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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} ${attributeValue}` : ""; }; } function integer(propertyName: string) { return concat(propertyName); } function number(propertyName: string) { return concat(propertyName); } function string(propertyName: string) { return concat(propertyName); } export const mapAttributeNameAndValueToLabel = ({ attributeName, attributeValue, container, negative = false, }: { attributeName: string; attributeValue: string | null; container: Node; negative?: boolean; }) => { if (typeof attributeValue !== "string") { return null; } const mapper = ariaPropertyToVirtualLabelMap[attributeName]; return mapper?.({ attributeValue, container, negative }) ?? null; };
src/getNodeAccessibilityData/getAccessibleAttributeLabels/mapAttributeNameAndValueToLabel.ts
guidepup-virtual-screen-reader-1b0a234
[ { "filename": "src/getIdRefsByAttribute.ts", "retrieved_chunk": "export function getIdRefsByAttribute({ attributeName, node }) {\n return (node.getAttribute(attributeName) ?? \"\")\n .trim()\n .split(\" \")\n .filter(Boolean);\n}", "score": 0.8490917682647705 }, { "filename": "src/getNodeAccessibilityData/getAccessibleAttributeLabels/getLabelFromImplicitHtmlElementValue.ts", "retrieved_chunk": " const { localName } = node;\n const implicitValue = mapLocalNameToImplicitValue[attributeName]?.[localName];\n return {\n label: mapAttributeNameAndValueToLabel({\n attributeName,\n attributeValue: implicitValue,\n container,\n }),\n value: implicitValue,\n };", "score": 0.8385242223739624 }, { "filename": "src/getNodeByIdRef.ts", "retrieved_chunk": "import { isElement } from \"./isElement\";\nexport function getNodeByIdRef({ container, idRef }) {\n if (!isElement(container) || !idRef) {\n return null;\n }\n return container.querySelector(`#${idRef}`);\n}", "score": 0.836785078048706 }, { "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": 0.8346355557441711 }, { "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": 0.8333762288093567 } ]
typescript
const accessibleValue = getAccessibleValue(node);
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/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": 0.8772094249725342 }, { "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": 0.8685691356658936 }, { "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": 0.8489970564842224 }, { "filename": "src/commands/jumpToDetailsElement.ts", "retrieved_chunk": " attributeName: \"aria-details\",\n index: 0,\n container,\n currentIndex,\n tree,\n });\n}", "score": 0.8408833742141724 }, { "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": 0.8374590873718262 } ]
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": 0.9132878184318542 }, { "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": 0.9006959199905396 }, { "filename": "src/getNodeAccessibilityData/index.ts", "retrieved_chunk": "}: {\n allowedAccessibilityRoles: string[][];\n alternateReadingOrderParents: Node[];\n container: Node;\n inheritedImplicitPresentational: boolean;\n node: Node;\n}) {\n const accessibleDescription = getAccessibleDescription(node);\n const accessibleName = getAccessibleName(node);\n const accessibleValue = getAccessibleValue(node);", "score": 0.8966271281242371 }, { "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": 0.891822099685669 }, { "filename": "src/getNodeAccessibilityData/index.ts", "retrieved_chunk": " node,\n role,\n });\n const amendedAccessibleDescription =\n accessibleDescription === accessibleName ? \"\" : accessibleDescription;\n const isExplicitPresentational = presentationRoles.includes(explicitRole);\n const isPresentational = presentationRoles.includes(role);\n const isGeneric = role === \"generic\";\n const spokenRole = getSpokenRole({\n isGeneric,", "score": 0.8872461318969727 } ]
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} ${attributeValue}` : ""; }; } function integer(propertyName: string) { return concat(propertyName); } function number(propertyName: string) { return concat(propertyName); } function string(propertyName: string) { return concat(propertyName); } export const mapAttributeNameAndValueToLabel = ({ attributeName, attributeValue, container, negative = false, }: { attributeName: string; attributeValue: string | null; container: Node; negative?: boolean; }) => { if (typeof attributeValue !== "string") { return null; } const mapper = ariaPropertyToVirtualLabelMap[attributeName]; return mapper?.({ attributeValue, container, negative }) ?? null; };
src/getNodeAccessibilityData/getAccessibleAttributeLabels/mapAttributeNameAndValueToLabel.ts
guidepup-virtual-screen-reader-1b0a234
[ { "filename": "src/getIdRefsByAttribute.ts", "retrieved_chunk": "export function getIdRefsByAttribute({ attributeName, node }) {\n return (node.getAttribute(attributeName) ?? \"\")\n .trim()\n .split(\" \")\n .filter(Boolean);\n}", "score": 0.8516898155212402 }, { "filename": "src/getNodeByIdRef.ts", "retrieved_chunk": "import { isElement } from \"./isElement\";\nexport function getNodeByIdRef({ container, idRef }) {\n if (!isElement(container) || !idRef) {\n return null;\n }\n return container.querySelector(`#${idRef}`);\n}", "score": 0.8378938436508179 }, { "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": 0.8354436755180359 }, { "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": 0.8345332145690918 }, { "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": 0.8338524103164673 } ]
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/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": 0.8272031545639038 }, { "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": 0.8159084320068359 }, { "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": 0.8150363564491272 }, { "filename": "src/createAccessibilityTree.ts", "retrieved_chunk": " role,\n spokenRole,\n },\n { alternateReadingOrderMap, container, ownedNodes, visitedNodes }\n )\n );\n });\n return tree;\n}\nexport function createAccessibilityTree(node: Node) {", "score": 0.8042770028114319 }, { "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": 0.8009719252586365 } ]
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": " node,\n });\n if (labelFromImplicitHtmlElementValue) {\n labels[attributeName] = {\n label: labelFromImplicitHtmlElementValue,\n value: valueFromImplicitHtmlElementValue,\n };\n return;\n }\n const labelFromImplicitAriaAttributeValue = mapAttributeNameAndValueToLabel(", "score": 0.9228953123092651 }, { "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": 0.9101090431213379 }, { "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": 0.9072076678276062 }, { "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": 0.9022612571716309 }, { "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": 0.8997558355331421 } ]
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/getLabelFromHtmlEquivalentAttribute.ts", "retrieved_chunk": " });\n if (label) {\n return { label, value: attributeValue };\n }\n }\n return { label: \"\", value: \"\" };\n};", "score": 0.8749725818634033 }, { "filename": "src/getNodeAccessibilityData/getAccessibleAttributeLabels/postProcessLabels.ts", "retrieved_chunk": " if (labels[preferred] && labels[dropped]) {\n labels[dropped].value = \"\";\n }\n }\n if (labels[\"aria-valuenow\"]) {\n labels[\"aria-valuenow\"].label = postProcessAriaValueNow({\n value: labels[\"aria-valuenow\"].value,\n min: labels[\"aria-valuemin\"]?.value,\n max: labels[\"aria-valuemax\"]?.value,\n role,", "score": 0.8652941584587097 }, { "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": 0.8628738522529602 }, { "filename": "src/getNodeAccessibilityData/getAccessibleAttributeLabels/postProcessLabels.ts", "retrieved_chunk": " [\"aria-valuetext\", \"aria-valuenow\"],\n];\nexport const postProcessLabels = ({\n labels,\n role,\n}: {\n labels: Record<string, { label: string; value: string }>;\n role: string;\n}) => {\n for (const [preferred, dropped] of priorityReplacementMap) {", "score": 0.8563095331192017 }, { "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": 0.8550098538398743 } ]
typescript
const processedLabels = postProcessLabels({ labels, role }).filter(Boolean);
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/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": 0.8254910111427307 }, { "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": 0.8239368200302124 }, { "filename": "src/getNodeAccessibilityData/getAccessibleAttributeLabels/index.ts", "retrieved_chunk": " *\n * The reading order goes both directions, and a user needs to be able to\n * travel backwards through their chosen reading order.\n *\n * REF: https://a11ysupport.io/tech/aria/aria-flowto_attribute\n */\n if (alternateReadingOrderParents.length > 0) {\n processedLabels.push(\n `${alternateReadingOrderParents.length} previous alternate reading ${\n alternateReadingOrderParents.length === 1 ? \"order\" : \"orders\"", "score": 0.8238039016723633 }, { "filename": "src/getNodeAccessibilityData/index.ts", "retrieved_chunk": "}: {\n allowedAccessibilityRoles: string[][];\n alternateReadingOrderParents: Node[];\n container: Node;\n inheritedImplicitPresentational: boolean;\n node: Node;\n}) {\n const accessibleDescription = getAccessibleDescription(node);\n const accessibleName = getAccessibleName(node);\n const accessibleValue = getAccessibleValue(node);", "score": 0.8198812007904053 }, { "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": 0.8161053657531738 } ]
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/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": 0.9303630590438843 }, { "filename": "src/createAccessibilityTree.ts", "retrieved_chunk": " accessibleValue,\n allowedAccessibilityChildRoles,\n childrenPresentational,\n role,\n spokenRole,\n } = getNodeAccessibilityData({\n allowedAccessibilityRoles: [],\n alternateReadingOrderParents: [],\n container: node,\n node,", "score": 0.9205859899520874 }, { "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": 0.9084950685501099 }, { "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": 0.9030458927154541 }, { "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": 0.901058554649353 } ]
typescript
const { explicitRole, implicitRole, role } = getRole({
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": " 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": 0.9044844508171082 }, { "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": 0.903717041015625 }, { "filename": "src/createAccessibilityTree.ts", "retrieved_chunk": " accessibleValue,\n allowedAccessibilityChildRoles,\n childrenPresentational,\n role,\n spokenRole,\n } = getNodeAccessibilityData({\n allowedAccessibilityRoles: [],\n alternateReadingOrderParents: [],\n container: node,\n node,", "score": 0.8972357511520386 }, { "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": 0.8901361227035522 }, { "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": 0.8852429389953613 } ]
typescript
const accessibleDescription = getAccessibleDescription(node);
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": 0.8555235266685486 }, { "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": 0.8400909900665283 }, { "filename": "src/commands/types.ts", "retrieved_chunk": "import { AccessibilityNode } from \"../createAccessibilityTree\";\nexport interface VirtualCommandArgs {\n currentIndex: number;\n container: Node;\n tree: AccessibilityNode[];\n}", "score": 0.8152387142181396 }, { "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": 0.8072469234466553 }, { "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": 0.8034372329711914 } ]
typescript
>}`]: (args: VirtualCommandArgs) => number | null;
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/getIdRefsByAttribute.ts", "retrieved_chunk": "export function getIdRefsByAttribute({ attributeName, node }) {\n return (node.getAttribute(attributeName) ?? \"\")\n .trim()\n .split(\" \")\n .filter(Boolean);\n}", "score": 0.8462532758712769 }, { "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": 0.815402626991272 }, { "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": 0.8060076832771301 }, { "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": 0.798503041267395 }, { "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": 0.7932456731796265 } ]
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": " accessibleValue,\n allowedAccessibilityChildRoles,\n childrenPresentational,\n role,\n spokenRole,\n } = getNodeAccessibilityData({\n allowedAccessibilityRoles: [],\n alternateReadingOrderParents: [],\n container: node,\n node,", "score": 0.8911899328231812 }, { "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": 0.8890408873558044 }, { "filename": "src/getSpokenPhrase.ts", "retrieved_chunk": " accessibleName === accessibleValue ? \"\" : accessibleValue;\n return [\n spokenRole,\n accessibleName,\n announcedValue,\n accessibleDescription,\n ...accessibleAttributeLabels,\n ]\n .filter(Boolean)\n .join(\", \");", "score": 0.8870769739151001 }, { "filename": "src/getNodeAccessibilityData/getRole.ts", "retrieved_chunk": " const explicitRole = getExplicitRole({\n accessibleName,\n allowedAccessibilityRoles,\n inheritedImplicitPresentational,\n node: target,\n });\n target.removeAttribute(\"role\");\n let implicitRole = getImplicitRole(target) ?? \"\";\n if (!implicitRole) {\n // TODO: remove this fallback post https://github.com/eps1lon/dom-accessibility-api/pull/937", "score": 0.8780815601348877 }, { "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": 0.8774539232254028 } ]
