerCharacter; // Take a damage! if (player.damage(1)) { this.gameScreen.gameOver(); } return { didMove: true, delay, wentThroughExit: false }; } else { return { didMove: false, delay, wentThroughExit: false }; } } } catch (e) { // The game is over this.gameScreen.gameOver(); return { didMove: true, delay: 0, wentThroughExit: false }; } // Move the character if (character.isPlayer) { Game.instance.playSound(["step1", "step2", "step3", "step4"]); } character.coords.set(targetCoord); // Animate to the new position this.makeMoveTo(character).play(); return { didMove: true, delay: 0.05, wentThroughExit: false }; } doesWallSeparate(start: Coords, dx: number, dy: number) { for (const w of this.walls) { if (w.blocks(start, dx, dy)) { return true; } } return false; } moveEnemies() { let delay = 0; // 1. Dijkstra the grid, ignoring enemies // Pick the closest character const dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false); const enemiesAndDistances = []; for (const char of this.characters) { if (char.isEnemy) { let distance = dijks.distance[char.coords.col][char.coords.row]; enemiesAndDistances.push({ distance, char, }); } } // 2. Sort by closest to furthest let sortedEnemies = _.sortBy(enemiesAndDistances, "distance"); // 3. For each enemy, pathfind (properly) to the player let atLeastOneMove = false; for (let tries = 0; tries < 5; tries++) { const tryAgainLater = []; for (const e of sortedEnemies) { const char = e.char; const dijks = this.dijkstra( this.gameScreen.playerCharacter.coords, true, char.coords ); // Move in the direction which has the lowest distance let targetCol = dijks.col[char.coords.col][char.coords.row]; let targetRow = dijks.row[char.coords.col][char.coords.row]; if (targetCol == null || targetRow == null) { const neighbours: Coords[] = []; this.addPotentialNeighbour(neighbours, char.coords, 1, 0); this.addPotentialNeighbour(neighbours, char.coords, 0, 1); this.addPotentialNeighbour(neighbours, char.coords, -1, 0); this.addPotentialNeighbour(neighbours, char.coords, 0, -1); if (neighbours.length > 0) { // If there is no good route, then random direction const dir = _.sample(neighbours); targetCol = dir.col; targetRow = dir.row; } else { // If there is no route at all, then wait, we'll try again in a bit tryAgainLater.push(e); continue; } } const dx = targetCol - char.coords.col; const dy = targetRow - char.coords.row; atLeastOneMove = true; delay = Math.max(this.moveCharacter(char, dx, dy).delay, delay); } if (tryAgainLater.length == 0) { break; } else { sortedEnemies = tryAgainLater; } } return { didMove: true, delay }; } addPotentialNeighbour( list: Coords[], coords: Coords, dx: number, dy: number ) { if (!this.inBounds(coords.col + dx, coords.row + dy)) { // Out of bounds, ignore! return; } if (this.doesWallSeparate(coords, dx, dy)) { // There is no path, ignore! return; } const char = this.getCharacterAt(coords.col + dx, coords.row + dy); if (char && char.isEnemy) { // There is a monster on the target square, ignore! return; } list.push(coords.clone().add(dx, dy)); } updateTentativeDistance( withEnemiesAsObstacles: boolean, tentativeDistance: number[][], tentativeSourceCol: number[][], tentativeSourceRow: number[][], coords: Coords, dx: number, dy: number ) { if (!this.inBounds(coords.col + dx, coords.row + dy)) { // Out of bounds, ignore! return; } if (this.doesWallSeparate(coords, dx, dy)) { // There is no path, ignore! return; } if (withEnemiesAsObstacles) { const char = this.getCharacterAt(coords.col + dx, coords.row + dy); if (char && char.isEnemy) { // There is a monster on the target square, ignore! return; } } const newTentativeDistance = tentativeDistance[coords.col][coords.row] + 1; if ( tentativeDistance[coords.col + dx][coords.row + dy] > newTentativeDistance ) { tentativeDistance[coords.col + dx][coords.row + dy] = newTentativeDistance; tentativeSourceCol[coords.col + dx][coords.row + dy] = coords.col; tentativeSourceRow[coords.col + dx][coords.row + dy] = coords.row; } } dijkstra( target: Coords, withEnemiesAsObstacles: boolean, stopAt: Coords = null ): { distance: number[][]; col: number[][]; row: number[][] } { const current = target.clone(); const visited: boolean[][] = []; const tentativeDistance: number[][] = []; const tentativeSourceCol: number[][] = []; const tentativeSourceRow: number[][] = []; for (let i = 0; i < this.dimension; i++) { // col const c1 = []; const c2 = []; const c3 = []; const c4 = []; for (let j = 0; j < this.dimension; j++) { // row c1.push(false); if (target.row == j && target.col == i) { c2.push(0); } else { c2.push(99999); } c3.push(null); c4.push(null); } visited.push(c1); tentativeDistance.push(c2); tentativeSourceCol.push(c3); tentativeSourceRow.push(c4); } do { // Consider all unvisited neighbours of `current` const utd = (dx: number, dy: number) => { this.updateTentativeDistance( stopAt && stopAt.equals(current.col + dx, current.row + dy) ? false : withEnemiesAsObstacles, tentativeDistance, tentativeSourceCol, tentativeSourceRow, current, dx, dy ); }; utd(1, 0); utd(-1, 0); utd(0, -1); utd(0, 1); // Mark current as visited visited[current.col][current.row] = true; // Stop if we've connected our two target points if (stopAt && stopAt.equals(current)) break; let smallestTentativeDistance = 9999999; let smallests = []; for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { if (visited[i][j]) continue; if ( smallests.length == 0 || tentativeDistance[i][j] < smallestTentativeDistance ) { smallestTentativeDistance = tentativeDistance[i][j]; smallests = []; } if (tentativeDistance[i][j] == smallestTentativeDistance) { smallests.push([i, j]); } } } // If there are no unvisited, we are done if (smallests.length == 0) break; // Otherwise, set current to unvisited with smallest tentative const randomSmallest = _.sample(smallests); current.set(randomSmallest[0], randomSmallest[1]); } while (true); // Return the dijkstra map for the whole grid return { distance: tentativeDistance, col: tentativeSourceCol, row: tentativeSourceRow, }; } }
src/screens/game/grid/DungeonGrid.ts
MaxBittker-broughlike-c8d94d5
[ { "filename": "src/Game.ts", "retrieved_chunk": " // Remove it!\n Actions.fadeOutAndRemove(this.currentScreen, 0.2).play();\n }\n // Add new one\n screen.alpha = 0;\n Actions.fadeIn(screen, 0.2).play();\n this.currentScreen = screen;\n this.stage.addChild(screen);\n this.notifyScreensOfSize();\n }", "score": 0.8061764240264893 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " // Ensure that any pending animations don't intefere with positioning in next level\n Actions.clear(this.playerCharacter);\n } else {\n nextGrid.position.set(this.dungeonGrid.position.x, this.dungeonGrid.position.y);\n nextGrid.alpha = 0;\n Actions.fadeIn(nextGrid, 0.5).play();\n Actions.fadeOutAndRemove(this.dungeonGrid, 0.5).play();\n }\n } else {\n // If this is the first grid, we need to place it in the correct place", "score": 0.7984057664871216 }, { "filename": "src/screens/menu/MenuScreen.ts", "retrieved_chunk": " // Start new game!\n Game.instance.gotoGameScreen();\n });\n this.addChild(this.startButton);\n }\n resize(width: number, height: number) {\n this.w = width;\n this.h = height;\n this.logo.position.set(width / 2, MenuScreen.PADDING);\n this.startButton.position.set(", "score": 0.7817696332931519 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " this.gameOverModal.alpha = 0;\n Actions.sequence(\n Actions.delay(2),\n Actions.fadeIn(this.gameOverModal, 0.2)\n ).play();\n this.addChild(this.gameOverModal);\n this.resizeAgain();\n }\n nextLevel() {\n this.incScore(1);", "score": 0.7758448123931885 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " // Add a character\n this.playerCharacter = new PlayerCharacter();\n this.playerCharacter.coords.set(2, 4);\n // Dark overlay\n this.darkOverlay = new PIXI.Container();\n this.darkOverlay.visible = false;\n {\n const rect = PIXI.Sprite.from(PIXI.Texture.WHITE);\n rect.tint = 0;\n rect.alpha = 0.8;", "score": 0.7752350568771362 } ]
typescript
this.setPositionTo(character, character.coords);
import * as PIXI from "pixi.js"; import { Actions } from "pixi-actions"; import { Character, EnemyCharacter, PlayerCharacter } from "../character"; import GameScreen from "../GameScreen"; import Grid from "./Grid"; import Wall from "./Wall"; import { Coords } from "utils"; import * as _ from "underscore"; import Game from "Game"; export default class DungeonGrid extends Grid { characters: Character[] = []; walls: Wall[] = []; edgeWalls: Wall[] = []; wallsHolder: PIXI.Container = new PIXI.Container(); charactersHolder: PIXI.Container = new PIXI.Container(); gameScreen: GameScreen; coords: Coords[] = []; cellSquares: PIXI.Sprite[][] = []; cellStairs: PIXI.Sprite[][] = []; exitCoords: Coords; exitDir: Coords = null; constructor(gameScreen: GameScreen, dimension: number) { super(dimension); this.gameScreen = gameScreen; // Add cell backgrounds const background = PIXI.Sprite.from(PIXI.Texture.WHITE); background.tint = 0xd3c8a2; background.width = this.edgeSize; background.height = this.edgeSize; background.alpha = 1; background.anchor.set(0, 0); this.addChild(background); for (let i = 0; i < this.dimension; i++) { const col1 = []; const col2 = []; for (let j = 0; j < this.dimension; j++) { const cell = PIXI.Sprite.from(PIXI.Texture.WHITE); cell.tint = 0; cell.alpha = (i + j) % 2 == 0 ? 0 : 0.2; cell.width = this.cellSize; cell.height = this.cellSize; const offset1 = (this.cellSize - cell.width) / 2; cell.position.set( i * this.cellSize + offset1, j * this.cellSize + offset1 ); col1.push(cell); this.addChild(cell); const stair = PIXI.Sprite.from(Game.tex("stairs.png")); stair.width = this.cellSize * 0.8; stair.height = this.cellSize * 0.8; const offset2 = (this.cellSize - stair.width) / 2; stair.position.set( i * this.cellSize + offset2, j * this.cellSize + offset2 ); stair.visible = false; col2.push(stair); this.addChild(stair); } this.cellSquares.push(col1); this.cellStairs.push(col2); } this.addChild(this.wallsHolder); this.addChild(this.charactersHolder); for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { this.coords.push(new Coords(i, j)); } } } clearEnemies() { for (let i = this.characters.length - 1; i >= 0; i--) { const c = this.characters[i]; if (!c.isPlayer) { Actions.fadeOutAndRemove(c, 0.2).play(); this.characters.splice(i, 1); } } } unsetExitCell() { this.exitCoords = null; this.updateExitCoords(); } setExitCell(minDistanceFromPlayer: number = 7) { const possibles = []; const backups = []; let dijks = null; dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false); for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { if (i == 2 && j == 2) continue; if ( Game.EXIT_TYPE == "door" && ![0, this.dimension - 1].includes(i) && ![0, this.dimension - 1].includes(j) ) continue; if (dijks.distance[i][j] >= minDistanceFromPlayer) { possibles.push(new Coords(i, j)); } if (dijks.distance[i][j] >= 3) { backups.push(new Coords(i, j)); } } } if (possibles.length == 0) { possibles.push(...backups); } if (possibles.length == 0) { for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { if (i == 2 && j == 2) continue; if ( Game.EXIT_TYPE == "door" && ![0, this.dimension - 1].includes(i) && ![0, this.dimension - 1].includes(j) ) continue; const c = new Coords(i, j); let anyCoincidence = false; if (this.gameScreen.playerCharacter.coords.equals(c)) { anyCoincidence = true; break; } if (!anyCoincidence) { possibles.push(c); } } } } const coords = _.sample(possibles); this.exitCoords = coords; if (Game.EXIT_TYPE == "door") { const possibleDirs = []; if (coords.row == 0) possibleDirs.push(new Coords(0, -1)); if (coords.row == this.dimension - 1) possibleDirs.push(new Coords(0, 1)); if (coords.col == 0) possibleDirs.push(new Coords(-1, 0)); if (coords.col == this.dimension - 1) possibleDirs.push(new Coords(1, 0)); if (possibleDirs.length > 0) this.exitDir = _.sample(possibleDirs); } this.updateExitCoords(); } updateExitCoords() { if (Game.EXIT_TYPE == "stairs") { this.cellStairs.forEach((a, i) => a.forEach( (stairs, j) => (stairs.visible = this.exitCoords && this.exitCoords.col == i && this.exitCoords.row == j) ) ); } else { // Remove other edge walls (if there are any) for (const c of this.edgeWalls) { this.wallsHolder.removeChild(c); } this.edgeWalls = []; // Add outer wall
let walls: Wall[] = Wall.edges(this.dimension);
// Make hole where exit is if (this.exitCoords && this.exitDir) { walls = walls.filter( (w) => !w.blocks(this.exitCoords, this.exitDir.col, this.exitDir.row) ); } // Draw walls this.drawWalls(walls); this.walls.push(...walls); this.edgeWalls.push(...walls); } } getRandomEmptyCell(): Coords { let dijks = null; dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false); const shuffledCoords = _.shuffle(this.coords); for (const coord of shuffledCoords) { if (this.exitCoords && this.exitCoords.equals(coord)) continue; if ( !this.getCharacterAt(coord) && (!dijks || dijks.distance[coord.col][coord.row] > 1) ) { return coord; } } return null; } generateWalls(numWalls: number) { // Delete all old walls for (const w of this.walls) { Actions.fadeOutAndRemove(w, 0.2).play(); } this.walls = Wall.randomLayout(numWalls, this.dimension); // Add some new walls... they must generate any closed areas this.drawWalls(this.walls); } drawWalls(walls: Wall[]) { for (const w of walls) { w.alpha = 0; Actions.fadeIn(w, 0.2).play(); this.wallsHolder.addChild(w); w.setCellSize(this.cellSize); // Place in the correct place this.setPositionTo(w, w.from, true); } } addCharacter(character: Character) { character.scale.set(0.2); character.alpha = 0; Actions.fadeIn(character, 0.2).play(); this.characters.push(character); this.charactersHolder.addChild(character); // Place in the correct place! this.setPositionTo(character, character.coords); } getCharacterAt(col: number | Coords, row: number = null): Character { let c = 0; let r = 0; if (typeof col == "number") { c = col; r = row; } else { c = col.col; r = col.row; } for (const char of this.characters) { if (char.coords.col == c && char.coords.row == r) { return char; } } return null; } bumpAnimation(character: Character, dx: number, dy: number) { const time = 0.1; Actions.sequence( this.makeMoveTo(character, dx * 0.1, dy * 0.1, time / 2), this.makeMoveTo(character, 0, 0, time / 2) ).play(); return time; } damageEnemy(targetCharacter: EnemyCharacter) { let delay = 0; const didDie = targetCharacter.damage(1); if (didDie) { // Remove from characters array const index = this.characters.indexOf(targetCharacter); if (index >= 0) { this.characters.splice(index, 1); } // Remove from charactersHolder targetCharacter.position.x += this.position.x; targetCharacter.position.y += this.position.y; this.charactersHolder.removeChild(targetCharacter); delay = 0; } return delay; } moveCharacter( character: Character, dx: number, dy: number ): { didMove: boolean; delay: number; wentThroughExit: boolean } { // Check the target space is available const targetCoord = character.coords.clone().add(dx, dy); // Edge of grid! if (!this.inBounds(targetCoord)) { if ( this.exitCoords && character.coords.equals(this.exitCoords) && Game.EXIT_TYPE == "door" && this.exitDir && this.exitDir.equals(dx, dy) ) { // We are going through the exit! return { didMove: true, delay: 0, wentThroughExit: true }; } // Hitting the edge of the grid Game.instance.playSound("bump"); const delay = this.bumpAnimation(character, dx, dy); return { didMove: false, delay, wentThroughExit: false }; } // Hitting a wall? if (this.doesWallSeparate(character.coords, dx, dy)) { Game.instance.playSound("bump"); const delay = this.bumpAnimation(character, dx, dy); return { didMove: false, delay, wentThroughExit: false }; } // Is there another character here? try { const targetCharacter = this.getCharacterAt(targetCoord); if (targetCharacter) { let delay = this.bumpAnimation(character, dx, dy); if (character.isPlayer && targetCharacter.isEnemy) { // Attack the character Game.instance.playSound("attack"); delay += this.damageEnemy(targetCharacter as EnemyCharacter); return { didMove: true, delay, wentThroughExit: false }; } else if (character.isEnemy && targetCharacter.isPlayer) { const player = targetCharacter as PlayerCharacter; // Take a damage! if (player.damage(1)) { this.gameScreen.gameOver(); } return { didMove: true, delay, wentThroughExit: false }; } else { return { didMove: false, delay, wentThroughExit: false }; } } } catch (e) { // The game is over this.gameScreen.gameOver(); return { didMove: true, delay: 0, wentThroughExit: false }; } // Move the character if (character.isPlayer) { Game.instance.playSound(["step1", "step2", "step3", "step4"]); } character.coords.set(targetCoord); // Animate to the new position this.makeMoveTo(character).play(); return { didMove: true, delay: 0.05, wentThroughExit: false }; } doesWallSeparate(start: Coords, dx: number, dy: number) { for (const w of this.walls) { if (w.blocks(start, dx, dy)) { return true; } } return false; } moveEnemies() { let delay = 0; // 1. Dijkstra the grid, ignoring enemies // Pick the closest character const dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false); const enemiesAndDistances = []; for (const char of this.characters) { if (char.isEnemy) { let distance = dijks.distance[char.coords.col][char.coords.row]; enemiesAndDistances.push({ distance, char, }); } } // 2. Sort by closest to furthest let sortedEnemies = _.sortBy(enemiesAndDistances, "distance"); // 3. For each enemy, pathfind (properly) to the player let atLeastOneMove = false; for (let tries = 0; tries < 5; tries++) { const tryAgainLater = []; for (const e of sortedEnemies) { const char = e.char; const dijks = this.dijkstra( this.gameScreen.playerCharacter.coords, true, char.coords ); // Move in the direction which has the lowest distance let targetCol = dijks.col[char.coords.col][char.coords.row]; let targetRow = dijks.row[char.coords.col][char.coords.row]; if (targetCol == null || targetRow == null) { const neighbours: Coords[] = []; this.addPotentialNeighbour(neighbours, char.coords, 1, 0); this.addPotentialNeighbour(neighbours, char.coords, 0, 1); this.addPotentialNeighbour(neighbours, char.coords, -1, 0); this.addPotentialNeighbour(neighbours, char.coords, 0, -1); if (neighbours.length > 0) { // If there is no good route, then random direction const dir = _.sample(neighbours); targetCol = dir.col; targetRow = dir.row; } else { // If there is no route at all, then wait, we'll try again in a bit tryAgainLater.push(e); continue; } } const dx = targetCol - char.coords.col; const dy = targetRow - char.coords.row; atLeastOneMove = true; delay = Math.max(this.moveCharacter(char, dx, dy).delay, delay); } if (tryAgainLater.length == 0) { break; } else { sortedEnemies = tryAgainLater; } } return { didMove: true, delay }; } addPotentialNeighbour( list: Coords[], coords: Coords, dx: number, dy: number ) { if (!this.inBounds(coords.col + dx, coords.row + dy)) { // Out of bounds, ignore! return; } if (this.doesWallSeparate(coords, dx, dy)) { // There is no path, ignore! return; } const char = this.getCharacterAt(coords.col + dx, coords.row + dy); if (char && char.isEnemy) { // There is a monster on the target square, ignore! return; } list.push(coords.clone().add(dx, dy)); } updateTentativeDistance( withEnemiesAsObstacles: boolean, tentativeDistance: number[][], tentativeSourceCol: number[][], tentativeSourceRow: number[][], coords: Coords, dx: number, dy: number ) { if (!this.inBounds(coords.col + dx, coords.row + dy)) { // Out of bounds, ignore! return; } if (this.doesWallSeparate(coords, dx, dy)) { // There is no path, ignore! return; } if (withEnemiesAsObstacles) { const char = this.getCharacterAt(coords.col + dx, coords.row + dy); if (char && char.isEnemy) { // There is a monster on the target square, ignore! return; } } const newTentativeDistance = tentativeDistance[coords.col][coords.row] + 1; if ( tentativeDistance[coords.col + dx][coords.row + dy] > newTentativeDistance ) { tentativeDistance[coords.col + dx][coords.row + dy] = newTentativeDistance; tentativeSourceCol[coords.col + dx][coords.row + dy] = coords.col; tentativeSourceRow[coords.col + dx][coords.row + dy] = coords.row; } } dijkstra( target: Coords, withEnemiesAsObstacles: boolean, stopAt: Coords = null ): { distance: number[][]; col: number[][]; row: number[][] } { const current = target.clone(); const visited: boolean[][] = []; const tentativeDistance: number[][] = []; const tentativeSourceCol: number[][] = []; const tentativeSourceRow: number[][] = []; for (let i = 0; i < this.dimension; i++) { // col const c1 = []; const c2 = []; const c3 = []; const c4 = []; for (let j = 0; j < this.dimension; j++) { // row c1.push(false); if (target.row == j && target.col == i) { c2.push(0); } else { c2.push(99999); } c3.push(null); c4.push(null); } visited.push(c1); tentativeDistance.push(c2); tentativeSourceCol.push(c3); tentativeSourceRow.push(c4); } do { // Consider all unvisited neighbours of `current` const utd = (dx: number, dy: number) => { this.updateTentativeDistance( stopAt && stopAt.equals(current.col + dx, current.row + dy) ? false : withEnemiesAsObstacles, tentativeDistance, tentativeSourceCol, tentativeSourceRow, current, dx, dy ); }; utd(1, 0); utd(-1, 0); utd(0, -1); utd(0, 1); // Mark current as visited visited[current.col][current.row] = true; // Stop if we've connected our two target points if (stopAt && stopAt.equals(current)) break; let smallestTentativeDistance = 9999999; let smallests = []; for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { if (visited[i][j]) continue; if ( smallests.length == 0 || tentativeDistance[i][j] < smallestTentativeDistance ) { smallestTentativeDistance = tentativeDistance[i][j]; smallests = []; } if (tentativeDistance[i][j] == smallestTentativeDistance) { smallests.push([i, j]); } } } // If there are no unvisited, we are done if (smallests.length == 0) break; // Otherwise, set current to unvisited with smallest tentative const randomSmallest = _.sample(smallests); current.set(randomSmallest[0], randomSmallest[1]); } while (true); // Return the dijkstra map for the whole grid return { distance: tentativeDistance, col: tentativeSourceCol, row: tentativeSourceRow, }; } }
src/screens/game/grid/DungeonGrid.ts
MaxBittker-broughlike-c8d94d5
[ { "filename": "src/screens/game/grid/Wall.ts", "retrieved_chunk": " viableConnectingWalls.push(w);\n }\n if (viableConnectingWalls.length > 0) {\n const coords = _.sample(viableConnectingWalls);\n prospective = new Wall(coords[0], coords[1]);\n }\n }\n if (prospective == null) {\n // Random wall\n const horizontal = Math.random() < 0.5;", "score": 0.8221402168273926 }, { "filename": "src/screens/game/grid/Wall.ts", "retrieved_chunk": " let prospective: Wall = null;\n if (walls.length > 0 && Math.random() < Wall.CONNECTION_PREFERRED_RATIO) {\n // Try to join onto an existing wall\n const prevWall = _.sample(walls);\n const connectingWalls = [];\n if (prevWall.isHorizontal) {\n connectingWalls.push(\n // 2 parallel\n [prevWall.from.clone().add(-1, 0), prevWall.to.clone().add(-1, 0)],\n [prevWall.from.clone().add(1, 0), prevWall.to.clone().add(1, 0)],", "score": 0.782285749912262 }, { "filename": "src/screens/game/grid/Wall.ts", "retrieved_chunk": " // Generate walls which go all around the edges\n const walls: Wall[] = [];\n for (let edge = 0; edge < 4; edge++) {\n for (let i = 0; i < dimension; i++) {\n const startCoords = new Coords(0, 0);\n const endCoords = new Coords(0, 0);\n if (edge == 0 || edge == 2) {\n // Top/bottom\n startCoords.col = i;\n endCoords.col = i + 1;", "score": 0.7816159725189209 }, { "filename": "src/screens/game/grid/Wall.ts", "retrieved_chunk": " } else {\n // If it's vertical, you can't go on either edge\n if (w[0].col == 0 || w[0].col == dimension - 1) continue;\n }\n // If another wall here, don't add\n for (const w2 of walls) {\n if (w2.from.equals(w[0]) && w2.to.equals(w[1])) {\n continue outer;\n }\n }", "score": 0.7796872854232788 }, { "filename": "src/screens/game/grid/Wall.ts", "retrieved_chunk": " col.push(false);\n }\n flood.push(col);\n }\n // Create N wall segments. If a wall segment would create a blockage, don't add it.\n let limit = 0;\n while (walls.length < numWalls) {\n if (limit++ > 1000) {\n break;\n }", "score": 0.7792472243309021 } ]
typescript
let walls: Wall[] = Wall.edges(this.dimension);
import * as PIXI from "pixi.js"; import { Actions } from "pixi-actions"; import { Character, EnemyCharacter, PlayerCharacter } from "../character"; import GameScreen from "../GameScreen"; import Grid from "./Grid"; import Wall from "./Wall"; import { Coords } from "utils"; import * as _ from "underscore"; import Game from "Game"; export default class DungeonGrid extends Grid { characters: Character[] = []; walls: Wall[] = []; edgeWalls: Wall[] = []; wallsHolder: PIXI.Container = new PIXI.Container(); charactersHolder: PIXI.Container = new PIXI.Container(); gameScreen: GameScreen; coords: Coords[] = []; cellSquares: PIXI.Sprite[][] = []; cellStairs: PIXI.Sprite[][] = []; exitCoords: Coords; exitDir: Coords = null; constructor(gameScreen: GameScreen, dimension: number) { super(dimension); this.gameScreen = gameScreen; // Add cell backgrounds const background = PIXI.Sprite.from(PIXI.Texture.WHITE); background.tint = 0xd3c8a2; background.width = this.edgeSize; background.height = this.edgeSize; background.alpha = 1; background.anchor.set(0, 0); this.addChild(background); for (let i = 0; i < this.dimension; i++) { const col1 = []; const col2 = []; for (let j = 0; j < this.dimension; j++) { const cell = PIXI.Sprite.from(PIXI.Texture.WHITE); cell.tint = 0; cell.alpha = (i + j) % 2 == 0 ? 0 : 0.2; cell.width = this.cellSize; cell.height = this.cellSize; const offset1 = (this.cellSize - cell.width) / 2; cell.position.set( i * this.cellSize + offset1, j * this.cellSize + offset1 ); col1.push(cell); this.addChild(cell); const stair = PIXI.Sprite.from(Game.tex("stairs.png")); stair.width = this.cellSize * 0.8; stair.height = this.cellSize * 0.8; const offset2 = (this.cellSize - stair.width) / 2; stair.position.set( i * this.cellSize + offset2, j * this.cellSize + offset2 ); stair.visible = false; col2.push(stair); this.addChild(stair); } this.cellSquares.push(col1); this.cellStairs.push(col2); } this.addChild(this.wallsHolder); this.addChild(this.charactersHolder); for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { this.coords.push(new Coords(i, j)); } } } clearEnemies() { for (let i = this.characters.length - 1; i >= 0; i--) { const c = this.characters[i]; if (!c.isPlayer) { Actions.fadeOutAndRemove(c, 0.2).play(); this.characters.splice(i, 1); } } } unsetExitCell() { this.exitCoords = null; this.updateExitCoords(); } setExitCell(minDistanceFromPlayer: number = 7) { const possibles = []; const backups = []; let dijks = null; dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false); for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { if (i == 2 && j == 2) continue; if ( Game.EXIT_TYPE == "door" && ![0, this.dimension - 1].includes(i) && ![0, this.dimension - 1].includes(j) ) continue; if (dijks.distance[i][j] >= minDistanceFromPlayer) { possibles.push(new Coords(i, j)); } if (dijks.distance[i][j] >= 3) { backups.push(new Coords(i, j)); } } } if (possibles.length == 0) { possibles.push(...backups); } if (possibles.length == 0) { for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { if (i == 2 && j == 2) continue; if ( Game.EXIT_TYPE == "door" && ![0, this.dimension - 1].includes(i) && ![0, this.dimension - 1].includes(j) ) continue; const c = new Coords(i, j); let anyCoincidence = false; if (this.gameScreen.playerCharacter.coords.equals(c)) { anyCoincidence = true; break; } if (!anyCoincidence) { possibles.push(c); } } } } const coords = _.sample(possibles); this.exitCoords = coords; if (Game.EXIT_TYPE == "door") { const possibleDirs = []; if (coords.row == 0) possibleDirs.push(new Coords(0, -1)); if (coords.row == this.dimension - 1) possibleDirs.push(new Coords(0, 1)); if (coords.col == 0) possibleDirs.push(new Coords(-1, 0)); if (coords.col == this.dimension - 1) possibleDirs.push(new Coords(1, 0)); if (possibleDirs.length > 0) this.exitDir = _.sample(possibleDirs); } this.updateExitCoords(); } updateExitCoords() { if (Game.EXIT_TYPE == "stairs") { this.cellStairs.forEach((a, i) => a.forEach( (stairs, j) => (stairs.visible = this.exitCoords && this.exitCoords.col == i && this.exitCoords.row == j) ) ); } else { // Remove other edge walls (if there are any) for (const c of this.edgeWalls) { this.wallsHolder.removeChild(c); } this.edgeWalls = []; // Add outer wall let walls: Wall[] = Wall.edges(this.dimension); // Make hole where exit is if (this.exitCoords && this.exitDir) { walls = walls.filter( (w) => !w.blocks(this.exitCoords, this.exitDir.col, this.exitDir.row) ); } // Draw walls this.drawWalls(walls); this.walls.push(...walls); this.edgeWalls.push(...walls); } } getRandomEmptyCell(): Coords { let dijks = null; dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false); const shuffledCoords = _.shuffle(this.coords); for (const coord of shuffledCoords) { if (this.exitCoords && this.exitCoords.equals(coord)) continue; if ( !this.getCharacterAt(coord) && (!dijks || dijks.distance[coord.col][coord.row] > 1) ) { return coord; } } return null; } generateWalls(numWalls: number) { // Delete all old walls for (const w of this.walls) { Actions.fadeOutAndRemove(w, 0.2).play(); } this.walls = Wall.randomLayout(numWalls, this.dimension); // Add some new walls... they must generate any closed areas this.drawWalls(this.walls); } drawWalls(walls: Wall[]) { for (const w of walls) { w.alpha = 0; Actions.fadeIn(w, 0.2).play(); this.wallsHolder.addChild(w); w.setCellSize(this.cellSize); // Place in the correct place this.setPositionTo(w, w.from, true); } } addCharacter(character: Character) { character.scale.set(0.2); character.alpha = 0; Actions.fadeIn(character, 0.2).play(); this.characters.push(character); this.charactersHolder.addChild(character); // Place in the correct place! this.setPositionTo(character, character.coords); } getCharacterAt(col: number | Coords, row: number = null): Character { let c = 0; let r = 0; if (typeof col == "number") { c = col; r = row; } else { c = col.col; r = col.row; } for (const char of this.characters) { if (char.coords.col == c && char.coords.row == r) { return char; } } return null; } bumpAnimation(character: Character, dx: number, dy: number) { const time = 0.1; Actions.sequence( this.makeMoveTo(character, dx * 0.1, dy * 0.1, time / 2), this.makeMoveTo(character, 0, 0, time / 2) ).play(); return time; } damageEnemy(targetCharacter: EnemyCharacter) { let delay = 0; const didDie =
targetCharacter.damage(1);
