/*
LittleJS - Debug Build
MIT License - Copyright 2021 Frank Force
*/
/**
* LittleJS Debug System
* <br> - Press ~ to show debug overlay with mouse pick
* <br> - Number keys toggle debug functions
* <br> - +/- apply time scale
* <br> - Debug primitive rendering
* <br> - Save a 2d canvas as an image
* @namespace Debug
*/
'use strict';
/** True if debug is enabled
* @default
* @memberof Debug */
const debug = 1;
/** True if asserts are enaled
* @default
* @memberof Debug */
const enableAsserts = 1;
/** Size to render debug points by default
* @default
* @memberof Debug */
const debugPointSize = .5;
/** True if watermark with FPS should be down
* @default
* @memberof Debug */
let showWatermark = 1;
/** True if god mode is enabled, handle this however you want
* @default
* @memberof Debug */
let godMode = 0;
// Engine internal variables not exposed to documentation
let debugPrimitives = [], debugOverlay = 0, debugPhysics = 0, debugRaycast = 0,
debugParticles = 0, debugGamepads = 0, debugMedals = 0, debugTakeScreenshot, downloadLink;
///////////////////////////////////////////////////////////////////////////////
// Debug helper functions
/** Asserts if the experssion is false, does not do anything in release builds
* @param {Boolean} assertion
* @param {Object} output
* @memberof Debug */
const ASSERT = enableAsserts ? (...assert)=> console.assert(...assert) : ()=>{};
/** Draw a debug rectangle in world space
* @param {Vector2} pos
* @param {Vector2} [size=new Vector2()]
* @param {String} [color='#fff']
* @param {Number} [time=0]
* @param {Number} [angle=0]
* @param {Boolean} [fill=0]
* @memberof Debug */
const debugRect = (pos, size=vec2(), color='#fff', time=0, angle=0, fill=0)=>
{
ASSERT(typeof color == 'string'); // pass in regular html strings as colors
debugPrimitives.push({pos, size:vec2(size), color, time:new Timer(time), angle, fill});
}
/** Draw a debug circle in world space
* @param {Vector2} pos
* @param {Number} [radius=0]
* @param {String} [color='#fff']
* @param {Number} [time=0]
* @param {Boolean} [fill=0]
* @memberof Debug */
const debugCircle = (pos, radius=0, color='#fff', time=0, fill=0)=>
{
ASSERT(typeof color == 'string'); // pass in regular html strings as colors
debugPrimitives.push({pos, size:radius, color, time:new Timer(time), angle:0, fill});
}
/** Draw a debug point in world space
* @param {Vector2} pos
* @param {String} [color='#fff']
* @param {Number} [time=0]
* @param {Number} [angle=0]
* @memberof Debug */
const debugPoint = (pos, color, time, angle)=> debugRect(pos, 0, color, time, angle);
/** Draw a debug line in world space
* @param {Vector2} posA
* @param {Vector2} posB
* @param {String} [color='#fff']
* @param {Number} [thickness=.1]
* @param {Number} [time=0]
* @memberof Debug */
const debugLine = (posA, posB, color, thickness=.1, time)=>
{
const halfDelta = vec2((posB.x - posA.x)/2, (posB.y - posA.y)/2);
const size = vec2(thickness, halfDelta.length()*2);
debugRect(posA.add(halfDelta), size, color, time, halfDelta.angle(), 1);
}
/** Draw a debug axis aligned bounding box in world space
* @param {Vector2} posA
* @param {Vector2} sizeA
* @param {Vector2} posB
* @param {Vector2} sizeB
* @param {String} [color='#fff']
* @memberof Debug */
const debugAABB = (pA, sA, pB, sB, color)=>
{
const minPos = vec2(min(pA.x - sA.x/2, pB.x - sB.x/2), min(pA.y - sA.y/2, pB.y - sB.y/2));
const maxPos = vec2(max(pA.x + sA.x/2, pB.x + sB.x/2), max(pA.y + sA.y/2, pB.y + sB.y/2));
debugRect(minPos.lerp(maxPos,.5), maxPos.subtract(minPos), color);
}
/** Draw a debug axis aligned bounding box in world space
* @param {String} text
* @param {Vector2} pos
* @param {Number} [size=1]
* @param {String} [color='#fff']
* @param {Number} [time=0]
* @param {Number} [angle=0]