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": 0.839185357093811 }, { "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": 0.8342464566230774 }, { "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": 0.808972954750061 }, { "filename": "src/getNodeAccessibilityData/getRole.ts", "retrieved_chunk": " implicitRole = Object.keys(getRoles(target))?.[0] ?? \"\";\n }\n if (explicitRole) {\n return { explicitRole, implicitRole, role: explicitRole };\n }\n return {\n explicitRole,\n implicitRole,\n role: implicitRole,\n };", "score": 0.8088997006416321 }, { "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": 0.792655348777771 } ]
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/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": 0.8304671049118042 }, { "filename": "src/getNodeAccessibilityData/getAccessibleAttributeLabels/mapAttributeNameAndValueToLabel.ts", "retrieved_chunk": "import { getAccessibleName } from \"../getAccessibleName\";\nimport { getAccessibleValue } from \"../getAccessibleValue\";\nimport { getItemText } from \"../../getItemText\";\nimport { getNodeByIdRef } from \"../../getNodeByIdRef\";\nenum State {\n BUSY = \"busy\",\n CHECKED = \"checked\",\n CURRENT = \"current item\",\n DISABLED = \"disabled\",\n EXPANDED = \"expanded\",", "score": 0.8289328813552856 }, { "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": 0.8261823654174805 }, { "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": 0.824690580368042 }, { "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": 0.8232488036155701 } ]
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": " }: AccessibilityContext\n): AccessibilityNodeTree {\n /**\n * Authors MUST NOT create circular references with aria-owns. In the case of\n * authoring error with aria-owns, the user agent MAY ignore some aria-owns\n * element references in order to build a consistent model of the content.\n *\n * REF: https://w3c.github.io/aria/#aria-owns\n */\n if (visitedNodes.has(node)) {", "score": 0.8051059246063232 }, { "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": 0.8014276027679443 }, { "filename": "src/isElement.ts", "retrieved_chunk": "export function isElement(node: Node): node is HTMLElement {\n return node.nodeType === Node.ELEMENT_NODE;\n}", "score": 0.7978020906448364 }, { "filename": "src/createAccessibilityTree.ts", "retrieved_chunk": " }\n node\n .querySelectorAll(\"[aria-owns]\")\n .forEach((owningNode) => addOwnedNodes(owningNode, ownedNodes, node));\n return ownedNodes;\n}\nfunction getOwnedNodes(node: Node, container: Node) {\n const ownedNodes = new Set<Node>();\n if (!isElement(node) || !isElement(container)) {\n return ownedNodes;", "score": 0.7956022024154663 }, { "filename": "src/createAccessibilityTree.ts", "retrieved_chunk": " return tree;\n }\n visitedNodes.add(node);\n node.childNodes.forEach((childNode) => {\n if (isHiddenFromAccessibilityTree(childNode)) {\n return;\n }\n // REF: https://github.com/w3c/aria/issues/1817#issuecomment-1261602357\n if (ownedNodes.has(childNode)) {\n return;", "score": 0.7895088791847229 } ]
typescript
if (!isElement(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} ${attributeValue}` : ""; }; } function integer(propertyName: string) { return concat(propertyName); } function number(propertyName: string) { return concat(propertyName); } function string(propertyName: string) { return concat(propertyName); } export const mapAttributeNameAndValueToLabel = ({ attributeName, attributeValue, container, negative = false, }: { attributeName: string; attributeValue: string | null; container: Node; negative?: boolean; }) => { if (typeof attributeValue !== "string") { return null; } const mapper = ariaPropertyToVirtualLabelMap[attributeName]; return mapper?.({ attributeValue, container, negative }) ?? null; };
src/getNodeAccessibilityData/getAccessibleAttributeLabels/mapAttributeNameAndValueToLabel.ts
guidepup-virtual-screen-reader-1b0a234
[ { "filename": "src/getIdRefsByAttribute.ts", "retrieved_chunk": "export function getIdRefsByAttribute({ attributeName, node }) {\n return (node.getAttribute(attributeName) ?? \"\")\n .trim()\n .split(\" \")\n .filter(Boolean);\n}", "score": 0.8482394218444824 }, { "filename": "src/getNodeByIdRef.ts", "retrieved_chunk": "import { isElement } from \"./isElement\";\nexport function getNodeByIdRef({ container, idRef }) {\n if (!isElement(container) || !idRef) {\n return null;\n }\n return container.querySelector(`#${idRef}`);\n}", "score": 0.8316100239753723 }, { "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": 0.8299580812454224 }, { "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": 0.8289196491241455 }, { "filename": "src/createAccessibilityTree.ts", "retrieved_chunk": "import { getIdRefsByAttribute } from \"./getIdRefsByAttribute\";\nimport { getNodeAccessibilityData } from \"./getNodeAccessibilityData\";\nimport { getNodeByIdRef } from \"./getNodeByIdRef\";\nimport { HTMLElementWithValue } from \"./getNodeAccessibilityData/getAccessibleValue\";\nimport { isElement } from \"./isElement\";\nimport { isInaccessible } from \"dom-accessibility-api\";\nexport interface AccessibilityNode {\n accessibleAttributeLabels: string[];\n accessibleDescription: string;\n accessibleName: string;", "score": 0.8270676136016846 } ]
typescript
const itemText = getItemText({ accessibleName, accessibleValue });
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/getLabelFromHtmlEquivalentAttribute.ts", "retrieved_chunk": " });\n if (label) {\n return { label, value: attributeValue };\n }\n }\n return { label: \"\", value: \"\" };\n};", "score": 0.8980210423469543 }, { "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": 0.8848042488098145 }, { "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": 0.8832043409347534 }, { "filename": "src/getNodeAccessibilityData/getAccessibleAttributeLabels/getLabelFromImplicitHtmlElementValue.ts", "retrieved_chunk": "import { mapAttributeNameAndValueToLabel } from \"./mapAttributeNameAndValueToLabel\";\nconst mapLocalNameToImplicitValue = {\n \"aria-level\": {\n h1: \"1\",\n h2: \"2\",\n h3: \"3\",\n h4: \"4\",\n h5: \"5\",\n h6: \"6\",\n },", "score": 0.881739616394043 }, { "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": 0.8755019307136536 } ]
typescript
const labelFromImplicitAriaAttributeValue = mapAttributeNameAndValueToLabel( {
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/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": 0.8347878456115723 }, { "filename": "src/commands/index.ts", "retrieved_chunk": " (typeof quickLandmarkNavigationRoles)[number]\n >}`]: (args: VirtualCommandArgs) => number | null;\n};\nexport const commands = {\n jumpToControlledElement,\n jumpToDetailsElement,\n moveToNextAlternateReadingOrderElement,\n moveToPreviousAlternateReadingOrderElement,\n ...quickLandmarkNavigationCommands,\n moveToNextLandmark: getNextIndexByRole(quickLandmarkNavigationRoles),", "score": 0.7823609113693237 }, { "filename": "src/commands/index.ts", "retrieved_chunk": " \"search\",\n] as const;\nconst quickLandmarkNavigationCommands = quickLandmarkNavigationRoles.reduce<\n Record<string, unknown>\n>((accumulatedCommands, role) => {\n const moveToNextCommand = `moveToNext${role.at(0).toUpperCase()}${role.slice(\n 1\n )}`;\n const moveToPreviousCommand = `moveToPrevious${role\n .at(0)", "score": 0.7795157432556152 }, { "filename": "src/commands/index.ts", "retrieved_chunk": " .toUpperCase()}${role.slice(1)}`;\n return {\n ...accumulatedCommands,\n [moveToNextCommand]: getNextIndexByRole([role]),\n [moveToPreviousCommand]: getPreviousIndexByRole([role]),\n };\n}, {}) as {\n [K in\n | `moveToNext${Capitalize<(typeof quickLandmarkNavigationRoles)[number]>}`\n | `moveToPrevious${Capitalize<", "score": 0.7746729850769043 }, { "filename": "src/index.ts", "retrieved_chunk": "import { StartOptions, Virtual } from \"./Virtual\";\nexport const virtual = new Virtual();\ntype _Virtual = typeof virtual;\nexport { StartOptions, _Virtual as Virtual };", "score": 0.7650867700576782 } ]
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/types.ts", "retrieved_chunk": "import { AccessibilityNode } from \"../createAccessibilityTree\";\nexport interface VirtualCommandArgs {\n currentIndex: number;\n container: Node;\n tree: AccessibilityNode[];\n}", "score": 0.8240683674812317 }, { "filename": "src/commands/jumpToControlledElement.ts", "retrieved_chunk": " */\nexport function jumpToControlledElement({\n index = 0,\n container,\n currentIndex,\n tree,\n}: JumpToControlledElementCommandArgs) {\n return getNextIndexByIdRefsAttribute({\n attributeName: \"aria-controls\",\n index,", "score": 0.8165030479431152 }, { "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": 0.8014246821403503 }, { "filename": "src/commands/index.ts", "retrieved_chunk": " (typeof quickLandmarkNavigationRoles)[number]\n >}`]: (args: VirtualCommandArgs) => number | null;\n};\nexport const commands = {\n jumpToControlledElement,\n jumpToDetailsElement,\n moveToNextAlternateReadingOrderElement,\n moveToPreviousAlternateReadingOrderElement,\n ...quickLandmarkNavigationCommands,\n moveToNextLandmark: getNextIndexByRole(quickLandmarkNavigationRoles),", "score": 0.7953542470932007 }, { "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": 0.7905380725860596 } ]
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/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": 0.8361176252365112 }, { "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": 0.8275851607322693 }, { "filename": "src/getNodeAccessibilityData/getAccessibleAttributeLabels/index.ts", "retrieved_chunk": " *\n * The reading order goes both directions, and a user needs to be able to\n * travel backwards through their chosen reading order.\n *\n * REF: https://a11ysupport.io/tech/aria/aria-flowto_attribute\n */\n if (alternateReadingOrderParents.length > 0) {\n processedLabels.push(\n `${alternateReadingOrderParents.length} previous alternate reading ${\n alternateReadingOrderParents.length === 1 ? \"order\" : \"orders\"", "score": 0.8223447203636169 }, { "filename": "src/getNodeAccessibilityData/index.ts", "retrieved_chunk": "}: {\n allowedAccessibilityRoles: string[][];\n alternateReadingOrderParents: Node[];\n container: Node;\n inheritedImplicitPresentational: boolean;\n node: Node;\n}) {\n const accessibleDescription = getAccessibleDescription(node);\n const accessibleName = getAccessibleName(node);\n const accessibleValue = getAccessibleValue(node);", "score": 0.8211014866828918 }, { "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": 0.8160525560379028 } ]
typescript
querySelectorAll("[aria-flowto]") .forEach((parentNode) => addAlternateReadingOrderNodes(parentNode, alternateReadingOrderMap, node) );
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/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": 0.8801190853118896 }, { "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": 0.8672835230827332 }, { "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": 0.8508778214454651 }, { "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": 0.8416834473609924 }, { "filename": "src/commands/jumpToDetailsElement.ts", "retrieved_chunk": " attributeName: \"aria-details\",\n index: 0,\n container,\n currentIndex,\n tree,\n });\n}", "score": 0.8405045866966248 } ]
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": 0.8411437273025513 }, { "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": 0.8328242897987366 }, { "filename": "src/getNodeAccessibilityData/getRole.ts", "retrieved_chunk": " implicitRole = Object.keys(getRoles(target))?.[0] ?? \"\";\n }\n if (explicitRole) {\n return { explicitRole, implicitRole, role: explicitRole };\n }\n return {\n explicitRole,\n implicitRole,\n role: implicitRole,\n };", "score": 0.8136058449745178 }, { "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": 0.8111430406570435 }, { "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": 0.7925989627838135 } ]
typescript
[moveToNextCommand]: getNextIndexByRole([role]), [moveToPreviousCommand]: getPreviousIndexByRole([role]), };
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": 0.8411437273025513 }, { "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": 0.8328242897987366 }, { "filename": "src/getNodeAccessibilityData/getRole.ts", "retrieved_chunk": " implicitRole = Object.keys(getRoles(target))?.[0] ?? \"\";\n }\n if (explicitRole) {\n return { explicitRole, implicitRole, role: explicitRole };\n }\n return {\n explicitRole,\n implicitRole,\n role: implicitRole,\n };", "score": 0.8136058449745178 }, { "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": 0.8111430406570435 }, { "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": 0.7925989627838135 } ]
typescript
[moveToPreviousCommand]: getPreviousIndexByRole([role]), };
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": " node,\n });\n if (labelFromImplicitHtmlElementValue) {\n labels[attributeName] = {\n label: labelFromImplicitHtmlElementValue,\n value: valueFromImplicitHtmlElementValue,\n };\n return;\n }\n const labelFromImplicitAriaAttributeValue = mapAttributeNameAndValueToLabel(", "score": 0.9219418168067932 }, { "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": 0.9022256135940552 }, { "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": 0.9001984000205994 }, { "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": 0.8995590209960938 }, { "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": 0.8939982652664185 } ]
typescript
label = mapAttributeNameAndValueToLabel({