if (didDie) { // Remove from characters array const index = this.characters.indexOf(targetCharacter); if (index >= 0) { this.characters.splice(index, 1); } // Remove from charactersHolder targetCharacter.position.x += this.position.x; targetCharacter.position.y += this.position.y; this.charactersHolder.removeChild(targetCharacter); delay = 0; } return delay; } moveCharacter( character: Character, dx: number, dy: number ): { didMove: boolean; delay: number; wentThroughExit: boolean } { // Check the target space is available const targetCoord = character.coords.clone().add(dx, dy); // Edge of grid! if (!this.inBounds(targetCoord)) { if ( this.exitCoords && character.coords.equals(this.exitCoords) && Game.EXIT_TYPE == "door" && this.exitDir && this.exitDir.equals(dx, dy) ) { // We are going through the exit! return { didMove: true, delay: 0, wentThroughExit: true }; } // Hitting the edge of the grid Game.instance.playSound("bump"); const delay = this.bumpAnimation(character, dx, dy); return { didMove: false, delay, wentThroughExit: false }; } // Hitting a wall? if (this.doesWallSeparate(character.coords, dx, dy)) { Game.instance.playSound("bump"); const delay = this.bumpAnimation(character, dx, dy); return { didMove: false, delay, wentThroughExit: false }; } // Is there another character here? try { const targetCharacter = this.getCharacterAt(targetCoord); if (targetCharacter) { let delay = this.bumpAnimation(character, dx, dy); if (character.isPlayer && targetCharacter.isEnemy) { // Attack the character Game.instance.playSound("attack"); delay += this.damageEnemy(targetCharacter as EnemyCharacter); return { didMove: true, delay, wentThroughExit: false }; } else if (character.isEnemy && targetCharacter.isPlayer) { const player = targetCharacter as PlayerCharacter; // Take a damage! if (player.damage(1)) { this.gameScreen.gameOver(); } return { didMove: true, delay, wentThroughExit: false }; } else { return { didMove: false, delay, wentThroughExit: false }; } } } catch (e) { // The game is over this.gameScreen.gameOver(); return { didMove: true, delay: 0, wentThroughExit: false }; } // Move the character if (character.isPlayer) { Game.instance.playSound(["step1", "step2", "step3", "step4"]); } character.coords.set(targetCoord); // Animate to the new position this.makeMoveTo(character).play(); return { didMove: true, delay: 0.05, wentThroughExit: false }; } doesWallSeparate(start: Coords, dx: number, dy: number) { for (const w of this.walls) { if (w.blocks(start, dx, dy)) { return true; } } return false; } moveEnemies() { let delay = 0; // 1. Dijkstra the grid, ignoring enemies // Pick the closest character const dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false); const enemiesAndDistances = []; for (const char of this.characters) { if (char.isEnemy) { let distance = dijks.distance[char.coords.col][char.coords.row]; enemiesAndDistances.push({ distance, char, }); } } // 2. Sort by closest to furthest let sortedEnemies = _.sortBy(enemiesAndDistances, "distance"); // 3. For each enemy, pathfind (properly) to the player let atLeastOneMove = false; for (let tries = 0; tries < 5; tries++) { const tryAgainLater = []; for (const e of sortedEnemies) { const char = e.char; const dijks = this.dijkstra( this.gameScreen.playerCharacter.coords, true, char.coords ); // Move in the direction which has the lowest distance let targetCol = dijks.col[char.coords.col][char.coords.row]; let targetRow = dijks.row[char.coords.col][char.coords.row]; if (targetCol == null || targetRow == null) { const neighbours: Coords[] = []; this.addPotentialNeighbour(neighbours, char.coords, 1, 0); this.addPotentialNeighbour(neighbours, char.coords, 0, 1); this.addPotentialNeighbour(neighbours, char.coords, -1, 0); this.addPotentialNeighbour(neighbours, char.coords, 0, -1); if (neighbours.length > 0) { // If there is no good route, then random direction const dir = _.sample(neighbours); targetCol = dir.col; targetRow = dir.row; } else { // If there is no route at all, then wait, we'll try again in a bit tryAgainLater.push(e); continue; } } const dx = targetCol - char.coords.col; const dy = targetRow - char.coords.row; atLeastOneMove = true; delay = Math.max(this.moveCharacter(char, dx, dy).delay, delay); } if (tryAgainLater.length == 0) { break; } else { sortedEnemies = tryAgainLater; } } return { didMove: true, delay }; } addPotentialNeighbour( list: Coords[], coords: Coords, dx: number, dy: number ) { if (!this.inBounds(coords.col + dx, coords.row + dy)) { // Out of bounds, ignore! return; } if (this.doesWallSeparate(coords, dx, dy)) { // There is no path, ignore! return; } const char = this.getCharacterAt(coords.col + dx, coords.row + dy); if (char && char.isEnemy) { // There is a monster on the target square, ignore! return; } list.push(coords.clone().add(dx, dy)); } updateTentativeDistance( withEnemiesAsObstacles: boolean, tentativeDistance: number[][], tentativeSourceCol: number[][], tentativeSourceRow: number[][], coords: Coords, dx: number, dy: number ) { if (!this.inBounds(coords.col + dx, coords.row + dy)) { // Out of bounds, ignore! return; } if (this.doesWallSeparate(coords, dx, dy)) { // There is no path, ignore! return; } if (withEnemiesAsObstacles) { const char = this.getCharacterAt(coords.col + dx, coords.row + dy); if (char && char.isEnemy) { // There is a monster on the target square, ignore! return; } } const newTentativeDistance = tentativeDistance[coords.col][coords.row] + 1; if ( tentativeDistance[coords.col + dx][coords.row + dy] > newTentativeDistance ) { tentativeDistance[coords.col + dx][coords.row + dy] = newTentativeDistance; tentativeSourceCol[coords.col + dx][coords.row + dy] = coords.col; tentativeSourceRow[coords.col + dx][coords.row + dy] = coords.row; } } dijkstra( target: Coords, withEnemiesAsObstacles: boolean, stopAt: Coords = null ): { distance: number[][]; col: number[][]; row: number[][] } { const current = target.clone(); const visited: boolean[][] = []; const tentativeDistance: number[][] = []; const tentativeSourceCol: number[][] = []; const tentativeSourceRow: number[][] = []; for (let i = 0; i < this.dimension; i++) { // col const c1 = []; const c2 = []; const c3 = []; const c4 = []; for (let j = 0; j < this.dimension; j++) { // row c1.push(false); if (target.row == j && target.col == i) { c2.push(0); } else { c2.push(99999); } c3.push(null); c4.push(null); } visited.push(c1); tentativeDistance.push(c2); tentativeSourceCol.push(c3); tentativeSourceRow.push(c4); } do { // Consider all unvisited neighbours of `current` const utd = (dx: number, dy: number) => { this.updateTentativeDistance( stopAt && stopAt.equals(current.col + dx, current.row + dy) ? false : withEnemiesAsObstacles, tentativeDistance, tentativeSourceCol, tentativeSourceRow, current, dx, dy ); }; utd(1, 0); utd(-1, 0); utd(0, -1); utd(0, 1); // Mark current as visited visited[current.col][current.row] = true; // Stop if we've connected our two target points if (stopAt && stopAt.equals(current)) break; let smallestTentativeDistance = 9999999; let smallests = []; for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { if (visited[i][j]) continue; if ( smallests.length == 0 || tentativeDistance[i][j] < smallestTentativeDistance ) { smallestTentativeDistance = tentativeDistance[i][j]; smallests = []; } if (tentativeDistance[i][j] == smallestTentativeDistance) { smallests.push([i, j]); } } } // If there are no unvisited, we are done if (smallests.length == 0) break; // Otherwise, set current to unvisited with smallest tentative const randomSmallest = _.sample(smallests); current.set(randomSmallest[0], randomSmallest[1]); } while (true); // Return the dijkstra map for the whole grid return { distance: tentativeDistance, col: tentativeSourceCol, row: tentativeSourceRow, }; } }
src/screens/game/grid/DungeonGrid.ts
MaxBittker-broughlike-c8d94d5
[ { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " if (this.state == \"play\")\n Save.saveGameState(this);\n }\n doEnemyMove() {\n // Move enemies, after a delay!\n const enemyMoveResult = this.dungeonGrid.moveEnemies();\n let delay = enemyMoveResult.delay;\n // After a delay, let the player move again\n // Fudge this value, I like to be able to move really soon\n Actions.sequence(", "score": 0.8656651377677917 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " if (this.readyToMove) {\n // 2. Otherwise, do the move\n const moveResult = this.dungeonGrid.moveCharacter(\n this.playerCharacter,\n dx,\n dy\n );\n // 3. If the move was successful, then say we aren't ready to move yet\n if (moveResult.wentThroughExit) {\n // Load in new level", "score": 0.8470166325569153 }, { "filename": "src/screens/game/grid/Grid.ts", "retrieved_chunk": " dx: number = 0,\n dy: number = 0,\n time: number = 0.1\n ): Action {\n return Actions.moveTo(\n character,\n this.cellSize * (character.coords.col + dx) + this.cellSize / 2,\n this.cellSize * (character.coords.row + dy) + this.cellSize - 3,\n time\n );", "score": 0.8410130739212036 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " const monsterLevel = Math.min(this.level, 20);\n const numEnemies =\n 2 +\n Math.min(5, Math.floor(monsterLevel / 5)) +\n Math.min(10, Math.max(0, monsterLevel - 40));\n this.spawnEnemy(numEnemies);\n Save.saveGameState(this);\n }\n spawnEnemy(n: number) {\n for (let i = 0; i < n; i++) {", "score": 0.8152322769165039 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " this.doMove(this.queuedMove.dx, this.queuedMove.dy);\n this.queuedMove = null;\n }\n }\n doMove(dx: number, dy: number) {\n if (this.state != \"play\") {\n // Can't move!\n return;\n }\n // 1. If you aren't yet ready to move, then queue the direction", "score": 0.8080491423606873 } ]
typescript
targetCharacter.damage(1);
import * as PIXI from "pixi.js"; import { Actions } from "pixi-actions"; import { Character, EnemyCharacter, PlayerCharacter } from "../character"; import GameScreen from "../GameScreen"; import Grid from "./Grid"; import Wall from "./Wall"; import { Coords } from "utils"; import * as _ from "underscore"; import Game from "Game"; export default class DungeonGrid extends Grid { characters: Character[] = []; walls: Wall[] = []; edgeWalls: Wall[] = []; wallsHolder: PIXI.Container = new PIXI.Container(); charactersHolder: PIXI.Container = new PIXI.Container(); gameScreen: GameScreen; coords: Coords[] = []; cellSquares: PIXI.Sprite[][] = []; cellStairs: PIXI.Sprite[][] = []; exitCoords: Coords; exitDir: Coords = null; constructor(gameScreen: GameScreen, dimension: number) { super(dimension); this.gameScreen = gameScreen; // Add cell backgrounds const background = PIXI.Sprite.from(PIXI.Texture.WHITE); background.tint = 0xd3c8a2; background.width = this.edgeSize; background.height = this.edgeSize; background.alpha = 1; background.anchor.set(0, 0); this.addChild(background); for (let i = 0; i < this.dimension; i++) { const col1 = []; const col2 = []; for (let j = 0; j < this.dimension; j++) { const cell = PIXI.Sprite.from(PIXI.Texture.WHITE); cell.tint = 0; cell.alpha = (i + j) % 2 == 0 ? 0 : 0.2; cell.width = this.cellSize; cell.height = this.cellSize; const offset1 = (this.cellSize - cell.width) / 2; cell.position.set( i * this.cellSize + offset1, j * this.cellSize + offset1 ); col1.push(cell); this.addChild(cell); const stair = PIXI.Sprite.from(Game.tex("stairs.png")); stair.width = this.cellSize * 0.8; stair.height = this.cellSize * 0.8; const offset2 = (this.cellSize - stair.width) / 2; stair.position.set( i * this.cellSize + offset2, j * this.cellSize + offset2 ); stair.visible = false; col2.push(stair); this.addChild(stair); } this.cellSquares.push(col1); this.cellStairs.push(col2); } this.addChild(this.wallsHolder); this.addChild(this.charactersHolder); for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { this.coords.push(new Coords(i, j)); } } } clearEnemies() { for (let i = this.characters.length - 1; i >= 0; i--) { const c = this.characters[i]; if (!c.isPlayer) { Actions.fadeOutAndRemove(c, 0.2).play(); this.characters.splice(i, 1); } } } unsetExitCell() { this.exitCoords = null; this.updateExitCoords(); } setExitCell(minDistanceFromPlayer: number = 7) { const possibles = []; const backups = []; let dijks = null; dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false); for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { if (i == 2 && j == 2) continue; if ( Game.EXIT_TYPE == "door" && ![0, this.dimension - 1].includes(i) && ![0, this.dimension - 1].includes(j) ) continue; if (dijks.distance[i][j] >= minDistanceFromPlayer) { possibles.push(new Coords(i, j)); } if (dijks.distance[i][j] >= 3) { backups.push(new Coords(i, j)); } } } if (possibles.length == 0) { possibles.push(...backups); } if (possibles.length == 0) { for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { if (i == 2 && j == 2) continue; if ( Game.EXIT_TYPE == "door" && ![0, this.dimension - 1].includes(i) && ![0, this.dimension - 1].includes(j) ) continue; const c = new Coords(i, j); let anyCoincidence = false; if (this.gameScreen.playerCharacter.coords.equals(c)) { anyCoincidence = true; break; } if (!anyCoincidence) { possibles.push(c); } } } } const coords = _.sample(possibles); this.exitCoords = coords; if (Game.EXIT_TYPE == "door") { const possibleDirs = []; if (coords.row == 0) possibleDirs.push(new Coords(0, -1)); if (coords.row == this.dimension - 1) possibleDirs.push(new Coords(0, 1)); if (coords.col == 0) possibleDirs.push(new Coords(-1, 0)); if (coords.col == this.dimension - 1) possibleDirs.push(new Coords(1, 0)); if (possibleDirs.length > 0) this.exitDir = _.sample(possibleDirs); } this.updateExitCoords(); } updateExitCoords() { if (Game.EXIT_TYPE == "stairs") { this.cellStairs.forEach((a, i) => a.forEach( (stairs, j) => (stairs.visible = this.exitCoords && this.exitCoords.col == i && this.exitCoords.row == j) ) ); } else { // Remove other edge walls (if there are any) for (const c of this.edgeWalls) { this.wallsHolder.removeChild(c); } this.edgeWalls = []; // Add outer wall let walls: Wall[] = Wall.edges(this.dimension); // Make hole where exit is if (this.exitCoords && this.exitDir) { walls = walls.filter( (w) => !w.blocks(this.exitCoords, this.exitDir.col, this.exitDir.row) ); } // Draw walls this.drawWalls(walls); this.walls.push(...walls); this.edgeWalls.push(...walls); } } getRandomEmptyCell(): Coords { let dijks = null; dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false); const shuffledCoords = _.shuffle(this.coords); for (const coord of shuffledCoords) { if (this.exitCoords && this.exitCoords.equals(coord)) continue; if ( !this.getCharacterAt(coord) && (!dijks || dijks.distance[coord.col][coord.row] > 1) ) { return coord; } } return null; } generateWalls(numWalls: number) { // Delete all old walls for (const w of this.walls) { Actions.fadeOutAndRemove(w, 0.2).play(); } this.walls = Wall.randomLayout(numWalls, this.dimension); // Add some new walls... they must generate any closed areas this.drawWalls(this.walls); } drawWalls(walls: Wall[]) { for (const w of walls) { w.alpha = 0; Actions.fadeIn(w, 0.2).play(); this.wallsHolder.addChild(w); w.setCellSize(this.cellSize); // Place in the correct place this.setPositionTo(w, w.from, true); } } addCharacter(character: Character) { character.scale.set(0.2); character.alpha = 0; Actions.fadeIn(character, 0.2).play(); this.characters.push(character); this.charactersHolder.addChild(character); // Place in the correct place! this.setPositionTo(character, character.coords); } getCharacterAt(col: number | Coords, row: number = null): Character { let c = 0; let r = 0; if (typeof col == "number") { c = col; r = row; } else { c = col.col; r = col.row; } for (const char of this.characters) { if (char.coords.col == c && char.coords.row == r) { return char; } } return null; } bumpAnimation(character: Character, dx: number, dy: number) { const time = 0.1; Actions.sequence( this.makeMoveTo(character, dx * 0.1, dy * 0.1, time / 2), this.makeMoveTo(character, 0, 0, time / 2) ).play(); return time; } damageEnemy(targetCharacter: EnemyCharacter) { let delay = 0; const didDie = targetCharacter.damage(1); if (didDie) { // Remove from characters array const index = this.characters.indexOf(targetCharacter); if (index >= 0) { this.characters.splice(index, 1); } // Remove from charactersHolder targetCharacter.position.x += this.position.x; targetCharacter.position.y += this.position.y; this.charactersHolder.removeChild(targetCharacter); delay = 0; } return delay; } moveCharacter( character: Character, dx: number, dy: number ): { didMove: boolean; delay: number; wentThroughExit: boolean } { // Check the target space is available const targetCoord = character.coords.clone().add(dx, dy); // Edge of grid! if (!this.inBounds(targetCoord)) { if ( this.exitCoords && character.coords.equals(this.exitCoords) && Game.EXIT_TYPE == "door" && this.exitDir && this.exitDir.equals(dx, dy) ) { // We are going through the exit! return { didMove: true, delay: 0, wentThroughExit: true }; } // Hitting the edge of the grid Game.instance.playSound("bump"); const delay = this.bumpAnimation(character, dx, dy); return { didMove: false, delay, wentThroughExit: false }; } // Hitting a wall? if (this.doesWallSeparate(character.coords, dx, dy)) { Game.instance.playSound("bump"); const delay = this.bumpAnimation(character, dx, dy); return { didMove: false, delay, wentThroughExit: false }; } // Is there another character here? try { const targetCharacter = this.getCharacterAt(targetCoord); if (targetCharacter) { let delay = this.bumpAnimation(character, dx, dy);
if (character.isPlayer && targetCharacter.isEnemy) {
// Attack the character Game.instance.playSound("attack"); delay += this.damageEnemy(targetCharacter as EnemyCharacter); return { didMove: true, delay, wentThroughExit: false }; } else if (character.isEnemy && targetCharacter.isPlayer) { const player = targetCharacter as PlayerCharacter; // Take a damage! if (player.damage(1)) { this.gameScreen.gameOver(); } return { didMove: true, delay, wentThroughExit: false }; } else { return { didMove: false, delay, wentThroughExit: false }; } } } catch (e) { // The game is over this.gameScreen.gameOver(); return { didMove: true, delay: 0, wentThroughExit: false }; } // Move the character if (character.isPlayer) { Game.instance.playSound(["step1", "step2", "step3", "step4"]); } character.coords.set(targetCoord); // Animate to the new position this.makeMoveTo(character).play(); return { didMove: true, delay: 0.05, wentThroughExit: false }; } doesWallSeparate(start: Coords, dx: number, dy: number) { for (const w of this.walls) { if (w.blocks(start, dx, dy)) { return true; } } return false; } moveEnemies() { let delay = 0; // 1. Dijkstra the grid, ignoring enemies // Pick the closest character const dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false); const enemiesAndDistances = []; for (const char of this.characters) { if (char.isEnemy) { let distance = dijks.distance[char.coords.col][char.coords.row]; enemiesAndDistances.push({ distance, char, }); } } // 2. Sort by closest to furthest let sortedEnemies = _.sortBy(enemiesAndDistances, "distance"); // 3. For each enemy, pathfind (properly) to the player let atLeastOneMove = false; for (let tries = 0; tries < 5; tries++) { const tryAgainLater = []; for (const e of sortedEnemies) { const char = e.char; const dijks = this.dijkstra( this.gameScreen.playerCharacter.coords, true, char.coords ); // Move in the direction which has the lowest distance let targetCol = dijks.col[char.coords.col][char.coords.row]; let targetRow = dijks.row[char.coords.col][char.coords.row]; if (targetCol == null || targetRow == null) { const neighbours: Coords[] = []; this.addPotentialNeighbour(neighbours, char.coords, 1, 0); this.addPotentialNeighbour(neighbours, char.coords, 0, 1); this.addPotentialNeighbour(neighbours, char.coords, -1, 0); this.addPotentialNeighbour(neighbours, char.coords, 0, -1); if (neighbours.length > 0) { // If there is no good route, then random direction const dir = _.sample(neighbours); targetCol = dir.col; targetRow = dir.row; } else { // If there is no route at all, then wait, we'll try again in a bit tryAgainLater.push(e); continue; } } const dx = targetCol - char.coords.col; const dy = targetRow - char.coords.row; atLeastOneMove = true; delay = Math.max(this.moveCharacter(char, dx, dy).delay, delay); } if (tryAgainLater.length == 0) { break; } else { sortedEnemies = tryAgainLater; } } return { didMove: true, delay }; } addPotentialNeighbour( list: Coords[], coords: Coords, dx: number, dy: number ) { if (!this.inBounds(coords.col + dx, coords.row + dy)) { // Out of bounds, ignore! return; } if (this.doesWallSeparate(coords, dx, dy)) { // There is no path, ignore! return; } const char = this.getCharacterAt(coords.col + dx, coords.row + dy); if (char && char.isEnemy) { // There is a monster on the target square, ignore! return; } list.push(coords.clone().add(dx, dy)); } updateTentativeDistance( withEnemiesAsObstacles: boolean, tentativeDistance: number[][], tentativeSourceCol: number[][], tentativeSourceRow: number[][], coords: Coords, dx: number, dy: number ) { if (!this.inBounds(coords.col + dx, coords.row + dy)) { // Out of bounds, ignore! return; } if (this.doesWallSeparate(coords, dx, dy)) { // There is no path, ignore! return; } if (withEnemiesAsObstacles) { const char = this.getCharacterAt(coords.col + dx, coords.row + dy); if (char && char.isEnemy) { // There is a monster on the target square, ignore! return; } } const newTentativeDistance = tentativeDistance[coords.col][coords.row] + 1; if ( tentativeDistance[coords.col + dx][coords.row + dy] > newTentativeDistance ) { tentativeDistance[coords.col + dx][coords.row + dy] = newTentativeDistance; tentativeSourceCol[coords.col + dx][coords.row + dy] = coords.col; tentativeSourceRow[coords.col + dx][coords.row + dy] = coords.row; } } dijkstra( target: Coords, withEnemiesAsObstacles: boolean, stopAt: Coords = null ): { distance: number[][]; col: number[][]; row: number[][] } { const current = target.clone(); const visited: boolean[][] = []; const tentativeDistance: number[][] = []; const tentativeSourceCol: number[][] = []; const tentativeSourceRow: number[][] = []; for (let i = 0; i < this.dimension; i++) { // col const c1 = []; const c2 = []; const c3 = []; const c4 = []; for (let j = 0; j < this.dimension; j++) { // row c1.push(false); if (target.row == j && target.col == i) { c2.push(0); } else { c2.push(99999); } c3.push(null); c4.push(null); } visited.push(c1); tentativeDistance.push(c2); tentativeSourceCol.push(c3); tentativeSourceRow.push(c4); } do { // Consider all unvisited neighbours of `current` const utd = (dx: number, dy: number) => { this.updateTentativeDistance( stopAt && stopAt.equals(current.col + dx, current.row + dy) ? false : withEnemiesAsObstacles, tentativeDistance, tentativeSourceCol, tentativeSourceRow, current, dx, dy ); }; utd(1, 0); utd(-1, 0); utd(0, -1); utd(0, 1); // Mark current as visited visited[current.col][current.row] = true; // Stop if we've connected our two target points if (stopAt && stopAt.equals(current)) break; let smallestTentativeDistance = 9999999; let smallests = []; for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { if (visited[i][j]) continue; if ( smallests.length == 0 || tentativeDistance[i][j] < smallestTentativeDistance ) { smallestTentativeDistance = tentativeDistance[i][j]; smallests = []; } if (tentativeDistance[i][j] == smallestTentativeDistance) { smallests.push([i, j]); } } } // If there are no unvisited, we are done if (smallests.length == 0) break; // Otherwise, set current to unvisited with smallest tentative const randomSmallest = _.sample(smallests); current.set(randomSmallest[0], randomSmallest[1]); } while (true); // Return the dijkstra map for the whole grid return { distance: tentativeDistance, col: tentativeSourceCol, row: tentativeSourceRow, }; } }
src/screens/game/grid/DungeonGrid.ts
MaxBittker-broughlike-c8d94d5
[ { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " if (this.state == \"play\")\n Save.saveGameState(this);\n }\n doEnemyMove() {\n // Move enemies, after a delay!\n const enemyMoveResult = this.dungeonGrid.moveEnemies();\n let delay = enemyMoveResult.delay;\n // After a delay, let the player move again\n // Fudge this value, I like to be able to move really soon\n Actions.sequence(", "score": 0.8679243326187134 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " if (this.readyToMove) {\n // 2. Otherwise, do the move\n const moveResult = this.dungeonGrid.moveCharacter(\n this.playerCharacter,\n dx,\n dy\n );\n // 3. If the move was successful, then say we aren't ready to move yet\n if (moveResult.wentThroughExit) {\n // Load in new level", "score": 0.8440746068954468 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " // Snazzy animation too, if I could handle it!\n this.nextLevel();\n } else if (moveResult.didMove) {\n this.postMove(moveResult.delay);\n } else {\n this.readyToMove = false;\n // After a delay, let the player move again\n Actions.sequence(\n Actions.delay(moveResult.delay),\n Actions.runFunc(() => {", "score": 0.8379452228546143 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " this.doMove(this.queuedMove.dx, this.queuedMove.dy);\n this.queuedMove = null;\n }\n }\n doMove(dx: number, dy: number) {\n if (this.state != \"play\") {\n // Can't move!\n return;\n }\n // 1. If you aren't yet ready to move, then queue the direction", "score": 0.8151253461837769 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " } else {\n Actions.sequence(\n Actions.delay(delay),\n Actions.runFunc(() => {\n if (this.state != \"gameover\") {\n this.doEnemyMove();\n }\n })\n ).play();\n }", "score": 0.8130035400390625 } ]
typescript
if (character.isPlayer && targetCharacter.isEnemy) {
import * as PIXI from "pixi.js"; import { Actions } from "pixi-actions"; import { Character, EnemyCharacter, PlayerCharacter } from "../character"; import GameScreen from "../GameScreen"; import Grid from "./Grid"; import Wall from "./Wall"; import { Coords } from "utils"; import * as _ from "underscore"; import Game from "Game"; export default class DungeonGrid extends Grid { characters: Character[] = []; walls: Wall[] = []; edgeWalls: Wall[] = []; wallsHolder: PIXI.Container = new PIXI.Container(); charactersHolder: PIXI.Container = new PIXI.Container(); gameScreen: GameScreen; coords: Coords[] = []; cellSquares: PIXI.Sprite[][] = []; cellStairs: PIXI.Sprite[][] = []; exitCoords: Coords; exitDir: Coords = null; constructor(gameScreen: GameScreen, dimension: number) { super(dimension); this.gameScreen = gameScreen; // Add cell backgrounds const background = PIXI.Sprite.from(PIXI.Texture.WHITE); background.tint = 0xd3c8a2; background.width = this.edgeSize; background.height = this.edgeSize; background.alpha = 1; background.anchor.set(0, 0); this.addChild(background); for (let i = 0; i < this.dimension; i++) { const col1 = []; const col2 = []; for (let j = 0; j < this.dimension; j++) { const cell = PIXI.Sprite.from(PIXI.Texture.WHITE); cell.tint = 0; cell.alpha = (i + j) % 2 == 0 ? 0 : 0.2; cell.width = this.cellSize; cell.height = this.cellSize; const offset1 = (this.cellSize - cell.width) / 2; cell.position.set( i * this.cellSize + offset1, j * this.cellSize + offset1 ); col1.push(cell); this.addChild(cell); const stair = PIXI.Sprite.from(Game.tex("stairs.png")); stair.width = this.cellSize * 0.8; stair.height = this.cellSize * 0.8; const offset2 = (this.cellSize - stair.width) / 2; stair.position.set( i * this.cellSize + offset2, j * this.cellSize + offset2 ); stair.visible = false; col2.push(stair); this.addChild(stair); } this.cellSquares.push(col1); this.cellStairs.push(col2); } this.addChild(this.wallsHolder); this.addChild(this.charactersHolder); for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { this.coords.push(new Coords(i, j)); } } } clearEnemies() { for (let i = this.characters.length - 1; i >= 0; i--) { const c = this.characters[i]; if (!c.isPlayer) { Actions.fadeOutAndRemove(c, 0.2).play(); this.characters.splice(i, 1); } } } unsetExitCell() { this.exitCoords = null; this.updateExitCoords(); } setExitCell(minDistanceFromPlayer: number = 7) { const possibles = []; const backups = []; let dijks = null; dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false); for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { if (i == 2 && j == 2) continue; if ( Game.EXIT_TYPE == "door" && ![0, this.dimension - 1].includes(i) && ![0, this.dimension - 1].includes(j) ) continue; if (dijks.distance[i][j] >= minDistanceFromPlayer) { possibles.push(new Coords(i, j)); } if (dijks.distance[i][j] >= 3) { backups.push(new Coords(i, j)); } } } if (possibles.length == 0) { possibles.push(...backups); } if (possibles.length == 0) { for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { if (i == 2 && j == 2) continue; if ( Game.EXIT_TYPE == "door" && ![0, this.dimension - 1].includes(i) && ![0, this.dimension - 1].includes(j) ) continue; const c = new Coords(i, j); let anyCoincidence = false; if (this.gameScreen.playerCharacter.coords.equals(c)) { anyCoincidence = true; break; } if (!anyCoincidence) { possibles.push(c); } } } } const coords = _.sample(possibles); this.exitCoords = coords; if (Game.EXIT_TYPE == "door") { const possibleDirs = []; if (coords.row == 0) possibleDirs.push(new Coords(0, -1)); if (coords.row == this.dimension - 1) possibleDirs.push(new Coords(0, 1)); if (coords.col == 0) possibleDirs.push(new Coords(-1, 0)); if (coords.col == this.dimension - 1) possibleDirs.push(new Coords(1, 0)); if (possibleDirs.length > 0) this.exitDir = _.sample(possibleDirs); } this.updateExitCoords(); } updateExitCoords() { if (Game.EXIT_TYPE == "stairs") { this.cellStairs.forEach((a, i) => a.forEach( (stairs, j) => (stairs.visible = this.exitCoords && this.exitCoords.col == i && this.exitCoords.row == j) ) ); } else { // Remove other edge walls (if there are any) for (const c of this.edgeWalls) { this.wallsHolder.removeChild(c); } this.edgeWalls = []; // Add outer wall let walls: Wall[] = Wall.edges(this.dimension); // Make hole where exit is if (this.exitCoords && this.exitDir) { walls = walls.filter( (w) => !w.blocks(this.exitCoords, this.exitDir.col, this.exitDir.row) ); } // Draw walls this.drawWalls(walls); this.walls.push(...walls); this.edgeWalls.push(...walls); } } getRandomEmptyCell(): Coords { let dijks = null; dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false); const shuffledCoords = _.shuffle(this.coords); for (const coord of shuffledCoords) { if (this.exitCoords && this.exitCoords.equals(coord)) continue; if ( !this.getCharacterAt(coord) && (!dijks || dijks.distance[coord.col][coord.row] > 1) ) { return coord; } } return null; } generateWalls(numWalls: number) { // Delete all old walls for (const w of this.walls) { Actions.fadeOutAndRemove(w, 0.2).play(); } this.walls = Wall.randomLayout(numWalls, this.dimension); // Add some new walls... they must generate any closed areas this.drawWalls(this.walls); } drawWalls(walls: Wall[]) { for (const w of walls) { w.alpha = 0; Actions.fadeIn(w, 0.2).play(); this.wallsHolder.addChild(w); w.setCellSize(this.cellSize); // Place in the correct place this.
