diff --git a/config.toml b/config.toml index 79e26151..2e32ce72 100644 --- a/config.toml +++ b/config.toml @@ -9,7 +9,8 @@ home = ["HTML", "RSS", "JSON"] [params] themeVariant = "mcpt" -custom_js_urls = ['//toolness.github.io/p5.js-widget/p5-widget.js'] +custom_js_urls = ['/js/p5.min.js', '/js/p5.sound.min.js'] +custom_css = ['/css/p5js.css'] [markup.goldmark.renderer] unsafe = true diff --git a/content/_index.md b/content/_index.md index fce7b197..790a96c4 100644 --- a/content/_index.md +++ b/content/_index.md @@ -4,10 +4,10 @@ title = "Home" # MCPT Learning Home --- -The learning branch is here to help you through the ICS curriculum while also expanding your world of coding knowledge in an interactive, informative, and (most importantly) fun way! +The Learning Branch is here to help you through the ICS curriculum while also expanding your world of coding knowledge in an interactive, informative, and (most importantly) fun way! {{% notice info "Next Event: Game Series - Part I" %}} -Join us this **Thursday 11th** at **4:15pm** for our **Game Dev** series, as you’ll build your very own tower defense game! Get ready for an hour of interactive learning suited for all skill levels, preparing you for our keynote Game Jam during the Winter Break! +Join us **today** (Thursday 11th) at **4:15pm** for our **Game Dev** series, as you’ll build your very own tower defense game! Get ready for an hour of interactive learning suited for all skill levels, preparing you for our keynote Game Jam during the Winter Break! {{% /notice %}} ### Jump To: diff --git a/content/game-dev/_index.md b/content/game-dev/_index.md index d0efabd8..4f03de37 100644 --- a/content/game-dev/_index.md +++ b/content/game-dev/_index.md @@ -9,4 +9,6 @@ weight = 1 Welcome to the return of MCPT's Game Development Series! +Inspired by **Bloons Tower Defense**, you will learn how to code your very own tower-defense game in Processing by the end of a series of workshops. Keep scrolling through the pages to dive in! + ![Banner](/img/Game_Dev_Banner.png) \ No newline at end of file diff --git a/content/game-dev/part-i/_index.md b/content/game-dev/part-i/_index.md index 1f029dd7..e7bcaf95 100644 --- a/content/game-dev/part-i/_index.md +++ b/content/game-dev/part-i/_index.md @@ -1,6 +1,7 @@ +++ chapter = true alwaysopen = false +pre = "1. " title = "Part I" weight = 1 +++ @@ -12,4 +13,5 @@ weight = 1 *Premiere, Interactive, Tower-Defense Game Workshop for Programmers of All Levels...* {{% /notice %}} -![Banner](/img/Game_Dev_Banner.png) \ No newline at end of file +![Banner](/img/Game_Dev_Banner.png) + diff --git a/content/game-dev/part-i/challenge.md b/content/game-dev/part-i/challenge.md new file mode 100644 index 00000000..5eb937c1 --- /dev/null +++ b/content/game-dev/part-i/challenge.md @@ -0,0 +1,51 @@ ++++ +title = "Challenge: Movement" +weight = 7 ++++ +--- +## Moving along the path + +Now that you've created a custom path using the `ArrayList` structure, how are we going to get our balloons to move along it smoothly? + +### Key Concepts +1. **Coordinate** based representation +2. **Distance** based representation +3. Converting between the two (Challenge) + +### Coordinate representations for positions + +Normally when we have an object in a game that moves around, we will store two numbers - the **x-coordinate** and the **y-coordinate**. + +![Coordinate Representation](/img/coordinate.gif) + +**Drawing** an object using coordinates is extremely simple - all we need to do is create a shape using one of our graphics functions (`ellipse()`, `rect()`, etc.) and it will draw a shape right there. Nothing new. + +**Moving** an object along our path with this representation, however, is difficult - because our path can contain lots of twists and turns, it is very hard to figure out the next location a balloon should travel to at any given time. + +_Is there a way we can simplify movement?_ + +### Distance representations for positions + +What if instead of storing two co-ordinates, we decided to store a single number, representing the **distance travelled** along our path? + +![Distance Representation](/img/distance.gif) + +**Moving** an object with this representation is now very simple - all we need to do is increase this number by the **speed** of the balloon every frame. + +**Drawing** this object now becomes an issue - how are we supposed to figure out where the balloon is on the screen, just from a single number? + +### Representation Conversion + +In our game, we will make use of the benefits of **both representations** in order to move our balloons along the path. + +Code-wise, we will **store** the **distance travelled** for each balloon and use the **custom method** `PVector getLocation(float distanceTravelled)` to convert from **distance representation** to the **coordinate representation**. + +When we are displaying balloons, we will call this method and use the converted values in order to display our balloon. + +{{% notice info "Challenge" %}} +While this method is already implemented in the templates, we encourage you to try and come up with a solution yourself! + +Create an **written explanation** on how such a method would work in theory, earning up to **100** extra points for the Game Jam, on top of the **200** participation points. + +After submissions close, we’ll offer our own explanation, explaining exactly how everything in the template works! +{{% /notice %}} diff --git a/content/game-dev/part-i/draganddrop.files/DragAndDropTemplate.zip b/content/game-dev/part-i/draganddrop.files/DragAndDropTemplate.zip new file mode 100644 index 00000000..74dbd668 Binary files /dev/null and b/content/game-dev/part-i/draganddrop.files/DragAndDropTemplate.zip differ diff --git a/content/game-dev/part-i/draganddrop.md b/content/game-dev/part-i/draganddrop.md new file mode 100644 index 00000000..ee59f507 --- /dev/null +++ b/content/game-dev/part-i/draganddrop.md @@ -0,0 +1,92 @@ ++++ +title = "Drag And Drop" +weight = 2 ++++ + +--- + +{{%attachments style="green" title="Drag and Drop Template" /%}} + +## Graphic Interface +The drag and drop interface for this game contains a pick up region for the user to pick up towers and a trash box for the user to cancel the pick-up. To pick up a tower, simply click within the light-green pick-up box, drag the tower to a valid position on the field, and release the mouse key. Notice that it will not allow you to place the towers directly on the balloon path. If you decide to change your mind about picking up the tower, just drop it in the trash bin, the dark green rectangle around the pick-up box. + +![Interface](/img/Interface-Demo.png) + +## Picking Up Towers +To detect when a tower is being picked up, we will use Processing’s built-in `mousePressed()` method, which is called by the system whenever the computer detects that the left mouse button has been pressed down. In order to determine if the user is actually picking up the tower rather than clicking somewhere else on the screen, we will use a method to check if the mouse coordinates are within the pick-up box. It will use "point to rectangle collision" to check if the mouse is within bounds. If both the x distance and the y distance of the mouse from the centre are not greater than half the length of the square, it