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": " accessibleValue,\n allowedAccessibilityChildRoles,\n childrenPresentational,\n role,\n spokenRole,\n } = getNodeAccessibilityData({\n allowedAccessibilityRoles: [],\n alternateReadingOrderParents: [],\n container: node,\n node,", "score": 0.8954516649246216 }, { "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": 0.8842745423316956 }, { "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": 0.881272554397583 }, { "filename": "src/getNodeAccessibilityData/getRole.ts", "retrieved_chunk": " const explicitRole = getExplicitRole({\n accessibleName,\n allowedAccessibilityRoles,\n inheritedImplicitPresentational,\n node: target,\n });\n target.removeAttribute(\"role\");\n let implicitRole = getImplicitRole(target) ?? \"\";\n if (!implicitRole) {\n // TODO: remove this fallback post https://github.com/eps1lon/dom-accessibility-api/pull/937", "score": 0.8750498294830322 }, { "filename": "src/getSpokenPhrase.ts", "retrieved_chunk": " accessibleName === accessibleValue ? \"\" : accessibleValue;\n return [\n spokenRole,\n accessibleName,\n announcedValue,\n accessibleDescription,\n ...accessibleAttributeLabels,\n ]\n .filter(Boolean)\n .join(\", \");", "score": 0.8732466697692871 } ]
typescript
isExplicitPresentational = presentationRoles.includes(explicitRole);
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": 0.9162009358406067 }, { "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": 0.9086909294128418 }, { "filename": "src/createAccessibilityTree.ts", "retrieved_chunk": " accessibleValue,\n allowedAccessibilityChildRoles,\n childrenPresentational,\n role,\n spokenRole,\n } = getNodeAccessibilityData({\n allowedAccessibilityRoles: [],\n alternateReadingOrderParents: [],\n container: node,\n node,", "score": 0.9081697463989258 }, { "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": 0.900611400604248 }, { "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": 0.8997248411178589 } ]
typescript
= getAccessibleAttributeLabels({
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/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": 0.8882733583450317 }, { "filename": "src/getNodeAccessibilityData/getAccessibleDescription.ts", "retrieved_chunk": "import { computeAccessibleDescription } from \"dom-accessibility-api\";\nimport { isElement } from \"../isElement\";\nexport function getAccessibleDescription(node: Node) {\n return isElement(node) ? computeAccessibleDescription(node).trim() : \"\";\n}", "score": 0.8806231021881104 }, { "filename": "src/createAccessibilityTree.ts", "retrieved_chunk": " // to include.\n accessibleName ===\n (\n node.textContent ||\n `${(node as HTMLElementWithValue).value}` ||\n \"\"\n )?.trim()\n );\n}\nfunction flattenTree(tree: AccessibilityNodeTree): AccessibilityNode[] {", "score": 0.8470054268836975 }, { "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": 0.8418276906013489 }, { "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": 0.8354039192199707 } ]
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": 0.9230987429618835 }, { "filename": "src/createAccessibilityTree.ts", "retrieved_chunk": " accessibleValue,\n allowedAccessibilityChildRoles,\n childrenPresentational,\n role,\n spokenRole,\n } = getNodeAccessibilityData({\n allowedAccessibilityRoles: [],\n alternateReadingOrderParents: [],\n container: node,\n node,", "score": 0.9108682870864868 }, { "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": 0.8997435569763184 }, { "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": 0.8951684236526489 }, { "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": 0.8946589231491089 } ]
typescript
} = getRole({
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": 0.8789746165275574 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " )\n ).play();\n Actions.sequence(\n Actions.parallel(\n Actions.fadeOut(this.dungeonGrid, 0.2),\n Actions.moveTo(\n this.dungeonGrid,\n this.dungeonGrid.position.x - dx,\n this.dungeonGrid.position.y - dy,\n 0.5", "score": 0.834640383720398 }, { "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": 0.8334454894065857 }, { "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": 0.828838050365448 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " this.readyToMove = true;\n this.pumpQueuedMove();\n })\n ).play();\n }\n } else {\n this.queuedMove = { dx, dy };\n }\n }\n postMove(delay: number) {", "score": 0.8226965069770813 } ]
typescript
(targetCharacter: EnemyCharacter) {
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/character/EnemyCharacter.ts", "retrieved_chunk": "import Character from \"./Character\";\nimport * as _ from \"underscore\";\nexport type EnemyCharacterType = \"enemy1\" | \"enemy2\" | \"enemy3\";\nexport default class EnemyCharacter extends Character {\n constructor(type: EnemyCharacterType) {\n const spriteName = \"enemy-character.png\";\n super(spriteName);\n this.type = type;\n if (this.type === \"enemy1\") {\n this.hp = 1;", "score": 0.8529941439628601 }, { "filename": "src/screens/game/character/Character.ts", "retrieved_chunk": "import * as PIXI from \"pixi.js\";\nimport Game from \"Game\";\nimport { Coords } from \"utils\";\nimport type { EnemyCharacterType } from \"./EnemyCharacter\";\nexport type CharacterType = \"player\" | EnemyCharacterType;\nexport default class Character extends PIXI.Container {\n coords: Coords;\n _hp: number = 1;\n _maxHp: number = 1;\n type: CharacterType;", "score": 0.8206520080566406 }, { "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": 0.8201822638511658 }, { "filename": "src/screens/game/character/EnemyCharacter.ts", "retrieved_chunk": " this.maxHp = 1;\n } else if (this.type === \"enemy2\") {\n this.hp = 2;\n this.maxHp = 2;\n } else if (this.type === \"enemy3\") {\n this.hp = 3;\n this.maxHp = 3;\n }\n }\n get isEnemy() {", "score": 0.8195101618766785 }, { "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": 0.8161571025848389 } ]
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/character/Character.ts", "retrieved_chunk": "import * as PIXI from \"pixi.js\";\nimport Game from \"Game\";\nimport { Coords } from \"utils\";\nimport type { EnemyCharacterType } from \"./EnemyCharacter\";\nexport type CharacterType = \"player\" | EnemyCharacterType;\nexport default class Character extends PIXI.Container {\n coords: Coords;\n _hp: number = 1;\n _maxHp: number = 1;\n type: CharacterType;", "score": 0.8851041197776794 }, { "filename": "src/screens/game/character/EnemyCharacter.ts", "retrieved_chunk": "import Character from \"./Character\";\nimport * as _ from \"underscore\";\nexport type EnemyCharacterType = \"enemy1\" | \"enemy2\" | \"enemy3\";\nexport default class EnemyCharacter extends Character {\n constructor(type: EnemyCharacterType) {\n const spriteName = \"enemy-character.png\";\n super(spriteName);\n this.type = type;\n if (this.type === \"enemy1\") {\n this.hp = 1;", "score": 0.871636688709259 }, { "filename": "src/screens/game/character/PlayerCharacter.ts", "retrieved_chunk": "import Character from \"./Character\";\nexport default class PlayerCharacter extends Character {\n constructor() {\n super(\"player-character.png\");\n this.type = \"player\";\n this.hp = 4;\n this.maxHp = 4;\n }\n get isPlayer() {\n return true;", "score": 0.8332380056381226 }, { "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": 0.8200986385345459 }, { "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": 0.8193790912628174 } ]
typescript
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/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": 0.8681681156158447 }, { "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": 0.8561931252479553 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": "import * as PIXI from \"pixi.js\";\nimport { Actions } from \"pixi-actions\";\nimport Game from \"Game\";\nimport Screen from \"../Screen\";\nimport { Font } from \"utils\";\nimport Save from \"../../save/Save\";\nimport DungeonGrid from \"./grid/DungeonGrid\";\nimport { PlayerCharacter, EnemyCharacter } from \"./character\";\nimport GameOverModal from \"./GameOverModal\";\nimport * as _ from \"underscore\";", "score": 0.8485637903213501 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": "import * as PIXI from \"pixi.js\";\nimport { Actions } from \"pixi-actions\";\nimport { Character, EnemyCharacter, PlayerCharacter } from \"../character\";\nimport GameScreen from \"../GameScreen\";\nimport Grid from \"./Grid\";\nimport Wall from \"./Wall\";\nimport { Coords } from \"utils\";\nimport * as _ from \"underscore\";\nimport Game from \"Game\";\nexport default class DungeonGrid extends Grid {", "score": 0.8473483920097351 }, { "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": 0.8293420672416687 } ]
typescript
(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/save/Save.ts", "retrieved_chunk": " return {\n from: this.serialiseCoords(w.from),\n to: this.serialiseCoords(w.to),\n };\n });\n }\n private static deserialiseWalls(walls: any): Wall[] {\n return walls.map(\n (w: any) =>\n new Wall(this.deserialiseCoords(w.from), this.deserialiseCoords(w.to))", "score": 0.8352254629135132 }, { "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": 0.8324254751205444 }, { "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": 0.825514018535614 }, { "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": 0.8245683908462524 }, { "filename": "src/screens/game/grid/Wall.ts", "retrieved_chunk": "import * as PIXI from \"pixi.js\";\nimport { Coords } from \"utils\";\nimport * as _ from \"underscore\";\nexport default class Wall extends PIXI.Container {\n static CONNECTION_PREFERRED_RATIO = 0.6;\n static PREDETERMINED_LAYOUTS: any = { shrine: [] };\n from: Coords;\n to: Coords;\n sprite: PIXI.Sprite;\n constructor(from: Coords, to: Coords) {", "score": 0.8233464956283569 } ]
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/grid/DungeonGrid.ts", "retrieved_chunk": " characters: Character[] = [];\n walls: Wall[] = [];\n edgeWalls: Wall[] = [];\n wallsHolder: PIXI.Container = new PIXI.Container();\n charactersHolder: PIXI.Container = new PIXI.Container();\n gameScreen: GameScreen;\n coords: Coords[] = [];\n cellSquares: PIXI.Sprite[][] = [];\n cellStairs: PIXI.Sprite[][] = [];\n exitCoords: Coords;", "score": 0.8557328581809998 }, { "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": 0.8347702026367188 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " this.cellSquares.push(col1);\n this.cellStairs.push(col2);\n }\n this.addChild(this.wallsHolder);\n this.addChild(this.charactersHolder);\n for (let i = 0; i < this.dimension; i++) {\n for (let j = 0; j < this.dimension; j++) {\n this.coords.push(new Coords(i, j));\n }\n }", "score": 0.8182786703109741 }, { "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": 0.8169159293174744 }, { "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": 0.8159478902816772 } ]
typescript
private static serialiseCharacters(characters: Character[]) {
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/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": 0.8641060590744019 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " background.anchor.set(0, 0);\n this.addChild(background);\n for (let i = 0; i < this.dimension; i++) {\n const col1 = [];\n const col2 = [];\n for (let j = 0; j < this.dimension; j++) {\n const cell = PIXI.Sprite.from(PIXI.Texture.WHITE);\n cell.tint = 0;\n cell.alpha = (i + j) % 2 == 0 ? 0 : 0.2;\n cell.width = this.cellSize;", "score": 0.8606309294700623 }, { "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": 0.8384735584259033 }, { "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": 0.8381820321083069 }, { "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": 0.836866557598114 } ]
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": " } 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": 0.8381814956665039 }, { "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": 0.832310676574707 }, { "filename": "src/screens/game/character/Character.ts", "retrieved_chunk": " 0\n );\n heart.tint = (i < this._hp) ? 0xff0000 : 0xffffff;\n this.heartsHolder.addChild(heart);\n }\n }\n damage(amount: number): boolean {\n this.hp -= amount;\n return this.hp <= 0;\n }", "score": 0.8291482925415039 }, { "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": 0.8237972855567932 }, { "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": 0.8232119083404541 } ]
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": 0.8784259557723999 }, { "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": 0.8693418502807617 }, { "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": 0.8457486033439636 }, { "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": 0.8333652019500732 }, { "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": 0.831769585609436 } ]
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/character/Character.ts", "retrieved_chunk": "import * as PIXI from \"pixi.js\";\nimport Game from \"Game\";\nimport { Coords } from \"utils\";\nimport type { EnemyCharacterType } from \"./EnemyCharacter\";\nexport type CharacterType = \"player\" | EnemyCharacterType;\nexport default class Character extends PIXI.Container {\n coords: Coords;\n _hp: number = 1;\n _maxHp: number = 1;\n type: CharacterType;", "score": 0.8615031838417053 }, { "filename": "src/screens/game/character/EnemyCharacter.ts", "retrieved_chunk": "import Character from \"./Character\";\nimport * as _ from \"underscore\";\nexport type EnemyCharacterType = \"enemy1\" | \"enemy2\" | \"enemy3\";\nexport default class EnemyCharacter extends Character {\n constructor(type: EnemyCharacterType) {\n const spriteName = \"enemy-character.png\";\n super(spriteName);\n this.type = type;\n if (this.type === \"enemy1\") {\n this.hp = 1;", "score": 0.8431306481361389 }, { "filename": "src/screens/game/character/PlayerCharacter.ts", "retrieved_chunk": "import Character from \"./Character\";\nexport default class PlayerCharacter extends Character {\n constructor() {\n super(\"player-character.png\");\n this.type = \"player\";\n this.hp = 4;\n this.maxHp = 4;\n }\n get isPlayer() {\n return true;", "score": 0.838320255279541 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " characters: Character[] = [];\n walls: Wall[] = [];\n edgeWalls: Wall[] = [];\n wallsHolder: PIXI.Container = new PIXI.Container();\n charactersHolder: PIXI.Container = new PIXI.Container();\n gameScreen: GameScreen;\n coords: Coords[] = [];\n cellSquares: PIXI.Sprite[][] = [];\n cellStairs: PIXI.Sprite[][] = [];\n exitCoords: Coords;", "score": 0.8306853175163269 }, { "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": 0.8209971189498901 } ]