setPositionTo(w, w.from, true);
} } addCharacter(character: Character) { character.scale.set(0.2); character.alpha = 0; Actions.fadeIn(character, 0.2).play(); this.characters.push(character); this.charactersHolder.addChild(character); // Place in the correct place! this.setPositionTo(character, character.coords); } getCharacterAt(col: number | Coords, row: number = null): Character { let c = 0; let r = 0; if (typeof col == "number") { c = col; r = row; } else { c = col.col; r = col.row; } for (const char of this.characters) { if (char.coords.col == c && char.coords.row == r) { return char; } } return null; } bumpAnimation(character: Character, dx: number, dy: number) { const time = 0.1; Actions.sequence( this.makeMoveTo(character, dx * 0.1, dy * 0.1, time / 2), this.makeMoveTo(character, 0, 0, time / 2) ).play(); return time; } damageEnemy(targetCharacter: EnemyCharacter) { let delay = 0; const didDie = targetCharacter.damage(1); if (didDie) { // Remove from characters array const index = this.characters.indexOf(targetCharacter); if (index >= 0) { this.characters.splice(index, 1); } // Remove from charactersHolder targetCharacter.position.x += this.position.x; targetCharacter.position.y += this.position.y; this.charactersHolder.removeChild(targetCharacter); delay = 0; } return delay; } moveCharacter( character: Character, dx: number, dy: number ): { didMove: boolean; delay: number; wentThroughExit: boolean } { // Check the target space is available const targetCoord = character.coords.clone().add(dx, dy); // Edge of grid! if (!this.inBounds(targetCoord)) { if ( this.exitCoords && character.coords.equals(this.exitCoords) && Game.EXIT_TYPE == "door" && this.exitDir && this.exitDir.equals(dx, dy) ) { // We are going through the exit! return { didMove: true, delay: 0, wentThroughExit: true }; } // Hitting the edge of the grid Game.instance.playSound("bump"); const delay = this.bumpAnimation(character, dx, dy); return { didMove: false, delay, wentThroughExit: false }; } // Hitting a wall? if (this.doesWallSeparate(character.coords, dx, dy)) { Game.instance.playSound("bump"); const delay = this.bumpAnimation(character, dx, dy); return { didMove: false, delay, wentThroughExit: false }; } // Is there another character here? try { const targetCharacter = this.getCharacterAt(targetCoord); if (targetCharacter) { let delay = this.bumpAnimation(character, dx, dy); if (character.isPlayer && targetCharacter.isEnemy) { // Attack the character Game.instance.playSound("attack"); delay += this.damageEnemy(targetCharacter as EnemyCharacter); return { didMove: true, delay, wentThroughExit: false }; } else if (character.isEnemy && targetCharacter.isPlayer) { const player = targetCharacter as PlayerCharacter; // Take a damage! if (player.damage(1)) { this.gameScreen.gameOver(); } return { didMove: true, delay, wentThroughExit: false }; } else { return { didMove: false, delay, wentThroughExit: false }; } } } catch (e) { // The game is over this.gameScreen.gameOver(); return { didMove: true, delay: 0, wentThroughExit: false }; } // Move the character if (character.isPlayer) { Game.instance.playSound(["step1", "step2", "step3", "step4"]); } character.coords.set(targetCoord); // Animate to the new position this.makeMoveTo(character).play(); return { didMove: true, delay: 0.05, wentThroughExit: false }; } doesWallSeparate(start: Coords, dx: number, dy: number) { for (const w of this.walls) { if (w.blocks(start, dx, dy)) { return true; } } return false; } moveEnemies() { let delay = 0; // 1. Dijkstra the grid, ignoring enemies // Pick the closest character const dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false); const enemiesAndDistances = []; for (const char of this.characters) { if (char.isEnemy) { let distance = dijks.distance[char.coords.col][char.coords.row]; enemiesAndDistances.push({ distance, char, }); } } // 2. Sort by closest to furthest let sortedEnemies = _.sortBy(enemiesAndDistances, "distance"); // 3. For each enemy, pathfind (properly) to the player let atLeastOneMove = false; for (let tries = 0; tries < 5; tries++) { const tryAgainLater = []; for (const e of sortedEnemies) { const char = e.char; const dijks = this.dijkstra( this.gameScreen.playerCharacter.coords, true, char.coords ); // Move in the direction which has the lowest distance let targetCol = dijks.col[char.coords.col][char.coords.row]; let targetRow = dijks.row[char.coords.col][char.coords.row]; if (targetCol == null || targetRow == null) { const neighbours: Coords[] = []; this.addPotentialNeighbour(neighbours, char.coords, 1, 0); this.addPotentialNeighbour(neighbours, char.coords, 0, 1); this.addPotentialNeighbour(neighbours, char.coords, -1, 0); this.addPotentialNeighbour(neighbours, char.coords, 0, -1); if (neighbours.length > 0) { // If there is no good route, then random direction const dir = _.sample(neighbours); targetCol = dir.col; targetRow = dir.row; } else { // If there is no route at all, then wait, we'll try again in a bit tryAgainLater.push(e); continue; } } const dx = targetCol - char.coords.col; const dy = targetRow - char.coords.row; atLeastOneMove = true; delay = Math.max(this.moveCharacter(char, dx, dy).delay, delay); } if (tryAgainLater.length == 0) { break; } else { sortedEnemies = tryAgainLater; } } return { didMove: true, delay }; } addPotentialNeighbour( list: Coords[], coords: Coords, dx: number, dy: number ) { if (!this.inBounds(coords.col + dx, coords.row + dy)) { // Out of bounds, ignore! return; } if (this.doesWallSeparate(coords, dx, dy)) { // There is no path, ignore! return; } const char = this.getCharacterAt(coords.col + dx, coords.row + dy); if (char && char.isEnemy) { // There is a monster on the target square, ignore! return; } list.push(coords.clone().add(dx, dy)); } updateTentativeDistance( withEnemiesAsObstacles: boolean, tentativeDistance: number[][], tentativeSourceCol: number[][], tentativeSourceRow: number[][], coords: Coords, dx: number, dy: number ) { if (!this.inBounds(coords.col + dx, coords.row + dy)) { // Out of bounds, ignore! return; } if (this.doesWallSeparate(coords, dx, dy)) { // There is no path, ignore! return; } if (withEnemiesAsObstacles) { const char = this.getCharacterAt(coords.col + dx, coords.row + dy); if (char && char.isEnemy) { // There is a monster on the target square, ignore! return; } } const newTentativeDistance = tentativeDistance[coords.col][coords.row] + 1; if ( tentativeDistance[coords.col + dx][coords.row + dy] > newTentativeDistance ) { tentativeDistance[coords.col + dx][coords.row + dy] = newTentativeDistance; tentativeSourceCol[coords.col + dx][coords.row + dy] = coords.col; tentativeSourceRow[coords.col + dx][coords.row + dy] = coords.row; } } dijkstra( target: Coords, withEnemiesAsObstacles: boolean, stopAt: Coords = null ): { distance: number[][]; col: number[][]; row: number[][] } { const current = target.clone(); const visited: boolean[][] = []; const tentativeDistance: number[][] = []; const tentativeSourceCol: number[][] = []; const tentativeSourceRow: number[][] = []; for (let i = 0; i < this.dimension; i++) { // col const c1 = []; const c2 = []; const c3 = []; const c4 = []; for (let j = 0; j < this.dimension; j++) { // row c1.push(false); if (target.row == j && target.col == i) { c2.push(0); } else { c2.push(99999); } c3.push(null); c4.push(null); } visited.push(c1); tentativeDistance.push(c2); tentativeSourceCol.push(c3); tentativeSourceRow.push(c4); } do { // Consider all unvisited neighbours of `current` const utd = (dx: number, dy: number) => { this.updateTentativeDistance( stopAt && stopAt.equals(current.col + dx, current.row + dy) ? false : withEnemiesAsObstacles, tentativeDistance, tentativeSourceCol, tentativeSourceRow, current, dx, dy ); }; utd(1, 0); utd(-1, 0); utd(0, -1); utd(0, 1); // Mark current as visited visited[current.col][current.row] = true; // Stop if we've connected our two target points if (stopAt && stopAt.equals(current)) break; let smallestTentativeDistance = 9999999; let smallests = []; for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { if (visited[i][j]) continue; if ( smallests.length == 0 || tentativeDistance[i][j] < smallestTentativeDistance ) { smallestTentativeDistance = tentativeDistance[i][j]; smallests = []; } if (tentativeDistance[i][j] == smallestTentativeDistance) { smallests.push([i, j]); } } } // If there are no unvisited, we are done if (smallests.length == 0) break; // Otherwise, set current to unvisited with smallest tentative const randomSmallest = _.sample(smallests); current.set(randomSmallest[0], randomSmallest[1]); } while (true); // Return the dijkstra map for the whole grid return { distance: tentativeDistance, col: tentativeSourceCol, row: tentativeSourceRow, }; } }
src/screens/game/grid/DungeonGrid.ts
MaxBittker-broughlike-c8d94d5
[ { "filename": "src/screens/game/grid/Wall.ts", "retrieved_chunk": " super();\n this.from = from;\n this.to = to;\n this.sprite = PIXI.Sprite.from(PIXI.Texture.WHITE);\n this.sprite.tint = 0x4d3206;\n this.addChild(this.sprite);\n }\n setCellSize(cellSize: number) {\n const withSize = cellSize * 1.1;\n const againstSize = 5;", "score": 0.7879427671432495 }, { "filename": "src/screens/game/grid/Grid.ts", "retrieved_chunk": " }\n setPositionTo(\n actor: PIXI.Container,\n coords: Coords,\n isWall: boolean = false\n ) {\n if (isWall) {\n if ((actor as Wall).isHorizontal) {\n actor.position.set(\n this.cellSize * coords.col + (this.cellSize - actor.width) / 2,", "score": 0.7837699055671692 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " // Ensure that any pending animations don't intefere with positioning in next level\n Actions.clear(this.playerCharacter);\n } else {\n nextGrid.position.set(this.dungeonGrid.position.x, this.dungeonGrid.position.y);\n nextGrid.alpha = 0;\n Actions.fadeIn(nextGrid, 0.5).play();\n Actions.fadeOutAndRemove(this.dungeonGrid, 0.5).play();\n }\n } else {\n // If this is the first grid, we need to place it in the correct place", "score": 0.7784011960029602 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " const modals = [this.gameOverModal];\n for (const m of modals) {\n if (m) {\n // Centre it!\n const x = (width - Game.TARGET_WIDTH) / 2;\n const y = (height - Game.TARGET_HEIGHT) / 2;\n m.position.set(x, y);\n }\n }\n }", "score": 0.7766009569168091 }, { "filename": "src/screens/menu/MenuScreen.ts", "retrieved_chunk": " // Start new game!\n Game.instance.gotoGameScreen();\n });\n this.addChild(this.startButton);\n }\n resize(width: number, height: number) {\n this.w = width;\n this.h = height;\n this.logo.position.set(width / 2, MenuScreen.PADDING);\n this.startButton.position.set(", "score": 0.772515594959259 } ]
typescript
setPositionTo(w, w.from, true);
import * as PIXI from "pixi.js"; import { Actions } from "pixi-actions"; import { Character, EnemyCharacter, PlayerCharacter } from "../character"; import GameScreen from "../GameScreen"; import Grid from "./Grid"; import Wall from "./Wall"; import { Coords } from "utils"; import * as _ from "underscore"; import Game from "Game"; export default class DungeonGrid extends Grid { characters: Character[] = []; walls: Wall[] = []; edgeWalls: Wall[] = []; wallsHolder: PIXI.Container = new PIXI.Container(); charactersHolder: PIXI.Container = new PIXI.Container(); gameScreen: GameScreen; coords: Coords[] = []; cellSquares: PIXI.Sprite[][] = []; cellStairs: PIXI.Sprite[][] = []; exitCoords: Coords; exitDir: Coords = null; constructor(gameScreen: GameScreen, dimension: number) { super(dimension); this.gameScreen = gameScreen; // Add cell backgrounds const background = PIXI.Sprite.from(PIXI.Texture.WHITE); background.tint = 0xd3c8a2; background.width = this.edgeSize; background.height = this.edgeSize; background.alpha = 1; background.anchor.set(0, 0); this.addChild(background); for (let i = 0; i < this.dimension; i++) { const col1 = []; const col2 = []; for (let j = 0; j < this.dimension; j++) { const cell = PIXI.Sprite.from(PIXI.Texture.WHITE); cell.tint = 0; cell.alpha = (i + j) % 2 == 0 ? 0 : 0.2; cell.width = this.cellSize; cell.height = this.cellSize; const offset1 = (this.cellSize - cell.width) / 2; cell.position.set( i * this.cellSize + offset1, j * this.cellSize + offset1 ); col1.push(cell); this.addChild(cell); const stair = PIXI.Sprite.from(Game.tex("stairs.png")); stair.width = this.cellSize * 0.8; stair.height = this.cellSize * 0.8; const offset2 = (this.cellSize - stair.width) / 2; stair.position.set( i * this.cellSize + offset2, j * this.cellSize + offset2 ); stair.visible = false; col2.push(stair); this.addChild(stair); } this.cellSquares.push(col1); this.cellStairs.push(col2); } this.addChild(this.wallsHolder); this.addChild(this.charactersHolder); for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { this.coords.push(new Coords(i, j)); } } } clearEnemies() { for (let i = this.characters.length - 1; i >= 0; i--) { const c = this.characters[i]; if (!c.isPlayer) { Actions.fadeOutAndRemove(c, 0.2).play(); this.characters.splice(i, 1); } } } unsetExitCell() { this.exitCoords = null; this.updateExitCoords(); } setExitCell(minDistanceFromPlayer: number = 7) { const possibles = []; const backups = []; let dijks = null; dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false); for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { if (i == 2 && j == 2) continue; if ( Game.EXIT_TYPE == "door" && ![0, this.dimension - 1].includes(i) && ![0, this.dimension - 1].includes(j) ) continue; if (dijks.distance[i][j] >= minDistanceFromPlayer) { possibles.push(new Coords(i, j)); } if (dijks.distance[i][j] >= 3) { backups.push(new Coords(i, j)); } } } if (possibles.length == 0) { possibles.push(...backups); } if (possibles.length == 0) { for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { if (i == 2 && j == 2) continue; if ( Game.EXIT_TYPE == "door" && ![0, this.dimension - 1].includes(i) && ![0, this.dimension - 1].includes(j) ) continue; const c = new Coords(i, j); let anyCoincidence = false; if (this.gameScreen.playerCharacter.coords.equals(c)) { anyCoincidence = true; break; } if (!anyCoincidence) { possibles.push(c); } } } } const coords = _.sample(possibles); this.exitCoords = coords; if (Game.EXIT_TYPE == "door") { const possibleDirs = []; if (coords.row == 0) possibleDirs.push(new Coords(0, -1)); if (coords.row == this.dimension - 1) possibleDirs.push(new Coords(0, 1)); if (coords.col == 0) possibleDirs.push(new Coords(-1, 0)); if (coords.col == this.dimension - 1) possibleDirs.push(new Coords(1, 0)); if (possibleDirs.length > 0) this.exitDir = _.sample(possibleDirs); } this.updateExitCoords(); } updateExitCoords() { if (Game.EXIT_TYPE == "stairs") { this.cellStairs.forEach((a, i) => a.forEach( (stairs, j) => (stairs.visible = this.exitCoords && this.exitCoords.col == i && this.exitCoords.row == j) ) ); } else { // Remove other edge walls (if there are any) for (const c of this.edgeWalls) { this.wallsHolder.removeChild(c); } this.edgeWalls = []; // Add outer wall let walls: Wall[] = Wall.edges(this.dimension); // Make hole where exit is if (this.exitCoords && this.exitDir) { walls = walls.filter( (w) => !w.blocks(this.exitCoords, this.exitDir.col, this.exitDir.row) ); } // Draw walls this.drawWalls(walls); this.walls.push(...walls); this.edgeWalls.push(...walls); } } getRandomEmptyCell(): Coords { let dijks = null; dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false); const shuffledCoords = _.shuffle(this.coords); for (const coord of shuffledCoords) { if (this.exitCoords && this.exitCoords.equals(coord)) continue; if ( !this.getCharacterAt(coord) && (!dijks || dijks.distance[coord.col][coord.row] > 1) ) { return coord; } } return null; } generateWalls(numWalls: number) { // Delete all old walls for (const w of this.walls) { Actions.fadeOutAndRemove(w, 0.2).play(); } this.walls = Wall.randomLayout(numWalls, this.dimension); // Add some new walls... they must generate any closed areas this.drawWalls(this.walls); } drawWalls(walls: Wall[]) { for (const w of walls) { w.alpha = 0; Actions.fadeIn(w, 0.2).play(); this.wallsHolder.addChild(w); w.setCellSize(this.cellSize); // Place in the correct place this.setPositionTo(w, w.from, true); } } addCharacter(character: Character) { character.scale.set(0.2);
character.alpha = 0;
Actions.fadeIn(character, 0.2).play(); this.characters.push(character); this.charactersHolder.addChild(character); // Place in the correct place! this.setPositionTo(character, character.coords); } getCharacterAt(col: number | Coords, row: number = null): Character { let c = 0; let r = 0; if (typeof col == "number") { c = col; r = row; } else { c = col.col; r = col.row; } for (const char of this.characters) { if (char.coords.col == c && char.coords.row == r) { return char; } } return null; } bumpAnimation(character: Character, dx: number, dy: number) { const time = 0.1; Actions.sequence( this.makeMoveTo(character, dx * 0.1, dy * 0.1, time / 2), this.makeMoveTo(character, 0, 0, time / 2) ).play(); return time; } damageEnemy(targetCharacter: EnemyCharacter) { let delay = 0; const didDie = targetCharacter.damage(1); if (didDie) { // Remove from characters array const index = this.characters.indexOf(targetCharacter); if (index >= 0) { this.characters.splice(index, 1); } // Remove from charactersHolder targetCharacter.position.x += this.position.x; targetCharacter.position.y += this.position.y; this.charactersHolder.removeChild(targetCharacter); delay = 0; } return delay; } moveCharacter( character: Character, dx: number, dy: number ): { didMove: boolean; delay: number; wentThroughExit: boolean } { // Check the target space is available const targetCoord = character.coords.clone().add(dx, dy); // Edge of grid! if (!this.inBounds(targetCoord)) { if ( this.exitCoords && character.coords.equals(this.exitCoords) && Game.EXIT_TYPE == "door" && this.exitDir && this.exitDir.equals(dx, dy) ) { // We are going through the exit! return { didMove: true, delay: 0, wentThroughExit: true }; } // Hitting the edge of the grid Game.instance.playSound("bump"); const delay = this.bumpAnimation(character, dx, dy); return { didMove: false, delay, wentThroughExit: false }; } // Hitting a wall? if (this.doesWallSeparate(character.coords, dx, dy)) { Game.instance.playSound("bump"); const delay = this.bumpAnimation(character, dx, dy); return { didMove: false, delay, wentThroughExit: false }; } // Is there another character here? try { const targetCharacter = this.getCharacterAt(targetCoord); if (targetCharacter) { let delay = this.bumpAnimation(character, dx, dy); if (character.isPlayer && targetCharacter.isEnemy) { // Attack the character Game.instance.playSound("attack"); delay += this.damageEnemy(targetCharacter as EnemyCharacter); return { didMove: true, delay, wentThroughExit: false }; } else if (character.isEnemy && targetCharacter.isPlayer) { const player = targetCharacter as PlayerCharacter; // Take a damage! if (player.damage(1)) { this.gameScreen.gameOver(); } return { didMove: true, delay, wentThroughExit: false }; } else { return { didMove: false, delay, wentThroughExit: false }; } } } catch (e) { // The game is over this.gameScreen.gameOver(); return { didMove: true, delay: 0, wentThroughExit: false }; } // Move the character if (character.isPlayer) { Game.instance.playSound(["step1", "step2", "step3", "step4"]); } character.coords.set(targetCoord); // Animate to the new position this.makeMoveTo(character).play(); return { didMove: true, delay: 0.05, wentThroughExit: false }; } doesWallSeparate(start: Coords, dx: number, dy: number) { for (const w of this.walls) { if (w.blocks(start, dx, dy)) { return true; } } return false; } moveEnemies() { let delay = 0; // 1. Dijkstra the grid, ignoring enemies // Pick the closest character const dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false); const enemiesAndDistances = []; for (const char of this.characters) { if (char.isEnemy) { let distance = dijks.distance[char.coords.col][char.coords.row]; enemiesAndDistances.push({ distance, char, }); } } // 2. Sort by closest to furthest let sortedEnemies = _.sortBy(enemiesAndDistances, "distance"); // 3. For each enemy, pathfind (properly) to the player let atLeastOneMove = false; for (let tries = 0; tries < 5; tries++) { const tryAgainLater = []; for (const e of sortedEnemies) { const char = e.char; const dijks = this.dijkstra( this.gameScreen.playerCharacter.coords, true, char.coords ); // Move in the direction which has the lowest distance let targetCol = dijks.col[char.coords.col][char.coords.row]; let targetRow = dijks.row[char.coords.col][char.coords.row]; if (targetCol == null || targetRow == null) { const neighbours: Coords[] = []; this.addPotentialNeighbour(neighbours, char.coords, 1, 0); this.addPotentialNeighbour(neighbours, char.coords, 0, 1); this.addPotentialNeighbour(neighbours, char.coords, -1, 0); this.addPotentialNeighbour(neighbours, char.coords, 0, -1); if (neighbours.length > 0) { // If there is no good route, then random direction const dir = _.sample(neighbours); targetCol = dir.col; targetRow = dir.row; } else { // If there is no route at all, then wait, we'll try again in a bit tryAgainLater.push(e); continue; } } const dx = targetCol - char.coords.col; const dy = targetRow - char.coords.row; atLeastOneMove = true; delay = Math.max(this.moveCharacter(char, dx, dy).delay, delay); } if (tryAgainLater.length == 0) { break; } else { sortedEnemies = tryAgainLater; } } return { didMove: true, delay }; } addPotentialNeighbour( list: Coords[], coords: Coords, dx: number, dy: number ) { if (!this.inBounds(coords.col + dx, coords.row + dy)) { // Out of bounds, ignore! return; } if (this.doesWallSeparate(coords, dx, dy)) { // There is no path, ignore! return; } const char = this.getCharacterAt(coords.col + dx, coords.row + dy); if (char && char.isEnemy) { // There is a monster on the target square, ignore! return; } list.push(coords.clone().add(dx, dy)); } updateTentativeDistance( withEnemiesAsObstacles: boolean, tentativeDistance: number[][], tentativeSourceCol: number[][], tentativeSourceRow: number[][], coords: Coords, dx: number, dy: number ) { if (!this.inBounds(coords.col + dx, coords.row + dy)) { // Out of bounds, ignore! return; } if (this.doesWallSeparate(coords, dx, dy)) { // There is no path, ignore! return; } if (withEnemiesAsObstacles) { const char = this.getCharacterAt(coords.col + dx, coords.row + dy); if (char && char.isEnemy) { // There is a monster on the target square, ignore! return; } } const newTentativeDistance = tentativeDistance[coords.col][coords.row] + 1; if ( tentativeDistance[coords.col + dx][coords.row + dy] > newTentativeDistance ) { tentativeDistance[coords.col + dx][coords.row + dy] = newTentativeDistance; tentativeSourceCol[coords.col + dx][coords.row + dy] = coords.col; tentativeSourceRow[coords.col + dx][coords.row + dy] = coords.row; } } dijkstra( target: Coords, withEnemiesAsObstacles: boolean, stopAt: Coords = null ): { distance: number[][]; col: number[][]; row: number[][] } { const current = target.clone(); const visited: boolean[][] = []; const tentativeDistance: number[][] = []; const tentativeSourceCol: number[][] = []; const tentativeSourceRow: number[][] = []; for (let i = 0; i < this.dimension; i++) { // col const c1 = []; const c2 = []; const c3 = []; const c4 = []; for (let j = 0; j < this.dimension; j++) { // row c1.push(false); if (target.row == j && target.col == i) { c2.push(0); } else { c2.push(99999); } c3.push(null); c4.push(null); } visited.push(c1); tentativeDistance.push(c2); tentativeSourceCol.push(c3); tentativeSourceRow.push(c4); } do { // Consider all unvisited neighbours of `current` const utd = (dx: number, dy: number) => { this.updateTentativeDistance( stopAt && stopAt.equals(current.col + dx, current.row + dy) ? false : withEnemiesAsObstacles, tentativeDistance, tentativeSourceCol, tentativeSourceRow, current, dx, dy ); }; utd(1, 0); utd(-1, 0); utd(0, -1); utd(0, 1); // Mark current as visited visited[current.col][current.row] = true; // Stop if we've connected our two target points if (stopAt && stopAt.equals(current)) break; let smallestTentativeDistance = 9999999; let smallests = []; for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { if (visited[i][j]) continue; if ( smallests.length == 0 || tentativeDistance[i][j] < smallestTentativeDistance ) { smallestTentativeDistance = tentativeDistance[i][j]; smallests = []; } if (tentativeDistance[i][j] == smallestTentativeDistance) { smallests.push([i, j]); } } } // If there are no unvisited, we are done if (smallests.length == 0) break; // Otherwise, set current to unvisited with smallest tentative const randomSmallest = _.sample(smallests); current.set(randomSmallest[0], randomSmallest[1]); } while (true); // Return the dijkstra map for the whole grid return { distance: tentativeDistance, col: tentativeSourceCol, row: tentativeSourceRow, }; } }
src/screens/game/grid/DungeonGrid.ts
MaxBittker-broughlike-c8d94d5
[ { "filename": "src/screens/menu/MenuScreen.ts", "retrieved_chunk": " // Start new game!\n Game.instance.gotoGameScreen();\n });\n this.addChild(this.startButton);\n }\n resize(width: number, height: number) {\n this.w = width;\n this.h = height;\n this.logo.position.set(width / 2, MenuScreen.PADDING);\n this.startButton.position.set(", "score": 0.812944769859314 }, { "filename": "src/screens/game/grid/Wall.ts", "retrieved_chunk": " super();\n this.from = from;\n this.to = to;\n this.sprite = PIXI.Sprite.from(PIXI.Texture.WHITE);\n this.sprite.tint = 0x4d3206;\n this.addChild(this.sprite);\n }\n setCellSize(cellSize: number) {\n const withSize = cellSize * 1.1;\n const againstSize = 5;", "score": 0.8113160729408264 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " const enemyCharacter = new EnemyCharacter(\"enemy1\");\n // Random empty cell\n const coord = this.dungeonGrid.getRandomEmptyCell();\n if (!coord) return;\n enemyCharacter.coords.set(coord.col, coord.row);\n this.dungeonGrid.addCharacter(enemyCharacter);\n }\n }\n pumpQueuedMove() {\n if (this.queuedMove) {", "score": 0.7953323721885681 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " // Ensure that any pending animations don't intefere with positioning in next level\n Actions.clear(this.playerCharacter);\n } else {\n nextGrid.position.set(this.dungeonGrid.position.x, this.dungeonGrid.position.y);\n nextGrid.alpha = 0;\n Actions.fadeIn(nextGrid, 0.5).play();\n Actions.fadeOutAndRemove(this.dungeonGrid, 0.5).play();\n }\n } else {\n // If this is the first grid, we need to place it in the correct place", "score": 0.7913341522216797 }, { "filename": "src/ui/Button.ts", "retrieved_chunk": " theLabel.tint = 0;\n theLabel.anchor.set(0.5);\n theLabel.position.x = 0;\n theLabel.position.y = 0;\n this.label = theLabel;\n // Background\n const holderBackground = PIXI.Sprite.from(PIXI.Texture.WHITE);\n holderBackground.width = 200;\n holderBackground.height = 25;\n holderBackground.position.set(", "score": 0.7822383642196655 } ]
typescript
character.alpha = 0;