would be within bounds. See the image and code sample below for reference. + +![Collision](/img/Square-Point-Collision.png) + +```Java +// Use point to rectangle collision detection to check for mouse being within bounds of pick-up box +boolean pointRectCollision(float x1, float y1, float x2, float y2, float size) { + // --X Distance-- --Y Distance-- + return (abs(x2 - x1) <= size / 2) && (abs(y2 - y1) <= size / 2); +} +``` + +## Dropping Towers +Now, how do we determine when the user has dropped the tower? Processing has a built-in `mouseReleased()` method which is called by the system whenever the user releases the mouse key. If the user was holding a tower when the `mouseReleased()` method is called, then the user has just dropped the tower, and we should handle the drop accordingly. + +```Java +// Called by the system whenever the left mouse button is released by the user +void mouseReleased() { + if (within) { // If the user was holding the tower in the previous frame, the tower has just been dropped + handleDrop(); // Call the method to handle the drop and check for drop validity + } + + within = false; // The mouse is no longer holding the tower +} +``` + +The `handleDrop()` method will check if the tower is either in a valid dropping position on the field, in an invalid dropping position, or in the trash box, which is the dark-green rectangle surrounding the pick-up region that cancels a tower pick-up. In order to see if it is in the trash box, we make sure that the x and y coordinates of the tower is within the set bounds of the trash box. If the tower is in a valid position on the field, we will add this tower to a list of placed-down towers (explained below). Checking validity of tower placements is explained here + +## Displaying Towers +In order to keep track of all the towers that have been placed down, we need to use an `ArrayList`. + +{{% notice info "ArrayLists and PVectors"%}} +`ArrayList` is a built-in feature in Processing and Java that is similar to an array. It stores a sequence of values or elements in a list-like fashion. They have the same functionality as an array, with an additional feature of inserting a new element into the ArrayList at any time. Check out balloon paths for a more detailed explanation or the official documentation + +`PVector` is a simple data type that stores two numbers and represents an (x, y) coordinate. Official documentation can be found here +{{% /notice %}} + +We will be using an ArrayList of `PVector` to store the coordinates of every tower that has been placed down. Whenever a tower is dropped in a valid position, we will add that tower’s coordinates to the ArrayList. + +```Java +// List of all towers that have been placed down +ArrayList towers; + +// Adding the location of a new tower to the list of placed-down towers +towers.add(new PVector(x, y)); +``` + +To help with displaying towers, we declared a helper method `drawTowerIcon()` that takes in the basic parameters of the tower that we would like to draw, and draws it onto the canvas. + +```Java +// Draw a simple tower at a specified location +void drawTowerIcon(float xPos, float yPos, color colour) { + strokeWeight(0); + stroke(0); + fill(colour); + rectMode(CENTER); + rect(xPos, yPos, towerSize, towerSize); // Draw a simple rectangle as the tower +} +``` + +At each call of the `draw()` function, we will redraw all the placed-down towers whose coordinates are stored in the ArrayList. To do so, we will access each element of our tower ArrayList using a `for` loop and call the `drawTowerIcon()` to draw each tower in its respective position. + +```Java +// Redraws all the towers that have been placed down +void drawAllTowers() { + // Loop through the ArrayList that stores the locations of towers that were placed down + for (int i = 0; i < towers.size(); i++) { + float xPos = towers.get(i).x, yPos = towers.get(i).y; // Get the location of the tower from the ArrayList + + // Draw the tower at the specified location + drawTowerIcon(xPos, yPos, towerColour, new PVector(mouseX, mouseY)); + + fill(#4C6710); // Set the fill colour for text + text("Tower " + (i+1), xPos - 30, yPos - 20); // Write the tower number label + } +} +``` \ No newline at end of file diff --git a/content/game-dev/part-i/healthchecking.files/HealthBarTemplate.zip b/content/game-dev/part-i/healthchecking.files/HealthBarTemplate.zip new file mode 100644 index 00000000..944122b1 Binary files /dev/null and b/content/game-dev/part-i/healthchecking.files/HealthBarTemplate.zip differ diff --git a/content/game-dev/part-i/healthchecking.md b/content/game-dev/part-i/healthchecking.md new file mode 100644 index 00000000..7ae946d6 --- /dev/null +++ b/content/game-dev/part-i/healthchecking.md @@ -0,0 +1,83 @@ ++++ +title = "Health Bar" +weight = 9 ++++ + +--- +{{%attachments style="red" title="Health Checking Template" pattern=".*zip"/%}} + +### What You'll Learn +###### In this section, you’ll learn how to implement a system that checks if the balloon has reached the end of the path, then remove it from the waves ArrayList. + +### The Functions +#### 1. Checking if the Balloon is at the End of the Path +The method has a parameter of the distance travelled by the current balloon, or distanceTravelled. It is a boolean function, meaning that it returns either a **True** or **False** to the user. +{{% expand "See code" "false" %}} + ```java + // Similar code to distance along path + boolean atEndOfPath(float travelDistance) { + float totalPathLength = 0; + for (int i = 0; i < points.size() - 1; i++) { + PVector currentPoint = points.get(i); + PVector nextPoint = points.get(i + 1); + float distance = dist(currentPoint.x, currentPoint.y, nextPoint.x, nextPoint.y); + totalPathLength += distance; + } + if (travelDistance >= totalPathLength){ + return true; // This means the total distance travelled is enough to reach the end + } + return false; + } + ``` +{{% /expand %}} + +We keep a float variable to track the total path length, called totalPathLength. Then, we need to assign a value to it, so we loop through the points ArrayList minus the last point (which doesn't contribute to the length of the path), which stores all the points in the path. We calculate the distance between the current and the next point using the distance formula, which is dist() and takes in the (x,y) of point 1 then the (x,y) of point 2. We add this to the total path length distance, and once the loop has finished iterating through the ArrayList, the total path length is assigned to the correct value. + +We can check if the balloon has completed its journey if the total distance the balloon has travelled is greater or equal to the total path length. If it has, then we can return true, since the balloon has made it to the end. Otherwise, we return false, since the balloon is still on the path. + +#### 2. Drawing the Health Bar +To draw the healthbar, we use two separate functions (line 80 and 84). One to load the image of the heart, and then the other to draw the healthbar. +{{% expand "See code" "false" %}} +```java +void loadHeartIcon() { + heart = loadImage("heart.png"); +} +//method to draw a healthbar at the top right of the screen +void drawHealthBar(){ + //draw healthbar outline + stroke(0,0,0); + strokeWeight(0); + fill(#830000); + rect(715,455,120,20); + + //draw