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/character/Character.ts", "retrieved_chunk": "import * as PIXI from \"pixi.js\";\nimport Game from \"Game\";\nimport { Coords } from \"utils\";\nimport type { EnemyCharacterType } from \"./EnemyCharacter\";\nexport type CharacterType = \"player\" | EnemyCharacterType;\nexport default class Character extends PIXI.Container {\n coords: Coords;\n _hp: number = 1;\n _maxHp: number = 1;\n type: CharacterType;", "score": 0.883564829826355 }, { "filename": "src/screens/game/character/EnemyCharacter.ts", "retrieved_chunk": "import Character from \"./Character\";\nimport * as _ from \"underscore\";\nexport type EnemyCharacterType = \"enemy1\" | \"enemy2\" | \"enemy3\";\nexport default class EnemyCharacter extends Character {\n constructor(type: EnemyCharacterType) {\n const spriteName = \"enemy-character.png\";\n super(spriteName);\n this.type = type;\n if (this.type === \"enemy1\") {\n this.hp = 1;", "score": 0.8703552484512329 }, { "filename": "src/screens/game/character/PlayerCharacter.ts", "retrieved_chunk": "import Character from \"./Character\";\nexport default class PlayerCharacter extends Character {\n constructor() {\n super(\"player-character.png\");\n this.type = \"player\";\n this.hp = 4;\n this.maxHp = 4;\n }\n get isPlayer() {\n return true;", "score": 0.8323405981063843 }, { "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": 0.8215059041976929 }, { "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": 0.8189214468002319 } ]
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": "import * as PIXI from \"pixi.js\";\nimport { Actions } from \"pixi-actions\";\nimport { Character, EnemyCharacter, PlayerCharacter } from \"../character\";\nimport GameScreen from \"../GameScreen\";\nimport Grid from \"./Grid\";\nimport Wall from \"./Wall\";\nimport { Coords } from \"utils\";\nimport * as _ from \"underscore\";\nimport Game from \"Game\";\nexport default class DungeonGrid extends Grid {", "score": 0.8539640307426453 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " characters: Character[] = [];\n walls: Wall[] = [];\n edgeWalls: Wall[] = [];\n wallsHolder: PIXI.Container = new PIXI.Container();\n charactersHolder: PIXI.Container = new PIXI.Container();\n gameScreen: GameScreen;\n coords: Coords[] = [];\n cellSquares: PIXI.Sprite[][] = [];\n cellStairs: PIXI.Sprite[][] = [];\n exitCoords: Coords;", "score": 0.8471605777740479 }, { "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": 0.8371952772140503 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": "import * as PIXI from \"pixi.js\";\nimport { Actions } from \"pixi-actions\";\nimport Game from \"Game\";\nimport Screen from \"../Screen\";\nimport { Font } from \"utils\";\nimport Save from \"../../save/Save\";\nimport DungeonGrid from \"./grid/DungeonGrid\";\nimport { PlayerCharacter, EnemyCharacter } from \"./character\";\nimport GameOverModal from \"./GameOverModal\";\nimport * as _ from \"underscore\";", "score": 0.8256150484085083 }, { "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": 0.8142127394676208 } ]
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": 0.8749275207519531 }, { "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": 0.8686224222183228 }, { "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": 0.8337439298629761 }, { "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": 0.8309502601623535 }, { "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": 0.8251838684082031 } ]
typescript
Save.loadGameState(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/character/Character.ts", "retrieved_chunk": "import * as PIXI from \"pixi.js\";\nimport Game from \"Game\";\nimport { Coords } from \"utils\";\nimport type { EnemyCharacterType } from \"./EnemyCharacter\";\nexport type CharacterType = \"player\" | EnemyCharacterType;\nexport default class Character extends PIXI.Container {\n coords: Coords;\n _hp: number = 1;\n _maxHp: number = 1;\n type: CharacterType;", "score": 0.9091205596923828 }, { "filename": "src/screens/game/character/EnemyCharacter.ts", "retrieved_chunk": "import Character from \"./Character\";\nimport * as _ from \"underscore\";\nexport type EnemyCharacterType = \"enemy1\" | \"enemy2\" | \"enemy3\";\nexport default class EnemyCharacter extends Character {\n constructor(type: EnemyCharacterType) {\n const spriteName = \"enemy-character.png\";\n super(spriteName);\n this.type = type;\n if (this.type === \"enemy1\") {\n this.hp = 1;", "score": 0.8855041861534119 }, { "filename": "src/screens/game/character/PlayerCharacter.ts", "retrieved_chunk": "import Character from \"./Character\";\nexport default class PlayerCharacter extends Character {\n constructor() {\n super(\"player-character.png\");\n this.type = \"player\";\n this.hp = 4;\n this.maxHp = 4;\n }\n get isPlayer() {\n return true;", "score": 0.8530826568603516 }, { "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": 0.8447476625442505 }, { "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": 0.8380745649337769 } ]
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/screens/game/character/Character.ts", "retrieved_chunk": "import * as PIXI from \"pixi.js\";\nimport Game from \"Game\";\nimport { Coords } from \"utils\";\nimport type { EnemyCharacterType } from \"./EnemyCharacter\";\nexport type CharacterType = \"player\" | EnemyCharacterType;\nexport default class Character extends PIXI.Container {\n coords: Coords;\n _hp: number = 1;\n _maxHp: number = 1;\n type: CharacterType;", "score": 0.848747968673706 }, { "filename": "src/screens/game/character/EnemyCharacter.ts", "retrieved_chunk": "import Character from \"./Character\";\nimport * as _ from \"underscore\";\nexport type EnemyCharacterType = \"enemy1\" | \"enemy2\" | \"enemy3\";\nexport default class EnemyCharacter extends Character {\n constructor(type: EnemyCharacterType) {\n const spriteName = \"enemy-character.png\";\n super(spriteName);\n this.type = type;\n if (this.type === \"enemy1\") {\n this.hp = 1;", "score": 0.8320224285125732 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " characters: Character[] = [];\n walls: Wall[] = [];\n edgeWalls: Wall[] = [];\n wallsHolder: PIXI.Container = new PIXI.Container();\n charactersHolder: PIXI.Container = new PIXI.Container();\n gameScreen: GameScreen;\n coords: Coords[] = [];\n cellSquares: PIXI.Sprite[][] = [];\n cellStairs: PIXI.Sprite[][] = [];\n exitCoords: Coords;", "score": 0.8206847906112671 }, { "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": 0.8130356073379517 }, { "filename": "src/screens/game/character/PlayerCharacter.ts", "retrieved_chunk": "import Character from \"./Character\";\nexport default class PlayerCharacter extends Character {\n constructor() {\n super(\"player-character.png\");\n this.type = \"player\";\n this.hp = 4;\n this.maxHp = 4;\n }\n get isPlayer() {\n return true;", "score": 0.8044151067733765 } ]
typescript
private static createCharacter(type: CharacterType, hp: number, coords: 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/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": 0.8739497661590576 }, { "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": 0.8685508966445923 }, { "filename": "src/screens/game/grid/Grid.ts", "retrieved_chunk": " c = col;\n r = row;\n } else {\n c = col.col;\n r = col.row;\n }\n return !(c < 0 || c >= this.dimension || r < 0 || r >= this.dimension);\n }\n makeMoveTo(\n character: Character,", "score": 0.8562880158424377 }, { "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": 0.8382437825202942 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " dy = 1;\n }\n if (dx != 0 || dy != 0) {\n // Attempted move\n this.doMove(dx, dy);\n }\n }\n}", "score": 0.8366754651069641 } ]
typescript
if (!this.inBounds(targetCoord)) {
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/Wall.ts", "retrieved_chunk": "import * as PIXI from \"pixi.js\";\nimport { Coords } from \"utils\";\nimport * as _ from \"underscore\";\nexport default class Wall extends PIXI.Container {\n static CONNECTION_PREFERRED_RATIO = 0.6;\n static PREDETERMINED_LAYOUTS: any = { shrine: [] };\n from: Coords;\n to: Coords;\n sprite: PIXI.Sprite;\n constructor(from: Coords, to: Coords) {", "score": 0.8431357741355896 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " characters: Character[] = [];\n walls: Wall[] = [];\n edgeWalls: Wall[] = [];\n wallsHolder: PIXI.Container = new PIXI.Container();\n charactersHolder: PIXI.Container = new PIXI.Container();\n gameScreen: GameScreen;\n coords: Coords[] = [];\n cellSquares: PIXI.Sprite[][] = [];\n cellStairs: PIXI.Sprite[][] = [];\n exitCoords: Coords;", "score": 0.8292430639266968 }, { "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": 0.8292145729064941 }, { "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": 0.8262255191802979 }, { "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": 0.8228230476379395 } ]
typescript
((actor as Wall).isHorizontal) {
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/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": 0.8698821067810059 }, { "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": 0.8688763380050659 }, { "filename": "src/index.ts", "retrieved_chunk": "import Game from \"Game\";\nimport * as PIXI from \"pixi.js\";\nimport \"./style.css\";\nlet timeout: any = null;\nfunction onLoad() {\n function doResize() {\n game.resize();\n }\n const app = new PIXI.Application({\n width: window.innerWidth,", "score": 0.8481127023696899 }, { "filename": "src/index.ts", "retrieved_chunk": " height: window.innerHeight,\n antialias: true,\n transparent: false,\n resolution: window.devicePixelRatio || 1,\n });\n app.renderer.view.style.position = \"absolute\";\n app.renderer.view.style.display = \"block\";\n app.renderer.plugins.interaction.interactionFrequency = 60;\n const game = new Game(app);\n clearTimeout(timeout);", "score": 0.8430507779121399 }, { "filename": "src/screens/game/GameOverModal.ts", "retrieved_chunk": "import * as PIXI from \"pixi.js\";\nimport Game from \"Game\";\nimport { Font } from \"utils\";\nimport * as _ from \"underscore\";\nimport GameScreen from \"./GameScreen\";\nexport default class GameOverModal extends PIXI.Container {\n game: GameScreen;\n scoresTable: PIXI.Container;\n constructor(game: GameScreen) {\n super();", "score": 0.8422057032585144 } ]
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": "import * as PIXI from \"pixi.js\";\nimport { Actions } from \"pixi-actions\";\nimport { Character, EnemyCharacter, PlayerCharacter } from \"../character\";\nimport GameScreen from \"../GameScreen\";\nimport Grid from \"./Grid\";\nimport Wall from \"./Wall\";\nimport { Coords } from \"utils\";\nimport * as _ from \"underscore\";\nimport Game from \"Game\";\nexport default class DungeonGrid extends Grid {", "score": 0.8369752764701843 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " characters: Character[] = [];\n walls: Wall[] = [];\n edgeWalls: Wall[] = [];\n wallsHolder: PIXI.Container = new PIXI.Container();\n charactersHolder: PIXI.Container = new PIXI.Container();\n gameScreen: GameScreen;\n coords: Coords[] = [];\n cellSquares: PIXI.Sprite[][] = [];\n cellStairs: PIXI.Sprite[][] = [];\n exitCoords: Coords;", "score": 0.827241063117981 }, { "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": 0.8034799695014954 }, { "filename": "src/screens/game/grid/Grid.ts", "retrieved_chunk": "import * as PIXI from \"pixi.js\";\nimport { Action, Actions } from \"pixi-actions\";\nimport Character from \"../character/Character\";\nimport { Coords } from \"utils\";\nimport Wall from \"./Wall\";\nexport default class Grid extends PIXI.Container {\n dimension: number;\n edgeSize: number;\n constructor(dimension: number) {\n super();", "score": 0.8028711080551147 }, { "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": 0.8028309941291809 } ]
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": "import * as PIXI from \"pixi.js\";\nimport { Actions } from \"pixi-actions\";\nimport { Character, EnemyCharacter, PlayerCharacter } from \"../character\";\nimport GameScreen from \"../GameScreen\";\nimport Grid from \"./Grid\";\nimport Wall from \"./Wall\";\nimport { Coords } from \"utils\";\nimport * as _ from \"underscore\";\nimport Game from \"Game\";\nexport default class DungeonGrid extends Grid {", "score": 0.8368005752563477 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " characters: Character[] = [];\n walls: Wall[] = [];\n edgeWalls: Wall[] = [];\n wallsHolder: PIXI.Container = new PIXI.Container();\n charactersHolder: PIXI.Container = new PIXI.Container();\n gameScreen: GameScreen;\n coords: Coords[] = [];\n cellSquares: PIXI.Sprite[][] = [];\n cellStairs: PIXI.Sprite[][] = [];\n exitCoords: Coords;", "score": 0.8271395564079285 }, { "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": 0.8033121824264526 }, { "filename": "src/screens/game/grid/Grid.ts", "retrieved_chunk": "import * as PIXI from \"pixi.js\";\nimport { Action, Actions } from \"pixi-actions\";\nimport Character from \"../character/Character\";\nimport { Coords } from \"utils\";\nimport Wall from \"./Wall\";\nexport default class Grid extends PIXI.Container {\n dimension: number;\n edgeSize: number;\n constructor(dimension: number) {\n super();", "score": 0.8027368783950806 }, { "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": 0.8026461601257324 } ]