import * as PIXI from "pixi.js"; import { Actions } from "pixi-actions"; import { Character, EnemyCharacter, PlayerCharacter } from "../character"; import GameScreen from "../GameScreen"; import Grid from "./Grid"; import Wall from "./Wall"; import { Coords } from "utils"; import * as _ from "underscore"; import Game from "Game"; export default class DungeonGrid extends Grid { characters: Character[] = []; walls: Wall[] = []; edgeWalls: Wall[] = []; wallsHolder: PIXI.Container = new PIXI.Container(); charactersHolder: PIXI.Container = new PIXI.Container(); gameScreen: GameScreen; coords: Coords[] = []; cellSquares: PIXI.Sprite[][] = []; cellStairs: PIXI.Sprite[][] = []; exitCoords: Coords; exitDir: Coords = null; constructor(gameScreen: GameScreen, dimension: number) { super(dimension); this.gameScreen = gameScreen; // Add cell backgrounds const background = PIXI.Sprite.from(PIXI.Texture.WHITE); background.tint = 0xd3c8a2; background.width = this.edgeSize; background.height = this.edgeSize; background.alpha = 1; background.anchor.set(0, 0); this.addChild(background); for (let i = 0; i < this.dimension; i++) { const col1 = []; const col2 = []; for (let j = 0; j < this.dimension; j++) { const cell = PIXI.Sprite.from(PIXI.Texture.WHITE); cell.tint = 0; cell.alpha = (i + j) % 2 == 0 ? 0 : 0.2; cell.width = this.cellSize; cell.height = this.cellSize; const offset1 = (this.cellSize - cell.width) / 2; cell.position.set( i * this.cellSize + offset1, j * this.cellSize + offset1 ); col1.push(cell); this.addChild(cell); const stair = PIXI.Sprite.from(Game.tex("stairs.png")); stair.width = this.cellSize * 0.8; stair.height = this.cellSize * 0.8; const offset2 = (this.cellSize - stair.width) / 2; stair.position.set( i * this.cellSize + offset2, j * this.cellSize + offset2 ); stair.visible = false; col2.push(stair); this.addChild(stair); } this.cellSquares.push(col1); this.cellStairs.push(col2); } this.addChild(this.wallsHolder); this.addChild(this.charactersHolder); for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { this.coords.push(new Coords(i, j)); } } } clearEnemies() { for (let i = this.characters.length - 1; i >= 0; i--) { const c = this.characters[i]; if (!c.isPlayer) { Actions.fadeOutAndRemove(c, 0.2).play(); this.characters.splice(i, 1); } } } unsetExitCell() { this.exitCoords = null; this.updateExitCoords(); } setExitCell(minDistanceFromPlayer: number = 7) { const possibles = []; const backups = []; let dijks = null; dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false); for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { if (i == 2 && j == 2) continue; if ( Game.EXIT_TYPE == "door" && ![0, this.dimension - 1].includes(i) && ![0, this.dimension - 1].includes(j) ) continue; if (dijks.distance[i][j] >= minDistanceFromPlayer) { possibles.push(new Coords(i, j)); } if (dijks.distance[i][j] >= 3) { backups.push(new Coords(i, j)); } } } if (possibles.length == 0) { possibles.push(...backups); } if (possibles.length == 0) { for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { if (i == 2 && j == 2) continue; if ( Game.EXIT_TYPE == "door" && ![0, this.dimension - 1].includes(i) && ![0, this.dimension - 1].includes(j) ) continue; const c = new Coords(i, j); let anyCoincidence = false; if (this.gameScreen.playerCharacter.coords.equals(c)) { anyCoincidence = true; break; } if (!anyCoincidence) { possibles.push(c); } } } } const coords = _.sample(possibles); this.exitCoords = coords; if (Game.EXIT_TYPE == "door") { const possibleDirs = []; if (coords.row == 0) possibleDirs.push(new Coords(0, -1)); if (coords.row == this.dimension - 1) possibleDirs.push(new Coords(0, 1)); if (coords.col == 0) possibleDirs.push(new Coords(-1, 0)); if (coords.col == this.dimension - 1) possibleDirs.push(new Coords(1, 0)); if (possibleDirs.length > 0) this.exitDir = _.sample(possibleDirs); } this.updateExitCoords(); } updateExitCoords() { if (Game.EXIT_TYPE == "stairs") { this.cellStairs.forEach((a, i) => a.forEach( (stairs, j) => (stairs.visible = this.exitCoords && this.exitCoords.col == i && this.exitCoords.row == j) ) ); } else { // Remove other edge walls (if there are any) for (const c of this.edgeWalls) { this.wallsHolder.removeChild(c); } this.edgeWalls = []; // Add outer wall let walls: Wall[] = Wall.edges(this.dimension); // Make hole where exit is if (this.exitCoords && this.exitDir) { walls = walls.filter( (w) => !w.blocks(this.exitCoords, this.exitDir.col, this.exitDir.row) ); } // Draw walls this.drawWalls(walls); this.walls.push(...walls); this.edgeWalls.push(...walls); } } getRandomEmptyCell(): Coords { let dijks = null; dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false); const shuffledCoords = _.shuffle(this.coords); for (const coord of shuffledCoords) { if (this.exitCoords && this.exitCoords.equals(coord)) continue; if ( !this.getCharacterAt(coord) && (!dijks || dijks.distance[coord.col][coord.row] > 1) ) { return coord; } } return null; } generateWalls(numWalls: number) { // Delete all old walls for (const w of this.walls) { Actions.fadeOutAndRemove(w, 0.2).play(); } this.walls = Wall.randomLayout(numWalls, this.dimension); // Add some new walls... they must generate any closed areas this.drawWalls(this.walls); } drawWalls(walls: Wall[]) { for (const w of walls) { w.alpha = 0; Actions.fadeIn(w, 0.2).play(); this.wallsHolder.addChild(w); w.setCellSize(this.cellSize); // Place in the correct place this.setPositionTo(w, w.from, true); } } addCharacter(character: Character) { character.scale.set(0.2); character.alpha = 0; Actions.fadeIn(character, 0.2).play(); this.characters.push(character); this.charactersHolder.addChild(character); // Place in the correct place! this.setPositionTo(character, character.coords); } getCharacterAt(col: number | Coords, row: number = null): Character { let c = 0; let r = 0; if (typeof col == "number") { c = col; r = row; } else { c = col.col; r = col.row; } for (const char of this.characters) { if (char.coords.col == c && char.coords.row == r) { return char; } } return null; } bumpAnimation(character: Character, dx: number, dy: number) { const time = 0.1; Actions.sequence( this.makeMoveTo(character, dx * 0.1, dy * 0.1, time / 2), this.makeMoveTo(character, 0, 0, time / 2) ).play(); return time; } damageEnemy(targetCharacter: EnemyCharacter) { let delay = 0; const didDie = targetCharacter.damage(1); if (didDie) { // Remove from characters array const index = this.characters.indexOf(targetCharacter); if (index >= 0) { this.characters.splice(index, 1); } // Remove from charactersHolder targetCharacter.position.x += this.position.x; targetCharacter.position.y += this.position.y;
this.charactersHolder.removeChild(targetCharacter);
delay = 0; } return delay; } moveCharacter( character: Character, dx: number, dy: number ): { didMove: boolean; delay: number; wentThroughExit: boolean } { // Check the target space is available const targetCoord = character.coords.clone().add(dx, dy); // Edge of grid! if (!this.inBounds(targetCoord)) { if ( this.exitCoords && character.coords.equals(this.exitCoords) && Game.EXIT_TYPE == "door" && this.exitDir && this.exitDir.equals(dx, dy) ) { // We are going through the exit! return { didMove: true, delay: 0, wentThroughExit: true }; } // Hitting the edge of the grid Game.instance.playSound("bump"); const delay = this.bumpAnimation(character, dx, dy); return { didMove: false, delay, wentThroughExit: false }; } // Hitting a wall? if (this.doesWallSeparate(character.coords, dx, dy)) { Game.instance.playSound("bump"); const delay = this.bumpAnimation(character, dx, dy); return { didMove: false, delay, wentThroughExit: false }; } // Is there another character here? try { const targetCharacter = this.getCharacterAt(targetCoord); if (targetCharacter) { let delay = this.bumpAnimation(character, dx, dy); if (character.isPlayer && targetCharacter.isEnemy) { // Attack the character Game.instance.playSound("attack"); delay += this.damageEnemy(targetCharacter as EnemyCharacter); return { didMove: true, delay, wentThroughExit: false }; } else if (character.isEnemy && targetCharacter.isPlayer) { const player = targetCharacter as PlayerCharacter; // Take a damage! if (player.damage(1)) { this.gameScreen.gameOver(); } return { didMove: true, delay, wentThroughExit: false }; } else { return { didMove: false, delay, wentThroughExit: false }; } } } catch (e) { // The game is over this.gameScreen.gameOver(); return { didMove: true, delay: 0, wentThroughExit: false }; } // Move the character if (character.isPlayer) { Game.instance.playSound(["step1", "step2", "step3", "step4"]); } character.coords.set(targetCoord); // Animate to the new position this.makeMoveTo(character).play(); return { didMove: true, delay: 0.05, wentThroughExit: false }; } doesWallSeparate(start: Coords, dx: number, dy: number) { for (const w of this.walls) { if (w.blocks(start, dx, dy)) { return true; } } return false; } moveEnemies() { let delay = 0; // 1. Dijkstra the grid, ignoring enemies // Pick the closest character const dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false); const enemiesAndDistances = []; for (const char of this.characters) { if (char.isEnemy) { let distance = dijks.distance[char.coords.col][char.coords.row]; enemiesAndDistances.push({ distance, char, }); } } // 2. Sort by closest to furthest let sortedEnemies = _.sortBy(enemiesAndDistances, "distance"); // 3. For each enemy, pathfind (properly) to the player let atLeastOneMove = false; for (let tries = 0; tries < 5; tries++) { const tryAgainLater = []; for (const e of sortedEnemies) { const char = e.char; const dijks = this.dijkstra( this.gameScreen.playerCharacter.coords, true, char.coords ); // Move in the direction which has the lowest distance let targetCol = dijks.col[char.coords.col][char.coords.row]; let targetRow = dijks.row[char.coords.col][char.coords.row]; if (targetCol == null || targetRow == null) { const neighbours: Coords[] = []; this.addPotentialNeighbour(neighbours, char.coords, 1, 0); this.addPotentialNeighbour(neighbours, char.coords, 0, 1); this.addPotentialNeighbour(neighbours, char.coords, -1, 0); this.addPotentialNeighbour(neighbours, char.coords, 0, -1); if (neighbours.length > 0) { // If there is no good route, then random direction const dir = _.sample(neighbours); targetCol = dir.col; targetRow = dir.row; } else { // If there is no route at all, then wait, we'll try again in a bit tryAgainLater.push(e); continue; } } const dx = targetCol - char.coords.col; const dy = targetRow - char.coords.row; atLeastOneMove = true; delay = Math.max(this.moveCharacter(char, dx, dy).delay, delay); } if (tryAgainLater.length == 0) { break; } else { sortedEnemies = tryAgainLater; } } return { didMove: true, delay }; } addPotentialNeighbour( list: Coords[], coords: Coords, dx: number, dy: number ) { if (!this.inBounds(coords.col + dx, coords.row + dy)) { // Out of bounds, ignore! return; } if (this.doesWallSeparate(coords, dx, dy)) { // There is no path, ignore! return; } const char = this.getCharacterAt(coords.col + dx, coords.row + dy); if (char && char.isEnemy) { // There is a monster on the target square, ignore! return; } list.push(coords.clone().add(dx, dy)); } updateTentativeDistance( withEnemiesAsObstacles: boolean, tentativeDistance: number[][], tentativeSourceCol: number[][], tentativeSourceRow: number[][], coords: Coords, dx: number, dy: number ) { if (!this.inBounds(coords.col + dx, coords.row + dy)) { // Out of bounds, ignore! return; } if (this.doesWallSeparate(coords, dx, dy)) { // There is no path, ignore! return; } if (withEnemiesAsObstacles) { const char = this.getCharacterAt(coords.col + dx, coords.row + dy); if (char && char.isEnemy) { // There is a monster on the target square, ignore! return; } } const newTentativeDistance = tentativeDistance[coords.col][coords.row] + 1; if ( tentativeDistance[coords.col + dx][coords.row + dy] > newTentativeDistance ) { tentativeDistance[coords.col + dx][coords.row + dy] = newTentativeDistance; tentativeSourceCol[coords.col + dx][coords.row + dy] = coords.col; tentativeSourceRow[coords.col + dx][coords.row + dy] = coords.row; } } dijkstra( target: Coords, withEnemiesAsObstacles: boolean, stopAt: Coords = null ): { distance: number[][]; col: number[][]; row: number[][] } { const current = target.clone(); const visited: boolean[][] = []; const tentativeDistance: number[][] = []; const tentativeSourceCol: number[][] = []; const tentativeSourceRow: number[][] = []; for (let i = 0; i < this.dimension; i++) { // col const c1 = []; const c2 = []; const c3 = []; const c4 = []; for (let j = 0; j < this.dimension; j++) { // row c1.push(false); if (target.row == j && target.col == i) { c2.push(0); } else { c2.push(99999); } c3.push(null); c4.push(null); } visited.push(c1); tentativeDistance.push(c2); tentativeSourceCol.push(c3); tentativeSourceRow.push(c4); } do { // Consider all unvisited neighbours of `current` const utd = (dx: number, dy: number) => { this.updateTentativeDistance( stopAt && stopAt.equals(current.col + dx, current.row + dy) ? false : withEnemiesAsObstacles, tentativeDistance, tentativeSourceCol, tentativeSourceRow, current, dx, dy ); }; utd(1, 0); utd(-1, 0); utd(0, -1); utd(0, 1); // Mark current as visited visited[current.col][current.row] = true; // Stop if we've connected our two target points if (stopAt && stopAt.equals(current)) break; let smallestTentativeDistance = 9999999; let smallests = []; for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { if (visited[i][j]) continue; if ( smallests.length == 0 || tentativeDistance[i][j] < smallestTentativeDistance ) { smallestTentativeDistance = tentativeDistance[i][j]; smallests = []; } if (tentativeDistance[i][j] == smallestTentativeDistance) { smallests.push([i, j]); } } } // If there are no unvisited, we are done if (smallests.length == 0) break; // Otherwise, set current to unvisited with smallest tentative const randomSmallest = _.sample(smallests); current.set(randomSmallest[0], randomSmallest[1]); } while (true); // Return the dijkstra map for the whole grid return { distance: tentativeDistance, col: tentativeSourceCol, row: tentativeSourceRow, }; } }
src/screens/game/grid/DungeonGrid.ts
MaxBittker-broughlike-c8d94d5
[ { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " const modals = [this.gameOverModal];\n for (const m of modals) {\n if (m) {\n // Centre it!\n const x = (width - Game.TARGET_WIDTH) / 2;\n const y = (height - Game.TARGET_HEIGHT) / 2;\n m.position.set(x, y);\n }\n }\n }", "score": 0.7826147079467773 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " )\n ),\n Actions.remove(this.dungeonGrid)\n ).play();\n // Move the player to opposite side of the dungeon\n if (this.dungeonGrid.exitDir.col != 0) {\n this.playerCharacter.coords.col = this.dungeonGrid.dimension - this.playerCharacter.coords.col - 1;\n } else {\n this.playerCharacter.coords.row = this.dungeonGrid.dimension - this.playerCharacter.coords.row - 1;\n }", "score": 0.7610595226287842 }, { "filename": "src/screens/game/grid/Grid.ts", "retrieved_chunk": " this.cellSize * coords.row + -actor.height / 2\n );\n } else {\n actor.position.set(\n this.cellSize * coords.col + -actor.width / 2,\n this.cellSize * coords.row + (this.cellSize - actor.height) / 2\n );\n }\n } else {\n actor.position.set(", "score": 0.7584401369094849 }, { "filename": "src/Game.ts", "retrieved_chunk": " Actions.tick(elapsedSeconds);\n // If pointer is held down, trigger movements.\n if (this.startTouch) {\n const elapsed = Date.now() - this.startTouchTime;\n if (this.isHoldRepeating) {\n if (elapsed > Game.HOLD_REPEAT_TIME_MS) {\n const deltaX = this.touchPosition.x - this.startTouch.x;\n const deltaY = this.touchPosition.y - this.startTouch.y;\n this.performSwipe(deltaX, deltaY);\n this.startTouchTime = Date.now();", "score": 0.750139594078064 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " const enemyCharacter = new EnemyCharacter(\"enemy1\");\n // Random empty cell\n const coord = this.dungeonGrid.getRandomEmptyCell();\n if (!coord) return;\n enemyCharacter.coords.set(coord.col, coord.row);\n this.dungeonGrid.addCharacter(enemyCharacter);\n }\n }\n pumpQueuedMove() {\n if (this.queuedMove) {", "score": 0.7410464286804199 } ]
typescript
this.charactersHolder.removeChild(targetCharacter);
import type { Err } from "./api"; import { isJsError } from "./shared"; // this is used to make sure that at least one of the // properties of an object is defined (becausePartial // makes all properties optional)) type AtLeastOne<T, U = { [K in keyof T]: Pick<T, K> }> = Partial<T> & U[keyof U]; /** * Creates an Err result. */ export function err(): Err; export function err(err: null | undefined | boolean): Err; export function err<T extends Err>(err: T): T; export function err<C extends number>(errCode: C): Err<C>; export function err(errMessage: string): Err; export function err<C extends unknown = number | string>( errMessage: string, errCode: C, ): Err<C>; export function err< C extends unknown = string | number, X extends { [key: string]: unknown } = { [key: string]: unknown }, >(errMessage: string, errCode: C, errContext: X): Err<number, Error, X>; export function err< E extends Err, C extends unknown = string | number, X extends { [key: string]: unknown } = { [key: string]: unknown }, >( e: AtLeastOne<Partial<E>>, errMessage?: string, errCode?: C, errContext?: X, ): Err<C, NonNullable<E["errException"]>, X>; export function err< E extends Error, C extends unknown = string | number, X extends { [key: string]: unknown } = { [key: string]: unknown }, >( e: E | { stack: string; message: string } | unknown, errMessage?: string, errCode?: C, errContext?: X, ): Err<C, E, X>; export function err(a?: unknown, b?: unknown, c?: unknown, d?: unknown): Err { let code: number | string = 0; let message: string = ""; let context: { [key: string]: unknown } | null = null; let exception: Error | null = null; // err() // err(null | undefined) // -- // otherwise... if (a !== null && a !== undefined) { switch (typeof a) { // err(number) case "number": code = a; break; // err(string, number?, context?) case "string": message = a; if (typeof b === "number" || typeof b === "string") { code = b; } if (c && typeof c === "object") { context = c as { [key: string]: unknown }; } break; case "object": if (isJsError(a)) { // err(Error, message?, code?, context?) exception = a; message = typeof b === "string" ? b : a.message || ""; code = typeof c === "number" || typeof c === "string" ? c : 0; context = typeof d === "object" ? (d as { [key: string]: unknown }) : null; } else { // err({ errMessage?, errCode?, errContext?, errException? }) const
{ errCode, errMessage, errContext, errException } = a as Partial<Err>;
exception = errException ?? null; code = typeof c === "number" ? c : typeof errCode === "number" ? errCode : 0; message = isValidString(b) ? b : isValidString(errMessage) ? errMessage : exception ? exception.message : ""; context = isErrContext(d) ? d : errContext ?? null; } break; } } return { ok: false, err: true, errCode: code, errContext: context, errMessage: message, errException: exception, }; } function isValidString(value: unknown): value is string { return typeof value === "string" && value.length !== 0; } function isErrContext(value: unknown): value is { [key: string]: unknown } { return typeof value === "object" && value !== null; }
src/err.ts
yearofmoo-okej-03a1277
[ { "filename": "src/toResult.ts", "retrieved_chunk": " const errContext = e.errContext ?? null;\n const errException = isJsError(e.errException) ? e.errException : null;\n return err({\n errCode,\n errMessage,\n errContext,\n errException,\n });\n }\n // fallback for any {} object", "score": 0.882697582244873 }, { "filename": "src/api.ts", "retrieved_chunk": " C extends unknown = number | string,\n E extends Error = Error,\n X extends { [key: string]: unknown } = { [key: string]: unknown },\n> {\n ok: false;\n err: true;\n errCode: C;\n errMessage: string;\n errException: E | null;\n errContext: X | null;", "score": 0.8738028407096863 }, { "filename": "src/toResult.spec.ts", "retrieved_chunk": " errCode: 999,\n errContext: ctx,\n errException: e,\n }),\n ).toEqual(\n err({\n errMessage: \"it broke\",\n errCode: 999,\n errContext: ctx,\n errException: e,", "score": 0.8491712212562561 }, { "filename": "src/shared.ts", "retrieved_chunk": "export function isJsError(e: unknown): e is Error {\n return (\n e instanceof Error ||\n (typeof e === \"object\" &&\n e !== null &&\n typeof (e as { message?: unknown }).message === \"string\")\n );\n}", "score": 0.8425410389900208 }, { "filename": "src/ok.ts", "retrieved_chunk": "export function ok(value?: unknown): Ok<unknown> {\n let resultData: any = value;\n if (resultData === undefined) {\n // special case for undefined actually being\n // passed in as undefined\n resultData = arguments.length === 1 ? undefined : null;\n } else if (isOkResult(value)) {\n // no need for a loop since ok(ok()) does this\n // by way of the function call stack\n resultData = value.data;", "score": 0.8385854363441467 } ]
typescript
{ errCode, errMessage, errContext, errException } = a as Partial<Err>;
import * as PIXI from "pixi.js"; import { Actions } from "pixi-actions"; import { Character, EnemyCharacter, PlayerCharacter } from "../character"; import GameScreen from "../GameScreen"; import Grid from "./Grid"; import Wall from "./Wall"; import { Coords } from "utils"; import * as _ from "underscore"; import Game from "Game"; export default class DungeonGrid extends Grid { characters: Character[] = []; walls: Wall[] = []; edgeWalls: Wall[] = []; wallsHolder: PIXI.Container = new PIXI.Container(); charactersHolder: PIXI.Container = new PIXI.Container(); gameScreen: GameScreen; coords: Coords[] = []; cellSquares: PIXI.Sprite[][] = []; cellStairs: PIXI.Sprite[][] = []; exitCoords: Coords; exitDir: Coords = null; constructor(gameScreen: GameScreen, dimension: number) { super(dimension); this.gameScreen = gameScreen; // Add cell backgrounds const background = PIXI.Sprite.from(PIXI.Texture.WHITE); background.tint = 0xd3c8a2; background.width = this.edgeSize; background.height = this.edgeSize; background.alpha = 1; background.anchor.set(0, 0); this.addChild(background); for (let i = 0; i < this.dimension; i++) { const col1 = []; const col2 = []; for (let j = 0; j < this.dimension; j++) { const cell = PIXI.Sprite.from(PIXI.Texture.WHITE); cell.tint = 0; cell.alpha = (i + j) % 2 == 0 ? 0 : 0.2; cell.width = this.cellSize; cell.height = this.cellSize; const offset1 = (this.cellSize - cell.width) / 2; cell.position.set( i * this.cellSize + offset1, j * this.cellSize + offset1 ); col1.push(cell); this.addChild(cell); const stair = PIXI.Sprite.from(Game.tex("stairs.png")); stair.width = this.cellSize * 0.8; stair.height = this.cellSize * 0.8; const offset2 = (this.cellSize - stair.width) / 2; stair.position.set( i * this.cellSize + offset2, j * this.cellSize + offset2 ); stair.visible = false; col2.push(stair); this.addChild(stair); } this.cellSquares.push(col1); this.cellStairs.push(col2); } this.addChild(this.wallsHolder); this.addChild(this.charactersHolder); for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { this.coords.push(new Coords(i, j)); } } } clearEnemies() { for (let i = this.characters.length - 1; i >= 0; i--) { const c = this.characters[i]; if (!c.isPlayer) { Actions.fadeOutAndRemove(c, 0.2).play(); this.characters.splice(i, 1); } } } unsetExitCell() { this.exitCoords = null; this.updateExitCoords(); } setExitCell(minDistanceFromPlayer: number = 7) { const possibles = []; const backups = []; let dijks = null; dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false); for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { if (i == 2 && j == 2) continue; if ( Game.EXIT_TYPE == "door" && ![0, this.dimension - 1].includes(i) && ![0, this.dimension - 1].includes(j) ) continue; if (dijks.distance[i][j] >= minDistanceFromPlayer) { possibles.push(new Coords(i, j)); } if (dijks.distance[i][j] >= 3) { backups.push(new Coords(i, j)); } } } if (possibles.length == 0) { possibles.push(...backups); } if (possibles.length == 0) { for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { if (i == 2 && j == 2) continue; if ( Game.EXIT_TYPE == "door" && ![0, this.dimension - 1].includes(i) && ![0, this.dimension - 1].includes(j) ) continue; const c = new Coords(i, j); let anyCoincidence = false; if (this.gameScreen.playerCharacter.coords.equals(c)) { anyCoincidence = true; break; } if (!anyCoincidence) { possibles.push(c); } } } } const coords = _.sample(possibles); this.exitCoords = coords; if (Game.EXIT_TYPE == "door") { const possibleDirs = []; if (coords.row == 0) possibleDirs.push(new Coords(0, -1)); if (coords.row == this.dimension - 1) possibleDirs.push(new Coords(0, 1)); if (coords.col == 0) possibleDirs.push(new Coords(-1, 0)); if (coords.col == this.dimension - 1) possibleDirs.push(new Coords(1, 0)); if (possibleDirs.length > 0) this.exitDir = _.sample(possibleDirs); } this.updateExitCoords(); } updateExitCoords() { if (Game.EXIT_TYPE == "stairs") { this.cellStairs.forEach((a, i) => a.forEach( (stairs, j) => (stairs.visible = this.exitCoords && this.exitCoords.col == i && this.exitCoords.row == j) ) ); } else { // Remove other edge walls (if there are any) for (const c of this.edgeWalls) { this.wallsHolder.removeChild(c); } this.edgeWalls = []; // Add outer wall let walls: Wall[] = Wall.edges(this.dimension); // Make hole where exit is if (this.exitCoords && this.exitDir) { walls = walls.filter( (w) => !w.blocks(this.exitCoords, this.exitDir.col, this.exitDir.row) ); } // Draw walls this.drawWalls(walls); this.walls.push(...walls); this.edgeWalls.push(...walls); } } getRandomEmptyCell(): Coords { let dijks = null; dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false); const shuffledCoords = _.shuffle(this.coords); for (const coord of shuffledCoords) { if (this.exitCoords && this.exitCoords.equals(coord)) continue; if ( !this.getCharacterAt(coord) && (!dijks || dijks.distance[coord.col][coord.row] > 1) ) { return coord; } } return null; } generateWalls(numWalls: number) { // Delete all old walls for (const w of this.walls) { Actions.fadeOutAndRemove(w, 0.2).play(); } this.walls = Wall.randomLayout(numWalls, this.dimension); // Add some new walls... they must generate any closed areas this.drawWalls(this.walls); } drawWalls(walls: Wall[]) { for (const w of walls) { w.alpha = 0; Actions.fadeIn(w, 0.2).play(); this.wallsHolder.addChild(w); w.setCellSize(this.cellSize); // Place in the correct place this.setPositionTo(w, w.from, true); } } addCharacter(character: Character) { character.scale.set(0.2); character.alpha = 0; Actions.fadeIn(character, 0.2).play(); this.characters.push(character); this.charactersHolder.addChild(character); // Place in the correct place! this.setPositionTo(character, character.coords); } getCharacterAt(col: number | Coords, row: number = null): Character { let c = 0; let r = 0; if (typeof col == "number") { c = col; r = row; } else { c = col.col; r = col.row; } for (const char of this.characters) { if (char.coords.col == c && char.coords.row == r) { return char; } } return null; } bumpAnimation(character: Character, dx: number, dy: number) { const time = 0.1; Actions.sequence( this.makeMoveTo(character, dx * 0.1, dy * 0.1, time / 2), this.makeMoveTo(character, 0, 0, time / 2) ).play(); return time; } damageEnemy(targetCharacter: EnemyCharacter) { let delay = 0; const didDie = targetCharacter.damage(1); if (didDie) { // Remove from characters array const index = this.characters.indexOf(targetCharacter); if (index >= 0) { this.characters.splice(index, 1); } // Remove from charactersHolder targetCharacter.position.x += this.position.x; targetCharacter.position.y += this.position.y; this.charactersHolder.removeChild(targetCharacter); delay = 0; } return delay; } moveCharacter( character: Character, dx: number, dy: number ): { didMove: boolean; delay: number; wentThroughExit: boolean } { // Check the target space is available const targetCoord = character.coords.clone().add(dx, dy); // Edge of grid! if (!this.inBounds(targetCoord)) { if ( this.exitCoords && character.coords.equals(this.exitCoords) && Game.EXIT_TYPE == "door" && this.exitDir && this.exitDir.equals(dx, dy) ) { // We are going through the exit! return { didMove: true, delay: 0, wentThroughExit: true }; } // Hitting the edge of the grid Game.instance.playSound("bump"); const delay = this.bumpAnimation(character, dx, dy); return { didMove: false, delay, wentThroughExit: false }; } // Hitting a wall? if (this.doesWallSeparate(character.coords, dx, dy)) { Game.instance.playSound("bump"); const delay = this.bumpAnimation(character, dx, dy); return { didMove: false, delay, wentThroughExit: false }; } // Is there another character here? try { const targetCharacter = this.getCharacterAt(targetCoord); if (targetCharacter) { let delay = this.bumpAnimation(character, dx, dy); if (character.isPlayer && targetCharacter.isEnemy) { // Attack the character Game.instance.playSound("attack"); delay += this.damageEnemy(targetCharacter as EnemyCharacter); return { didMove: true, delay, wentThroughExit: false }; } else if (character.isEnemy && targetCharacter.isPlayer) { const player = targetCharacter as PlayerCharacter; // Take a damage!