healthbar + noStroke(); + rectMode(CORNER); + fill(#FF3131); + rect(655,445.5,health*10,20); //the healthbar that changes based on hp + rectMode(CENTER); + noFill(); + + //write text + stroke(0,0,0); + textSize(14); + fill(255,255,255); + text("Health: "+health,670,462); + + //put the heart.png image on screen + imageMode(CENTER); + image(heart,650,456); + noFill(); +} +``` +{{% /expand %}} + +For these final two functions, we first call the loadImage() method which loads the image specified in parameters to the PImage, in this case it is called heart. The image must be in a folder called data. +Since our file is called balloons.pde, the file explorer should look like: +- Balloons.pde +- data + - heart.png + +After we load the image, we can draw the healthbar, with the method drawHealthBar() starting on line 85. In this method, we will draw the updated healthbar, first drawing the rectangle outline for the bar which is done by drawing a rectangle and filling it. Next, we draw the rectangle that reflects how much health the user has, which has 11 sections for the 11 health points the user has. Since the outer rectangle has 132 width, each point of health the user has can be represented as a section of 12 pixels, so we draw a rectangle with width health*12. This second rectangle will shorten as the health variable decreases. + +Finally, we can put in the text that tells the user how much health they have left, as well as put in the heart image that we imported earlier. The image() function draws the image at the coordinates provided (second and third parameter). In imageMode(CENTER), these two coordinates represent the centre point of the image. diff --git a/content/game-dev/part-i/introduction.files/AllTemplates.zip b/content/game-dev/part-i/introduction.files/AllTemplates.zip new file mode 100644 index 00000000..23686ae3 Binary files /dev/null and b/content/game-dev/part-i/introduction.files/AllTemplates.zip differ diff --git a/content/game-dev/part-i/introduction.md b/content/game-dev/part-i/introduction.md new file mode 100644 index 00000000..f55fe7a2 --- /dev/null +++ b/content/game-dev/part-i/introduction.md @@ -0,0 +1,568 @@ ++++ +title = "Introduction" +weight = 1 ++++ + +--- + +## Game Dev - Season IV + +Welcome to the return of MCPT's Game Dev Series! Over the course of 3 workshops, we have something for everyone, whether you’re a beginner or an experienced coder. Inspired by **Bloons Tower Defense**, you will learn how to code your very own tower-defense game in Processing! +### Demo + +{{< p5js >}} + + +// Program main method +function setup() { +initializeFields(); +createCanvas(800, 500); +loadHeartIcon(); +initDragAndDrop(); +initPath(); +createFirstWave(); +} +let started; +let frames = 0; +function draw() { +frames++; +background(color(0xad, 0xd5, 0x58)); + + if(!started) { + const sz = 80 + Math.sin(frames / 10) * 2; + textSize(sz); + textAlign(CENTER, CENTER) + + rectMode(CENTER); + noStroke(); + fill(color(0x7b, 0x9d, 0x32)); + rect(400, 250, sz * 9, sz * 2, 50); + fill(color(0xed, 0xd5, 0x58)); + rect(400, 250, sz * 9 - 30, sz * 2 - 30, 50); + fill(color(0x4C, 0x67, 0x10)); + text("Click To Start! ", 408, 255); +stroke(color(0x4C, 0x67, 0x10)); + strokeWeight(5); + noFill(); + rectMode(CORNER); + rect(0, 0, 800, 500) + return; + } + textAlign(LEFT, BASELINE) + drawPath(); + // Draw all the towers that have been placed down before + drawAllTowers(); + drawTrash(); + drawSelectedTowers(); + dragAndDropInstructions(); + drawBalloons(); + drawHealthBar(); + stroke(color(0x4C, 0x67, 0x10)); +strokeWeight(5); +noFill(); +rectMode(CORNER); +rect(0, 0, 800, 500) +} + +// Whenever the user drags the mouse, update the x and y values of the tower +function mouseDragged() { +if (within) { +// Check to see if the user is currently dragging a tower +// Set the values while accounting for the offset +x = mouseX + difX; +y = mouseY + difY; +} +} + +// Whenever the user initially presses down on the mouse +function mousePressed() { +if (mouseX < 0 || mouseX > 800 || mouseY < 0 || mouseY > 500) return; +if(!started) started = true; +// Check to see if the pointer is within the bounds of the tower +within = withinBounds(); +if (within) { +// The tower has been "picked up" +handlePickUp(); +// Calculate the offset values (the mouse pointer may not be in the direct centre of the tower) +difX = x - mouseX; +difY = y - mouseY; +} +} + +// Whenever the user releases their mouse +function mouseReleased() { +if (within) { +// If the user was holding the tower in the previous frame, the tower has just been dropped +// Call the method to handle the drop and check for drop validity +handleDrop(); +} +// The mouse is no longer holding the tower +within = false; +} + +var balloons; + +var distanceTravelled, delay, speed; + +/* +Encompasses: Displaying Balloons, Waves & Sending Balloons, Balloon Reaching End of Path +*/ +function createFirstWave() { +// {Number of "steps" taken, frames of delay before first step, speed} +balloons.push( [ 0, 100, 3 ]); +balloons.push( [ 0, 130, 3 ]); +balloons.push( [ 0, 160, 2 ]); +balloons.push( [ 0, 220, 4 ]); +balloons.push( [ 0, 340, 2 ]); +balloons.push( [ 0, 370, 2 ]); +balloons.push( [ 0, 400, 5 ]); +balloons.push( [ 0, 430, 5 ]); +balloons.push( [ 0, 490, 3 ]); +balloons.push( [ 0, 520, 1 ]); +balloons.push( [ 0, 550, 3 ]); +} + +// Displays and moves balloons +function updatePositions(balloon) { +// Only when balloonProps[1] is 0 (the delay) will the balloons start moving. +if (balloon[delay] == 0) { +// Radius of the balloon +var RADIUS = 25; +var position = getLocation(balloon[distanceTravelled]); +// Increases the balloon's total steps by the speed +balloon[distanceTravelled] += balloon[speed]; +// Drawing of ballon +ellipseMode(CENTER); +strokeWeight(0); +stroke(0); +fill(color(0xf3, 0xcd, 0x64)); +ellipse(position.x, position.y, RADIUS, RADIUS); +} else { +balloon[delay]--; +} +} + +function drawBalloons() { +for (var i = 0; i < balloons.length; i++) { +var balloon = balloons[i]; +updatePositions(balloon); +if (atEndOfPath(balloon[distanceTravelled])) { +// Removing the balloon from the list +balloons.splice(i, 1); +// Lost a life. +health--; +// Must decrease this counter variable, since the "next" balloon would be skipped +i--; +// When you remove a balloon from the list, all the indexes of the balloons "higher-up" in the list will decrement by 1 +} +} +} + +// Similar code to distance along path +function atEndOfPath(travelDistance) { +var totalPathLength = 0; +for (var i = 0; i < points.length - 1; i++) { +var currentPoint = points[i]; +var nextPoint = points[i + 1]; +var distance = dist(currentPoint.x, currentPoint.y, nextPoint.x, nextPoint.y); +totalPathLength += distance; +} +// This means the total distance travelled is enough to reach the end +if (travelDistance >= totalPathLength) +return true; +return false; +} + +// variable to track user's health +var health; + +var heart; + +// ------- HP SYSTEM -------- +/* +Heath-related variables: +int health: The player's total health. +This number decreases if balloons pass the end of the path (offscreen), currentely 12 since there are 12 balloons. +boolean[] offscreen: this array tracks if the balloon has been subtracted from health once