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/grid/DungeonGrid.ts", "retrieved_chunk": "import * as PIXI from \"pixi.js\";\nimport { Actions } from \"pixi-actions\";\nimport { Character, EnemyCharacter, PlayerCharacter } from \"../character\";\nimport GameScreen from \"../GameScreen\";\nimport Grid from \"./Grid\";\nimport Wall from \"./Wall\";\nimport { Coords } from \"utils\";\nimport * as _ from \"underscore\";\nimport Game from \"Game\";\nexport default class DungeonGrid extends Grid {", "score": 0.858292281627655 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " characters: Character[] = [];\n walls: Wall[] = [];\n edgeWalls: Wall[] = [];\n wallsHolder: PIXI.Container = new PIXI.Container();\n charactersHolder: PIXI.Container = new PIXI.Container();\n gameScreen: GameScreen;\n coords: Coords[] = [];\n cellSquares: PIXI.Sprite[][] = [];\n cellStairs: PIXI.Sprite[][] = [];\n exitCoords: Coords;", "score": 0.8445855379104614 }, { "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": 0.8409228920936584 }, { "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": 0.8309124708175659 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": "import * as PIXI from \"pixi.js\";\nimport { Actions } from \"pixi-actions\";\nimport Game from \"Game\";\nimport Screen from \"../Screen\";\nimport { Font } from \"utils\";\nimport Save from \"../../save/Save\";\nimport DungeonGrid from \"./grid/DungeonGrid\";\nimport { PlayerCharacter, EnemyCharacter } from \"./character\";\nimport GameOverModal from \"./GameOverModal\";\nimport * as _ from \"underscore\";", "score": 0.8281542062759399 } ]
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": "import * as PIXI from \"pixi.js\";\nimport { Actions } from \"pixi-actions\";\nimport { Character, EnemyCharacter, PlayerCharacter } from \"../character\";\nimport GameScreen from \"../GameScreen\";\nimport Grid from \"./Grid\";\nimport Wall from \"./Wall\";\nimport { Coords } from \"utils\";\nimport * as _ from \"underscore\";\nimport Game from \"Game\";\nexport default class DungeonGrid extends Grid {", "score": 0.836825966835022 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " characters: Character[] = [];\n walls: Wall[] = [];\n edgeWalls: Wall[] = [];\n wallsHolder: PIXI.Container = new PIXI.Container();\n charactersHolder: PIXI.Container = new PIXI.Container();\n gameScreen: GameScreen;\n coords: Coords[] = [];\n cellSquares: PIXI.Sprite[][] = [];\n cellStairs: PIXI.Sprite[][] = [];\n exitCoords: Coords;", "score": 0.8270806074142456 }, { "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": 0.8032591342926025 }, { "filename": "src/screens/game/grid/Grid.ts", "retrieved_chunk": "import * as PIXI from \"pixi.js\";\nimport { Action, Actions } from \"pixi-actions\";\nimport Character from \"../character/Character\";\nimport { Coords } from \"utils\";\nimport Wall from \"./Wall\";\nexport default class Grid extends PIXI.Container {\n dimension: number;\n edgeSize: number;\n constructor(dimension: number) {\n super();", "score": 0.8027477264404297 }, { "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": 0.8027182221412659 } ]
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/grid/DungeonGrid.ts", "retrieved_chunk": " characters: Character[] = [];\n walls: Wall[] = [];\n edgeWalls: Wall[] = [];\n wallsHolder: PIXI.Container = new PIXI.Container();\n charactersHolder: PIXI.Container = new PIXI.Container();\n gameScreen: GameScreen;\n coords: Coords[] = [];\n cellSquares: PIXI.Sprite[][] = [];\n cellStairs: PIXI.Sprite[][] = [];\n exitCoords: Coords;", "score": 0.8599258065223694 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " this.cellSquares.push(col1);\n this.cellStairs.push(col2);\n }\n this.addChild(this.wallsHolder);\n this.addChild(this.charactersHolder);\n for (let i = 0; i < this.dimension; i++) {\n for (let j = 0; j < this.dimension; j++) {\n this.coords.push(new Coords(i, j));\n }\n }", "score": 0.8493446707725525 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": "import * as PIXI from \"pixi.js\";\nimport { Actions } from \"pixi-actions\";\nimport { Character, EnemyCharacter, PlayerCharacter } from \"../character\";\nimport GameScreen from \"../GameScreen\";\nimport Grid from \"./Grid\";\nimport Wall from \"./Wall\";\nimport { Coords } from \"utils\";\nimport * as _ from \"underscore\";\nimport Game from \"Game\";\nexport default class DungeonGrid extends Grid {", "score": 0.8463605642318726 }, { "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": 0.8454642295837402 }, { "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": 0.8360284566879272 } ]
typescript
drawWalls(dungeonGrid.walls);
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": 0.8669441938400269 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": "import * as PIXI from \"pixi.js\";\nimport { Actions } from \"pixi-actions\";\nimport Game from \"Game\";\nimport Screen from \"../Screen\";\nimport { Font } from \"utils\";\nimport Save from \"../../save/Save\";\nimport DungeonGrid from \"./grid/DungeonGrid\";\nimport { PlayerCharacter, EnemyCharacter } from \"./character\";\nimport GameOverModal from \"./GameOverModal\";\nimport * as _ from \"underscore\";", "score": 0.8294175863265991 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": "import * as PIXI from \"pixi.js\";\nimport { Actions } from \"pixi-actions\";\nimport { Character, EnemyCharacter, PlayerCharacter } from \"../character\";\nimport GameScreen from \"../GameScreen\";\nimport Grid from \"./Grid\";\nimport Wall from \"./Wall\";\nimport { Coords } from \"utils\";\nimport * as _ from \"underscore\";\nimport Game from \"Game\";\nexport default class DungeonGrid extends Grid {", "score": 0.829086184501648 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " characters: Character[] = [];\n walls: Wall[] = [];\n edgeWalls: Wall[] = [];\n wallsHolder: PIXI.Container = new PIXI.Container();\n charactersHolder: PIXI.Container = new PIXI.Container();\n gameScreen: GameScreen;\n coords: Coords[] = [];\n cellSquares: PIXI.Sprite[][] = [];\n cellStairs: PIXI.Sprite[][] = [];\n exitCoords: Coords;", "score": 0.8147879242897034 }, { "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": 0.8098770380020142 } ]
typescript
state: gameScreen.state, 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/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": 0.8669441938400269 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": "import * as PIXI from \"pixi.js\";\nimport { Actions } from \"pixi-actions\";\nimport Game from \"Game\";\nimport Screen from \"../Screen\";\nimport { Font } from \"utils\";\nimport Save from \"../../save/Save\";\nimport DungeonGrid from \"./grid/DungeonGrid\";\nimport { PlayerCharacter, EnemyCharacter } from \"./character\";\nimport GameOverModal from \"./GameOverModal\";\nimport * as _ from \"underscore\";", "score": 0.8294175863265991 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": "import * as PIXI from \"pixi.js\";\nimport { Actions } from \"pixi-actions\";\nimport { Character, EnemyCharacter, PlayerCharacter } from \"../character\";\nimport GameScreen from \"../GameScreen\";\nimport Grid from \"./Grid\";\nimport Wall from \"./Wall\";\nimport { Coords } from \"utils\";\nimport * as _ from \"underscore\";\nimport Game from \"Game\";\nexport default class DungeonGrid extends Grid {", "score": 0.829086184501648 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " characters: Character[] = [];\n walls: Wall[] = [];\n edgeWalls: Wall[] = [];\n wallsHolder: PIXI.Container = new PIXI.Container();\n charactersHolder: PIXI.Container = new PIXI.Container();\n gameScreen: GameScreen;\n coords: Coords[] = [];\n cellSquares: PIXI.Sprite[][] = [];\n cellStairs: PIXI.Sprite[][] = [];\n exitCoords: Coords;", "score": 0.8147879242897034 }, { "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": 0.8098770380020142 } ]
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/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": 0.8677161931991577 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": "import * as PIXI from \"pixi.js\";\nimport { Actions } from \"pixi-actions\";\nimport Game from \"Game\";\nimport Screen from \"../Screen\";\nimport { Font } from \"utils\";\nimport Save from \"../../save/Save\";\nimport DungeonGrid from \"./grid/DungeonGrid\";\nimport { PlayerCharacter, EnemyCharacter } from \"./character\";\nimport GameOverModal from \"./GameOverModal\";\nimport * as _ from \"underscore\";", "score": 0.8267889022827148 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": "import * as PIXI from \"pixi.js\";\nimport { Actions } from \"pixi-actions\";\nimport { Character, EnemyCharacter, PlayerCharacter } from \"../character\";\nimport GameScreen from \"../GameScreen\";\nimport Grid from \"./Grid\";\nimport Wall from \"./Wall\";\nimport { Coords } from \"utils\";\nimport * as _ from \"underscore\";\nimport Game from \"Game\";\nexport default class DungeonGrid extends Grid {", "score": 0.8145900368690491 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " characters: Character[] = [];\n walls: Wall[] = [];\n edgeWalls: Wall[] = [];\n wallsHolder: PIXI.Container = new PIXI.Container();\n charactersHolder: PIXI.Container = new PIXI.Container();\n gameScreen: GameScreen;\n coords: Coords[] = [];\n cellSquares: PIXI.Sprite[][] = [];\n cellStairs: PIXI.Sprite[][] = [];\n exitCoords: Coords;", "score": 0.8122481107711792 }, { "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": 0.8099508285522461 } ]
typescript
: 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/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": 0.836429238319397 }, { "filename": "src/Game.ts", "retrieved_chunk": " next();\n })\n .load((_, resources) => {\n this.resources = resources;\n this.spritesheet = this.resources[\"spritesheet\"].spritesheet;\n this.postInit();\n });\n }\n gotoGameScreen() {\n const gameScreen = new GameScreen();", "score": 0.8346238136291504 }, { "filename": "src/screens/game/GameOverModal.ts", "retrieved_chunk": " this.game = game;\n // Leaderboard\n const titleLabel = new PIXI.BitmapText(\n \"Game Over\",\n Font.makeFontOptions(\"small\")\n );\n titleLabel.anchor.set(0.5, 0.5);\n titleLabel.position.x = Game.TARGET_WIDTH / 2;\n titleLabel.position.y = 20;\n this.addChild(titleLabel);", "score": 0.8307870030403137 }, { "filename": "src/screens/game/GameOverModal.ts", "retrieved_chunk": "import * as PIXI from \"pixi.js\";\nimport Game from \"Game\";\nimport { Font } from \"utils\";\nimport * as _ from \"underscore\";\nimport GameScreen from \"./GameScreen\";\nexport default class GameOverModal extends PIXI.Container {\n game: GameScreen;\n scoresTable: PIXI.Container;\n constructor(game: GameScreen) {\n super();", "score": 0.8294442892074585 }, { "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": 0.8245798349380493 } ]
typescript
const nextGrid = new DungeonGrid(this, Game.DIMENSION);
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": 0.8747549057006836 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " }\n const coords = _.sample(possibles);\n this.exitCoords = coords;\n if (Game.EXIT_TYPE == \"door\") {\n const possibleDirs = [];\n if (coords.row == 0) possibleDirs.push(new Coords(0, -1));\n if (coords.row == this.dimension - 1) possibleDirs.push(new Coords(0, 1));\n if (coords.col == 0) possibleDirs.push(new Coords(-1, 0));\n if (coords.col == this.dimension - 1) possibleDirs.push(new Coords(1, 0));\n if (possibleDirs.length > 0) this.exitDir = _.sample(possibleDirs);", "score": 0.845096230506897 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " for (let i = 0; i < this.dimension; i++) {\n for (let j = 0; j < this.dimension; j++) {\n if (i == 2 && j == 2) continue;\n if (\n Game.EXIT_TYPE == \"door\" &&\n ![0, this.dimension - 1].includes(i) &&\n ![0, this.dimension - 1].includes(j)\n )\n continue;\n const c = new Coords(i, j);", "score": 0.8421669006347656 }, { "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": 0.8319455981254578 }, { "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": 0.8306547403335571 } ]
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": 0.8649152517318726 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": "import * as PIXI from \"pixi.js\";\nimport { Actions } from \"pixi-actions\";\nimport Game from \"Game\";\nimport Screen from \"../Screen\";\nimport { Font } from \"utils\";\nimport Save from \"../../save/Save\";\nimport DungeonGrid from \"./grid/DungeonGrid\";\nimport { PlayerCharacter, EnemyCharacter } from \"./character\";\nimport GameOverModal from \"./GameOverModal\";\nimport * as _ from \"underscore\";", "score": 0.8315128684043884 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": "import * as PIXI from \"pixi.js\";\nimport { Actions } from \"pixi-actions\";\nimport { Character, EnemyCharacter, PlayerCharacter } from \"../character\";\nimport GameScreen from \"../GameScreen\";\nimport Grid from \"./Grid\";\nimport Wall from \"./Wall\";\nimport { Coords } from \"utils\";\nimport * as _ from \"underscore\";\nimport Game from \"Game\";\nexport default class DungeonGrid extends Grid {", "score": 0.8265789747238159 }, { "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": 0.8248098492622375 }, { "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": 0.8216950297355652 } ]