if (player.damage(1)) {
this.gameScreen.gameOver(); } return { didMove: true, delay, wentThroughExit: false }; } else { return { didMove: false, delay, wentThroughExit: false }; } } } catch (e) { // The game is over this.gameScreen.gameOver(); return { didMove: true, delay: 0, wentThroughExit: false }; } // Move the character if (character.isPlayer) { Game.instance.playSound(["step1", "step2", "step3", "step4"]); } character.coords.set(targetCoord); // Animate to the new position this.makeMoveTo(character).play(); return { didMove: true, delay: 0.05, wentThroughExit: false }; } doesWallSeparate(start: Coords, dx: number, dy: number) { for (const w of this.walls) { if (w.blocks(start, dx, dy)) { return true; } } return false; } moveEnemies() { let delay = 0; // 1. Dijkstra the grid, ignoring enemies // Pick the closest character const dijks = this.dijkstra(this.gameScreen.playerCharacter.coords, false); const enemiesAndDistances = []; for (const char of this.characters) { if (char.isEnemy) { let distance = dijks.distance[char.coords.col][char.coords.row]; enemiesAndDistances.push({ distance, char, }); } } // 2. Sort by closest to furthest let sortedEnemies = _.sortBy(enemiesAndDistances, "distance"); // 3. For each enemy, pathfind (properly) to the player let atLeastOneMove = false; for (let tries = 0; tries < 5; tries++) { const tryAgainLater = []; for (const e of sortedEnemies) { const char = e.char; const dijks = this.dijkstra( this.gameScreen.playerCharacter.coords, true, char.coords ); // Move in the direction which has the lowest distance let targetCol = dijks.col[char.coords.col][char.coords.row]; let targetRow = dijks.row[char.coords.col][char.coords.row]; if (targetCol == null || targetRow == null) { const neighbours: Coords[] = []; this.addPotentialNeighbour(neighbours, char.coords, 1, 0); this.addPotentialNeighbour(neighbours, char.coords, 0, 1); this.addPotentialNeighbour(neighbours, char.coords, -1, 0); this.addPotentialNeighbour(neighbours, char.coords, 0, -1); if (neighbours.length > 0) { // If there is no good route, then random direction const dir = _.sample(neighbours); targetCol = dir.col; targetRow = dir.row; } else { // If there is no route at all, then wait, we'll try again in a bit tryAgainLater.push(e); continue; } } const dx = targetCol - char.coords.col; const dy = targetRow - char.coords.row; atLeastOneMove = true; delay = Math.max(this.moveCharacter(char, dx, dy).delay, delay); } if (tryAgainLater.length == 0) { break; } else { sortedEnemies = tryAgainLater; } } return { didMove: true, delay }; } addPotentialNeighbour( list: Coords[], coords: Coords, dx: number, dy: number ) { if (!this.inBounds(coords.col + dx, coords.row + dy)) { // Out of bounds, ignore! return; } if (this.doesWallSeparate(coords, dx, dy)) { // There is no path, ignore! return; } const char = this.getCharacterAt(coords.col + dx, coords.row + dy); if (char && char.isEnemy) { // There is a monster on the target square, ignore! return; } list.push(coords.clone().add(dx, dy)); } updateTentativeDistance( withEnemiesAsObstacles: boolean, tentativeDistance: number[][], tentativeSourceCol: number[][], tentativeSourceRow: number[][], coords: Coords, dx: number, dy: number ) { if (!this.inBounds(coords.col + dx, coords.row + dy)) { // Out of bounds, ignore! return; } if (this.doesWallSeparate(coords, dx, dy)) { // There is no path, ignore! return; } if (withEnemiesAsObstacles) { const char = this.getCharacterAt(coords.col + dx, coords.row + dy); if (char && char.isEnemy) { // There is a monster on the target square, ignore! return; } } const newTentativeDistance = tentativeDistance[coords.col][coords.row] + 1; if ( tentativeDistance[coords.col + dx][coords.row + dy] > newTentativeDistance ) { tentativeDistance[coords.col + dx][coords.row + dy] = newTentativeDistance; tentativeSourceCol[coords.col + dx][coords.row + dy] = coords.col; tentativeSourceRow[coords.col + dx][coords.row + dy] = coords.row; } } dijkstra( target: Coords, withEnemiesAsObstacles: boolean, stopAt: Coords = null ): { distance: number[][]; col: number[][]; row: number[][] } { const current = target.clone(); const visited: boolean[][] = []; const tentativeDistance: number[][] = []; const tentativeSourceCol: number[][] = []; const tentativeSourceRow: number[][] = []; for (let i = 0; i < this.dimension; i++) { // col const c1 = []; const c2 = []; const c3 = []; const c4 = []; for (let j = 0; j < this.dimension; j++) { // row c1.push(false); if (target.row == j && target.col == i) { c2.push(0); } else { c2.push(99999); } c3.push(null); c4.push(null); } visited.push(c1); tentativeDistance.push(c2); tentativeSourceCol.push(c3); tentativeSourceRow.push(c4); } do { // Consider all unvisited neighbours of `current` const utd = (dx: number, dy: number) => { this.updateTentativeDistance( stopAt && stopAt.equals(current.col + dx, current.row + dy) ? false : withEnemiesAsObstacles, tentativeDistance, tentativeSourceCol, tentativeSourceRow, current, dx, dy ); }; utd(1, 0); utd(-1, 0); utd(0, -1); utd(0, 1); // Mark current as visited visited[current.col][current.row] = true; // Stop if we've connected our two target points if (stopAt && stopAt.equals(current)) break; let smallestTentativeDistance = 9999999; let smallests = []; for (let i = 0; i < this.dimension; i++) { for (let j = 0; j < this.dimension; j++) { if (visited[i][j]) continue; if ( smallests.length == 0 || tentativeDistance[i][j] < smallestTentativeDistance ) { smallestTentativeDistance = tentativeDistance[i][j]; smallests = []; } if (tentativeDistance[i][j] == smallestTentativeDistance) { smallests.push([i, j]); } } } // If there are no unvisited, we are done if (smallests.length == 0) break; // Otherwise, set current to unvisited with smallest tentative const randomSmallest = _.sample(smallests); current.set(randomSmallest[0], randomSmallest[1]); } while (true); // Return the dijkstra map for the whole grid return { distance: tentativeDistance, col: tentativeSourceCol, row: tentativeSourceRow, }; } }
src/screens/game/grid/DungeonGrid.ts
MaxBittker-broughlike-c8d94d5
[ { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " if (this.state == \"play\")\n Save.saveGameState(this);\n }\n doEnemyMove() {\n // Move enemies, after a delay!\n const enemyMoveResult = this.dungeonGrid.moveEnemies();\n let delay = enemyMoveResult.delay;\n // After a delay, let the player move again\n // Fudge this value, I like to be able to move really soon\n Actions.sequence(", "score": 0.8846770524978638 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " if (this.readyToMove) {\n // 2. Otherwise, do the move\n const moveResult = this.dungeonGrid.moveCharacter(\n this.playerCharacter,\n dx,\n dy\n );\n // 3. If the move was successful, then say we aren't ready to move yet\n if (moveResult.wentThroughExit) {\n // Load in new level", "score": 0.8347824811935425 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " // Snazzy animation too, if I could handle it!\n this.nextLevel();\n } else if (moveResult.didMove) {\n this.postMove(moveResult.delay);\n } else {\n this.readyToMove = false;\n // After a delay, let the player move again\n Actions.sequence(\n Actions.delay(moveResult.delay),\n Actions.runFunc(() => {", "score": 0.8241907954216003 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " } else {\n Actions.sequence(\n Actions.delay(delay),\n Actions.runFunc(() => {\n if (this.state != \"gameover\") {\n this.doEnemyMove();\n }\n })\n ).play();\n }", "score": 0.8154029250144958 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " this.readyToMove = false;\n // Any character on exit\n let onExit = false;\n if (Game.EXIT_TYPE == \"stairs\" && this.dungeonGrid.exitCoords) {\n if (this.dungeonGrid.exitCoords.equals(this.playerCharacter.coords)) {\n onExit = true;\n }\n }\n if (onExit) {\n this.nextLevel();", "score": 0.8083977699279785 } ]
typescript
if (player.damage(1)) {
import type { Err } from "./api"; import { isJsError } from "./shared"; // this is used to make sure that at least one of the // properties of an object is defined (becausePartial // makes all properties optional)) type AtLeastOne<T, U = { [K in keyof T]: Pick<T, K> }> = Partial<T> & U[keyof U]; /** * Creates an Err result. */ export function err(): Err; export function err(err: null | undefined | boolean): Err; export function err<T extends Err>(err: T): T; export function err<C extends number>(errCode: C): Err<C>; export function err(errMessage: string): Err; export function err<C extends unknown = number | string>( errMessage: string, errCode: C, ): Err<C>; export function err< C extends unknown = string | number, X extends { [key: string]: unknown } = { [key: string]: unknown }, >(errMessage: string, errCode: C, errContext: X): Err<number, Error, X>; export function err< E extends Err, C extends unknown = string | number, X extends { [key: string]: unknown } = { [key: string]: unknown }, >( e: AtLeastOne<Partial<E>>, errMessage?: string, errCode?: C, errContext?: X, ): Err<C, NonNullable<E["errException"]>, X>; export function err< E extends Error, C extends unknown = string | number, X extends { [key: string]: unknown } = { [key: string]: unknown }, >( e: E | { stack: string; message: string } | unknown, errMessage?: string, errCode?: C, errContext?: X, ): Err<C, E, X>; export function err(a?: unknown, b?: unknown, c?: unknown, d?: unknown): Err { let code: number | string = 0; let message: string = ""; let context: { [key: string]: unknown } | null = null; let exception: Error | null = null; // err() // err(null | undefined) // -- // otherwise... if (a !== null && a !== undefined) { switch (typeof a) { // err(number) case "number": code = a; break; // err(string, number?, context?) case "string": message = a; if (typeof b === "number" || typeof b === "string") { code = b; } if (c && typeof c === "object") { context = c as { [key: string]: unknown }; } break; case "object":
if (isJsError(a)) {
// err(Error, message?, code?, context?) exception = a; message = typeof b === "string" ? b : a.message || ""; code = typeof c === "number" || typeof c === "string" ? c : 0; context = typeof d === "object" ? (d as { [key: string]: unknown }) : null; } else { // err({ errMessage?, errCode?, errContext?, errException? }) const { errCode, errMessage, errContext, errException } = a as Partial<Err>; exception = errException ?? null; code = typeof c === "number" ? c : typeof errCode === "number" ? errCode : 0; message = isValidString(b) ? b : isValidString(errMessage) ? errMessage : exception ? exception.message : ""; context = isErrContext(d) ? d : errContext ?? null; } break; } } return { ok: false, err: true, errCode: code, errContext: context, errMessage: message, errException: exception, }; } function isValidString(value: unknown): value is string { return typeof value === "string" && value.length !== 0; } function isErrContext(value: unknown): value is { [key: string]: unknown } { return typeof value === "object" && value !== null; }
src/err.ts
yearofmoo-okej-03a1277
[ { "filename": "src/ok.ts", "retrieved_chunk": "export function ok(value?: unknown): Ok<unknown> {\n let resultData: any = value;\n if (resultData === undefined) {\n // special case for undefined actually being\n // passed in as undefined\n resultData = arguments.length === 1 ? undefined : null;\n } else if (isOkResult(value)) {\n // no need for a loop since ok(ok()) does this\n // by way of the function call stack\n resultData = value.data;", "score": 0.8384636640548706 }, { "filename": "src/shared.ts", "retrieved_chunk": "export function isJsError(e: unknown): e is Error {\n return (\n e instanceof Error ||\n (typeof e === \"object\" &&\n e !== null &&\n typeof (e as { message?: unknown }).message === \"string\")\n );\n}", "score": 0.8382056951522827 }, { "filename": "src/toResult.ts", "retrieved_chunk": " return value ? ok(value) : err();\n }\n switch (typeof value) {\n case \"boolean\":\n return value ? ok(value) : err();\n case \"number\":\n return value === 0 ? err() : ok(value);\n case \"string\":\n return value === \"\" ? err() : ok(value);\n default:", "score": 0.8358609676361084 }, { "filename": "src/api.ts", "retrieved_chunk": " C extends unknown = number | string,\n E extends Error = Error,\n X extends { [key: string]: unknown } = { [key: string]: unknown },\n> {\n ok: false;\n err: true;\n errCode: C;\n errMessage: string;\n errException: E | null;\n errContext: X | null;", "score": 0.8048602938652039 }, { "filename": "src/helpers.ts", "retrieved_chunk": " if (\n typeof value === \"object\" &&\n value !== null &&\n \"ok\" in value &&\n \"err\" in value\n ) {\n const r = value as Result;\n return typeof r.ok === \"boolean\" && typeof r.err === \"boolean\";\n }\n return false;", "score": 0.8000052571296692 } ]
typescript
if (isJsError(a)) {
/* * Copyright (c) AXA Group Operations Spain S.A. * * Permission is hereby granted, free of charge, to any person obtaining * a copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sublicense, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ import ConversationContext from './conversation-context'; import { Session } from "../types/session"; /** * In memory conversation context manager. */ class MemoryConversationContext extends ConversationContext { private readonly conversationContexts: { [conversationId: string]: any }; /** * Constructor of the class. * @param {Object} settings Settings for the instance. */ constructor(settings: object) { super(settings); this.conversationContexts = {}; } /** * Gets the conversation context from the session. * @param {Object} session Chatbot session of the conversation. * @returns {Promise<Object>} Promise to resolve the conversation context. */ public
getConversationContext(session: Session): Promise<Object> {
return new Promise((resolve, reject) => { const conversationId = this.getConversationId(session); if (!conversationId) { return reject(new Error('No conversation id found')); } if (!this.conversationContexts[conversationId]) { this.conversationContexts[conversationId] = {}; } return resolve(this.conversationContexts[conversationId]); }); } public setConversationContext(session: Session, context: any): Promise<void> { return new Promise((resolve, reject) => { const conversationId = this.getConversationId(session); if (!conversationId) { return reject(new Error('No conversation id found')); } this.conversationContexts[conversationId] = context; return resolve(); }); } } export default MemoryConversationContext;
src/recognizer/memory-conversation-context.ts
Leoglme-node-nlp-typescript-fbee5fd
[ { "filename": "src/recognizer/conversation-context.ts", "retrieved_chunk": " * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.\n */\nimport { Session } from \"../types/session\";\n/**\n * Abstract class for a conversation context of a chatbot.\n * The conversation context is the responsible for storing and retrieving\n * the context scope variables based on the current conversation.\n * The getConversationContext receive the session of the chatbot, and must return\n * a promise with the context in the resolve.\n */", "score": 0.8846039772033691 }, { "filename": "src/recognizer/conversation-context.ts", "retrieved_chunk": "class ConversationContext {\n private settings: object;\n /**\n * Constructor of the class.\n * @param {Object} settings Settings for the instance.\n */\n constructor(settings: object) {\n this.settings = settings || {};\n }\n /**", "score": 0.8781781196594238 }, { "filename": "src/recognizer/recognizer.ts", "retrieved_chunk": " this.settings.conversationContext || new MemoryConversationContext({});\n }\n /**\n * Train the NLP manager.\n */\n public async train(): Promise<void> {\n await this.nlpManager.train();\n }\n /**\n * Loads the model from a file.", "score": 0.8738341331481934 }, { "filename": "src/recognizer/recognizer.ts", "retrieved_chunk": " private readonly conversationContext: MemoryConversationContext;\n /**\n * Constructor of the class.\n * @param {Object} settings Settings for the instance.\n */\n constructor(private readonly settings: {\n nlpManager?: NlpManager;\n container?: any;\n nerThreshold?: number;\n threshold?: number;", "score": 0.8691976070404053 }, { "filename": "src/recognizer/recognizer.ts", "retrieved_chunk": " return response;\n }\n /**\n * Given an utterance and the locale, returns the recognition of the utterance.\n * @param {String} utterance Utterance to be recognized.\n * @param {String} model Model of the utterance.\n * @param {Function} cb Callback Function.\n */\n public async recognizeUtterance(utterance: string, model: {locale: string}, cb: Function): Promise<any> {\n const response = await this.process(", "score": 0.8509242534637451 } ]
typescript
getConversationContext(session: Session): Promise<Object> {
import type { Err } from "./api"; import { isJsError } from "./shared"; // this is used to make sure that at least one of the // properties of an object is defined (becausePartial // makes all properties optional)) type AtLeastOne<T, U = { [K in keyof T]: Pick<T, K> }> = Partial<T> & U[keyof U]; /** * Creates an Err result. */ export function err(): Err; export function err(err: null | undefined | boolean): Err; export function err<T extends Err>(err: T): T; export function err<C extends number>(errCode: C): Err<C>; export function err(errMessage: string): Err; export function err<C extends unknown = number | string>( errMessage: string, errCode: C, ): Err<C>; export function err< C extends unknown = string | number, X extends { [key: string]: unknown } = { [key: string]: unknown }, >(errMessage: string, errCode: C, errContext: X): Err<number, Error, X>; export function err< E extends Err, C extends unknown = string | number, X extends { [key: string]: unknown } = { [key: string]: unknown }, >( e: AtLeastOne<Partial<E>>, errMessage?: string, errCode?: C, errContext?: X, ): Err<C, NonNullable<E["errException"]>, X>; export function err< E extends Error, C extends unknown = string | number, X extends { [key: string]: unknown } = { [key: string]: unknown }, >( e: E | { stack: string; message: string } | unknown, errMessage?: string, errCode?: C, errContext?: X, ): Err<C, E, X>; export function err(a?: unknown, b?: unknown, c?: unknown, d?: unknown): Err { let code: number | string = 0; let message: string = ""; let context: { [key: string]: unknown } | null = null; let exception: Error | null = null; // err() // err(null | undefined) // -- // otherwise... if (a !== null && a !== undefined) { switch (typeof a) { // err(number) case "number": code = a; break; // err(string, number?, context?) case "string": message = a; if (typeof b === "number" || typeof b === "string") { code = b; } if (c && typeof c === "object") { context = c as { [key: string]: unknown }; } break; case "object": if (isJsError(a)) { // err(Error, message?, code?, context?) exception = a;
message = typeof b === "string" ? b : a.message || "";
code = typeof c === "number" || typeof c === "string" ? c : 0; context = typeof d === "object" ? (d as { [key: string]: unknown }) : null; } else { // err({ errMessage?, errCode?, errContext?, errException? }) const { errCode, errMessage, errContext, errException } = a as Partial<Err>; exception = errException ?? null; code = typeof c === "number" ? c : typeof errCode === "number" ? errCode : 0; message = isValidString(b) ? b : isValidString(errMessage) ? errMessage : exception ? exception.message : ""; context = isErrContext(d) ? d : errContext ?? null; } break; } } return { ok: false, err: true, errCode: code, errContext: context, errMessage: message, errException: exception, }; } function isValidString(value: unknown): value is string { return typeof value === "string" && value.length !== 0; } function isErrContext(value: unknown): value is { [key: string]: unknown } { return typeof value === "object" && value !== null; }
src/err.ts
yearofmoo-okej-03a1277
[ { "filename": "src/shared.ts", "retrieved_chunk": "export function isJsError(e: unknown): e is Error {\n return (\n e instanceof Error ||\n (typeof e === \"object\" &&\n e !== null &&\n typeof (e as { message?: unknown }).message === \"string\")\n );\n}", "score": 0.8506714105606079 }, { "filename": "src/ok.ts", "retrieved_chunk": "export function ok(value?: unknown): Ok<unknown> {\n let resultData: any = value;\n if (resultData === undefined) {\n // special case for undefined actually being\n // passed in as undefined\n resultData = arguments.length === 1 ? undefined : null;\n } else if (isOkResult(value)) {\n // no need for a loop since ok(ok()) does this\n // by way of the function call stack\n resultData = value.data;", "score": 0.8406028747558594 }, { "filename": "src/api.ts", "retrieved_chunk": " C extends unknown = number | string,\n E extends Error = Error,\n X extends { [key: string]: unknown } = { [key: string]: unknown },\n> {\n ok: false;\n err: true;\n errCode: C;\n errMessage: string;\n errException: E | null;\n errContext: X | null;", "score": 0.8405131697654724 }, { "filename": "src/toResult.ts", "retrieved_chunk": " const errContext = e.errContext ?? null;\n const errException = isJsError(e.errException) ? e.errException : null;\n return err({\n errCode,\n errMessage,\n errContext,\n errException,\n });\n }\n // fallback for any {} object", "score": 0.8393568396568298 }, { "filename": "src/err.spec.ts", "retrieved_chunk": " errCode: 123,\n errMessage: \"not good\",\n errContext: { some: \"data\" },\n errException: e,\n },\n );\n });\n it(\"should allow the entire object as data to be passed in but use the exception's error message if not overridden\", () => {\n const e = new Error(\"error123: fail\");\n assertResultEquals(", "score": 0.8288524150848389 } ]
typescript
message = typeof b === "string" ? b : a.message || "";
import type { Err, Ok, Result } from "./api"; import { err } from "./err"; import { ok } from "./ok"; import { isJsError } from "./shared"; export function toResult< D extends unknown, T extends { ok: true; data?: D } | { err: false; data?: D }, >(value: T): Ok<T>; export function toResult< C extends unknown, T extends { ok: false; errCode?: C } | { err: true; errCode?: C }, >(value: T): Err<T["errCode"]>; export function toResult<D extends false | "" | 0 | null | undefined>( value: D, ): Err; export function toResult< D extends true | unknown[] | Record<string, unknown> | number | string, >(value: D): Ok<D>; export function toResult(value: unknown): Result { if (value === undefined || value === null) { return err(); } if (typeof value === "object") { if (("ok" in value && value.ok) || ("err" in value && !value.err)) { const data = (value as Ok).data ?? null; return ok(data); } else if (("err" in value && value.err) || ("ok" in value && !value.ok)) { const e = value as Err; const errCode = e.errCode ?? 0; const errMessage = e.errMessage || ""; const errContext = e.errContext ?? null; const errException = isJsError(e.errException) ? e.errException : null; return err({ errCode, errMessage, errContext, errException, }); } // fallback for any {} object return
value ? ok(value) : err();
} switch (typeof value) { case "boolean": return value ? ok(value) : err(); case "number": return value === 0 ? err() : ok(value); case "string": return value === "" ? err() : ok(value); default: return err(); } }
src/toResult.ts
yearofmoo-okej-03a1277
[ { "filename": "src/toResult.spec.ts", "retrieved_chunk": " errCode: 999,\n errContext: ctx,\n errException: e,\n }),\n ).toEqual(\n err({\n errMessage: \"it broke\",\n errCode: 999,\n errContext: ctx,\n errException: e,", "score": 0.8947618007659912 }, { "filename": "src/toResult.spec.ts", "retrieved_chunk": " expect(\n toResult({\n ok: false,\n errMessage: \"it broke\",\n errCode: 999,\n errContext: ctx,\n errException: e,\n }),\n ).toEqual(\n err({", "score": 0.8801972270011902 }, { "filename": "src/err.ts", "retrieved_chunk": " ? errMessage\n : exception\n ? exception.message\n : \"\";\n context = isErrContext(d) ? d : errContext ?? null;\n }\n break;\n }\n }\n return {", "score": 0.8791661262512207 }, { "filename": "src/toResult.spec.ts", "retrieved_chunk": " errMessage: \"it broke\",\n errCode: 999,\n errContext: ctx,\n errException: e,\n }),\n );\n expect(\n toResult({\n err: true,\n errMessage: \"it broke\",", "score": 0.8768303394317627 }, { "filename": "src/err.ts", "retrieved_chunk": " ok: false,\n err: true,\n errCode: code,\n errContext: context,\n errMessage: message,\n errException: exception,\n };\n}\nfunction isValidString(value: unknown): value is string {\n return typeof value === \"string\" && value.length !== 0;", "score": 0.874575138092041 } ]
typescript
value ? ok(value) : err();
import type { Err } from "./api"; import { isJsError } from "./shared"; // this is used to make sure that at least one of the // properties of an object is defined (becausePartial // makes all properties optional)) type AtLeastOne<T, U = { [K in keyof T]: Pick<T, K> }> = Partial<T> & U[keyof U]; /** * Creates an Err result. */ export function err(): Err; export function err(err: null | undefined | boolean): Err; export function err<T extends Err>(err: T): T; export function err<C extends number>(errCode: C): Err<C>; export function err(errMessage: string): Err; export function err<C extends unknown = number | string>( errMessage: string, errCode: C, ): Err<C>; export function err< C extends unknown = string | number, X extends { [key: string]: unknown } = { [key: string]: unknown }, >(errMessage: string, errCode: C, errContext: X): Err<number, Error, X>; export function err< E extends Err, C extends unknown = string | number, X extends { [key: string]: unknown } = { [key: string]: unknown }, >( e: AtLeastOne<Partial<E>>, errMessage?: string, errCode?: C, errContext?: X, ): Err<C,
NonNullable<E["errException"]>, X>;
export function err< E extends Error, C extends unknown = string | number, X extends { [key: string]: unknown } = { [key: string]: unknown }, >( e: E | { stack: string; message: string } | unknown, errMessage?: string, errCode?: C, errContext?: X, ): Err<C, E, X>; export function err(a?: unknown, b?: unknown, c?: unknown, d?: unknown): Err { let code: number | string = 0; let message: string = ""; let context: { [key: string]: unknown } | null = null; let exception: Error | null = null; // err() // err(null | undefined) // -- // otherwise... if (a !== null && a !== undefined) { switch (typeof a) { // err(number) case "number": code = a; break; // err(string, number?, context?) case "string": message = a; if (typeof b === "number" || typeof b === "string") { code = b; } if (c && typeof c === "object") { context = c as { [key: string]: unknown }; } break; case "object": if (isJsError(a)) { // err(Error, message?, code?, context?) exception = a; message = typeof b === "string" ? b : a.message || ""; code = typeof c === "number" || typeof c === "string" ? c : 0; context = typeof d === "object" ? (d as { [key: string]: unknown }) : null; } else { // err({ errMessage?, errCode?, errContext?, errException? }) const { errCode, errMessage, errContext, errException } = a as Partial<Err>; exception = errException ?? null; code = typeof c === "number" ? c : typeof errCode === "number" ? errCode : 0; message = isValidString(b) ? b : isValidString(errMessage) ? errMessage : exception ? exception.message : ""; context = isErrContext(d) ? d : errContext ?? null; } break; } } return { ok: false, err: true, errCode: code, errContext: context, errMessage: message, errException: exception, }; } function isValidString(value: unknown): value is string { return typeof value === "string" && value.length !== 0; } function isErrContext(value: unknown): value is { [key: string]: unknown } { return typeof value === "object" && value !== null; }
src/err.ts
yearofmoo-okej-03a1277
[ { "filename": "src/api.ts", "retrieved_chunk": " C extends unknown = number | string,\n E extends Error = Error,\n X extends { [key: string]: unknown } = { [key: string]: unknown },\n> {\n ok: false;\n err: true;\n errCode: C;\n errMessage: string;\n errException: E | null;\n errContext: X | null;", "score": 0.8926596641540527 }, { "filename": "src/toResult.ts", "retrieved_chunk": " T extends { ok: false; errCode?: C } | { err: true; errCode?: C },\n>(value: T): Err<T[\"errCode\"]>;\nexport function toResult<D extends false | \"\" | 0 | null | undefined>(\n value: D,\n): Err;\nexport function toResult<\n D extends true | unknown[] | Record<string, unknown> | number | string,\n>(value: D): Ok<D>;\nexport function toResult(value: unknown): Result {\n if (value === undefined || value === null) {", "score": 0.8565273880958557 }, { "filename": "src/api.ts", "retrieved_chunk": "export type Result<\n D extends unknown = unknown,\n C extends unknown = number | string,\n> = Ok<D> | Err<C>;\nexport interface Ok<D extends unknown = null> {\n ok: true;\n err: false;\n data: D;\n}\nexport interface Err<", "score": 0.8213616609573364 }, { "filename": "src/from.ts", "retrieved_chunk": " } else {\n const context = { results };\n return err({ errContext: context });\n }\n}\nexport async function fromPromise<D extends unknown>(\n promise: Promise<D>,\n): Promise<Result<D>> {\n try {\n const data = await promise;", "score": 0.7971988916397095 }, { "filename": "src/toResult.ts", "retrieved_chunk": "import type { Err, Ok, Result } from \"./api\";\nimport { err } from \"./err\";\nimport { ok } from \"./ok\";\nimport { isJsError } from \"./shared\";\nexport function toResult<\n D extends unknown,\n T extends { ok: true; data?: D } | { err: false; data?: D },\n>(value: T): Ok<T>;\nexport function toResult<\n C extends unknown,", "score": 0.7778255343437195 } ]
typescript
NonNullable<E["errException"]>, X>;
import type { Err } from "./api"; import { isJsError } from "./shared"; // this is used to make sure that at least one of the // properties of an object is defined (becausePartial // makes all properties optional)) type AtLeastOne<T, U = { [K in keyof T]: Pick<T, K> }> = Partial<T> & U[keyof U]; /** * Creates an Err result. */ export function err(): Err; export function err(err: null | undefined | boolean): Err; export function err<T extends Err>(err: T): T; export function err<C extends number>(errCode: C): Err<C>; export function err(errMessage: string): Err; export function err<C extends unknown = number | string>( errMessage: string, errCode: C, ): Err<C>; export function err< C extends unknown = string | number, X extends { [key: string]: unknown } = { [key: string]: unknown }, >(errMessage: string, errCode: C, errContext: X): Err<number, Error, X>; export function err< E extends Err, C extends unknown = string | number, X extends { [key: string]: unknown } = { [key: string]: unknown }, >( e: AtLeastOne<Partial<E>>, errMessage?: string, errCode?: C, errContext?: X, ): Err<C, NonNullable<E["errException"]>, X>; export function err< E extends Error, C extends unknown = string | number, X extends { [key: string]: unknown } = { [key: string]: unknown }, >( e: E | { stack: string; message: string } | unknown, errMessage?: string, errCode?: C, errContext?: X, ): Err<C, E, X>; export function err(a?: unknown, b?: unknown, c?: unknown, d?: unknown): Err { let code: number | string = 0; let message: string = ""; let context: { [key: string]: unknown } | null = null; let exception: Error | null = null; // err() // err(null | undefined) // -- // otherwise... if (a !== null && a !== undefined) { switch (typeof a) { // err(number) case "number": code = a; break; // err(string, number?, context?) case "string": message = a; if (typeof b === "number" || typeof b === "string") { code = b; } if (c && typeof c === "object") { context = c as { [key: string]: unknown }; } break; case "object": if (