it is off the screen. +PImage heart: the heart icon to display with the healthbar. +*/ +function loadHeartIcon() { +// done in preLoad(); +} + +// method to draw a healthbar at the top right of the screen +function drawHealthBar() { +// draw healthbar outline +stroke(0, 0, 0); +strokeWeight(0); +fill(color(0x83, 0x00, 0x00)); +rect(715, 455, 120, 20); +// draw healthbar +noStroke(); +rectMode(CORNER); +fill(color(0xFF, 0x31, 0x31)); +// the healthbar that changes based on hp +rect(655, 445.5, health * 12, 20); +rectMode(CENTER); +noFill(); +// write text +stroke(0, 0, 0); +textSize(14); +fill(255, 255, 255); +text("Health: " + health, 670, 462); +// put the heart.png image on screen +noFill(); +} + +// The points on the path, in order. +var points; + +var PATH_RADIUS; + +/* +Encompasses: The Path for Balloons, Balloon Movement +*/ +// ------- CODE FOR THE PATH +function addPointToPath(x, y) { +points.push(new p5.Vector(x, y)); +} + +function initPath() { +addPointToPath(0, 200); +addPointToPath(50, 200); +addPointToPath(200, 150); +addPointToPath(350, 200); +addPointToPath(500, 150); +addPointToPath(650, 200); +addPointToPath(650, 300); +addPointToPath(500, 250); +addPointToPath(350, 300); +addPointToPath(200, 250); +addPointToPath(50, 300); +addPointToPath(50, 400); +addPointToPath(200, 350); +addPointToPath(350, 400); +addPointToPath(500, 350); +addPointToPath(650, 400); +addPointToPath(800, 350); +} + +function drawPath() { +stroke(color(0x4C, 0x67, 0x10)); +strokeWeight(PATH_RADIUS * 2 + 1); +for (var i = 0; i < points.length - 1; i++) { +var currentPoint = points[i]; +var nextPoint = points[i + 1]; +line(currentPoint.x, currentPoint.y, nextPoint.x, nextPoint.y); +} +stroke(color(0x7b, 0x9d, 0x32)); +strokeWeight(PATH_RADIUS * 2); +for (var i = 0; i < points.length - 1; i++) { +var currentPoint = points[i]; +var nextPoint = points[i + 1]; +line(currentPoint.x, currentPoint.y, nextPoint.x, nextPoint.y); +} +} + +// GIVEN TO PARTICIPANTS BY DEFAULT +function getLocation(travelDistance) { +for (var i = 0; i < points.length - 1; i++) { +var currentPoint = points[i]; +var nextPoint = points[i + 1]; +var distance = dist(currentPoint.x, currentPoint.y, nextPoint.x, nextPoint.y); +if (distance <= 0.00000001 || travelDistance >= distance) { +travelDistance -= distance; +} else { +// In between two points +var travelProgress = travelDistance / distance; +var xDist = nextPoint.x - currentPoint.x; +var yDist = nextPoint.y - currentPoint.y; +var x = currentPoint.x + xDist * travelProgress; +var y = currentPoint.y + yDist * travelProgress; +return new p5.Vector(x, y); +} +} +// At end of path +return points[points.length - 1]; +} + +var x, y, difX, difY, count; + +// Towers that are placed down +var towers; + +// If mouse was held down during the previous frame +var within; + +var towerSize; + +var towerColour; + +// these variables are the trash bin coordinates +var trashX1, trashY1, trashX2, trashY2; + +/* +Encompasses: Displaying Towers, Drag & Drop, Discarding Towers, Rotating Towers, Tower Validity Checking +*/ +// -------- CODE FOR DRAG & DROP ---------------------- +function initDragAndDrop() { +x = 650; +y = 50; +within = false; +difX = 0; +difY = 0; +trashX1 = 525; +trashY1 = 30; +trashX2 = 775; +trashY2 = 120; +count = 0; +towers = []; +} + +// Use point to rectangle collision detection to check for mouse being within bounds of pick-up box +function pointRectCollision(x1, y1, x2, y2, size) { +// --X Distance-- --Y Distance-- +return (abs(x2 - x1) <= size / 2) && (abs(y2 - y1) <= size / 2); +} + +// Check to see if mouse pointer is within the boundaries of the tower +function withinBounds() { +return pointRectCollision(mouseX, mouseY, x, y, towerSize); +} + +// check if you drop in trash +function trashDrop() { +if (x >= trashX1 && x <= trashX2 && y >= trashY1 && y <= trashY2) { +return true; +} +return false; +} + +// -------Methods Used for further interaction------- +function handleDrop() { +// Instructions to check for valid drop area will go here +if (trashDrop()) { +x = 650; +y = 50; +print("Dropped object in trash."); +} else if (legalDrop()) { +towers.push(new p5.Vector(x, y)); +// Add the tower to the list of placed down towers +x = 650; +y = 50; +print("Dropped for the " + (++count) + "th time."); +} +} + +// Will be called whenever a tower is picked up +function handlePickUp() { +print("Object picked up."); +} + +// -------------------------------------------------- +// Draw a simple tower at a specified location +function drawTowerIcon(xPos, yPos, colour) { +strokeWeight(0); +stroke(0); +fill(colour); +rectMode(CENTER); +// Draw a simple rectangle as the tower +rect(xPos, yPos, towerSize, towerSize); +} + +// Draws a tower that rotates to face the targetLocation +function drawTowerIcon(xPos, yPos, colour, targetLocation=null) { +if (targetLocation === null) { +strokeWeight(0); +stroke(0); +fill(colour); +rectMode(CENTER); +// Draw a simple rectangle as the tower +rect(xPos, yPos, towerSize, towerSize); +return; +} +strokeWeight(5); +stroke(color(0x4C, 0x67, 0x10)); +line(xPos, yPos, targetLocation.x, targetLocation.y); +push(); +translate(xPos, yPos); +// Angle calculation +var slope = (targetLocation.y - yPos) / (targetLocation.x - xPos); +var angle = atan(slope); +rotate(angle); +strokeWeight(0); +fill(colour); +rectMode(CENTER); +// Draw a simple rectangle as the tower +rect(0, 0, towerSize, towerSize); +pop(); +} + +function drawAllTowers() { +for (var i = 0; i < towers.length; i++) { +var xPos = towers[i].x, yPos = towers[i].y; +// Towers will track the mouse as a placeholder +drawTowerIcon(xPos, yPos, towerColour, new p5.Vector(mouseX, mouseY)); +fill(color(0x4C, 0x67, 0x10)); +strokeWeight(0); +textSize(12); +text("Tower " + (i + 1), xPos - 30, yPos - 20); +} +} + +function drawSelectedTowers() { +// Changing the color if it is an illegal drop to red +if (!legalDrop()) { +// Draw the current tower (that the user is holding) as red to indicate illegal +drawTowerIcon(x, y, color(0xFF, 0x00, 0x00)); +} else { +// Draw the current tower (that the user is holding) +drawTowerIcon(x, y, towerColour); +} +// Draw the pick-up tower on the top right +drawTowerIcon(650, 50, towerColour); +} + +function drawTrash() { +rectMode(CORNERS); +noStroke(); +fill(color(0x4C, 0x67, 0x10)); +rect(trashX1, trashY1, trashX2, trashY2); +fill(255, 255, 255); +stroke(255, 255, 255); +} + +function dragAndDropInstructions() { +fill(color(0x4C, 0x67, 0x10)); +textSize(12); +text("Pick up tower from here!", 620, 20); +text("You can't place towers on the path of the balloons!", 200, 20); +text("Place a tower into the surrounding area to put it in the trash.", 200, 40); +text("Mouse X: " + mouseX + "\nMouse Y: " + mouseY + "\nMouse held: " + mouseIsPressed + "\nWithin object bounds: " + within, 15, 20); +} + +// -------- CODE FOR PATH COLLISION DETECTION --------- +function pointDistToLine(start, end, point) { +// Code from https://stackoverflow.com/questions/849211/shortest-distance-between-a-point-and-a-line-segment +// i.e. |w-v|^2 - avoid a sqrt +var l2 = (start.x - end.x) * (start.x - end.x) + (start.y - end.y) * (start.y - end.y); +// v == w case +if (l2 == 0.0) +return dist(end.x, end.y, point.x, point.y); +var t = max(0, min(1, p5.Vector.sub(point, start).dot(p5.Vector.sub(end, start)) / l2)); +// Projection