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": " 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": 0.8507423400878906 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": "import * as PIXI from \"pixi.js\";\nimport { Actions } from \"pixi-actions\";\nimport { Character, EnemyCharacter, PlayerCharacter } from \"../character\";\nimport GameScreen from \"../GameScreen\";\nimport Grid from \"./Grid\";\nimport Wall from \"./Wall\";\nimport { Coords } from \"utils\";\nimport * as _ from \"underscore\";\nimport Game from \"Game\";\nexport default class DungeonGrid extends Grid {", "score": 0.8420337438583374 }, { "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": 0.8380528092384338 }, { "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": 0.8369492292404175 }, { "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": 0.8352541923522949 } ]
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": 0.8739485740661621 }, { "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": 0.8641610145568848 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": "import * as PIXI from \"pixi.js\";\nimport { Actions } from \"pixi-actions\";\nimport Game from \"Game\";\nimport Screen from \"../Screen\";\nimport { Font } from \"utils\";\nimport Save from \"../../save/Save\";\nimport DungeonGrid from \"./grid/DungeonGrid\";\nimport { PlayerCharacter, EnemyCharacter } from \"./character\";\nimport GameOverModal from \"./GameOverModal\";\nimport * as _ from \"underscore\";", "score": 0.8504767417907715 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": "import * as PIXI from \"pixi.js\";\nimport { Actions } from \"pixi-actions\";\nimport { Character, EnemyCharacter, PlayerCharacter } from \"../character\";\nimport GameScreen from \"../GameScreen\";\nimport Grid from \"./Grid\";\nimport Wall from \"./Wall\";\nimport { Coords } from \"utils\";\nimport * as _ from \"underscore\";\nimport Game from \"Game\";\nexport default class DungeonGrid extends Grid {", "score": 0.8470535278320312 }, { "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": 0.8372492790222168 } ]
typescript
const pc = gameScreen.dungeonGrid.characters.find(c => c.isPlayer);
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": 0.866858184337616 }, { "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": 0.8424422740936279 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": "import * as PIXI from \"pixi.js\";\nimport { Actions } from \"pixi-actions\";\nimport Game from \"Game\";\nimport Screen from \"../Screen\";\nimport { Font } from \"utils\";\nimport Save from \"../../save/Save\";\nimport DungeonGrid from \"./grid/DungeonGrid\";\nimport { PlayerCharacter, EnemyCharacter } from \"./character\";\nimport GameOverModal from \"./GameOverModal\";\nimport * as _ from \"underscore\";", "score": 0.8387861847877502 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": "import * as PIXI from \"pixi.js\";\nimport { Actions } from \"pixi-actions\";\nimport { Character, EnemyCharacter, PlayerCharacter } from \"../character\";\nimport GameScreen from \"../GameScreen\";\nimport Grid from \"./Grid\";\nimport Wall from \"./Wall\";\nimport { Coords } from \"utils\";\nimport * as _ from \"underscore\";\nimport Game from \"Game\";\nexport default class DungeonGrid extends Grid {", "score": 0.8380833864212036 }, { "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": 0.8303219079971313 } ]
typescript
playerCharacter = pc;
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/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": 0.8518936634063721 }, { "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": 0.8489919900894165 }, { "filename": "src/save/Save.ts", "retrieved_chunk": " const dungeonGrid = new DungeonGrid(gameScreen, data.dimension);\n const chars = this.deserialiseCharacters(data.characters);\n for (const c of chars) {\n dungeonGrid.addCharacter(c);\n }\n dungeonGrid.walls = this.deserialiseWalls(data.walls);\n dungeonGrid.edgeWalls = this.deserialiseWalls(data.edgeWalls);\n dungeonGrid.exitCoords = this.deserialiseCoords(data.exitCoords);\n dungeonGrid.exitDir = this.deserialiseCoords(data.exitDir);\n dungeonGrid.drawWalls(dungeonGrid.walls);", "score": 0.845309317111969 }, { "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": 0.8376457691192627 }, { "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": 0.8361061215400696 } ]
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": " 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": 0.8539863228797913 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": "import * as PIXI from \"pixi.js\";\nimport { Actions } from \"pixi-actions\";\nimport { Character, EnemyCharacter, PlayerCharacter } from \"../character\";\nimport GameScreen from \"../GameScreen\";\nimport Grid from \"./Grid\";\nimport Wall from \"./Wall\";\nimport { Coords } from \"utils\";\nimport * as _ from \"underscore\";\nimport Game from \"Game\";\nexport default class DungeonGrid extends Grid {", "score": 0.848408579826355 }, { "filename": "src/save/Save.ts", "retrieved_chunk": " const dungeonGrid = new DungeonGrid(gameScreen, data.dimension);\n const chars = this.deserialiseCharacters(data.characters);\n for (const c of chars) {\n dungeonGrid.addCharacter(c);\n }\n dungeonGrid.walls = this.deserialiseWalls(data.walls);\n dungeonGrid.edgeWalls = this.deserialiseWalls(data.edgeWalls);\n dungeonGrid.exitCoords = this.deserialiseCoords(data.exitCoords);\n dungeonGrid.exitDir = this.deserialiseCoords(data.exitDir);\n dungeonGrid.drawWalls(dungeonGrid.walls);", "score": 0.8417502641677856 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " this.cellSquares.push(col1);\n this.cellStairs.push(col2);\n }\n this.addChild(this.wallsHolder);\n this.addChild(this.charactersHolder);\n for (let i = 0; i < this.dimension; i++) {\n for (let j = 0; j < this.dimension; j++) {\n this.coords.push(new Coords(i, j));\n }\n }", "score": 0.8304216861724854 }, { "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": 0.8300365209579468 } ]
typescript
this.dungeonGrid.generateWalls(Math.min(3 + this.level, 8));
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": 0.8561721444129944 }, { "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": 0.8345024585723877 }, { "filename": "src/screens/game/grid/DungeonGrid.ts", "retrieved_chunk": " const dx = targetCol - char.coords.col;\n const dy = targetRow - char.coords.row;\n atLeastOneMove = true;\n delay = Math.max(this.moveCharacter(char, dx, dy).delay, delay);\n }\n if (tryAgainLater.length == 0) {\n break;\n } else {\n sortedEnemies = tryAgainLater;\n }", "score": 0.8316696286201477 }, { "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": 0.8285660147666931 }, { "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": 0.8251123428344727 } ]
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": " 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": 0.8850897550582886 }, { "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": 0.8756308555603027 }, { "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": 0.8696330785751343 }, { "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": 0.8671866059303284 }, { "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": 0.8665711879730225 } ]
typescript
const moveResult = this.dungeonGrid.moveCharacter( this.playerCharacter, dx, dy );
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.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": 0.8495967984199524 }, { "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": 0.845067024230957 }, { "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": 0.8376682996749878 }, { "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": 0.8198674917221069 }, { "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": 0.8159986734390259 } ]
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": " 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": 0.8807839155197144 }, { "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": 0.8730007410049438 }, { "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": 0.8654283285140991 }, { "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": 0.8599402904510498 }, { "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": 0.8590575456619263 } ]
typescript
if (Game.EXIT_TYPE == "stairs" && this.dungeonGrid.exitCoords) {
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": 0.8428746461868286 }, { "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": 0.828284502029419 }, { "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": 0.8151649832725525 }, { "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": 0.8102924227714539 }, { "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": 0.8098191618919373 } ]
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": " )\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": 0.8413729667663574 }, { "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": 0.8384048938751221 }, { "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": 0.8329254984855652 }, { "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": 0.821042537689209 }, { "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": 0.8154414892196655 } ]
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/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": 0.8529683351516724 }, { "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": 0.8463656902313232 }, { "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": 0.8159058094024658 }, { "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": 0.8157683610916138 }, { "filename": "src/save/Save.ts", "retrieved_chunk": " );\n }\n // Characters\n private static serialiseCharacters(characters: Character[]) {\n return characters.map((c) => {\n return {\n type: c.type,\n coords: this.serialiseCoords(c.coords),\n hp: c.hp,\n };", "score": 0.8127659559249878 } ]
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/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": 0.8999179601669312 }, { "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": 0.8596034049987793 }, { "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": 0.8518971800804138 }, { "filename": "src/screens/game/GameScreen.ts", "retrieved_chunk": " )\n ).play();\n Actions.sequence(\n Actions.parallel(\n Actions.fadeOut(this.dungeonGrid, 0.2),\n Actions.moveTo(\n this.dungeonGrid,\n this.dungeonGrid.position.x - dx,\n this.dungeonGrid.position.y - dy,\n 0.5", "score": 0.8352190852165222 }, { "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": 0.8275759220123291 } ]
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.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": 0.864398717880249 }, { "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": 0.8383707404136658 }, { "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": 0.8377100229263306 }, { "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": 0.8318853378295898 }, { "filename": "src/screens/game/grid/Wall.ts", "retrieved_chunk": " if (dx == 0) return false;\n if (dx < 0 && this.from.equals(start)) {\n // Hitting a wall\n return true;\n }\n if (\n dx > 0 &&\n this.from.col == start.col + 1 &&\n this.from.row == start.row\n ) {", "score": 0.8284803628921509 } ]
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/save/Save.ts", "retrieved_chunk": " return {\n from: this.serialiseCoords(w.from),\n to: this.serialiseCoords(w.to),\n };\n });\n }\n private static deserialiseWalls(walls: any): Wall[] {\n return walls.map(\n (w: any) =>\n new Wall(this.deserialiseCoords(w.from), this.deserialiseCoords(w.to))", "score": 0.831992506980896 }, { "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": 0.8319894075393677 }, { "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": 0.8250507712364197 }, { "filename": "src/screens/game/grid/Wall.ts", "retrieved_chunk": "import * as PIXI from \"pixi.js\";\nimport { Coords } from \"utils\";\nimport * as _ from \"underscore\";\nexport default class Wall extends PIXI.Container {\n static CONNECTION_PREFERRED_RATIO = 0.6;\n static PREDETERMINED_LAYOUTS: any = { shrine: [] };\n from: Coords;\n to: Coords;\n sprite: PIXI.Sprite;\n constructor(from: Coords, to: Coords) {", "score": 0.8217289447784424 }, { "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": 0.8184125423431396 } ]
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/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": 0.8589528799057007 }, { "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": 0.8551715612411499 }, { "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": 0.8490115404129028 }, { "filename": "src/screens/game/grid/Wall.ts", "retrieved_chunk": " [prevWall.from.clone().add(0, 1), prevWall.to.clone().add(0, 1)],\n // 4 perpendicular\n [prevWall.from.clone(), prevWall.from.clone().add(1, 0)],\n [prevWall.from.clone().add(-1, 0), prevWall.from.clone()],\n [prevWall.to.clone(), prevWall.to.clone().add(1, 0)],\n [prevWall.to.clone().add(-1, 0), prevWall.to.clone()]\n );\n }\n // Remove any which are duplicated, or out of bounds\n const viableConnectingWalls: Coords[][] = [];", "score": 0.8387600183486938 }, { "filename": "src/screens/game/grid/Wall.ts", "retrieved_chunk": " outer: for (const w of connectingWalls) {\n // If not in bounds, don't add to Q\n if (w[0].col < 0 || w[0].row < 0) continue;\n if (w[0].col >= dimension || w[0].row >= dimension) continue;\n if (w[1].col < 0 || w[1].row < 0) continue;\n if (w[1].col >= dimension || w[1].row >= dimension) continue;\n const isHorizontal = w[0].row == w[1].row;\n if (isHorizontal) {\n // If it's horizontal, you can't go on top or bottom\n if (w[0].row == 0 || w[0].row == dimension - 1) continue;", "score": 0.8326747417449951 } ]
typescript
let walls: Wall[] = Wall.edges(this.dimension);