* @param {String} [font='monospace']
* @memberof Debug */
const debugText = (text, pos, size=1, color='#fff', time=0, angle=0, font='monospace')=>
{
ASSERT(typeof color == 'string'); // pass in regular html strings as colors
debugPrimitives.push({text, pos, size, color, time:new Timer(time), angle, font});
}
/** Clear all debug primitives in the list
* @memberof Debug */
const debugClear = ()=> debugPrimitives = [];
/** Save a canvas to disk
* @param {HTMLCanvasElement} canvas
* @param {String} [filename]
* @memberof Debug */
const debugSaveCanvas = (canvas, filename = engineName + '.png') =>
{
downloadLink.download = 'screenshot.png';
downloadLink.href = canvas.toDataURL('image/png').replace('image/png','image/octet-stream');
downloadLink.click();
}
///////////////////////////////////////////////////////////////////////////////
// Engine debug function (called automatically)
const debugInit = ()=>
{
// create link for saving screenshots
document.body.appendChild(downloadLink = document.createElement('a'));
downloadLink.style.display = 'none';
}
const debugUpdate = ()=>
{
if (!debug)
return;
if (keyWasPressed(192)) // ~
debugOverlay = !debugOverlay;
if (debugOverlay)
{
if (keyWasPressed(48)) // 0
showWatermark = !showWatermark;
if (keyWasPressed(49)) // 1
debugPhysics = !debugPhysics, debugParticles = 0;
if (keyWasPressed(50)) // 2
debugParticles = !debugParticles, debugPhysics = 0;
if (keyWasPressed(51)) // 3
debugGamepads = !debugGamepads;
if (keyWasPressed(52)) // 4
godMode = !godMode;
if (keyWasPressed(53)) // 5
debugTakeScreenshot = 1;
//if (keyWasPressed(54)) // 6
//if (keyWasPressed(55)) // 7
//if (keyWasPressed(56)) // 8
//if (keyWasPressed(57)) // 9
}
}
const debugRender = ()=>
{
glCopyToContext(mainContext);
if (debugTakeScreenshot)
{
// composite canvas
glCopyToContext(mainContext, 1);
mainContext.drawImage(overlayCanvas, 0, 0);
overlayCanvas.width |= 0;
debugSaveCanvas(mainCanvas);
debugTakeScreenshot = 0;
}
if (debugGamepads && gamepadsEnable && navigator.getGamepads)
{
// gamepad debug display
const gamepads = navigator.getGamepads();
for (let i = gamepads.length; i--;)
{
const gamepad = gamepads[i];
if (gamepad)
{
const stickScale = 1;
const buttonScale = .2;
const centerPos = cameraPos;
const sticks = stickData[i];
for (let j = sticks.length; j--;)
{
const drawPos = centerPos.add(vec2(j*stickScale*2, i*stickScale*3));
const stickPos = drawPos.add(sticks[j].scale(stickScale));
debugCircle(drawPos, stickScale, '#fff7',0,1);
debugLine(drawPos, stickPos, '#f00');
debugPoint(stickPos, '#f00');
}
for (let j = gamepad.buttons.length; j--;)
{
const drawPos = centerPos.add(vec2(j*buttonScale*2, i*stickScale*3-stickScale-buttonScale));
const pressed = gamepad.buttons[j].pressed;
debugCircle(drawPos, buttonScale, pressed ? '#f00' : '#fff7', 0, 1);
debugText(j, drawPos, .2);
}
}
}
}
if (debugOverlay)
{
// mouse pick
let bestDistance = Infinity, bestObject;
for (const o of engineObjects)
{
if (o.canvas || o.destroyed)
continue; // skip tile layers
const size = o.size.copy();
if (!size.x || !size.y)
continue;
const distance = mousePos.distanceSquared(o.pos);
if (distance < bestDistance)
{
bestDistance = distance;
bestObject = o
}
// show object info
const color = new Color(
o.collideTiles?1:0,
o.collideSolidObjects?1:0,
o.isSolid?1:0,
o.parent ? .2 : .5);
size.x = max(size.x, .2);
size.y = max(size.y, .2);
drawRect(o.pos, size, color);
drawRect(o.pos, size.scale(.8), o.parent ? new Color(1,1,1,.5) : new Color(0,0,0,.8));
o.parent && drawLine(o.pos, o.parent.pos, .1, new Color(0,0,1,.5));
}
if (bestObject)
{
const saveContext = mainContext;
mainContext = overlayContext
const raycastHitPos = tileCollisionRaycast(bestObject.pos, mousePos);