falls on the segment +var projection = p5.Vector.add(start, p5.Vector.mult(p5.Vector.sub(end, start), t)); +return dist(point.x, point.y, projection.x, projection.y); +} + +function shortestDist(point) { +var answer = Number.MAX_VALUE; +for (var i = 0; i < points.length - 1; i++) { +var start = points[i]; +var end = points[i + 1]; +var distance = pointDistToLine(start, end, point); +answer = min(answer, distance); +} +return answer; +} + +// Will return if a drop is legal by looking at the shortance distance between the rectangle center and the path. +function legalDrop() { +// checking if this tower overlaps any of the already placed towers +for (var i = 0; i < towers.length; i++) { +var towerLocation = towers[i]; +if (pointRectCollision(x, y, towerLocation.x, towerLocation.y, towerSize)) +return false; +} +return shortestDist(new p5.Vector(x, y)) > PATH_RADIUS; +} + +function initializeFields() { +balloons = []; +distanceTravelled = 0; +delay = 1; +speed = 2; +health = 11; +points = []; +PATH_RADIUS = 20; +x = 0; +y = 0; +difX = 0; +difY = 0; +count = 0; +towers = null; +within = false; +towerSize = 25; +towerColour = color(0x7b, 0x9d, 0x32); +trashX1 = 0; +trashY1 = 0; +trashX2 = 0; +trashY2 = 0; +started = false; +} + +function preload() { +// TODO: put method calls that load from files into this method +// I found the following calls that you should move here: +// (note that line numbers are from your Processing code) +} +{{< /p5js >}} + +{{% expand "What is a tower-defense game?" %}} +{{% notice info %}} + +A **tower-defense game** is a type of strategy game where players will place down "towers", usually with a form of in-game currency that will defend against a set of enemies. If you fail to defeat the enemies, you will typically lose health - when you reach zero, it's **Game Over.** + +In **Bloons Tower Defense**, the towers are monkeys, and the enemies are balloons, which spawn in rounds and travel along a pre-determined path. Your goal as a player is to strategically spend your currency while placing towers in effective locations, using their special abilities to win the game! + +In this workshop, we will cover the fundamental aspects of a tower-defense game, and in future workshops, we will cover special abilities and ways that you can customize your game to make it your own! + +{{% /notice %}} +{{% /expand %}} + +Everything will be made step-by-step allowing you to learn and see the progress of the game. The speed of the workshop is not set and will be altered at a moment's notice in order, so don’t worry if you don't get everything immediately! + +This website is interactive and holds all the content that we will be going over. Flip along and test code just as we do! This site will also be accessible at any time for you to look back and review content. + +### Additional Info + +{{% expand "What you will learn" %}} +{{% notice info %}} +In the first part of this workshop, you will learn about the logic behind the fundamental components in **each level** of a tower-defense game. + +This includes: +* How to use Lists in Processing for Towers and Balloons +* How to create and customize Paths using a list of coordinates +* How to use Mouse Input to create a Drag-And-Drop System +* How to check if Balloons have reached the end of the path +* How to use pre-built template code +{{% /notice %}} +{{% /expand %}} + + +{{% expand "What you will need" %}} +{{% notice info %}} + +You will need to download [Processing 4.0](https://processing.org/download) from https://processing.org/download, or have Processing 3 or newer installed. + +In our workshop, we will be adding code to several **templates**, which you can download below. + + +{{% /notice %}} +{{%attachments style="blue" title="All Templates" pattern=".*zip"/%}} +{{% /expand %}} + + + +{{% expand "The Game Jam" %}} +{{% notice tip %}} + +Ultimately, the Game Dev Series will build up to a week-long Game Jam during the Winter Break. During the Game Jam, you'll develop and create the best game you can! + +There will be many prizes and awards so make sure to participate! + +In addition, by participating in the Game Dev Series and completing challenges, you will earn points which will help you win awards during the Game Jam. + +{{% /notice %}} +{{% /expand %}} + diff --git a/content/game-dev/part-i/pathforballoons.files/PathTemplate.zip b/content/game-dev/part-i/pathforballoons.files/PathTemplate.zip new file mode 100644 index 00000000..0e79db79 Binary files /dev/null and b/content/game-dev/part-i/pathforballoons.files/PathTemplate.zip differ diff --git a/content/game-dev/part-i/pathforballoons.md b/content/game-dev/part-i/pathforballoons.md new file mode 100644 index 00000000..6acc33ad --- /dev/null +++ b/content/game-dev/part-i/pathforballoons.md @@ -0,0 +1,121 @@ ++++ +title = "Path For Balloons" +weight = 6 ++++ + +--- +{{%attachments style="red" title="Path For Balloons Template" pattern=".*zip"/%}} + +## Prerequisite - Dynamic Arrays + +To create a path for balloons, you will have to learn about a commonly used tool that will aid you greatly in your quest to make the perfect tower defense: ArrayLists. + +#### ArrayLists + +While useful, arrays have a fatal flaw: they require for the user to set a static size, making adding an arbitrary number of elements challenging. Here's where ArrayLists come into play. + +**ArrayLists** are an object taken from the Java language, based around the concept of dynamic arrays. **Dynamic arrays** are an extension of arrays. Where arrays required a set capacity at declaration, ArrayLists allow for you to add and remove elements dynamically. This means that the ArrayList will automatically resize itself to accomodate for the changes made. + +Formally, **dynamic arrays** are a random access, variable-size list data structure that allows for elements to be dynamically added and removed. ArrayLists are the most commonly used type of dynamic arrays. + +To use ArrayLists, you will first have to import the ArrayList library. There are multiple ways to declare an array. Example 1 will outline the different declaration methods. + +###### Example 1 +```Java +import java.util.ArrayList; //importing the library + + +//notice E represents the type of element contained in the ArrayList, e.g. int, bool, string, PVector + +ArrayList var_name = new ArrayList(); //standard declaration with datatype E + +ArrayList var_name = new ArrayList(initial_size): //declaration with size +``` + +For more information on ArrayLists in Processing, refer to this **[link](https://processing.org/reference/ArrayList.html)**. + +*** + +## Creating The Path + +Now that we know how to use ArrayLists, we can use it to help build our path. + +We can add points, or **[PVectors](https://processing.org/reference/PVector.html)**, to our ArrayList. PVectors are essentially an `(x, y)` point as a variable. Here is how we access our PVector's `x` and `y` values: + +```Java +PVector point = new PVector(20, 10); +point.x; //retrieves x value +point.y; // retrieves y value +``` + +We can store these points into an ArrayList to represent our path. We can link up every element and the element after it together to make a line. We would link indices 0 and 1, 1 and 2, 2 and 3, and so