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/err.spec.ts", "retrieved_chunk": " expect(a.errMessage).toEqual(b.errMessage);\n expect(a.errCode).toEqual(b.errCode);\n expect(a.errContext).toEqual(b.errContext);\n expect(a.errException).toEqual(b.errException);\n}", "score": 0.8606681823730469 }, { "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": 0.8582830429077148 }, { "filename": "src/err.spec.ts", "retrieved_chunk": " assertResultEquals(err(e, \"super fail\", 999, { some: \"data\" }), {\n errMessage: \"super fail\",\n errCode: 999,\n errContext: { some: \"data\" },\n });\n });\n});\nfunction errIsErr(a: Err, b: Err): void {\n expect(a.ok).toEqual(a.ok);\n expect(a.err).toEqual(b.err);", "score": 0.8544092178344727 }, { "filename": "src/err.spec.ts", "retrieved_chunk": " err({\n errCode: 123,\n errContext: { some: \"data\" },\n errException: e,\n }),\n {\n errCode: 123,\n errMessage: \"error123: fail\",\n errContext: { some: \"data\" },\n errException: e,", "score": 0.8440176248550415 }, { "filename": "src/err.spec.ts", "retrieved_chunk": " const e = err(\"fail\", 555, { old: \"data\" });\n // no overrides\n assertResultEquals(err(e), {\n errMessage: \"fail\",\n errCode: 555,\n errContext: { old: \"data\" },\n });\n // just the message\n assertResultEquals(err(e, \"super fail\"), {\n errMessage: \"super fail\",", "score": 0.8394888043403625 } ]
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": " 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": 0.8450830578804016 }, { "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": 0.8362103700637817 }, { "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": 0.8348938822746277 }, { "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": 0.8171138167381287 }, { "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": 0.8091638684272766 } ]
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": " )\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": 0.814703106880188 }, { "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": 0.8089315891265869 }, { "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": 0.80007004737854 }, { "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": 0.7984919548034668 }, { "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": 0.7949498891830444 } ]
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/err.spec.ts", "retrieved_chunk": " expect(a.errMessage).toEqual(b.errMessage);\n expect(a.errCode).toEqual(b.errCode);\n expect(a.errContext).toEqual(b.errContext);\n expect(a.errException).toEqual(b.errException);\n}", "score": 0.828336238861084 }, { "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": 0.8247162699699402 }, { "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": 0.8078339695930481 }, { "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": 0.799884557723999 }, { "filename": "src/toResult.ts", "retrieved_chunk": " return err();\n }\n if (typeof value === \"object\") {\n if ((\"ok\" in value && value.ok) || (\"err\" in value && !value.err)) {\n const data = (value as Ok).data ?? null;\n return ok(data);\n } else if ((\"err\" in value && value.err) || (\"ok\" in value && !value.ok)) {\n const e = value as Err;\n const errCode = e.errCode ?? 0;\n const errMessage = e.errMessage || \"\";", "score": 0.7991583943367004 } ]
typescript
if (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": 0.8537878394126892 }, { "filename": "src/err.spec.ts", "retrieved_chunk": " expect(a.errMessage).toEqual(b.errMessage);\n expect(a.errCode).toEqual(b.errCode);\n expect(a.errContext).toEqual(b.errContext);\n expect(a.errException).toEqual(b.errException);\n}", "score": 0.8370802402496338 }, { "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": 0.8206795454025269 }, { "filename": "src/err.spec.ts", "retrieved_chunk": " assertResultEquals(err(e, \"super fail\", 999, { some: \"data\" }), {\n errMessage: \"super fail\",\n errCode: 999,\n errContext: { some: \"data\" },\n });\n });\n});\nfunction errIsErr(a: Err, b: Err): void {\n expect(a.ok).toEqual(a.ok);\n expect(a.err).toEqual(b.err);", "score": 0.8205540776252747 }, { "filename": "src/toResult.ts", "retrieved_chunk": " return err();\n }\n if (typeof value === \"object\") {\n if ((\"ok\" in value && value.ok) || (\"err\" in value && !value.err)) {\n const data = (value as Ok).data ?? null;\n return ok(data);\n } else if ((\"err\" in value && value.err) || (\"ok\" in value && !value.ok)) {\n const e = value as Err;\n const errCode = e.errCode ?? 0;\n const errMessage = e.errMessage || \"\";", "score": 0.8190253376960754 } ]
typescript
message = typeof b === "string" ? b : a.message || "";
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": 0.8576360940933228 }, { "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": 0.8146546483039856 }, { "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": 0.8012456893920898 }, { "filename": "src/err.spec.ts", "retrieved_chunk": " err({\n errCode: 123,\n errContext: { some: \"data\" },\n errException: e,\n }),\n {\n errCode: 123,\n errMessage: \"error123: fail\",\n errContext: { some: \"data\" },\n errException: e,", "score": 0.8007115125656128 }, { "filename": "src/err.spec.ts", "retrieved_chunk": " const e = err(\"fail\", 555, { old: \"data\" });\n // no overrides\n assertResultEquals(err(e), {\n errMessage: \"fail\",\n errCode: 555,\n errContext: { old: \"data\" },\n });\n // just the message\n assertResultEquals(err(e, \"super fail\"), {\n errMessage: \"super fail\",", "score": 0.7985807657241821 } ]
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/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": 0.82061767578125 }, { "filename": "src/err.spec.ts", "retrieved_chunk": " expect(a.errMessage).toEqual(b.errMessage);\n expect(a.errCode).toEqual(b.errCode);\n expect(a.errContext).toEqual(b.errContext);\n expect(a.errException).toEqual(b.errException);\n}", "score": 0.8169951438903809 }, { "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": 0.8037002682685852 }, { "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": 0.7987825870513916 }, { "filename": "src/toResult.ts", "retrieved_chunk": " return err();\n }\n if (typeof value === \"object\") {\n if ((\"ok\" in value && value.ok) || (\"err\" in value && !value.err)) {\n const data = (value as Ok).data ?? null;\n return ok(data);\n } else if ((\"err\" in value && value.err) || (\"ok\" in value && !value.ok)) {\n const e = value as Err;\n const errCode = e.errCode ?? 0;\n const errMessage = e.errMessage || \"\";", "score": 0.7959173917770386 } ]
typescript
isJsError(a)) {
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": 0.8529779314994812 }, { "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": 0.8511292934417725 }, { "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": 0.841262698173523 }, { "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": 0.83344966173172 }, { "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": 0.8332982063293457 } ]
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/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": 0.8601858615875244 }, { "filename": "src/err.spec.ts", "retrieved_chunk": " assertResultEquals(err(e, \"super fail\", 999, { some: \"data\" }), {\n errMessage: \"super fail\",\n errCode: 999,\n errContext: { some: \"data\" },\n });\n });\n});\nfunction errIsErr(a: Err, b: Err): void {\n expect(a.ok).toEqual(a.ok);\n expect(a.err).toEqual(b.err);", "score": 0.8587429523468018 }, { "filename": "src/err.spec.ts", "retrieved_chunk": " err({\n errCode: 123,\n errContext: { some: \"data\" },\n errException: e,\n }),\n {\n errCode: 123,\n errMessage: \"error123: fail\",\n errContext: { some: \"data\" },\n errException: e,", "score": 0.8540109992027283 }, { "filename": "src/err.spec.ts", "retrieved_chunk": " expect(a.errMessage).toEqual(b.errMessage);\n expect(a.errCode).toEqual(b.errCode);\n expect(a.errContext).toEqual(b.errContext);\n expect(a.errException).toEqual(b.errException);\n}", "score": 0.8531387448310852 }, { "filename": "src/err.spec.ts", "retrieved_chunk": " const e = err(\"fail\", 555, { old: \"data\" });\n // no overrides\n assertResultEquals(err(e), {\n errMessage: \"fail\",\n errCode: 555,\n errContext: { old: \"data\" },\n });\n // just the message\n assertResultEquals(err(e, \"super fail\"), {\n errMessage: \"super fail\",", "score": 0.8441874980926514 } ]
typescript
const { errCode, errMessage, errContext, errException } = a as Partial<Err>;
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/err.ts", "retrieved_chunk": " exception = errException ?? null;\n code =\n typeof c === \"number\"\n ? c\n : typeof errCode === \"number\"\n ? errCode\n : 0;\n message = isValidString(b)\n ? b\n : isValidString(errMessage)", "score": 0.8631791472434998 }, { "filename": "src/err.spec.ts", "retrieved_chunk": " err({\n errCode: 123,\n errContext: { some: \"data\" },\n errException: e,\n }),\n {\n errCode: 123,\n errMessage: \"error123: fail\",\n errContext: { some: \"data\" },\n errException: e,", "score": 0.862229585647583 }, { "filename": "src/toResult.spec.ts", "retrieved_chunk": " expect(toResult({ err: true, errCode: \"FFF\" })).toEqual(\n err({ errCode: \"FFF\" }),\n );\n expect(toResult({ ok: false, errCode: \"FFF\" })).toEqual(\n err({ errCode: \"FFF\" }),\n );\n const ctx = { a: 1 };\n expect(toResult({ err: true, errContext: ctx })).toEqual(\n err({ errContext: ctx }),\n );", "score": 0.8614704608917236 }, { "filename": "src/from.ts", "retrieved_chunk": " return ok(data);\n } catch (e) {\n return err(e);\n }\n}", "score": 0.8588346242904663 }, { "filename": "src/toResult.spec.ts", "retrieved_chunk": " });\n it(\"should convert a simple {ok:false} or {err:true} object to an Err result\", () => {\n expect(toResult({ ok: false })).toEqual(err());\n expect(toResult({ err: true })).toEqual(err());\n });\n it(\"should retain the errMessage, errCode, errContext and errException when accepting an err-like input value\", () => {\n expect(toResult({ ok: false, errMessage: \"noo\" })).toEqual(err(\"noo\"));\n expect(toResult({ err: true, errMessage: \"noo!\" })).toEqual(err(\"noo!\"));\n expect(toResult({ err: true, errCode: 999 })).toEqual(err(999));\n expect(toResult({ ok: false, errCode: 999 })).toEqual(err(999));", "score": 0.8554734587669373 } ]
typescript
value ? ok(value) : err();
/* * 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": "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": 0.8478477597236633 }, { "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": 0.8432906866073608 }, { "filename": "src/recognizer/recognizer.ts", "retrieved_chunk": " conversationContext?: MemoryConversationContext;\n }) {\n this.nlpManager =\n this.settings.nlpManager ||\n new NlpManager({\n container: this.settings.container,\n ner: { threshold: this.settings.nerThreshold || 1 },\n });\n this.threshold = this.settings.threshold || 0.7;\n this.conversationContext =", "score": 0.8208250403404236 }, { "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": 0.8182166218757629 }, { "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": 0.8131043910980225 } ]
typescript
getConversationContext(session: Session): Promise<Object> {
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/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": 0.9008544683456421 }, { "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": 0.8932675719261169 }, { "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": 0.8427150249481201 }, { "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": 0.8345845937728882 }, { "filename": "src/nlp/index.ts", "retrieved_chunk": " * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.\n */\nimport NlpUtil from './nlp-util';\nimport NlpManager from './nlp-manager';\nimport NlpExcelReader from './nlp-excel-reader';\nexport {\n NlpUtil,\n NlpManager,\n NlpExcelReader\n}", "score": 0.8138741850852966 } ]
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/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": 0.8713473081588745 }, { "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": 0.865646481513977 }, { "filename": "src/types/@nlpjs/nlu.d.ts", "retrieved_chunk": " stemming?: boolean;\n useRegExpTokenize?: boolean;\n useLemma?: boolean;\n minScore?: number;\n ner?: any;\n skipStopWords?: boolean;\n pipeline?: any;\n }\n export class NluNeural {\n constructor(settings?: NluNeuralSettings);", "score": 0.8480845093727112 }, { "filename": "src/index.ts", "retrieved_chunk": " Recognizer,\n ConversationContext,\n MemoryConversationContext,\n} from './recognizer'\nimport { BrainNLU } from './nlu'\nexport {\n Language,\n NlpUtil,\n NlpManager,\n NlpExcelReader,", "score": 0.8368775248527527 }, { "filename": "src/types/@nlpjs/nlu.d.ts", "retrieved_chunk": " settings: NluNeuralSettings;\n train(corpus: any[], settings?: NluNeuralSettings): Promise<void>;\n process(utterance: string, context?: any): Promise<{\n classifications: Array<{\n intent: string;\n score: number;\n }>;\n }>;\n }\n export class NluNeuralManager {", "score": 0.8341802358627319 } ]
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/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": 0.8886381983757019 }, { "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": 0.8787291646003723 }, { "filename": "src/types/@nlpjs/nlu.d.ts", "retrieved_chunk": " stemming?: boolean;\n useRegExpTokenize?: boolean;\n useLemma?: boolean;\n minScore?: number;\n ner?: any;\n skipStopWords?: boolean;\n pipeline?: any;\n }\n export class NluNeural {\n constructor(settings?: NluNeuralSettings);", "score": 0.8741130828857422 }, { "filename": "src/nlu/brain-nlu.ts", "retrieved_chunk": " constructor(settings: any = {}) {\n this.settings = settings;\n if (!this.settings.container) {\n this.settings.container = containerBootstrap();\n }\n this.container = this.settings.container;\n this.container.use(LangAll);\n if (!this.settings.l) {\n this.nlu = new NluNeural({\n locale: this.settings.locale || this.settings.language || 'en',", "score": 0.8688123822212219 }, { "filename": "src/types/@nlpjs/nlp.d.ts", "retrieved_chunk": "declare module '@nlpjs/nlp' {\n export class Nlp {\n constructor(settings: any)\n }\n}", "score": 0.8459309339523315 } ]