isJsError(a)) {
// err(Error, message?, code?, context?) exception = a; message = typeof b === "string" ? b : a.message || ""; code = typeof c === "number" || typeof c === "string" ? c : 0; context = typeof d === "object" ? (d as { [key: string]: unknown }) : null; } else { // err({ errMessage?, errCode?, errContext?, errException? }) const { errCode, errMessage, errContext, errException } = a as Partial<Err>; exception = errException ?? null; code = typeof c === "number" ? c : typeof errCode === "number" ? errCode : 0; message = isValidString(b) ? b : isValidString(errMessage) ? errMessage : exception ? exception.message : ""; context = isErrContext(d) ? d : errContext ?? null; } break; } } return { ok: false, err: true, errCode: code, errContext: context, errMessage: message, errException: exception, }; } function isValidString(value: unknown): value is string { return typeof value === "string" && value.length !== 0; } function isErrContext(value: unknown): value is { [key: string]: unknown } { return typeof value === "object" && value !== null; }
src/err.ts
yearofmoo-okej-03a1277
[ { "filename": "src/ok.ts", "retrieved_chunk": "export function ok(value?: unknown): Ok<unknown> {\n let resultData: any = value;\n if (resultData === undefined) {\n // special case for undefined actually being\n // passed in as undefined\n resultData = arguments.length === 1 ? undefined : null;\n } else if (isOkResult(value)) {\n // no need for a loop since ok(ok()) does this\n // by way of the function call stack\n resultData = value.data;", "score": 0.8448001742362976 }, { "filename": "src/shared.ts", "retrieved_chunk": "export function isJsError(e: unknown): e is Error {\n return (\n e instanceof Error ||\n (typeof e === \"object\" &&\n e !== null &&\n typeof (e as { message?: unknown }).message === \"string\")\n );\n}", "score": 0.8433651924133301 }, { "filename": "src/toResult.ts", "retrieved_chunk": " return value ? ok(value) : err();\n }\n switch (typeof value) {\n case \"boolean\":\n return value ? ok(value) : err();\n case \"number\":\n return value === 0 ? err() : ok(value);\n case \"string\":\n return value === \"\" ? err() : ok(value);\n default:", "score": 0.8329375982284546 }, { "filename": "src/api.ts", "retrieved_chunk": " C extends unknown = number | string,\n E extends Error = Error,\n X extends { [key: string]: unknown } = { [key: string]: unknown },\n> {\n ok: false;\n err: true;\n errCode: C;\n errMessage: string;\n errException: E | null;\n errContext: X | null;", "score": 0.816478431224823 }, { "filename": "src/err.spec.ts", "retrieved_chunk": " errCode: 123,\n errMessage: \"not good\",\n errContext: { some: \"data\" },\n errException: e,\n },\n );\n });\n it(\"should allow the entire object as data to be passed in but use the exception's error message if not overridden\", () => {\n const e = new Error(\"error123: fail\");\n assertResultEquals(", "score": 0.8144403696060181 } ]
typescript
isJsError(a)) {
import type { Err } from "./api"; import { isJsError } from "./shared"; // this is used to make sure that at least one of the // properties of an object is defined (becausePartial // makes all properties optional)) type AtLeastOne<T, U = { [K in keyof T]: Pick<T, K> }> = Partial<T> & U[keyof U]; /** * Creates an Err result. */ export function err(): Err; export function err(err: null | undefined | boolean): Err; export function err<T extends Err>(err: T): T; export function err<C extends number>(errCode: C): Err<C>; export function err(errMessage: string): Err; export function err<C extends unknown = number | string>( errMessage: string, errCode: C, ): Err<C>; export function err< C extends unknown = string | number, X extends { [key: string]: unknown } = { [key: string]: unknown }, >(errMessage: string, errCode: C, errContext: X): Err<number, Error, X>; export function err< E extends Err, C extends unknown = string | number, X extends { [key: string]: unknown } = { [key: string]: unknown }, >( e: AtLeastOne<Partial<E>>, errMessage?: string, errCode?: C, errContext?: X, ): Err<C, NonNullable<E["errException"]>, X>; export function err< E extends Error, C extends unknown = string | number, X extends { [key: string]: unknown } = { [key: string]: unknown }, >( e: E | { stack: string; message: string } | unknown, errMessage?: string, errCode?: C, errContext?: X, ): Err<C, E, X>; export function err(a?: unknown, b?: unknown, c?: unknown, d?: unknown): Err { let code: number | string = 0; let message: string = ""; let context: { [key: string]: unknown } | null = null; let exception: Error | null = null; // err() // err(null | undefined) // -- // otherwise... if (a !== null && a !== undefined) { switch (typeof a) { // err(number) case "number": code = a; break; // err(string, number?, context?) case "string": message = a; if (typeof b === "number" || typeof b === "string") { code = b; } if (c && typeof c === "object") { context = c as { [key: string]: unknown }; } break; case "object": if (isJsError(a)) { // err(Error, message?, code?, context?) exception = a; message = typeof b === "string" ? b : a.message || ""; code = typeof c === "number" || typeof c === "string" ? c : 0; context = typeof d === "object" ? (d as { [key: string]: unknown }) : null; } else { // err({ errMessage?, errCode?, errContext?, errException? })
const { errCode, errMessage, errContext, errException } = a as Partial<Err>;
exception = errException ?? null; code = typeof c === "number" ? c : typeof errCode === "number" ? errCode : 0; message = isValidString(b) ? b : isValidString(errMessage) ? errMessage : exception ? exception.message : ""; context = isErrContext(d) ? d : errContext ?? null; } break; } } return { ok: false, err: true, errCode: code, errContext: context, errMessage: message, errException: exception, }; } function isValidString(value: unknown): value is string { return typeof value === "string" && value.length !== 0; } function isErrContext(value: unknown): value is { [key: string]: unknown } { return typeof value === "object" && value !== null; }
src/err.ts
yearofmoo-okej-03a1277
[ { "filename": "src/toResult.ts", "retrieved_chunk": " const errContext = e.errContext ?? null;\n const errException = isJsError(e.errException) ? e.errException : null;\n return err({\n errCode,\n errMessage,\n errContext,\n errException,\n });\n }\n // fallback for any {} object", "score": 0.8873133063316345 }, { "filename": "src/api.ts", "retrieved_chunk": " C extends unknown = number | string,\n E extends Error = Error,\n X extends { [key: string]: unknown } = { [key: string]: unknown },\n> {\n ok: false;\n err: true;\n errCode: C;\n errMessage: string;\n errException: E | null;\n errContext: X | null;", "score": 0.8641911745071411 }, { "filename": "src/shared.ts", "retrieved_chunk": "export function isJsError(e: unknown): e is Error {\n return (\n e instanceof Error ||\n (typeof e === \"object\" &&\n e !== null &&\n typeof (e as { message?: unknown }).message === \"string\")\n );\n}", "score": 0.8488916754722595 }, { "filename": "src/ok.ts", "retrieved_chunk": "export function ok(value?: unknown): Ok<unknown> {\n let resultData: any = value;\n if (resultData === undefined) {\n // special case for undefined actually being\n // passed in as undefined\n resultData = arguments.length === 1 ? undefined : null;\n } else if (isOkResult(value)) {\n // no need for a loop since ok(ok()) does this\n // by way of the function call stack\n resultData = value.data;", "score": 0.8484289050102234 }, { "filename": "src/toResult.spec.ts", "retrieved_chunk": " errCode: 999,\n errContext: ctx,\n errException: e,\n }),\n ).toEqual(\n err({\n errMessage: \"it broke\",\n errCode: 999,\n errContext: ctx,\n errException: e,", "score": 0.8391090631484985 } ]
typescript
const { errCode, errMessage, errContext, errException } = a as Partial<Err>;
import fs from 'fs'; import { BuiltinMicrosoft } from '@nlpjs/builtin-microsoft'; import { BuiltinDuckling } from '@nlpjs/builtin-duckling'; import { containerBootstrap } from '@nlpjs/core-loader'; import Language from '@nlpjs/language'; import { LangAll } from '@nlpjs/lang-all'; import { Nlp } from '@nlpjs/nlp'; import { Evaluator, Template } from '@nlpjs/evaluator'; import { fs as requestfs } from '@nlpjs/request'; import { SentimentManager } from '../sentiment'; import NlpExcelReader from './nlp-excel-reader'; export interface NlpManagerSettings { container?: any languages?: string[] nlu?: { log?: boolean } ner?: { useDuckling?: boolean ducklingUrl?: string locale?: string threshold?: number } action?: { [key: string]: (params: any, context: any, result: any) => Promise<void> | void } settings?: any forceNER?: boolean processTransformer?: (result: any) => any } class NlpManager { private readonly settings: NlpManagerSettings; private container: any; private nlp: any; private sentimentManager: SentimentManager; constructor(settings: NlpManagerSettings) { this.settings = settings; if (!this.settings.container) { this.settings.container = containerBootstrap(); } this.container = this.settings.container; this.container.registerConfiguration('ner', { entityPreffix: '%', entitySuffix: '%', }); this.container.register('fs', requestfs); this.container.register('Language', Language, false); this.container.use(LangAll); this.container.use(Evaluator); this.container.use(Template); this.nlp = new Nlp(this.settings); this.sentimentManager = new SentimentManager(); if (this.settings.ner) { if (this.settings.ner.ducklingUrl || this.settings.ner.useDuckling) { const builtin = new BuiltinDuckling(this.settings.ner); this.container.register('extract-builtin-??', builtin, true); } else { const builtin = new BuiltinMicrosoft(this.settings.ner); this.container.register('extract-builtin-??', builtin, true); } } else { const builtin = new BuiltinMicrosoft(this.settings.ner); this.container.register('extract-builtin-??', builtin, true); } } public addDocument(locale: string, utterance: string, intent: string) { return this.nlp.addDocument(locale, utterance, intent); } public removeDocument(locale: string, utterance: string, intent: string) { return this.nlp.removeDocument(locale, utterance, intent); } public addLanguage(locale: string) { return this.nlp.addLanguage(locale); } public removeLanguage(locale: string) { return this.nlp.removeLanguage(locale); } public assignDomain(locale: string, intent: string, domain: string) { return this.nlp.assignDomain(locale, intent, domain); } public getIntentDomain(locale: string, intent: string): string { return this.nlp.getIntentDomain(locale, intent); } public getDomains(): string[] { return this.nlp.getDomains(); } public guessLanguage(text: string): string { return this.nlp.guessLanguage(text); } public addAction( intent: string, action: string, parameters: string[], fn?: (params: any, context: any, result: any) => Promise<void> | void ) { if (!fn) { fn = this.settings.action ? this.settings.action[action] : undefined; } return this.nlp.addAction(intent, action, parameters, fn); } getActions(intent: string): string[] { return this.nlp.getActions(intent); } removeAction(intent: string, action: string, parameters?: string[]): boolean { return this.nlp.removeAction(intent, action, parameters); } removeActions(intent: string): boolean { return this.nlp.removeActions(intent); } addAnswer(locale: string, intent: string, answer: string, opts?: any): string { return this.nlp.addAnswer(locale, intent, answer, opts); } removeAnswer(locale: string, intent: string, answer: string, opts?: any): boolean { return this.nlp.removeAnswer(locale, intent, answer, opts); } findAllAnswers(locale: string, intent: string): string[] { return this.nlp.findAllAnswers(locale, intent); } async getSentiment(locale: string, utterance: string): Promise<{ numHits: number; score: number; comparative: number; language: string; numWords: number; type: string; vote: any }> { const sentiment = await this.nlp.getSentiment(locale, utterance); return this.sentimentManager.translate(sentiment.sentiment); } addNamedEntityText(entityName: string, optionName: string, languages: string[], texts: string[]): void { return this.nlp.addNerRuleOptionTexts(languages, entityName, optionName, texts); } removeNamedEntityText(entityName: string, optionName: string, languages: string[], texts: string[]): void { return this.nlp.removeNerRuleOptionTexts(languages, entityName, optionName, texts); } addRegexEntity(entityName: string, languages: string[], regex: string): void { return this.nlp.addNerRegexRule(languages, entityName, regex); } addBetweenCondition(locale: string, name: string, left: string, right: string, opts?: any): void { return this.nlp.addNerBetweenCondition(locale, name, left, right, opts); } addPositionCondition(locale: string, name: string, position: string, words: string[], opts?: any): void { return this.nlp.addNerPositionCondition(locale, name, position, words, opts); } addAfterCondition(locale: string, name: string, words: string[], opts?: any): void { return this.nlp.addNerAfterCondition(locale, name, words, opts); } addAfterFirstCondition(locale: string, name: string, words: string[], opts?: any): void { return this.nlp.addNerAfterFirstCondition(locale, name, words, opts); } addAfterLastCondition(locale: string, name: string, words: string[], opts?: any): void { return this.nlp.addNerAfterLastCondition(locale, name, words, opts); } addBeforeCondition(locale: string, name: string, words: string[], opts?: any): void { return this.nlp.addNerBeforeCondition(locale, name, words, opts); } addBeforeFirstCondition(locale: string, name: string, words: string[], opts?: any): void { return this.nlp.addNerBeforeFirstCondition(locale, name, words, opts); } addBeforeLastCondition(locale: string, name: string, words: string[], opts?: any): void { return this.nlp.addNerBeforeLastCondition(locale, name, words, opts); } describeLanguage(locale: string, name: string): void { return this.nlp.describeLanguage(locale, name); } beginEdit(): void { } async train(): Promise<void> { return this.nlp.train(); } classify(locale: string, utterance: string, settings?: Record<string, unknown>): Promise<any> { return this.nlp.classify(locale, utterance, settings); } async process(locale?: string, utterance?: string, context?: Record<string, unknown>, settings?: Record<string, unknown>): Promise<any> { const result = await this.nlp.process(locale, utterance, context, settings); if (this.settings.processTransformer) { return this.settings.processTransformer(result); } return result; } extractEntities(locale: string, utterance: string, context?: Record<string, unknown>, settings?: Record<string, unknown>): Promise<any> { return this.nlp.extractEntities(locale, utterance, context, settings); } toObj(): any { return this.nlp.toJSON(); } fromObj(obj: any): any { return this.nlp.fromJSON(obj); } /** * Export NLP manager information as a string. * @param {Boolean} minified If true, the returned JSON will have no spacing or indentation. * @returns {String} NLP manager information as a JSON string. */ export(minified = false): string { const clone = this.toObj(); return minified ? JSON.stringify(clone) : JSON.stringify(clone, null, 2); } /** * Load NLP manager information from a string. * @param {String|Object} data JSON string or object to load NLP manager information from. */ import(data: string | Record<string, unknown>): void { const clone = typeof data === 'string' ? JSON.parse(data) : data; this.fromObj(clone); } /** * Save the NLP manager information into a file. * @param {String} srcFileName Filename for saving the NLP manager. * @param minified */ save(srcFileName?: string, minified = false): void { const fileName = srcFileName || 'model.nlp'; fs.writeFileSync(fileName, this.export(minified), 'utf8'); } /** * Load the NLP manager information from a file. * @param srcFileName */ load(srcFileName?: string): void { const fileName = srcFileName || 'model.nlp'; const data = fs.readFileSync(fileName, 'utf8'); this.import(data); } /** * Load the NLP manager information from an Excel file. * @param fileName */ loadExcel(fileName = 'model.xls'): void { const reader =
new NlpExcelReader(this);
reader.load(fileName); } async testCorpus(corpus: any): Promise<any> { const { data } = corpus; const result = { total: 0, good: 0, bad: 0, }; const promises = []; const intents = []; for (let i = 0; i < data.length; i += 1) { const intentData = data[i]; const { tests } = intentData; for (let j = 0; j < tests.length; j += 1) { promises.push(this.process(corpus.locale.slice(0, 2), tests[j])); intents.push(intentData.intent); } } result.total += promises.length; const results = await Promise.all(promises); for (let i = 0; i < results.length; i += 1) { const current = results[i]; if (current.intent === intents[i]) { result.good += 1; } else { result.bad += 1; } } return result } addCorpora(corpora: any): void { this.nlp.addCorpora(corpora); } addCorpus(corpus: any): void { this.nlp.addCorpus(corpus); } async trainAndEvaluate(fileName: string | object): Promise<any> { let corpus = fileName; if (typeof fileName === 'string') { const nlpfs = this.container.get('fs'); const fileData = await nlpfs.readFile(fileName); if (!fileData) { throw new Error(`Corpus not found "${fileName}"`); } corpus = typeof fileData === 'string' ? JSON.parse(fileData) : fileData; } this.nlp.addCorpus(corpus); await this.train(); return this.testCorpus(corpus); } } export default NlpManager;
src/nlp/nlp-manager.ts
Leoglme-node-nlp-typescript-fbee5fd
[ { "filename": "src/recognizer/recognizer.ts", "retrieved_chunk": " this.nlpManager.save(filename);\n }\n /**\n * Loads the NLP manager from an excel.\n * @param {String} filename Name of the file.\n */\n public async loadExcel(filename: string): Promise<void> {\n this.nlpManager.loadExcel(filename);\n await this.train();\n this.save(filename);", "score": 0.9084012508392334 }, { "filename": "src/recognizer/recognizer.ts", "retrieved_chunk": " * @param {String} filename Name of the file.\n */\n public load(filename: string): void {\n this.nlpManager.load(filename);\n }\n /**\n * Saves the model into a file.\n * @param {String} filename Name of the file.\n */\n public save(filename: string): void {", "score": 0.855587899684906 }, { "filename": "src/recognizer/recognizer.ts", "retrieved_chunk": " this.settings.conversationContext || new MemoryConversationContext({});\n }\n /**\n * Train the NLP manager.\n */\n public async train(): Promise<void> {\n await this.nlpManager.train();\n }\n /**\n * Loads the model from a file.", "score": 0.8318150043487549 }, { "filename": "src/recognizer/recognizer.ts", "retrieved_chunk": " private readonly conversationContext: MemoryConversationContext;\n /**\n * Constructor of the class.\n * @param {Object} settings Settings for the instance.\n */\n constructor(private readonly settings: {\n nlpManager?: NlpManager;\n container?: any;\n nerThreshold?: number;\n threshold?: number;", "score": 0.7930826544761658 }, { "filename": "src/nlp/nlp-excel-reader.ts", "retrieved_chunk": "import { XDoc } from '@nlpjs/xtables';\nimport NlpManager from './nlp-manager';\nclass NlpExcelReader {\n private manager: NlpManager;\n private xdoc: XDoc;\n constructor(manager: NlpManager) {\n this.manager = manager;\n this.xdoc = new XDoc();\n }\n load(filename: string): void {", "score": 0.7915335893630981 } ]
typescript
new NlpExcelReader(this);
/* * Copyright (c) AXA Group Operations Spain S.A. * * Permission is hereby granted, free of charge, to any person obtaining * a copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sublicense, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ import { NlpManager } from '../nlp'; import MemoryConversationContext from './memory-conversation-context'; /** * Microsoft Bot Framework compatible recognizer for nlp.js. */ class Recognizer { private readonly nlpManager: NlpManager; private readonly threshold: number; private readonly conversationContext: MemoryConversationContext; /** * Constructor of the class. * @param {Object} settings Settings for the instance. */ constructor(private readonly settings: {
nlpManager?: NlpManager;
container?: any; nerThreshold?: number; threshold?: number; conversationContext?: MemoryConversationContext; }) { this.nlpManager = this.settings.nlpManager || new NlpManager({ container: this.settings.container, ner: { threshold: this.settings.nerThreshold || 1 }, }); this.threshold = this.settings.threshold || 0.7; this.conversationContext = this.settings.conversationContext || new MemoryConversationContext({}); } /** * Train the NLP manager. */ public async train(): Promise<void> { await this.nlpManager.train(); } /** * Loads the model from a file. * @param {String} filename Name of the file. */ public load(filename: string): void { this.nlpManager.load(filename); } /** * Saves the model into a file. * @param {String} filename Name of the file. */ public save(filename: string): void { this.nlpManager.save(filename); } /** * Loads the NLP manager from an excel. * @param {String} filename Name of the file. */ public async loadExcel(filename: string): Promise<void> { this.nlpManager.loadExcel(filename); await this.train(); this.save(filename); } /** * Process an utterance using the NLP manager. This is done using a given context * as the context object. * @param {Object} srcContext Source context * @param {String} locale Locale of the utterance. * @param {String} utterance Locale of the utterance. */ public async process( srcContext: Record<string, unknown>, locale?: string, utterance?: string ): Promise<string> { const context = srcContext || {}; const response = await (locale ? this.nlpManager.process(locale, utterance, context) : this.nlpManager.process(utterance, undefined, context)); if (response.score < this.threshold || response.intent === 'None') { response.answer = undefined; return response; } for (let i = 0; i < response.entities.length; i += 1) { const entity = response.entities[i]; context[entity.entity] = entity.option; } if (response.slotFill) { context.slotFill = response.slotFill; } else { delete context.slotFill; } return response; } /** * Given an utterance and the locale, returns the recognition of the utterance. * @param {String} utterance Utterance to be recognized. * @param {String} model Model of the utterance. * @param {Function} cb Callback Function. */ public async recognizeUtterance(utterance: string, model: {locale: string}, cb: Function): Promise<any> { const response = await this.process( model, model ? model.locale : undefined, utterance ); return cb(null, response); } } export default Recognizer;
src/recognizer/recognizer.ts
Leoglme-node-nlp-typescript-fbee5fd
[ { "filename": "src/recognizer/conversation-context.ts", "retrieved_chunk": "class ConversationContext {\n private settings: object;\n /**\n * Constructor of the class.\n * @param {Object} settings Settings for the instance.\n */\n constructor(settings: object) {\n this.settings = settings || {};\n }\n /**", "score": 0.9417652487754822 }, { "filename": "src/recognizer/memory-conversation-context.ts", "retrieved_chunk": " * Constructor of the class.\n * @param {Object} settings Settings for the instance.\n */\n constructor(settings: object) {\n super(settings);\n this.conversationContexts = {};\n }\n /**\n * Gets the conversation context from the session.\n * @param {Object} session Chatbot session of the conversation.", "score": 0.899864673614502 }, { "filename": "src/nlp/nlp-manager.ts", "retrieved_chunk": "class NlpManager {\n private readonly settings: NlpManagerSettings;\n private container: any;\n private nlp: any;\n private sentimentManager: SentimentManager;\n constructor(settings: NlpManagerSettings) {\n this.settings = settings;\n if (!this.settings.container) {\n this.settings.container = containerBootstrap();\n }", "score": 0.898082435131073 }, { "filename": "src/sentiment/sentiment-manager.ts", "retrieved_chunk": " private analyzer: SentimentAnalyzer\n /**\n * Constructor of the class.\n */\n constructor(settings?: any) {\n this.settings = settings || {};\n this.languages = {};\n this.analyzer = new SentimentAnalyzer();\n }\n addLanguage() {", "score": 0.868470311164856 }, { "filename": "src/nlp/nlp-manager.ts", "retrieved_chunk": " }\n /**\n * Load NLP manager information from a string.\n * @param {String|Object} data JSON string or object to load NLP manager information from.\n */\n import(data: string | Record<string, unknown>): void {\n const clone = typeof data === 'string' ? JSON.parse(data) : data;\n this.fromObj(clone);\n }\n /**", "score": 0.8387987017631531 } ]
typescript
nlpManager?: NlpManager;
/* * Copyright (c) AXA Group Operations Spain S.A. * * Permission is hereby granted, free of charge, to any person obtaining * a copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sublicense, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ import { NlpManager } from '../nlp'; import MemoryConversationContext from './memory-conversation-context'; /** * Microsoft Bot Framework compatible recognizer for nlp.js. */ class Recognizer { private readonly nlpManager: NlpManager; private readonly threshold: number; private readonly conversationContext: MemoryConversationContext; /** * Constructor of the class. * @param {Object} settings Settings for the instance. */ constructor(private readonly settings: { nlpManager?: NlpManager; container?: any; nerThreshold?: number; threshold?: number;
conversationContext?: MemoryConversationContext;
}) { this.nlpManager = this.settings.nlpManager || new NlpManager({ container: this.settings.container, ner: { threshold: this.settings.nerThreshold || 1 }, }); this.threshold = this.settings.threshold || 0.7; this.conversationContext = this.settings.conversationContext || new MemoryConversationContext({}); } /** * Train the NLP manager. */ public async train(): Promise<void> { await this.nlpManager.train(); } /** * Loads the model from a file. * @param {String} filename Name of the file. */ public load(filename: string): void { this.nlpManager.load(filename); } /** * Saves the model into a file. * @param {String} filename Name of the file. */ public save(filename: string): void { this.nlpManager.save(filename); } /** * Loads the NLP manager from an excel. * @param {String} filename Name of the file. */ public async loadExcel(filename: string): Promise<void> { this.nlpManager.loadExcel(filename); await this.train(); this.save(filename); } /** * Process an utterance using the NLP manager. This is done using a given context * as the context object. * @param {Object} srcContext Source context * @param {String} locale Locale of the utterance. * @param {String} utterance Locale of the utterance. */ public async process( srcContext: Record<string, unknown>, locale?: string, utterance?: string ): Promise<string> { const context = srcContext || {}; const response = await (locale ? this.nlpManager.process(locale, utterance, context) : this.nlpManager.process(utterance, undefined, context)); if (response.score < this.threshold || response.intent === 'None') { response.answer = undefined; return response; } for (let i = 0; i < response.entities.length; i += 1) { const entity = response.entities[i]; context[entity.entity] = entity.option; } if (response.slotFill) { context.slotFill = response.slotFill; } else { delete context.slotFill; } return response; } /** * Given an utterance and the locale, returns the recognition of the utterance. * @param {String} utterance Utterance to be recognized. * @param {String} model Model of the utterance. * @param {Function} cb Callback Function. */ public async recognizeUtterance(utterance: string, model: {locale: string}, cb: Function): Promise<any> { const response = await this.process( model, model ? model.locale : undefined, utterance ); return cb(null, response); } } export default Recognizer;
src/recognizer/recognizer.ts
Leoglme-node-nlp-typescript-fbee5fd
[ { "filename": "src/recognizer/conversation-context.ts", "retrieved_chunk": "class ConversationContext {\n private settings: object;\n /**\n * Constructor of the class.\n * @param {Object} settings Settings for the instance.\n */\n constructor(settings: object) {\n this.settings = settings || {};\n }\n /**", "score": 0.9159930944442749 }, { "filename": "src/recognizer/memory-conversation-context.ts", "retrieved_chunk": " * Constructor of the class.\n * @param {Object} settings Settings for the instance.\n */\n constructor(settings: object) {\n super(settings);\n this.conversationContexts = {};\n }\n /**\n * Gets the conversation context from the session.\n * @param {Object} session Chatbot session of the conversation.", "score": 0.8937236070632935 }, { "filename": "src/nlp/nlp-manager.ts", "retrieved_chunk": "class NlpManager {\n private readonly settings: NlpManagerSettings;\n private container: any;\n private nlp: any;\n private sentimentManager: SentimentManager;\n constructor(settings: NlpManagerSettings) {\n this.settings = settings;\n if (!this.settings.container) {\n this.settings.container = containerBootstrap();\n }", "score": 0.8813917636871338 }, { "filename": "src/sentiment/sentiment-manager.ts", "retrieved_chunk": " private analyzer: SentimentAnalyzer\n /**\n * Constructor of the class.\n */\n constructor(settings?: any) {\n this.settings = settings || {};\n this.languages = {};\n this.analyzer = new SentimentAnalyzer();\n }\n addLanguage() {", "score": 0.8601484298706055 }, { "filename": "src/types/@nlpjs/nlu.d.ts", "retrieved_chunk": " }\n export class Nlu extends EventEmitter {\n constructor();\n container: Container;\n model?: INluModel;\n containerName?: string;\n locale: string;\n languages: string[];\n settings: INluOptions;\n stopWords: Set<string>;", "score": 0.8523818850517273 } ]
typescript
conversationContext?: MemoryConversationContext;
import { XDoc } from '@nlpjs/xtables'; import NlpManager from './nlp-manager'; class NlpExcelReader { private manager: NlpManager; private xdoc: XDoc; constructor(manager: NlpManager) { this.manager = manager; this.xdoc = new XDoc(); } load(filename: string): void { this.xdoc.read(filename); this.loadSettings(); this.loadLanguages(); this.loadNamedEntities(); this.loadRegexEntities(); this.loadIntents(); this.loadResponses(); } loadSettings(): void {} loadLanguages(): void { const rows: Record<string, string>[] = this.xdoc.getTable('Languages').data; rows.forEach((row: Record<string, string>) => { this.manager.addLanguage(row.iso2); }); } loadNamedEntities(): void { const rows: Record<string, string>[] = this.xdoc.getTable('Named Entities').data; rows.forEach((row: Record<string, string>) => { const languages = row.language.split(',').map((x) => x.trim()); this.manager.addNamedEntityText(row.entity, row.option, languages, [row.text]); }); } loadRegexEntities(): void { const table = this.xdoc.getTable('Regex Entities'); if (table) { const rows: Record<string, string>[] = table.data; rows.forEach((row: Record<string, string>) => { const languages = row.language.split(',').map((x) => x.trim()); this.manager
.addRegexEntity(row.entity, languages, row.regex);
}); } } loadIntents(): void { const rows: Record<string, string>[] = this.xdoc.getTable('Intents').data; rows.forEach((row: Record<string, string>) => { this.manager.addDocument(row.language, row.utterance, row.intent); }); } loadResponses(): void { const rows: Record<string, string>[] = this.xdoc.getTable('Responses').data; rows.forEach((row: Record<string, string>) => { this.manager.addAnswer(row.language, row.intent, row.response, row.condition); // this.manager.addAnswer(row.language, row.intent, row.response, row.condition, row.url); }); } } export default NlpExcelReader;
src/nlp/nlp-excel-reader.ts
Leoglme-node-nlp-typescript-fbee5fd