on. Every time we link up two points, we can create a new line, which will connect to our previous line. These connections of lines will create a path for our balloons. + +###### Example 2 +```Java +ArrayList path = new ArrayList(); //declaration +//adding points +path.add(new PVector(30, 40)); +path.add(new PVector(50, 50)); +path.add(new PVector(70, 80)); +path.add(new PVector(90, 100)); +``` + +Let's use Example 2 as our reference. Looking at indices 0 and 1, we get the two PVectors (30, 40) and (50, 50). Let's call the line connecting these points A. Next, let's connect indices 1 and 2. Connecting (50, 50) and (70, 80) will create a new line that stems from line A. Let's call this new line B. Finally, we can add indices 2 and 3, which will gives us a line from (70, 80) to (90, 100), which will stem from line B. Let's call this line C. + +Linking together lines A, B, and C will give us the path for our balloons. We can use the processing line function to create our lines, as shown in Example 3. + +###### Example 3 +```Java +//putting points into variables +PVector point0 = path.get(0); +PVector point1 = path.get(1); +PVector point2 = path.get(2); +PVector point3 = path.get(3); + +line(point0.x, point0.y, point1.x, point1.y);//creates a line from (30, 40) to (50, 50) +line(point1.x, point1.y, point2.x, point2.y);//creates a line from (50, 50) to (70, 80) +line(point1.x, point2.y, point3.x, point3.y);//creates a line from (70, 80) to (90, 100) +``` + +To make our lines look more like a path, we can use a massive **[strokeWeight](https://processing.org/reference/strokeWeight_.html)** to our lines. This will make our path's width very large, making it look less like a group of sticks and more like a real path. We stored a variable called `PATH_RADIUS`, which represents the value we will be increasing our stroke by. + +###### Example 3 with strokeWeight +```Java +//changes the thickness of the lines to make it look more like a path +strokeWeight(PATH_RADIUS * 2 + 1); //notice we multiply by two here, since strokeWeight measures the width or diameter he one at the end represents the middle line, surrounded by the two PATH_RADIUS blocks. + +PVector point0 = path.get(0); +PVector point1 = path.get(1); +PVector point2 = path.get(2); +PVector point3 = path.get(3); + +line(point0.x, point0.y, point1.x, point1.y); +line(point1.x, point1.y, point2.x, point2.y); +line(point1.x, point2.y, point3.x, point3.y); +``` + +To automate this logic, we can run a for loop as shown in Example 4. Notice that we go up until `path.size() - 2` instead of `path.size() - 1`, since we will go out of bounds by accessing index `path.size()`. + +###### Example 4 +```Java +strokeWeight(PATH_RADIUS * 2 + 1); + +//links up indices 0 and 1, 1 and 2, 2 and 3 and so on +for (int i = 0; i < path.size() - 1; i++) { + PVector point0 = path.get(i); + PVector point1 = path.get(i + 1); + line(point0.x, point0.y, point1.x, point1.y); +} +``` + +Check out **[Path.pde](https://github.com/mcpt/game-dev/blob/main/PartOne/Path.pde)** if you want to see how our path was made! + +*** + +{{% notice info "TL;DR" %}} +ArrayLists can automatically resize themselves when you add or remove elements, while arrays have a set size. We can use an ArrayList to store the points of our path and use a for loop to create line segments connecting the points with a large strokeWeight. +{{% /notice %}} + + + + diff --git a/content/game-dev/part-i/rotatingtowers.files/TrackingTemplate.zip b/content/game-dev/part-i/rotatingtowers.files/TrackingTemplate.zip new file mode 100644 index 00000000..e20f94d1 Binary files /dev/null and b/content/game-dev/part-i/rotatingtowers.files/TrackingTemplate.zip differ diff --git a/content/game-dev/part-i/towers.files/TrackingTemplate.zip b/content/game-dev/part-i/towers.files/TrackingTemplate.zip new file mode 100644 index 00000000..7f4b8ca9 Binary files /dev/null and b/content/game-dev/part-i/towers.files/TrackingTemplate.zip differ diff --git a/content/game-dev/part-i/towers.md b/content/game-dev/part-i/towers.md new file mode 100644 index 00000000..d431440c --- /dev/null +++ b/content/game-dev/part-i/towers.md @@ -0,0 +1,66 @@ ++++ +title = "Rotating Towers" +weight = 3 ++++ + +--- + +{{%attachments style="green" title="Rotating Towers Template" pattern=".*zip" /%}} + +### What You'll Learn + +In this section, we will break down the process of rotating towers so that they always face a balloon. + +##### Key Concepts + +1. Understanding slope of a line and how it can help determine direction +2. Using the components of slope to come up with an angle of rotation +3. Using the angle of rotation to rotate the tower + +Remember that in Processing, Y values increase as you move _down the window_. Therefore, the origin (0,0) is at the top-left corner of the window. + +### The Connection Between the Slope of a Line and Direction + +![Interface](/img/Line-Slopes.png) + +The slope of a line is essentially a measure of incline. This incline is determined by _how the hieght of the line changes as you move along the X-axis_. Take a look at line 1. As you move along the x-axis (go from left to right), the height (or _Y-value_) of the line decreases, and so we say it has a negative incline, or slope value. In line 2, the line's height doesn't change, so we say it has a slope of 0 (no incline). For line 3, the height/Y-value increases as you move along the X-axis, so we say the slope is positive. As you may see, the _slope of a line contains some information about the direction from one point to another_. + +To mathematically find slope of a line connection 2 points, you must take 2 points on the line: (x1,y1) and (x2,y2). The you must calculate the change in _Y_, which we call rise, and the change in _X_, which we call run. Change in _Y_ is equal to y2-y1, and change in _X_ is equal to x2-x1. We can then divide rise by run, which is the same thing as (y2-y1)/(x2-x1). + +### Slope -> Angle + +Now we can use the components of slope (rise and run), to calculate the angle at which the tower must turn. To do this, we will use atan2(), and use rise as our first input, and run as our second input. + +```java +float angle = atan2(balloonY-towerY,balloonX-towerX); +``` + +{{% notice info "About atan2()"%}} + +Atan2() comes from the inverse trigonomtric function inverse tan (atan() in processing). Unlike atan2(), atan() uses an actual slope value (1 input) to calculate an angle. Using atan() however means some extra steps are required to find the right angle. + +{{%/notice%}} + +### Rotating the Tower + +Now we can use pushMatrix() and popMatrix(). These functions are used if you want to apply transformations to just one or a group of shapes, and not the whole screen. In this case, we **translate()** the origin to the tower's coordinates (since all things rotate relative to the origin), and we'll **rotate()** the tower so that it faces the balloon. + +```java +void drawTower(){ + float angle = atan2(balloonY-towerY,balloonX-towerX); + + line(towerX,towerY,balloonX,balloonY); + + pushMatrix(); + + translate(towerX,towerY); + + rotate(angle); + + triangle(20,0,-20,-20,-20,20); + + popMatrix(); +} +``` + +And there you go! Now you know how to rotate a tower so that it faces a balloon! diff --git a/content/game-dev/part-i/towervaliditychecking.files/TowerValidityTemplate.zip b/content/game-dev/part-i/towervaliditychecking.files/TowerValidityTemplate.zip new file mode 100644 index 00000000..e960be45 Binary files /dev/null and b/content/game-dev/part-i/towervaliditychecking.files/TowerValidityTemplate.zip differ diff --git a/content/game-dev/part-i/towervaliditychecking.md b/content/game-dev/part-i/towervaliditychecking.md new file mode 100644 index 00000000..14e24d4f --- /dev/null +++ b/content/game-dev/part-i/towervaliditychecking.md @@ -0,0 +1,76 @@ ++++ +title = "Tower Validity Checking" +weight = 10 ++++ + +--- +{{%attachments style="red" title="Tower Validity Checking Template" pattern=".