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/types/@nlpjs/nlu.d.ts", "retrieved_chunk": " entities?: {\n [locale: string]: {\n [name: string]: {\n type: string;\n values: { [value: string]: any };\n };\n };\n };\n regex?: { [name: string]: { [locale: string]: string } };\n stems?: { [locale: string]: { [value: string]: string } };", "score": 0.813399612903595 }, { "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": 0.8089224100112915 }, { "filename": "src/nlp/nlp-manager.ts", "retrieved_chunk": " return this.nlp.addNerBeforeFirstCondition(locale, name, words, opts);\n }\n addBeforeLastCondition(locale: string, name: string, words: string[], opts?: any): void {\n return this.nlp.addNerBeforeLastCondition(locale, name, words, opts);\n }\n describeLanguage(locale: string, name: string): void {\n return this.nlp.describeLanguage(locale, name);\n }\n beginEdit(): void {\n }", "score": 0.7904579043388367 }, { "filename": "src/nlp/nlp-manager.ts", "retrieved_chunk": " addAfterFirstCondition(locale: string, name: string, words: string[], opts?: any): void {\n return this.nlp.addNerAfterFirstCondition(locale, name, words, opts);\n }\n addAfterLastCondition(locale: string, name: string, words: string[], opts?: any): void {\n return this.nlp.addNerAfterLastCondition(locale, name, words, opts);\n }\n addBeforeCondition(locale: string, name: string, words: string[], opts?: any): void {\n return this.nlp.addNerBeforeCondition(locale, name, words, opts);\n }\n addBeforeFirstCondition(locale: string, name: string, words: string[], opts?: any): void {", "score": 0.7813659310340881 }, { "filename": "src/types/@nlpjs/language.d.ts", "retrieved_chunk": " Devanagari: RegExp;\n jpn: RegExp;\n kor: RegExp;\n tel: RegExp;\n tam: RegExp;\n guj: RegExp;\n kan: RegExp;\n mal: RegExp;\n Myanmar: RegExp;\n ori: RegExp;", "score": 0.7786576747894287 } ]
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 { 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": 0.8706785440444946 }, { "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": 0.8302722573280334 }, { "filename": "src/types/session.d.ts", "retrieved_chunk": "export type Session = {\n message?: {\n address?: {\n conversation?: {\n id: string;\n };\n };\n };\n _activity?: {\n conversation?: {", "score": 0.8295937776565552 }, { "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": 0.824510931968689 }, { "filename": "src/recognizer/recognizer.ts", "retrieved_chunk": " conversationContext?: MemoryConversationContext;\n }) {\n this.nlpManager =\n this.settings.nlpManager ||\n new NlpManager({\n container: this.settings.container,\n ner: { threshold: this.settings.nerThreshold || 1 },\n });\n this.threshold = this.settings.threshold || 0.7;\n this.conversationContext =", "score": 0.8046164512634277 } ]
typescript
if (session?.message?.address?.conversation) {
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": 0.8149811029434204 }, { "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": 0.8020705580711365 }, { "filename": "src/nlp/nlp-manager.ts", "retrieved_chunk": " }\n public addLanguage(locale: string) {\n return this.nlp.addLanguage(locale);\n }\n public removeLanguage(locale: string) {\n return this.nlp.removeLanguage(locale);\n }\n public assignDomain(locale: string, intent: string, domain: string) {\n return this.nlp.assignDomain(locale, intent, domain);\n }", "score": 0.7990493774414062 }, { "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": 0.7958741784095764 }, { "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": 0.795131266117096 } ]
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 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": "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": 0.8465531468391418 }, { "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": 0.8430279493331909 }, { "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": 0.8202850818634033 }, { "filename": "src/recognizer/recognizer.ts", "retrieved_chunk": " conversationContext?: MemoryConversationContext;\n }) {\n this.nlpManager =\n this.settings.nlpManager ||\n new NlpManager({\n container: this.settings.container,\n ner: { threshold: this.settings.nerThreshold || 1 },\n });\n this.threshold = this.settings.threshold || 0.7;\n this.conversationContext =", "score": 0.8181673288345337 }, { "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": 0.8102142810821533 } ]
typescript
: Session): Promise<Object> {
/* * 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/types/session.d.ts", "retrieved_chunk": "export type Session = {\n message?: {\n address?: {\n conversation?: {\n id: string;\n };\n };\n };\n _activity?: {\n conversation?: {", "score": 0.8413987159729004 }, { "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": 0.8343650102615356 }, { "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": 0.8134945034980774 }, { "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": 0.7941911816596985 }, { "filename": "src/recognizer/memory-conversation-context.ts", "retrieved_chunk": " * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.\n */\nimport ConversationContext from './conversation-context';\nimport { Session } from \"../types/session\";\n/**\n * In memory conversation context manager.\n */\nclass MemoryConversationContext extends ConversationContext {\n private readonly conversationContexts: { [conversationId: string]: any };\n /**", "score": 0.7787004113197327 } ]
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": 0.8835422992706299 }, { "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": 0.8287742137908936 }, { "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": 0.8261477947235107 }, { "filename": "src/types/session.d.ts", "retrieved_chunk": "export type Session = {\n message?: {\n address?: {\n conversation?: {\n id: string;\n };\n };\n };\n _activity?: {\n conversation?: {", "score": 0.8130133748054504 }, { "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": 0.8070433139801025 } ]
typescript
public getConversationId(session: Session): string | undefined {
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/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": 0.8855090141296387 }, { "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": 0.8785302639007568 }, { "filename": "src/types/@nlpjs/nlg.d.ts", "retrieved_chunk": " }\n class NlgManager {\n constructor(settings?: NlgManagerSettings, container?: Container);\n add(locale: string, intent: string, answer: string, opts?: Record<string, any>): void;\n addAnswer(locale: string, intent: string, answer: string, opts?: Record<string, any>): void;\n filterAnswers(srcInput: {answer: string, opts: string}[]): {answers: {answer: string, opts: string}[]};\n find(locale: string, intent: string, context?: Record<string, any>, options?: FindAnswerOptions): Promise<NlgManagerAnswer>;\n findAnswer(locale: string, intent: string, context?: Record<string, any>, options?: FindAnswerOptions): Promise<Answer | undefined>;\n findAllAnswers(locale?: string, intent?: string, context?: Record<string, any>): Array<{answer: string, opts: string}>;\n remove(locale: string, intent: string, answer: string, opts?: Record<string, any>): void;", "score": 0.8775141835212708 }, { "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": 0.8618000745773315 }, { "filename": "src/nlg/nlg-manager.ts", "retrieved_chunk": " response: x.answer,\n opts: x.opts,\n }));\n }\n return super.findAllAnswers(locale);\n }\n}\nexport default NlgManager;", "score": 0.8530054092407227 } ]
typescript
.translate(sentiment.sentiment);
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": 0.8173559308052063 }, { "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": 0.8061946034431458 }, { "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": 0.7892353534698486 }, { "filename": "src/types/@nlpjs/nlg.d.ts", "retrieved_chunk": " }\n class NlgManager {\n constructor(settings?: NlgManagerSettings, container?: Container);\n add(locale: string, intent: string, answer: string, opts?: Record<string, any>): void;\n addAnswer(locale: string, intent: string, answer: string, opts?: Record<string, any>): void;\n filterAnswers(srcInput: {answer: string, opts: string}[]): {answers: {answer: string, opts: string}[]};\n find(locale: string, intent: string, context?: Record<string, any>, options?: FindAnswerOptions): Promise<NlgManagerAnswer>;\n findAnswer(locale: string, intent: string, context?: Record<string, any>, options?: FindAnswerOptions): Promise<Answer | undefined>;\n findAllAnswers(locale?: string, intent?: string, context?: Record<string, any>): Array<{answer: string, opts: string}>;\n remove(locale: string, intent: string, answer: string, opts?: Record<string, any>): void;", "score": 0.7871024012565613 }, { "filename": "src/nlp/nlp-manager.ts", "retrieved_chunk": " getActions(intent: string): string[] {\n return this.nlp.getActions(intent);\n }\n removeAction(intent: string, action: string, parameters?: string[]): boolean {\n return this.nlp.removeAction(intent, action, parameters);\n }\n removeActions(intent: string): boolean {\n return this.nlp.removeActions(intent);\n }\n addAnswer(locale: string, intent: string, answer: string, opts?: any): string {", "score": 0.7856210470199585 } ]
typescript
this.manager.addAnswer(row.language, row.intent, row.response, row.condition);
/* * 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": " * 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": 0.8549277782440186 }, { "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": 0.8418380618095398 }, { "filename": "src/recognizer/conversation-context.ts", "retrieved_chunk": " }\n return undefined;\n }\n}\nexport default ConversationContext;", "score": 0.7974510192871094 }, { "filename": "src/types/session.d.ts", "retrieved_chunk": "export type Session = {\n message?: {\n address?: {\n conversation?: {\n id: string;\n };\n };\n };\n _activity?: {\n conversation?: {", "score": 0.7962257862091064 }, { "filename": "src/recognizer/recognizer.ts", "retrieved_chunk": " conversationContext?: MemoryConversationContext;\n }) {\n this.nlpManager =\n this.settings.nlpManager ||\n new NlpManager({\n container: this.settings.container,\n ner: { threshold: this.settings.nerThreshold || 1 },\n });\n this.threshold = this.settings.threshold || 0.7;\n this.conversationContext =", "score": 0.7834057807922363 } ]
typescript
conversationId = this.getConversationId(session);
/* * 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/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": 0.8590748310089111 }, { "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": 0.8487565517425537 }, { "filename": "src/nlp/nlp-manager.ts", "retrieved_chunk": " async trainAndEvaluate(fileName: string | object): Promise<any> {\n let corpus = fileName;\n if (typeof fileName === 'string') {\n const nlpfs = this.container.get('fs');\n const fileData = await nlpfs.readFile(fileName);\n if (!fileData) {\n throw new Error(`Corpus not found \"${fileName}\"`);\n }\n corpus = typeof fileData === 'string' ? JSON.parse(fileData) : fileData;\n }", "score": 0.8358885049819946 }, { "filename": "src/nlp/nlp-excel-reader.ts", "retrieved_chunk": " this.xdoc.read(filename);\n this.loadSettings();\n this.loadLanguages();\n this.loadNamedEntities();\n this.loadRegexEntities();\n this.loadIntents();\n this.loadResponses();\n }\n loadSettings(): void {}\n loadLanguages(): void {", "score": 0.8325796723365784 }, { "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": 0.8287820816040039 } ]
typescript
this.nlpManager.load(filename);
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": 0.8439548015594482 }, { "filename": "src/types/general.ts", "retrieved_chunk": " params: {\n API_KEY: string\n [key: string]: any\n }\n}\nexport { ExporioMiddlewareOptions, RequestJson }", "score": 0.824429988861084 }, { "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": 0.8116951584815979 }, { "filename": "src/types/instructions.ts", "retrieved_chunk": " partitioned?: boolean\n}\ntype CookieInstruction = {\n setCookie: boolean\n cookies: Cookie[]\n}\ntype Transformation = {\n method: string\n selector: string\n argument1: any", "score": 0.7930637001991272 }, { "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": 0.7822468280792236 } ]
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": "type Instructions = {\n customUrlInstruction: CustomUrlInstruction\n rewriterInstruction: RewriterInstruction\n cookieInstruction: CookieInstruction\n}\nexport { Instructions, CustomUrlInstruction, RewriterInstruction, Transformation, CookieInstruction, Cookie }", "score": 0.7959713935852051 }, { "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": 0.7896975874900818 }, { "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": 0.7680753469467163 }, { "filename": "src/types/instructions.ts", "retrieved_chunk": " partitioned?: boolean\n}\ntype CookieInstruction = {\n setCookie: boolean\n cookies: Cookie[]\n}\ntype Transformation = {\n method: string\n selector: string\n argument1: any", "score": 0.755115807056427 }, { "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": 0.7540086507797241 } ]
typescript
const customUrlInstruction = instructions?.customUrlInstruction return customUrlInstruction?.loadCustomUrl && customUrlInstruction?.customUrl ? customUrlInstruction.customUrl : defaultUrl }