[ { "filename": "src/nlp/nlp-manager.ts", "retrieved_chunk": " bad: 0,\n };\n const promises = [];\n const intents = [];\n for (let i = 0; i < data.length; i += 1) {\n const intentData = data[i];\n const { tests } = intentData;\n for (let j = 0; j < tests.length; j += 1) {\n promises.push(this.process(corpus.locale.slice(0, 2), tests[j]));\n intents.push(intentData.intent);", "score": 0.7518811821937561 }, { "filename": "src/nlp/nlp-manager.ts", "retrieved_chunk": " return this.sentimentManager.translate(sentiment.sentiment);\n }\n addNamedEntityText(entityName: string, optionName: string, languages: string[], texts: string[]): void {\n return this.nlp.addNerRuleOptionTexts(languages, entityName, optionName, texts);\n }\n removeNamedEntityText(entityName: string, optionName: string, languages: string[], texts: string[]): void {\n return this.nlp.removeNerRuleOptionTexts(languages, entityName, optionName, texts);\n }\n addRegexEntity(entityName: string, languages: string[], regex: string): void {\n return this.nlp.addNerRegexRule(languages, entityName, regex);", "score": 0.7457168102264404 }, { "filename": "src/nlp/nlp-manager.ts", "retrieved_chunk": " */\n loadExcel(fileName = 'model.xls'): void {\n const reader = new NlpExcelReader(this);\n reader.load(fileName);\n }\n async testCorpus(corpus: any): Promise<any> {\n const { data } = corpus;\n const result = {\n total: 0,\n good: 0,", "score": 0.7453956604003906 }, { "filename": "src/nlp/nlp-manager.ts", "retrieved_chunk": " * @param srcFileName\n */\n load(srcFileName?: string): void {\n const fileName = srcFileName || 'model.nlp';\n const data = fs.readFileSync(fileName, 'utf8');\n this.import(data);\n }\n /**\n * Load the NLP manager information from an Excel file.\n * @param fileName", "score": 0.7374149560928345 }, { "filename": "src/nlp/nlp-manager.ts", "retrieved_chunk": " async train(): Promise<void> {\n return this.nlp.train();\n }\n classify(locale: string, utterance: string, settings?: Record<string, unknown>): Promise<any> {\n return this.nlp.classify(locale, utterance, settings);\n }\n async process(locale?: string, utterance?: string, context?: Record<string, unknown>, settings?: Record<string, unknown>): Promise<any> {\n const result = await this.nlp.process(locale, utterance, context, settings);\n if (this.settings.processTransformer) {\n return this.settings.processTransformer(result);", "score": 0.732455313205719 } ]
typescript
.addRegexEntity(row.entity, languages, row.regex);
/* * Copyright (c) AXA Group Operations Spain S.A. * * Permission is hereby granted, free of charge, to any person obtaining * a copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sublicense, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ import ConversationContext from './conversation-context'; import { Session } from "../types/session"; /** * In memory conversation context manager. */ class MemoryConversationContext extends ConversationContext { private readonly conversationContexts: { [conversationId: string]: any }; /** * Constructor of the class. * @param {Object} settings Settings for the instance. */ constructor(settings: object) { super(settings); this.conversationContexts = {}; } /** * Gets the conversation context from the session. * @param {Object} session Chatbot session of the conversation. * @returns {Promise<Object>} Promise to resolve the conversation context. */ public getConversationContext(session
: Session): Promise<Object> {
return new Promise((resolve, reject) => { const conversationId = this.getConversationId(session); if (!conversationId) { return reject(new Error('No conversation id found')); } if (!this.conversationContexts[conversationId]) { this.conversationContexts[conversationId] = {}; } return resolve(this.conversationContexts[conversationId]); }); } public setConversationContext(session: Session, context: any): Promise<void> { return new Promise((resolve, reject) => { const conversationId = this.getConversationId(session); if (!conversationId) { return reject(new Error('No conversation id found')); } this.conversationContexts[conversationId] = context; return resolve(); }); } } export default MemoryConversationContext;
src/recognizer/memory-conversation-context.ts
Leoglme-node-nlp-typescript-fbee5fd
[ { "filename": "src/recognizer/conversation-context.ts", "retrieved_chunk": " * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.\n */\nimport { Session } from \"../types/session\";\n/**\n * Abstract class for a conversation context of a chatbot.\n * The conversation context is the responsible for storing and retrieving\n * the context scope variables based on the current conversation.\n * The getConversationContext receive the session of the chatbot, and must return\n * a promise with the context in the resolve.\n */", "score": 0.8759520053863525 }, { "filename": "src/recognizer/conversation-context.ts", "retrieved_chunk": "class ConversationContext {\n private settings: object;\n /**\n * Constructor of the class.\n * @param {Object} settings Settings for the instance.\n */\n constructor(settings: object) {\n this.settings = settings || {};\n }\n /**", "score": 0.8717669248580933 }, { "filename": "src/recognizer/recognizer.ts", "retrieved_chunk": " this.settings.conversationContext || new MemoryConversationContext({});\n }\n /**\n * Train the NLP manager.\n */\n public async train(): Promise<void> {\n await this.nlpManager.train();\n }\n /**\n * Loads the model from a file.", "score": 0.8684378862380981 }, { "filename": "src/recognizer/recognizer.ts", "retrieved_chunk": " private readonly conversationContext: MemoryConversationContext;\n /**\n * Constructor of the class.\n * @param {Object} settings Settings for the instance.\n */\n constructor(private readonly settings: {\n nlpManager?: NlpManager;\n container?: any;\n nerThreshold?: number;\n threshold?: number;", "score": 0.8651067018508911 }, { "filename": "src/recognizer/conversation-context.ts", "retrieved_chunk": " * Given a session instance of a chatbot, return the conversation identifier.\n * @param {Object} session Session instance of a message of chatbot.\n * @returns {String} Identifier of the conversation.\n */\n public getConversationId(session: Session): string | undefined {\n if (session?.message?.address?.conversation) {\n return session.message.address.conversation.id;\n }\n if (session?._activity?.conversation) {\n return session._activity.conversation.id;", "score": 0.8561235666275024 } ]
typescript
: Session): Promise<Object> {
import { XDoc } from '@nlpjs/xtables'; import NlpManager from './nlp-manager'; class NlpExcelReader { private manager: NlpManager; private xdoc: XDoc; constructor(manager: NlpManager) { this.manager = manager; this.xdoc = new XDoc(); } load(filename: string): void { this.xdoc.read(filename); this.loadSettings(); this.loadLanguages(); this.loadNamedEntities(); this.loadRegexEntities(); this.loadIntents(); this.loadResponses(); } loadSettings(): void {} loadLanguages(): void { const rows: Record<string, string>[] = this.xdoc.getTable('Languages').data; rows.forEach((row: Record<string, string>) => { this.manager.addLanguage(row.iso2); }); } loadNamedEntities(): void { const rows: Record<string, string>[] = this.xdoc.getTable('Named Entities').data; rows.forEach((row: Record<string, string>) => { const languages = row.language.split(',').map((x) => x.trim()); this.manager.addNamedEntityText(row.entity, row.option, languages, [row.text]); }); } loadRegexEntities(): void { const table = this.xdoc.getTable('Regex Entities'); if (table) { const rows: Record<string, string>[] = table.data; rows.forEach((row: Record<string, string>) => { const languages = row.language.split(',').map((x) => x.trim()); this.manager.addRegexEntity(row.entity, languages, row.regex); }); } } loadIntents(): void { const rows: Record<string, string>[] = this.xdoc.getTable('Intents').data; rows.forEach((row: Record<string, string>) => { this
.manager.addDocument(row.language, row.utterance, row.intent);
}); } loadResponses(): void { const rows: Record<string, string>[] = this.xdoc.getTable('Responses').data; rows.forEach((row: Record<string, string>) => { this.manager.addAnswer(row.language, row.intent, row.response, row.condition); // this.manager.addAnswer(row.language, row.intent, row.response, row.condition, row.url); }); } } export default NlpExcelReader;
src/nlp/nlp-excel-reader.ts
Leoglme-node-nlp-typescript-fbee5fd
[ { "filename": "src/nlp/nlp-manager.ts", "retrieved_chunk": " } else {\n const builtin = new BuiltinMicrosoft(this.settings.ner);\n this.container.register('extract-builtin-??', builtin, true);\n }\n }\n public addDocument(locale: string, utterance: string, intent: string) {\n return this.nlp.addDocument(locale, utterance, intent);\n }\n public removeDocument(locale: string, utterance: string, intent: string) {\n return this.nlp.removeDocument(locale, utterance, intent);", "score": 0.7844960689544678 }, { "filename": "src/nlu/brain-nlu.ts", "retrieved_chunk": " });\n }\n this.corpus = [];\n }\n add(utterance: string, intent: string) {\n this.corpus.push({ utterance, intent });\n }\n train() {\n return this.nlu?.train(this.corpus, this.settings);\n }", "score": 0.762993574142456 }, { "filename": "src/nlp/nlp-manager.ts", "retrieved_chunk": " bad: 0,\n };\n const promises = [];\n const intents = [];\n for (let i = 0; i < data.length; i += 1) {\n const intentData = data[i];\n const { tests } = intentData;\n for (let j = 0; j < tests.length; j += 1) {\n promises.push(this.process(corpus.locale.slice(0, 2), tests[j]));\n intents.push(intentData.intent);", "score": 0.7392259240150452 }, { "filename": "src/nlp/nlp-manager.ts", "retrieved_chunk": " return this.sentimentManager.translate(sentiment.sentiment);\n }\n addNamedEntityText(entityName: string, optionName: string, languages: string[], texts: string[]): void {\n return this.nlp.addNerRuleOptionTexts(languages, entityName, optionName, texts);\n }\n removeNamedEntityText(entityName: string, optionName: string, languages: string[], texts: string[]): void {\n return this.nlp.removeNerRuleOptionTexts(languages, entityName, optionName, texts);\n }\n addRegexEntity(entityName: string, languages: string[], regex: string): void {\n return this.nlp.addNerRegexRule(languages, entityName, regex);", "score": 0.7348035573959351 }, { "filename": "src/nlp/nlp-manager.ts", "retrieved_chunk": " return this.nlp.addAnswer(locale, intent, answer, opts);\n }\n removeAnswer(locale: string, intent: string, answer: string, opts?: any): boolean {\n return this.nlp.removeAnswer(locale, intent, answer, opts);\n }\n findAllAnswers(locale: string, intent: string): string[] {\n return this.nlp.findAllAnswers(locale, intent);\n }\n async getSentiment(locale: string, utterance: string): Promise<{ numHits: number; score: number; comparative: number; language: string; numWords: number; type: string; vote: any }> {\n const sentiment = await this.nlp.getSentiment(locale, utterance);", "score": 0.720914363861084 } ]
typescript
.manager.addDocument(row.language, row.utterance, row.intent);
/* * Copyright (c) AXA Group Operations Spain S.A. * * Permission is hereby granted, free of charge, to any person obtaining * a copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sublicense, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ import { Session } from "../types/session"; /** * Abstract class for a conversation context of a chatbot. * The conversation context is the responsible for storing and retrieving * the context scope variables based on the current conversation. * The getConversationContext receive the session of the chatbot, and must return * a promise with the context in the resolve. */ class ConversationContext { private settings: object; /** * Constructor of the class. * @param {Object} settings Settings for the instance. */ constructor(settings: object) { this.settings = settings || {}; } /** * Given a session instance of a chatbot, return the conversation identifier. * @param {Object} session Session instance of a message of chatbot. * @returns {String} Identifier of the conversation. */ public getConversationId(session: Session): string | undefined {
if (session?.message?.address?.conversation) {
return session.message.address.conversation.id; } if (session?._activity?.conversation) { return session._activity.conversation.id; } return undefined; } } export default ConversationContext;
src/recognizer/conversation-context.ts
Leoglme-node-nlp-typescript-fbee5fd
[ { "filename": "src/recognizer/memory-conversation-context.ts", "retrieved_chunk": " * Constructor of the class.\n * @param {Object} settings Settings for the instance.\n */\n constructor(settings: object) {\n super(settings);\n this.conversationContexts = {};\n }\n /**\n * Gets the conversation context from the session.\n * @param {Object} session Chatbot session of the conversation.", "score": 0.930800199508667 }, { "filename": "src/recognizer/recognizer.ts", "retrieved_chunk": " private readonly conversationContext: MemoryConversationContext;\n /**\n * Constructor of the class.\n * @param {Object} settings Settings for the instance.\n */\n constructor(private readonly settings: {\n nlpManager?: NlpManager;\n container?: any;\n nerThreshold?: number;\n threshold?: number;", "score": 0.8676208853721619 }, { "filename": "src/recognizer/memory-conversation-context.ts", "retrieved_chunk": " }\n return resolve(this.conversationContexts[conversationId]);\n });\n }\n public setConversationContext(session: Session, context: any): Promise<void> {\n return new Promise((resolve, reject) => {\n const conversationId = this.getConversationId(session);\n if (!conversationId) {\n return reject(new Error('No conversation id found'));\n }", "score": 0.8476578593254089 }, { "filename": "src/recognizer/memory-conversation-context.ts", "retrieved_chunk": " * @returns {Promise<Object>} Promise to resolve the conversation context.\n */\n public getConversationContext(session: Session): Promise<Object> {\n return new Promise((resolve, reject) => {\n const conversationId = this.getConversationId(session);\n if (!conversationId) {\n return reject(new Error('No conversation id found'));\n }\n if (!this.conversationContexts[conversationId]) {\n this.conversationContexts[conversationId] = {};", "score": 0.8469586372375488 }, { "filename": "src/recognizer/recognizer.ts", "retrieved_chunk": " this.settings.conversationContext || new MemoryConversationContext({});\n }\n /**\n * Train the NLP manager.\n */\n public async train(): Promise<void> {\n await this.nlpManager.train();\n }\n /**\n * Loads the model from a file.", "score": 0.8450735807418823 } ]
typescript
if (session?.message?.address?.conversation) {
/* * Copyright (c) AXA Group Operations Spain S.A. * * Permission is hereby granted, free of charge, to any person obtaining * a copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sublicense, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ import { Session } from "../types/session"; /** * Abstract class for a conversation context of a chatbot. * The conversation context is the responsible for storing and retrieving * the context scope variables based on the current conversation. * The getConversationContext receive the session of the chatbot, and must return * a promise with the context in the resolve. */ class ConversationContext { private settings: object; /** * Constructor of the class. * @param {Object} settings Settings for the instance. */ constructor(settings: object) { this.settings = settings || {}; } /** * Given a session instance of a chatbot, return the conversation identifier. * @param {Object} session Session instance of a message of chatbot. * @returns {String} Identifier of the conversation. */ public getConversationId(session: Session): string | undefined { if (session?.message?.address?.conversation) { return session.message.address.conversation.id; }
if (session?._activity?.conversation) {
return session._activity.conversation.id; } return undefined; } } export default ConversationContext;
src/recognizer/conversation-context.ts
Leoglme-node-nlp-typescript-fbee5fd
[ { "filename": "src/recognizer/memory-conversation-context.ts", "retrieved_chunk": " * Constructor of the class.\n * @param {Object} settings Settings for the instance.\n */\n constructor(settings: object) {\n super(settings);\n this.conversationContexts = {};\n }\n /**\n * Gets the conversation context from the session.\n * @param {Object} session Chatbot session of the conversation.", "score": 0.8768191337585449 }, { "filename": "src/recognizer/memory-conversation-context.ts", "retrieved_chunk": " * @returns {Promise<Object>} Promise to resolve the conversation context.\n */\n public getConversationContext(session: Session): Promise<Object> {\n return new Promise((resolve, reject) => {\n const conversationId = this.getConversationId(session);\n if (!conversationId) {\n return reject(new Error('No conversation id found'));\n }\n if (!this.conversationContexts[conversationId]) {\n this.conversationContexts[conversationId] = {};", "score": 0.8592997789382935 }, { "filename": "src/recognizer/memory-conversation-context.ts", "retrieved_chunk": " }\n return resolve(this.conversationContexts[conversationId]);\n });\n }\n public setConversationContext(session: Session, context: any): Promise<void> {\n return new Promise((resolve, reject) => {\n const conversationId = this.getConversationId(session);\n if (!conversationId) {\n return reject(new Error('No conversation id found'));\n }", "score": 0.8523238301277161 }, { "filename": "src/nlg/nlg-manager.ts", "retrieved_chunk": " return this.add(locale, intent, answer, opts);\n }\n async findAnswer(locale: string, intent: string, context: any, settings?: any): Promise<{ response: any } | undefined> {\n const answer = await this.find(locale, intent, context, settings);\n if (!answer.answer) {\n return undefined;\n }\n return {\n response: answer.answer,\n };", "score": 0.8103705048561096 }, { "filename": "src/recognizer/recognizer.ts", "retrieved_chunk": " private readonly conversationContext: MemoryConversationContext;\n /**\n * Constructor of the class.\n * @param {Object} settings Settings for the instance.\n */\n constructor(private readonly settings: {\n nlpManager?: NlpManager;\n container?: any;\n nerThreshold?: number;\n threshold?: number;", "score": 0.8095980286598206 } ]
typescript
if (session?._activity?.conversation) {
/* * Copyright (c) AXA Group Operations Spain S.A. * * Permission is hereby granted, free of charge, to any person obtaining * a copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sublicense, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ import { Session } from "../types/session"; /** * Abstract class for a conversation context of a chatbot. * The conversation context is the responsible for storing and retrieving * the context scope variables based on the current conversation. * The getConversationContext receive the session of the chatbot, and must return * a promise with the context in the resolve. */ class ConversationContext { private settings: object; /** * Constructor of the class. * @param {Object} settings Settings for the instance. */ constructor(settings: object) { this.settings = settings || {}; } /** * Given a session instance of a chatbot, return the conversation identifier. * @param {Object} session Session instance of a message of chatbot. * @returns {String} Identifier of the conversation. */
public getConversationId(session: Session): string | undefined {
if (session?.message?.address?.conversation) { return session.message.address.conversation.id; } if (session?._activity?.conversation) { return session._activity.conversation.id; } return undefined; } } export default ConversationContext;
src/recognizer/conversation-context.ts
Leoglme-node-nlp-typescript-fbee5fd
[ { "filename": "src/recognizer/memory-conversation-context.ts", "retrieved_chunk": " * Constructor of the class.\n * @param {Object} settings Settings for the instance.\n */\n constructor(settings: object) {\n super(settings);\n this.conversationContexts = {};\n }\n /**\n * Gets the conversation context from the session.\n * @param {Object} session Chatbot session of the conversation.", "score": 0.9546883702278137 }, { "filename": "src/recognizer/recognizer.ts", "retrieved_chunk": " private readonly conversationContext: MemoryConversationContext;\n /**\n * Constructor of the class.\n * @param {Object} settings Settings for the instance.\n */\n constructor(private readonly settings: {\n nlpManager?: NlpManager;\n container?: any;\n nerThreshold?: number;\n threshold?: number;", "score": 0.8954154253005981 }, { "filename": "src/nlp/nlp-util.ts", "retrieved_chunk": " zh: false,\n };\n /**\n * Given a locale, get the 2 character one.\n * @param {String} locale Locale of the language.\n * @returns {String} Locale in 2 character length.\n */\n static getTruncatedLocale(locale: string): string | undefined {\n return locale ? locale.substring(0, 2).toLowerCase() : undefined;\n }", "score": 0.857377827167511 }, { "filename": "src/recognizer/recognizer.ts", "retrieved_chunk": " this.settings.conversationContext || new MemoryConversationContext({});\n }\n /**\n * Train the NLP manager.\n */\n public async train(): Promise<void> {\n await this.nlpManager.train();\n }\n /**\n * Loads the model from a file.", "score": 0.8568630218505859 }, { "filename": "src/recognizer/recognizer.ts", "retrieved_chunk": " * @param {String} filename Name of the file.\n */\n public load(filename: string): void {\n this.nlpManager.load(filename);\n }\n /**\n * Saves the model into a file.\n * @param {String} filename Name of the file.\n */\n public save(filename: string): void {", "score": 0.8568577170372009 } ]
typescript
public getConversationId(session: Session): string | undefined {
import { XDoc } from '@nlpjs/xtables'; import NlpManager from './nlp-manager'; class NlpExcelReader { private manager: NlpManager; private xdoc: XDoc; constructor(manager: NlpManager) { this.manager = manager; this.xdoc = new XDoc(); } load(filename: string): void { this.xdoc.read(filename); this.loadSettings(); this.loadLanguages(); this.loadNamedEntities(); this.loadRegexEntities(); this.loadIntents(); this.loadResponses(); } loadSettings(): void {} loadLanguages(): void { const rows: Record<string, string>[] = this.xdoc.getTable('Languages').data; rows.forEach((row: Record<string, string>) => { this.manager.addLanguage(row.iso2); }); } loadNamedEntities(): void { const rows: Record<string, string>[] = this.xdoc.getTable('Named Entities').data; rows.forEach((row: Record<string, string>) => { const languages = row.language.split(',').map((x) => x.trim()); this.manager.addNamedEntityText(row.entity, row.option, languages, [row.text]); }); } loadRegexEntities(): void { const table = this.xdoc.getTable('Regex Entities'); if (table) { const rows: Record<string, string>[] = table.data; rows.forEach((row: Record<string, string>) => { const languages = row.language.split(',').map((x) => x.trim()); this.manager.addRegexEntity(row.entity, languages, row.regex); }); } } loadIntents(): void { const rows: Record<string, string>[] = this.xdoc.getTable('Intents').data; rows.forEach((row: Record<string, string>) => { this.manager.addDocument(row.language, row.utterance, row.intent); }); } loadResponses(): void { const rows: Record<string, string>[] = this.xdoc.getTable('Responses').data; rows.forEach((row: Record<string, string>) => {
this.manager.addAnswer(row.language, row.intent, row.response, row.condition);
// this.manager.addAnswer(row.language, row.intent, row.response, row.condition, row.url); }); } } export default NlpExcelReader;
src/nlp/nlp-excel-reader.ts
Leoglme-node-nlp-typescript-fbee5fd
[ { "filename": "src/nlp/nlp-manager.ts", "retrieved_chunk": " } else {\n const builtin = new BuiltinMicrosoft(this.settings.ner);\n this.container.register('extract-builtin-??', builtin, true);\n }\n }\n public addDocument(locale: string, utterance: string, intent: string) {\n return this.nlp.addDocument(locale, utterance, intent);\n }\n public removeDocument(locale: string, utterance: string, intent: string) {\n return this.nlp.removeDocument(locale, utterance, intent);", "score": 0.7553648352622986 }, { "filename": "src/nlp/nlp-manager.ts", "retrieved_chunk": " bad: 0,\n };\n const promises = [];\n const intents = [];\n for (let i = 0; i < data.length; i += 1) {\n const intentData = data[i];\n const { tests } = intentData;\n for (let j = 0; j < tests.length; j += 1) {\n promises.push(this.process(corpus.locale.slice(0, 2), tests[j]));\n intents.push(intentData.intent);", "score": 0.7371355891227722 }, { "filename": "src/nlp/nlp-manager.ts", "retrieved_chunk": " async train(): Promise<void> {\n return this.nlp.train();\n }\n classify(locale: string, utterance: string, settings?: Record<string, unknown>): Promise<any> {\n return this.nlp.classify(locale, utterance, settings);\n }\n async process(locale?: string, utterance?: string, context?: Record<string, unknown>, settings?: Record<string, unknown>): Promise<any> {\n const result = await this.nlp.process(locale, utterance, context, settings);\n if (this.settings.processTransformer) {\n return this.settings.processTransformer(result);", "score": 0.7286008596420288 }, { "filename": "src/nlp/nlp-manager.ts", "retrieved_chunk": " return this.nlp.addAnswer(locale, intent, answer, opts);\n }\n removeAnswer(locale: string, intent: string, answer: string, opts?: any): boolean {\n return this.nlp.removeAnswer(locale, intent, answer, opts);\n }\n findAllAnswers(locale: string, intent: string): string[] {\n return this.nlp.findAllAnswers(locale, intent);\n }\n async getSentiment(locale: string, utterance: string): Promise<{ numHits: number; score: number; comparative: number; language: string; numWords: number; type: string; vote: any }> {\n const sentiment = await this.nlp.getSentiment(locale, utterance);", "score": 0.7249616980552673 }, { "filename": "src/recognizer/recognizer.ts", "retrieved_chunk": " locale?: string,\n utterance?: string\n ): Promise<string> {\n const context = srcContext || {};\n const response = await (locale\n ? this.nlpManager.process(locale, utterance, context)\n : this.nlpManager.process(utterance, undefined, context));\n if (response.score < this.threshold || response.intent === 'None') {\n response.answer = undefined;\n return response;", "score": 0.7232077121734619 } ]
typescript
this.manager.addAnswer(row.language, row.intent, row.response, row.condition);
import fs from 'fs'; import { BuiltinMicrosoft } from '@nlpjs/builtin-microsoft'; import { BuiltinDuckling } from '@nlpjs/builtin-duckling'; import { containerBootstrap } from '@nlpjs/core-loader'; import Language from '@nlpjs/language'; import { LangAll } from '@nlpjs/lang-all'; import { Nlp } from '@nlpjs/nlp'; import { Evaluator, Template } from '@nlpjs/evaluator'; import { fs as requestfs } from '@nlpjs/request'; import { SentimentManager } from '../sentiment'; import NlpExcelReader from './nlp-excel-reader'; export interface NlpManagerSettings { container?: any languages?: string[] nlu?: { log?: boolean } ner?: { useDuckling?: boolean ducklingUrl?: string locale?: string threshold?: number } action?: { [key: string]: (params: any, context: any, result: any) => Promise<void> | void } settings?: any forceNER?: boolean processTransformer?: (result: any) => any } class NlpManager { private readonly settings: NlpManagerSettings; private container: any; private nlp: any; private sentimentManager: SentimentManager; constructor(settings: NlpManagerSettings) { this.settings = settings; if (!this.settings.container) { this.settings.container = containerBootstrap(); } this.container = this.settings.container; this.container.registerConfiguration('ner', { entityPreffix: '%', entitySuffix: '%', }); this.container.register('fs', requestfs); this.container.register('Language', Language, false); this.container.use(LangAll); this.container.use(Evaluator); this.container.use(Template); this.nlp = new Nlp(this.settings); this.sentimentManager = new SentimentManager(); if (this.settings.ner) { if (this.settings.ner.ducklingUrl || this.settings.ner.useDuckling) { const builtin = new BuiltinDuckling(this.settings.ner); this.container.register('extract-builtin-??', builtin, true); } else { const builtin = new BuiltinMicrosoft(this.settings.ner); this.container.register('extract-builtin-??', builtin, true); } } else { const builtin = new BuiltinMicrosoft(this.settings.ner); this.container.register('extract-builtin-??', builtin, true); } } public addDocument(locale: string, utterance: string, intent: string) { return this.nlp.addDocument(locale, utterance, intent); } public removeDocument(locale: string, utterance: string, intent: string) { return this.nlp.removeDocument(locale, utterance, intent); } public addLanguage(locale: string) { return this.nlp.addLanguage(locale); } public removeLanguage(locale: string) { return this.nlp.removeLanguage(locale); } public assignDomain(locale: string, intent: string, domain: string) { return this.nlp.assignDomain(locale, intent, domain); } public getIntentDomain(locale: string, intent: string): string { return this.nlp.getIntentDomain(locale, intent); } public getDomains(): string[] { return this.nlp.getDomains(); } public guessLanguage(text: string): string { return this.nlp.guessLanguage(text); } public addAction( intent: string, action: string, parameters: string[], fn?: (params: any, context: any, result: any) => Promise<void> | void ) { if (!fn) { fn = this.settings.action ? this.settings.action[action] : undefined; } return this.nlp.addAction(intent, action, parameters, fn); } getActions(intent: string): string[] { return this.nlp.getActions(intent); } removeAction(intent: string, action: string, parameters?: string[]): boolean { return this.nlp.removeAction(intent, action, parameters); } removeActions(intent: string): boolean { return this.nlp.removeActions(intent); } addAnswer(locale: string, intent: string, answer: string, opts?: any): string { return this.nlp.addAnswer(locale, intent, answer, opts); } removeAnswer(locale: string, intent: string, answer: string, opts?: any): boolean { return this.nlp.removeAnswer(locale, intent, answer, opts); } findAllAnswers(locale: string, intent: string): string[] { return this.nlp.findAllAnswers(locale, intent); } async getSentiment(locale: string, utterance: string): Promise<{ numHits: number; score: number; comparative: number; language: string; numWords: number; type: string; vote: any }> { const sentiment = await this.nlp.getSentiment(locale, utterance); return this.sentimentManager
.translate(sentiment.sentiment);