*zip"/%}} + +## Checking Overlaps + +One of the main things we need to make sure of is that our towers aren't being placed in illegal areas. We don't want a million towers on top of each other or towers that are on our balloon's path. When dragging and dropping our towers, we made sure to show visually whether the tower is in a legal area or not. We split up the validity checking into two parts: checking for overlaps with other towers and checking overlaps with the path. + +### Checking Overlaps With Other Towers + +To check if there is overlap with other towers, we need to store our towers into an **[ArrayList](/game-dev/part-i/pathforballoons/#arraylists)**. We can use a PVector ArrayList to store the (x, y) coordinates of our towers. The formatting would be the exact same as our ArrayList for storing the path, as shown in Example 1. + +###### Example 1 +```Java +ArrayList towers = new ArrayList(); +towers.add(new PVector(100, 200)); +towers.add(new PVector(150, 175)); +towers.add(new PVector(200, 250)); +``` + +Usually, we would need to store a third element in there representing the size, since we need to know how large the tower is to check for validity. Within Game Dev's code, we only use one size for our tower, so we can set a variable representing the size. Since our towers are squares, we only need one variable for side length rather than two for width and length. + +During our drag and drop, we set an `x` and `y` variable, which represents our current tower's x and y coordinates. To check for a singular collision between our current tower and one placed on the ground, we can do a rectangle collision check. + +In essence, a rectangle collision check tests if the distance between the x and y coordinates are both smaller than the size. In our code, we use half the size to allow for more leeway when dropping towers, but you can use the full size if that suits you better. Example 2 shows our function for detecting rectangle collision. + +###### Example 2 +```Java +boolean pointRectCollision(float x1, float y1, float x2, float y2, float size) { + // --X Distance-- --Y Distance-- + return (abs(x2 - x1) <= size / 2) && (abs(y2 - y1) <= size / 2); +} +``` + +We can automate this similarily to the path. By running a for loop from the beginning to the end of the array, we can check collision for each tower with our current point. This is shown in Example 3. + +###### Example 3 +```Java +boolean collision; +for (int i = 0; i < towers.size(); i++) { + if (pointRectCollision(x, y, towers.get(i).x, towers.get(i).y, towerSize)) { + return false; + } +} +``` + +### Checking Overlaps With Path + +Checking for collision with the path uses the same concept as with the towers. We want to check if each line segment on our path will collide with our tower. Call to mind how we used a `PATH_RADIUS` variable, representing half of the size of the path. We want to find the shortest distance from the line to our `(x, y)` point, and check if it is greater than `PATH_RADIUS`. + +To do this, we need to learn how to calculate the shortest distance from a line to any point. Our code borrows code from [StackOverflow](https://stackoverflow.com/questions/849211/shortest-distance-between-a-point-and-a-line-segment), so you can go check out the code there. + +We can combine the path checking and the tower checking into one boolean function that will be a general check for everything. This is outlined in Example 4: + +###### Example 4 +```Java +// Will return if a drop is legal by looking at the shortance distance between the rectangle center and the path. +boolean legalDrop() { + // checking if this tower overlaps any of the already placed towers + for (int i = 0; i < towers.size(); i++) { + PVector towerLocation = towers.get(i); + if (pointRectCollision(x, y, towerLocation.x, towerLocation.y, towerSize)) return false; + } + return shortestDist(new PVector(x, y)) > PATH_RADIUS; +} +``` + +Check out `Towers.pde` if you want to look at how we handled path and tower collision. + + + + diff --git a/content/game-dev/part-i/updatingballoons.files/BalloonWavesTemplate.zip b/content/game-dev/part-i/updatingballoons.files/BalloonWavesTemplate.zip new file mode 100644 index 00000000..59111713 Binary files /dev/null and b/content/game-dev/part-i/updatingballoons.files/BalloonWavesTemplate.zip differ diff --git a/content/game-dev/part-i/updatingballoons.md b/content/game-dev/part-i/updatingballoons.md new file mode 100644 index 00000000..17a985d4 --- /dev/null +++ b/content/game-dev/part-i/updatingballoons.md @@ -0,0 +1,123 @@ ++++ +title = "Balloon Waves" +weight = 8 ++++ + +--- +{{%attachments style="red" title="Updating Balloons Template" pattern=".*zip"/%}} + +### What You'll Learn + +A quick note, all line numbers referenced in this page will refer to the lines in `Balloons.pde`, which you can find at [Game-Dev Github](https://github.com/mcpt/game-dev/blob/main/PartOne/Balloons.pde/ "Open Balloons.pde"). +###### In this tutorial, you'll learn how to send balloons in waves, and further understand how the ArrayList storing balloons functions. + +{{% notice info "Quick Review!"%}} +As we’ve already learned, ArrayLists are similar to arrays, however they allow for **easier adding/removing of elements** from the list. Additionally, ArrayLists are **resizable**, while arrays must be intialized with a fixed size. +This allows for more flexibility, and we'll be using ArrayLists to keep track of all the balloons. +To read more, visit [ArrayLists in Path](/game-dev/part-i/pathforballoons/#arraylists) +{{% /notice %}} + +### The ArrayList +```java +ArrayList balloons = new ArrayList(); +``` +Waves are represented as an ArrayList of float arrays. Each of these float arrays represents a balloon and has three values: +1. At index 0, the value represents the distance travelled, or the number of 'steps' the balloon has taken so far. +2. At index 1, the value represents the delay of the balloon, or the amount of frames before the balloon will appear on the screen. +3. At index 2, the value represents the speed of the balloon, which determines how fast the balloon will move along the path. +These are represented by the global variables (`final int distanceTravelled = 0, delay = 1, speed = 2;`) at line 6. + +### The Functions +#### 1. Creating a Wave +The first method `createFirstWave()` starts at line 7, and this method is in charge of adding all the balloons from the first wave into the array. +```java +void createFirstWave() { +//{Number of "steps" taken, frames of delay before first step, speed} + balloons.add(new float[]{0, 100, 3}); + balloons.add(new