raycastHitPos && drawRect(raycastHitPos.floor().add(vec2(.5)), vec2(1), new Color(0,1,1,.3));
drawRect(mousePos.floor().add(vec2(.5)), vec2(1), new Color(0,0,1,.5));
drawLine(mousePos, bestObject.pos, .1, !raycastHitPos ? new Color(0,1,0,.5) : new Color(1,0,0,.5));
const debugText = 'mouse pos = ' + mousePos +
'\nmouse collision = ' + getTileCollisionData(mousePos) +
'\n\n--- object info ---\n' +
bestObject.toString();
drawTextScreen(debugText, mousePosScreen, 24, new Color, .05, undefined, undefined, 'monospace');
mainContext = saveContext;
}
glCopyToContext(mainContext);
}
{
// draw debug primitives
overlayContext.lineWidth = 2;
const pointSize = debugPointSize * cameraScale;
debugPrimitives.forEach(p=>
{
overlayContext.save();
// create canvas transform from world space to screen space
const pos = worldToScreen(p.pos);
overlayContext.translate(pos.x|0, pos.y|0);
overlayContext.rotate(p.angle);
overlayContext.fillStyle = overlayContext.strokeStyle = p.color;
if (p.text != undefined)
{
overlayContext.font = p.size*cameraScale + 'px '+ p.font;
overlayContext.textAlign = 'center';
overlayContext.textBaseline = 'middle';
overlayContext.fillText(p.text, 0, 0);
}
else if (p.size == 0 || p.size.x === 0 && p.size.y === 0 )
{
// point
overlayContext.fillRect(-pointSize/2, -1, pointSize, 3);
overlayContext.fillRect(-1, -pointSize/2, 3, pointSize);
}
else if (p.size.x != undefined)
{
// rect
const w = p.size.x*cameraScale|0, h = p.size.y*cameraScale|0;
p.fill && overlayContext.fillRect(-w/2|0, -h/2|0, w, h);
overlayContext.strokeRect(-w/2|0, -h/2|0, w, h);
}
else
{
// circle
overlayContext.beginPath();
overlayContext.arc(0, 0, p.size*cameraScale, 0, 9);
p.fill && overlayContext.fill();
overlayContext.stroke();
}
overlayContext.restore();
});
// remove expired pritives
debugPrimitives = debugPrimitives.filter(r=>r.time.get()<0);
}
{
// draw debug overlay
overlayContext.save();
overlayContext.fillStyle = '#fff';
overlayContext.textAlign = 'left';
overlayContext.textBaseline = 'top';
overlayContext.font = '28px monospace';
overlayContext.shadowColor = '#000';
overlayContext.shadowBlur = 9;
let x = 9, y = -20, h = 30;
if (debugOverlay)
{
overlayContext.fillText(engineName, x, y += h);
overlayContext.fillText('Objects: ' + engineObjects.length, x, y += h);
overlayContext.fillText('Time: ' + formatTime(time), x, y += h);
overlayContext.fillText('---------', x, y += h);
overlayContext.fillStyle = '#f00';
overlayContext.fillText('~: Debug Overlay', x, y += h);
overlayContext.fillStyle = debugPhysics ? '#f00' : '#fff';
overlayContext.fillText('1: Debug Physics', x, y += h);
overlayContext.fillStyle = debugParticles ? '#f00' : '#fff';
overlayContext.fillText('2: Debug Particles', x, y += h);
overlayContext.fillStyle = debugGamepads ? '#f00' : '#fff';
overlayContext.fillText('3: Debug Gamepads', x, y += h);
overlayContext.fillStyle = godMode ? '#f00' : '#fff';
overlayContext.fillText('4: God Mode', x, y += h);
overlayContext.fillStyle = '#fff';
overlayContext.fillText('5: Save Screenshot', x, y += h);
let keysPressed = '';
for(const i in inputData[0])
{
if (i && keyIsDown(i, 0))
keysPressed += i + ' ' ;
}
keysPressed && overlayContext.fillText('Keys Down: ' + keysPressed, x, y += h);
let buttonsPressed = '';
if (inputData[1])
for(const i in inputData[1])
{
if (i && keyIsDown(i, 1))
buttonsPressed += i + ' ' ;
}
buttonsPressed && overlayContext.fillText('Gamepad: ' + buttonsPressed, x, y += h);
}
else
{
overlayContext.fillText(debugPhysics ? 'Debug Physics' : '', x, y += h);
overlayContext.fillText(debugParticles ? 'Debug Particles' : '', x, y += h);
overlayContext.fillText(godMode ? 'God Mode' : '', x, y += h);
overlayContext.fillText(debugGamepads ? 'Debug Gamepads' : '', x, y += h);
}
overlayContext.restore();
}
}