} addNamedEntityText(entityName: string, optionName: string, languages: string[], texts: string[]): void { return this.nlp.addNerRuleOptionTexts(languages, entityName, optionName, texts); } removeNamedEntityText(entityName: string, optionName: string, languages: string[], texts: string[]): void { return this.nlp.removeNerRuleOptionTexts(languages, entityName, optionName, texts); } addRegexEntity(entityName: string, languages: string[], regex: string): void { return this.nlp.addNerRegexRule(languages, entityName, regex); } addBetweenCondition(locale: string, name: string, left: string, right: string, opts?: any): void { return this.nlp.addNerBetweenCondition(locale, name, left, right, opts); } addPositionCondition(locale: string, name: string, position: string, words: string[], opts?: any): void { return this.nlp.addNerPositionCondition(locale, name, position, words, opts); } addAfterCondition(locale: string, name: string, words: string[], opts?: any): void { return this.nlp.addNerAfterCondition(locale, name, words, opts); } addAfterFirstCondition(locale: string, name: string, words: string[], opts?: any): void { return this.nlp.addNerAfterFirstCondition(locale, name, words, opts); } addAfterLastCondition(locale: string, name: string, words: string[], opts?: any): void { return this.nlp.addNerAfterLastCondition(locale, name, words, opts); } addBeforeCondition(locale: string, name: string, words: string[], opts?: any): void { return this.nlp.addNerBeforeCondition(locale, name, words, opts); } addBeforeFirstCondition(locale: string, name: string, words: string[], opts?: any): void { return this.nlp.addNerBeforeFirstCondition(locale, name, words, opts); } addBeforeLastCondition(locale: string, name: string, words: string[], opts?: any): void { return this.nlp.addNerBeforeLastCondition(locale, name, words, opts); } describeLanguage(locale: string, name: string): void { return this.nlp.describeLanguage(locale, name); } beginEdit(): void { } async train(): Promise<void> { return this.nlp.train(); } classify(locale: string, utterance: string, settings?: Record<string, unknown>): Promise<any> { return this.nlp.classify(locale, utterance, settings); } async process(locale?: string, utterance?: string, context?: Record<string, unknown>, settings?: Record<string, unknown>): Promise<any> { const result = await this.nlp.process(locale, utterance, context, settings); if (this.settings.processTransformer) { return this.settings.processTransformer(result); } return result; } extractEntities(locale: string, utterance: string, context?: Record<string, unknown>, settings?: Record<string, unknown>): Promise<any> { return this.nlp.extractEntities(locale, utterance, context, settings); } toObj(): any { return this.nlp.toJSON(); } fromObj(obj: any): any { return this.nlp.fromJSON(obj); } /** * Export NLP manager information as a string. * @param {Boolean} minified If true, the returned JSON will have no spacing or indentation. * @returns {String} NLP manager information as a JSON string. */ export(minified = false): string { const clone = this.toObj(); return minified ? JSON.stringify(clone) : JSON.stringify(clone, null, 2); } /** * Load NLP manager information from a string. * @param {String|Object} data JSON string or object to load NLP manager information from. */ import(data: string | Record<string, unknown>): void { const clone = typeof data === 'string' ? JSON.parse(data) : data; this.fromObj(clone); } /** * Save the NLP manager information into a file. * @param {String} srcFileName Filename for saving the NLP manager. * @param minified */ save(srcFileName?: string, minified = false): void { const fileName = srcFileName || 'model.nlp'; fs.writeFileSync(fileName, this.export(minified), 'utf8'); } /** * Load the NLP manager information from a file. * @param srcFileName */ load(srcFileName?: string): void { const fileName = srcFileName || 'model.nlp'; const data = fs.readFileSync(fileName, 'utf8'); this.import(data); } /** * Load the NLP manager information from an Excel file. * @param fileName */ loadExcel(fileName = 'model.xls'): void { const reader = new NlpExcelReader(this); reader.load(fileName); } async testCorpus(corpus: any): Promise<any> { const { data } = corpus; const result = { total: 0, good: 0, bad: 0, }; const promises = []; const intents = []; for (let i = 0; i < data.length; i += 1) { const intentData = data[i]; const { tests } = intentData; for (let j = 0; j < tests.length; j += 1) { promises.push(this.process(corpus.locale.slice(0, 2), tests[j])); intents.push(intentData.intent); } } result.total += promises.length; const results = await Promise.all(promises); for (let i = 0; i < results.length; i += 1) { const current = results[i]; if (current.intent === intents[i]) { result.good += 1; } else { result.bad += 1; } } return result } addCorpora(corpora: any): void { this.nlp.addCorpora(corpora); } addCorpus(corpus: any): void { this.nlp.addCorpus(corpus); } async trainAndEvaluate(fileName: string | object): Promise<any> { let corpus = fileName; if (typeof fileName === 'string') { const nlpfs = this.container.get('fs'); const fileData = await nlpfs.readFile(fileName); if (!fileData) { throw new Error(`Corpus not found "${fileName}"`); } corpus = typeof fileData === 'string' ? JSON.parse(fileData) : fileData; } this.nlp.addCorpus(corpus); await this.train(); return this.testCorpus(corpus); } } export default NlpManager;
src/nlp/nlp-manager.ts
Leoglme-node-nlp-typescript-fbee5fd
[ { "filename": "src/sentiment/sentiment-analyzer.ts", "retrieved_chunk": " this.container.use(Nlu);\n }\n async getSentiment(utterance: string, locale = 'en', settings: [key: string]) {\n const input = {\n utterance,\n locale,\n ...settings,\n };\n const result = await this.process(input);\n return result.sentiment;", "score": 0.8835856318473816 }, { "filename": "src/nlg/nlg-manager.ts", "retrieved_chunk": " return this.add(locale, intent, answer, opts);\n }\n async findAnswer(locale: string, intent: string, context: any, settings?: any): Promise<{ response: any } | undefined> {\n const answer = await this.find(locale, intent, context, settings);\n if (!answer.answer) {\n return undefined;\n }\n return {\n response: answer.answer,\n };", "score": 0.8810515403747559 }, { "filename": "src/nlg/nlg-manager.ts", "retrieved_chunk": " evaluator.evaluate(condition, context) === true\n );\n }\n return true;\n }\n findAllAnswers(locale?: string, intent?: string, context?: any): {answer: string, opts: string}[] | any {\n if (typeof locale === 'string') {\n const found = super.findAllAnswers(locale, intent, context);\n const filtered = super.filterAnswers(found);\n return filtered.answers.map((x: {answer: string, opts: string}) => ({", "score": 0.8795044422149658 }, { "filename": "src/recognizer/recognizer.ts", "retrieved_chunk": " locale?: string,\n utterance?: string\n ): Promise<string> {\n const context = srcContext || {};\n const response = await (locale\n ? this.nlpManager.process(locale, utterance, context)\n : this.nlpManager.process(utterance, undefined, context));\n if (response.score < this.threshold || response.intent === 'None') {\n response.answer = undefined;\n return response;", "score": 0.8780547380447388 }, { "filename": "src/sentiment/sentiment-manager.ts", "retrieved_chunk": " // do nothing\n }\n translate(sentiment: {score: number, average: number, type: string, numHits: number, numWords: number, locale: string}) {\n let vote;\n if (sentiment.score > 0) {\n vote = 'positive';\n } else if (sentiment.score < 0) {\n vote = 'negative';\n } else {\n vote = 'neutral';", "score": 0.8402739763259888 } ]
typescript
.translate(sentiment.sentiment);
/* * Copyright (c) AXA Group Operations Spain S.A. * * Permission is hereby granted, free of charge, to any person obtaining * a copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sublicense, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ import ConversationContext from './conversation-context'; import { Session } from "../types/session"; /** * In memory conversation context manager. */ class MemoryConversationContext extends ConversationContext { private readonly conversationContexts: { [conversationId: string]: any }; /** * Constructor of the class. * @param {Object} settings Settings for the instance. */ constructor(settings: object) { super(settings); this.conversationContexts = {}; } /** * Gets the conversation context from the session. * @param {Object} session Chatbot session of the conversation. * @returns {Promise<Object>} Promise to resolve the conversation context. */ public getConversationContext(session: Session): Promise<Object> { return new Promise((resolve, reject) => { const
conversationId = this.getConversationId(session);
if (!conversationId) { return reject(new Error('No conversation id found')); } if (!this.conversationContexts[conversationId]) { this.conversationContexts[conversationId] = {}; } return resolve(this.conversationContexts[conversationId]); }); } public setConversationContext(session: Session, context: any): Promise<void> { return new Promise((resolve, reject) => { const conversationId = this.getConversationId(session); if (!conversationId) { return reject(new Error('No conversation id found')); } this.conversationContexts[conversationId] = context; return resolve(); }); } } export default MemoryConversationContext;
src/recognizer/memory-conversation-context.ts
Leoglme-node-nlp-typescript-fbee5fd
[ { "filename": "src/recognizer/conversation-context.ts", "retrieved_chunk": " * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.\n */\nimport { Session } from \"../types/session\";\n/**\n * Abstract class for a conversation context of a chatbot.\n * The conversation context is the responsible for storing and retrieving\n * the context scope variables based on the current conversation.\n * The getConversationContext receive the session of the chatbot, and must return\n * a promise with the context in the resolve.\n */", "score": 0.8613895177841187 }, { "filename": "src/recognizer/conversation-context.ts", "retrieved_chunk": " * Given a session instance of a chatbot, return the conversation identifier.\n * @param {Object} session Session instance of a message of chatbot.\n * @returns {String} Identifier of the conversation.\n */\n public getConversationId(session: Session): string | undefined {\n if (session?.message?.address?.conversation) {\n return session.message.address.conversation.id;\n }\n if (session?._activity?.conversation) {\n return session._activity.conversation.id;", "score": 0.8544456362724304 }, { "filename": "src/recognizer/conversation-context.ts", "retrieved_chunk": "class ConversationContext {\n private settings: object;\n /**\n * Constructor of the class.\n * @param {Object} settings Settings for the instance.\n */\n constructor(settings: object) {\n this.settings = settings || {};\n }\n /**", "score": 0.8449612855911255 }, { "filename": "src/recognizer/recognizer.ts", "retrieved_chunk": " private readonly conversationContext: MemoryConversationContext;\n /**\n * Constructor of the class.\n * @param {Object} settings Settings for the instance.\n */\n constructor(private readonly settings: {\n nlpManager?: NlpManager;\n container?: any;\n nerThreshold?: number;\n threshold?: number;", "score": 0.8417863249778748 }, { "filename": "src/recognizer/recognizer.ts", "retrieved_chunk": " return response;\n }\n /**\n * Given an utterance and the locale, returns the recognition of the utterance.\n * @param {String} utterance Utterance to be recognized.\n * @param {String} model Model of the utterance.\n * @param {Function} cb Callback Function.\n */\n public async recognizeUtterance(utterance: string, model: {locale: string}, cb: Function): Promise<any> {\n const response = await this.process(", "score": 0.8397670984268188 } ]
typescript
conversationId = this.getConversationId(session);
import { Context, MiddlewareHandler } from 'hono' import { Instructions, ExporioMiddlewareOptions, RequestJson } from './types' import { After, Append, AppendGlobalCode, Before, Prepend, Remove, RemoveAndKeepContent, RemoveAttribute, Replace, SetAttribute, SetInnerContent, SetStyleProperty, } from './htmlRewriterClasses' export const exporioMiddleware = (options: ExporioMiddlewareOptions): MiddlewareHandler => { if (!options.url) { options.url = 'https://edge-api.exporio.cloud' } if (!options.apiKey) { throw new Error('Exporio middleware requires options for "apiKey"') } return async (c, next) => { const exporioInstructions = await fetchExporioInstructions(c, options) if (!exporioInstructions) { c.set('contentUrl', c.req.url) await next() } else { c.set('contentUrl', getContentUrl(exporioInstructions, c.req.url)) await next() applyRewriterInstruction(c, exporioInstructions) applyCookieInstruction(c.res.headers, exporioInstructions) } } } const buildRequestJson = (c: Context, apiKey: string): RequestJson => { const headersInit: HeadersInit = [] c.req.headers.forEach((value: string, key: string) => headersInit.push([key, value])) return { originalRequest: { url: c.req.url, method: c.req.method, headersInit: headersInit, }, params: { API_KEY: apiKey, }, } } const fetchExporioInstructions = async ( c: Context, options: ExporioMiddlewareOptions ): Promise<Instructions | null> => { try { const requestJson = buildRequestJson(c, options.apiKey) const exporioRequest = new Request(options.url, { method: 'POST', body: JSON.stringify(requestJson), headers: { 'Content-Type': 'application/json' }, }) const exporioResponse = await fetch(exporioRequest) return await exporioResponse.json() } catch (err) { console.error('Failed to fetch exporio instructions', err) return null } } const getContentUrl = (instructions: Instructions, defaultUrl: string): string => { const customUrlInstruction = instructions?.customUrlInstruction return customUrlInstruction?.loadCustomUrl && customUrlInstruction?.customUrl ? customUrlInstruction.customUrl : defaultUrl } const applyRewriterInstruction = (c: Context, instructions: Instructions) => { let response = new Response(c.res.body, c.res)
instructions?.rewriterInstruction?.transformations?.forEach(({ selector, argument1, argument2, method }) => {
switch (method) { // Default Methods case 'After': { const rewriter = new HTMLRewriter().on(selector, new After(argument1, argument2)) response = rewriter.transform(response) break } case 'Append': { const rewriter = new HTMLRewriter().on(selector, new Append(argument1, argument2)) response = rewriter.transform(response) break } case 'Before': { const rewriter = new HTMLRewriter().on(selector, new Before(argument1, argument2)) response = rewriter.transform(response) break } case 'Prepend': { const rewriter = new HTMLRewriter().on(selector, new Prepend(argument1, argument2)) response = rewriter.transform(response) break } case 'Remove': { const rewriter = new HTMLRewriter().on(selector, new Remove()) response = rewriter.transform(response) break } case 'RemoveAndKeepContent': { const rewriter = new HTMLRewriter().on(selector, new RemoveAndKeepContent()) response = rewriter.transform(response) break } case 'RemoveAttribute': { const rewriter = new HTMLRewriter().on(selector, new RemoveAttribute(argument1)) response = rewriter.transform(response) break } case 'Replace': { const rewriter = new HTMLRewriter().on(selector, new Replace(argument1, argument2)) response = rewriter.transform(response) break } case 'SetAttribute': { const rewriter = new HTMLRewriter().on(selector, new SetAttribute(argument1, argument2)) response = rewriter.transform(response) break } case 'SetInnerContent': { const rewriter = new HTMLRewriter().on(selector, new SetInnerContent(argument1, argument2)) response = rewriter.transform(response) break } // Custom Methods case 'AppendGlobalCode': { const rewriter = new HTMLRewriter().on(selector, new AppendGlobalCode(argument1, argument2)) response = rewriter.transform(response) break } case 'SetStyleProperty': { const rewriter = new HTMLRewriter().on(selector, new SetStyleProperty(argument1, argument2)) response = rewriter.transform(response) break } } }) c.res = new Response(response.body, response) } const applyCookieInstruction = (headers: Headers, instructions: Instructions) => { instructions?.cookieInstruction?.cookies.forEach((cookie) => { let cookieAttributes = [`${cookie.name}=${cookie.value}`] if (cookie.domain) { cookieAttributes.push(`Domain=${cookie.domain}`) } if (cookie.path) { cookieAttributes.push(`Path=${cookie.path}`) } if (cookie.expires) { cookieAttributes.push(`Expires=${cookie.expires}`) } if (cookie.maxAge) { cookieAttributes.push(`Max-Age=${cookie.maxAge}`) } if (cookie.httpOnly) { cookieAttributes.push('HttpOnly') } if (cookie.secure) { cookieAttributes.push('Secure') } if (cookie.sameSite) { cookieAttributes.push(`SameSite=${cookie.sameSite}`) } if (cookie.partitioned) { cookieAttributes.push('Partitioned') } headers.append('Set-Cookie', cookieAttributes.join('; ')) }) }
src/index.ts
exporio-edge-sdk-hono-23bcafc
[ { "filename": "src/types/instructions.ts", "retrieved_chunk": " argument2: any\n}\ntype RewriterInstruction = {\n useRewriter: boolean\n transformations: Transformation[]\n}\ntype CustomUrlInstruction = {\n loadCustomUrl: boolean\n customUrl: string | null\n}", "score": 0.7874082922935486 }, { "filename": "src/types/instructions.ts", "retrieved_chunk": "type Instructions = {\n customUrlInstruction: CustomUrlInstruction\n rewriterInstruction: RewriterInstruction\n cookieInstruction: CookieInstruction\n}\nexport { Instructions, CustomUrlInstruction, RewriterInstruction, Transformation, CookieInstruction, Cookie }", "score": 0.7799187898635864 }, { "filename": "src/types/index.ts", "retrieved_chunk": "export { ExporioMiddlewareOptions, RequestJson } from './general'\nexport {\n Instructions,\n CustomUrlInstruction,\n RewriterInstruction,\n Transformation,\n CookieInstruction,\n Cookie,\n} from './instructions'", "score": 0.7525345087051392 }, { "filename": "src/htmlRewriterClasses/Replace.ts", "retrieved_chunk": "class Replace {\n content: string\n contentOptions?: ContentOptions\n constructor(content: string, contentOptions?: ContentOptions) {\n this.content = content\n this.contentOptions = contentOptions\n }\n element(element: Element) {\n element.replace(this.content, this.contentOptions)\n }", "score": 0.7523806691169739 }, { "filename": "src/htmlRewriterClasses/After.ts", "retrieved_chunk": "class After {\n content: string\n contentOptions?: ContentOptions\n constructor(content: string, contentOptions?: ContentOptions) {\n this.content = content\n this.contentOptions = contentOptions\n }\n element(element: Element) {\n element.after(this.content, this.contentOptions)\n }", "score": 0.7503727078437805 } ]
typescript
instructions?.rewriterInstruction?.transformations?.forEach(({ selector, argument1, argument2, method }) => {
import { Context, MiddlewareHandler } from 'hono' import { Instructions, ExporioMiddlewareOptions, RequestJson } from './types' import { After, Append, AppendGlobalCode, Before, Prepend, Remove, RemoveAndKeepContent, RemoveAttribute, Replace, SetAttribute, SetInnerContent, SetStyleProperty, } from './htmlRewriterClasses' export const exporioMiddleware = (options: ExporioMiddlewareOptions): MiddlewareHandler => { if (!options.url) { options.url = 'https://edge-api.exporio.cloud' } if (!options.apiKey) { throw new Error('Exporio middleware requires options for "apiKey"') } return async (c, next) => { const exporioInstructions = await fetchExporioInstructions(c, options) if (!exporioInstructions) { c.set('contentUrl', c.req.url) await next() } else { c.set('contentUrl', getContentUrl(exporioInstructions, c.req.url)) await next() applyRewriterInstruction(c, exporioInstructions) applyCookieInstruction(c.res.headers, exporioInstructions) } } }
const buildRequestJson = (c: Context, apiKey: string): RequestJson => {
const headersInit: HeadersInit = [] c.req.headers.forEach((value: string, key: string) => headersInit.push([key, value])) return { originalRequest: { url: c.req.url, method: c.req.method, headersInit: headersInit, }, params: { API_KEY: apiKey, }, } } const fetchExporioInstructions = async ( c: Context, options: ExporioMiddlewareOptions ): Promise<Instructions | null> => { try { const requestJson = buildRequestJson(c, options.apiKey) const exporioRequest = new Request(options.url, { method: 'POST', body: JSON.stringify(requestJson), headers: { 'Content-Type': 'application/json' }, }) const exporioResponse = await fetch(exporioRequest) return await exporioResponse.json() } catch (err) { console.error('Failed to fetch exporio instructions', err) return null } } const getContentUrl = (instructions: Instructions, defaultUrl: string): string => { const customUrlInstruction = instructions?.customUrlInstruction return customUrlInstruction?.loadCustomUrl && customUrlInstruction?.customUrl ? customUrlInstruction.customUrl : defaultUrl } const applyRewriterInstruction = (c: Context, instructions: Instructions) => { let response = new Response(c.res.body, c.res) instructions?.rewriterInstruction?.transformations?.forEach(({ selector, argument1, argument2, method }) => { switch (method) { // Default Methods case 'After': { const rewriter = new HTMLRewriter().on(selector, new After(argument1, argument2)) response = rewriter.transform(response) break } case 'Append': { const rewriter = new HTMLRewriter().on(selector, new Append(argument1, argument2)) response = rewriter.transform(response) break } case 'Before': { const rewriter = new HTMLRewriter().on(selector, new Before(argument1, argument2)) response = rewriter.transform(response) break } case 'Prepend': { const rewriter = new HTMLRewriter().on(selector, new Prepend(argument1, argument2)) response = rewriter.transform(response) break } case 'Remove': { const rewriter = new HTMLRewriter().on(selector, new Remove()) response = rewriter.transform(response) break } case 'RemoveAndKeepContent': { const rewriter = new HTMLRewriter().on(selector, new RemoveAndKeepContent()) response = rewriter.transform(response) break } case 'RemoveAttribute': { const rewriter = new HTMLRewriter().on(selector, new RemoveAttribute(argument1)) response = rewriter.transform(response) break } case 'Replace': { const rewriter = new HTMLRewriter().on(selector, new Replace(argument1, argument2)) response = rewriter.transform(response) break } case 'SetAttribute': { const rewriter = new HTMLRewriter().on(selector, new SetAttribute(argument1, argument2)) response = rewriter.transform(response) break } case 'SetInnerContent': { const rewriter = new HTMLRewriter().on(selector, new SetInnerContent(argument1, argument2)) response = rewriter.transform(response) break } // Custom Methods case 'AppendGlobalCode': { const rewriter = new HTMLRewriter().on(selector, new AppendGlobalCode(argument1, argument2)) response = rewriter.transform(response) break } case 'SetStyleProperty': { const rewriter = new HTMLRewriter().on(selector, new SetStyleProperty(argument1, argument2)) response = rewriter.transform(response) break } } }) c.res = new Response(response.body, response) } const applyCookieInstruction = (headers: Headers, instructions: Instructions) => { instructions?.cookieInstruction?.cookies.forEach((cookie) => { let cookieAttributes = [`${cookie.name}=${cookie.value}`] if (cookie.domain) { cookieAttributes.push(`Domain=${cookie.domain}`) } if (cookie.path) { cookieAttributes.push(`Path=${cookie.path}`) } if (cookie.expires) { cookieAttributes.push(`Expires=${cookie.expires}`) } if (cookie.maxAge) { cookieAttributes.push(`Max-Age=${cookie.maxAge}`) } if (cookie.httpOnly) { cookieAttributes.push('HttpOnly') } if (cookie.secure) { cookieAttributes.push('Secure') } if (cookie.sameSite) { cookieAttributes.push(`SameSite=${cookie.sameSite}`) } if (cookie.partitioned) { cookieAttributes.push('Partitioned') } headers.append('Set-Cookie', cookieAttributes.join('; ')) }) }
src/index.ts
exporio-edge-sdk-hono-23bcafc
[ { "filename": "src/types/general.ts", "retrieved_chunk": "type ExporioMiddlewareOptions = {\n url: string\n apiKey: string\n}\ntype RequestJson = {\n originalRequest: {\n url: string\n method: string\n headersInit: HeadersInit\n }", "score": 0.7054775953292847 }, { "filename": "src/types/index.ts", "retrieved_chunk": "export { ExporioMiddlewareOptions, RequestJson } from './general'\nexport {\n Instructions,\n CustomUrlInstruction,\n RewriterInstruction,\n Transformation,\n CookieInstruction,\n Cookie,\n} from './instructions'", "score": 0.6970456838607788 }, { "filename": "src/htmlRewriterClasses/After.ts", "retrieved_chunk": "class After {\n content: string\n contentOptions?: ContentOptions\n constructor(content: string, contentOptions?: ContentOptions) {\n this.content = content\n this.contentOptions = contentOptions\n }\n element(element: Element) {\n element.after(this.content, this.contentOptions)\n }", "score": 0.687067449092865 }, { "filename": "src/htmlRewriterClasses/Replace.ts", "retrieved_chunk": "class Replace {\n content: string\n contentOptions?: ContentOptions\n constructor(content: string, contentOptions?: ContentOptions) {\n this.content = content\n this.contentOptions = contentOptions\n }\n element(element: Element) {\n element.replace(this.content, this.contentOptions)\n }", "score": 0.6839699745178223 }, { "filename": "src/htmlRewriterClasses/Before.ts", "retrieved_chunk": "class Before {\n content: string\n contentOptions?: ContentOptions\n constructor(content: string, contentOptions?: ContentOptions) {\n this.content = content\n this.contentOptions = contentOptions\n }\n element(element: Element) {\n element.before(this.content, this.contentOptions)\n }", "score": 0.6812652945518494 } ]
typescript
const buildRequestJson = (c: Context, apiKey: string): RequestJson => {
import { Context, MiddlewareHandler } from 'hono' import { Instructions, ExporioMiddlewareOptions, RequestJson } from './types' import { After, Append, AppendGlobalCode, Before, Prepend, Remove, RemoveAndKeepContent, RemoveAttribute, Replace, SetAttribute, SetInnerContent, SetStyleProperty, } from './htmlRewriterClasses' export const exporioMiddleware = (options: ExporioMiddlewareOptions): MiddlewareHandler => { if (!options.url) { options.url = 'https://edge-api.exporio.cloud' } if (!options.apiKey) { throw new Error('Exporio middleware requires options for "apiKey"') } return async (c, next) => { const exporioInstructions = await fetchExporioInstructions(c, options) if (!exporioInstructions) { c.set('contentUrl', c.req.url) await next() } else { c.set('contentUrl', getContentUrl(exporioInstructions, c.req.url)) await next() applyRewriterInstruction(c, exporioInstructions) applyCookieInstruction(c.res.headers, exporioInstructions) } } } const buildRequestJson = (c: Context, apiKey: string): RequestJson => { const headersInit: HeadersInit = [] c.req.headers.forEach((value: string, key: string) => headersInit.push([key, value])) return { originalRequest: { url: c.req.url, method: c.req.method, headersInit: headersInit, }, params: { API_KEY: apiKey, }, } } const fetchExporioInstructions = async ( c: Context, options: ExporioMiddlewareOptions ): Promise<Instructions | null> => { try { const requestJson = buildRequestJson(c, options.apiKey) const exporioRequest = new Request(options.url, { method: 'POST', body: JSON.stringify(requestJson), headers: { 'Content-Type': 'application/json' }, }) const exporioResponse = await fetch(exporioRequest) return await exporioResponse.json() } catch (err) { console.error('Failed to fetch exporio instructions', err) return null } } const getContentUrl = (instructions: Instructions, defaultUrl: string): string => {
const customUrlInstruction = instructions?.customUrlInstruction return customUrlInstruction?.loadCustomUrl && customUrlInstruction?.customUrl ? customUrlInstruction.customUrl : defaultUrl }
const applyRewriterInstruction = (c: Context, instructions: Instructions) => { let response = new Response(c.res.body, c.res) instructions?.rewriterInstruction?.transformations?.forEach(({ selector, argument1, argument2, method }) => { switch (method) { // Default Methods case 'After': { const rewriter = new HTMLRewriter().on(selector, new After(argument1, argument2)) response = rewriter.transform(response) break } case 'Append': { const rewriter = new HTMLRewriter().on(selector, new Append(argument1, argument2)) response = rewriter.transform(response) break } case 'Before': { const rewriter = new HTMLRewriter().on(selector, new Before(argument1, argument2)) response = rewriter.transform(response) break } case 'Prepend': { const rewriter = new HTMLRewriter().on(selector, new Prepend(argument1, argument2)) response = rewriter.transform(response) break } case 'Remove': { const rewriter = new HTMLRewriter().on(selector, new Remove()) response = rewriter.transform(response) break } case 'RemoveAndKeepContent': { const rewriter = new HTMLRewriter().on(selector, new RemoveAndKeepContent()) response = rewriter.transform(response) break } case 'RemoveAttribute': { const rewriter = new HTMLRewriter().on(selector, new RemoveAttribute(argument1)) response = rewriter.transform(response) break } case 'Replace': { const rewriter = new HTMLRewriter().on(selector, new Replace(argument1, argument2)) response = rewriter.transform(response) break } case 'SetAttribute': { const rewriter = new HTMLRewriter().on(selector, new SetAttribute(argument1, argument2)) response = rewriter.transform(response) break } case 'SetInnerContent': { const rewriter = new HTMLRewriter().on(selector, new SetInnerContent(argument1, argument2)) response = rewriter.transform(response) break } // Custom Methods case 'AppendGlobalCode': { const rewriter = new HTMLRewriter().on(selector, new AppendGlobalCode(argument1, argument2)) response = rewriter.transform(response) break } case 'SetStyleProperty': { const rewriter = new HTMLRewriter().on(selector, new SetStyleProperty(argument1, argument2)) response = rewriter.transform(response) break } } }) c.res = new Response(response.body, response) } const applyCookieInstruction = (headers: Headers, instructions: Instructions) => { instructions?.cookieInstruction?.cookies.forEach((cookie) => { let cookieAttributes = [`${cookie.name}=${cookie.value}`] if (cookie.domain) { cookieAttributes.push(`Domain=${cookie.domain}`) } if (cookie.path) { cookieAttributes.push(`Path=${cookie.path}`) } if (cookie.expires) { cookieAttributes.push(`Expires=${cookie.expires}`) } if (cookie.maxAge) { cookieAttributes.push(`Max-Age=${cookie.maxAge}`) } if (cookie.httpOnly) { cookieAttributes.push('HttpOnly') } if (cookie.secure) { cookieAttributes.push('Secure') } if (cookie.sameSite) { cookieAttributes.push(`SameSite=${cookie.sameSite}`) } if (cookie.partitioned) { cookieAttributes.push('Partitioned') } headers.append('Set-Cookie', cookieAttributes.join('; ')) }) }
src/index.ts
exporio-edge-sdk-hono-23bcafc
[ { "filename": "src/types/instructions.ts", "retrieved_chunk": " argument2: any\n}\ntype RewriterInstruction = {\n useRewriter: boolean\n transformations: Transformation[]\n}\ntype CustomUrlInstruction = {\n loadCustomUrl: boolean\n customUrl: string | null\n}", "score": 0.7598388195037842 }, { "filename": "src/types/instructions.ts", "retrieved_chunk": "type Instructions = {\n customUrlInstruction: CustomUrlInstruction\n rewriterInstruction: RewriterInstruction\n cookieInstruction: CookieInstruction\n}\nexport { Instructions, CustomUrlInstruction, RewriterInstruction, Transformation, CookieInstruction, Cookie }", "score": 0.7414118051528931 }, { "filename": "src/types/index.ts", "retrieved_chunk": "export { ExporioMiddlewareOptions, RequestJson } from './general'\nexport {\n Instructions,\n CustomUrlInstruction,\n RewriterInstruction,\n Transformation,\n CookieInstruction,\n Cookie,\n} from './instructions'", "score": 0.7224920392036438 }, { "filename": "src/types/general.ts", "retrieved_chunk": "type ExporioMiddlewareOptions = {\n url: string\n apiKey: string\n}\ntype RequestJson = {\n originalRequest: {\n url: string\n method: string\n headersInit: HeadersInit\n }", "score": 0.6999710202217102 }, { "filename": "src/htmlRewriterClasses/SetStyleProperty.ts", "retrieved_chunk": "class SetStyleProperty {\n propertyName: string\n propertyValue: string\n constructor(propertyName: string, propertyValue: string) {\n this.propertyName = propertyName\n this.propertyValue = propertyValue\n }\n element(element: Element) {\n let currentStyleAttribute = element.getAttribute('style') || ''\n if (currentStyleAttribute.includes(`${this.propertyName}:`)) {", "score": 0.6869356632232666 } ]
typescript
const customUrlInstruction = instructions?.customUrlInstruction return customUrlInstruction?.loadCustomUrl && customUrlInstruction?.customUrl ? customUrlInstruction.customUrl : defaultUrl }