float[]{0, 130, 3}); + balloons.add(new float[]{0, 160, 2}); + balloons.add(new float[]{0, 220, 4}); + balloons.add(new float[]{0, 340, 2}); + balloons.add(new float[]{0, 370, 2}); + balloons.add(new float[]{0, 400, 5}); + balloons.add(new float[]{0, 430, 5}); + balloons.add(new float[]{0, 490, 3}); + balloons.add(new float[]{0, 520, 1}); + balloons.add(new float[]{0, 550, 3}); +} +``` +To add elements to an ArrayList, we use the `add(element)` method, adds the element (type that ArrayList stores) to the end of the ArrayList. This method adds the float arrays to the ArrayList balloons. + +{{% notice tip "Adding to a Specific Index"%}} +If we have an ArrayList storing type String that is called subjects and consists of two elements, "Math" and "Science", we could use `add(0,"ICS")` to add it to the start of the ArrayList (index 0). +{{% /notice %}} + +#### 2. Updating Balloon Positions +This method (line 23) updates the position of the balloons every time it runs, as well as draw the balloon at the corresponding position. It has a float array as a parameter, the values of each balloon passed in. +{{% expand "See code" "false" %}} + ```java + // Displays and moves balloons + void updatePositions(float[] balloon) { + // Only when balloonProps[1] is 0 (the delay) will the balloons start moving. + if (balloon[delay] == 0) { + final int RADIUS = 25; //Radius of the balloon + + PVector position = getLocation(balloon[distanceTravelled]); + balloon[distanceTravelled] += balloon[speed]; //Increases the balloon's total steps by the speed + + //Drawing of ballon + ellipseMode(CENTER); + strokeWeight(0); + stroke(0); + fill(#f3cd64); + ellipse(position.x, position.y,RADIUS,RADIUS); + } else { + balloon[delay]--; + } + } + ``` +{{% /expand %}} + +The first thing to do is check if the balloon has delay or not, which is the first index (second element) of the ArrayList. If the delay is equal to 0, then it means that the balloon is ready to appear on the screen, so we set a final variable as the radius of the balloon. We use the `getLocation()` method to assign the PVector position to the location of the current balloon. A PVector is able to describe a position of an object, storing the x and y components. Then we update the first element of the array according to its speed, by using the += operator, which is the same as `balloon[distanceTravelled] = balloon[distanceTravelled] + balloon[speed];`. + +Next, we can draw the balloon. For this workshop the balloons are just a circle for simplicity, so we just use an ellipse to draw the balloon. The first line, `ellipseMode(CENTER);` specifies what the parameters of ellipse() represent. For the CENTER mode, the first two parameters are the centre, then the width and finally the height. The stroke (border) and fill (background) of the balloon are set to black (0) and yellow (#f3cd64). Then, we draw the ellipse at the correct position, with the RADIUS variable that we initialized earlier. + +Finally, if the delay of the current balloon is not 0, then we must subtract 1 from the delay, which is what is done by the else{} block at the end of this method. You can see that this value will never be less than zero, since when it hits zero it will go into the if{} block. + +{{% notice info %}} +The documentation for the drawing methods are linked below: +- [ellipseMode](https://processing.org/reference/ellipseMode_.html) +- [strokeWeight](https://processing.org/reference/strokeWeight_.html) +- [stroke](https://processing.org/reference/stroke_.html) +- [fill](https://processing.org/reference/fill_.html) +- [ellipse](https://processing.org/reference/ellipse_.html) +{{% /notice %}} + +#### 3. Drawing Balloons on the Screen +In drawBalloons() (line 42), we loop through the entire wave, and call updatePositions() to create the balloons on the screen. This method also checks if the balloon is at the end of the path, by calling the next method, atEndOfPath(). + +{{% expand "See code" "false" %}} + ```java + void drawBalloons() { + for(int i = 0; i < balloons.size(); i++) { + float[] balloon = balloons.get(i); + updatePositions(balloon); + + if (atEndOfPath(balloon[distanceTravelled])) { + balloons.remove(i); // Removing the balloon from the list + health--; // Lost a life. + i--; // Must decrease this counter variable, since the "next" balloon would be skipped + /* When you remove a balloon from the list, + all the indexes of the balloons "higher-up" in the list will decrement by 1 */ + } + } + } + ``` +{{% /expand %}} + +We start by creating a basic for loop, to iterate through every balloon in the wave. For the current balloon in the wave we assign it to the local float array called balloon, by using the get() method of ArrayLists. Using get(index) returns the element at this index. Then, we can call the updatePositions() method that we went over previously, to update and draw the balloons. + +The next step is to check if the balloon has reached the end of the path yet. To do this, we call on the boolean method atEndOfPath() (which will be covered next) to check if the balloon has made it to the end. If it has, we can use the remove(index) method, which removes the element at the specified index of the ArrayList. We can subtract 1 from the user’s health, since the user has allowed a balloon to pass through. Additionally, we must **subtract** one from the loop counter, in order to not skip the next balloon. We can see that all the elements after the one we removed will have their indices shifted down one, and thus the next balloon would now have the same index of the balloon that was just removed. This means that the loop would skip over a balloon if we did not subtract one from the counter. + + +The method to check if balloons are at the end of the path will be explained in the next section, about the heath checking system. \ No newline at end of file diff --git a/content/game-dev/part-ii/_index.md b/content/game-dev/part-ii/_index.md index 58a562e8..2ac281c2 100644 --- a/content/game-dev/part-ii/_index.md +++ b/content/game-dev/part-ii/_index.md @@ -1,6 +1,7 @@ +++ chapter = true title = "Part II" +pre = "2. " weight = 2 +++ diff --git a/content/game-dev/part-iii/_index.md b/content/game-dev/part-iii/_index.md index b219c854..858df945 100644 --- a/content/game-dev/part-iii/_index.md +++ b/content/game-dev/part-iii/_index.md @@ -1,6 +1,7 @@ +++ chapter = true title = "Part III" +pre = "3. " weight = 3 +++ diff --git a/p5-js-demo/index.html b/content/p5-js-demo/index.html similarity index 100% rename from p5-js-demo/index.html rename to content/p5-js-demo/index.html diff --git a/content/p5-js-demo/sketch.js b/content/p5-js-demo/sketch.js new file mode 100644 index 00000000..28c33145 --- /dev/null +++ b/content/p5-js-demo/sketch.js @@ -0,0 +1,482 @@ + +// Program main method +function setup() { + initializeFields(); + createCanvas(800, 500); + loadHeartIcon(); + initDragAndDrop(); + initPath(); + createFirstWave(); +} +let started; +let frames = 0; +function draw() { + frames++; + background(color(0xad, 0xd5, 0x58)); + + if(!started) { + const sz = 80 + Math.sin(frames / 10) * 2; + textSize(sz); + textAlign(CENTER, CENTER) + fill(color(0x7b, 0x9d, 0x32)); + rectMode(CENTER); + noStroke(); + rect(400, 250, sz * 9, sz * 2); + fill(color(0x4C, 0x67, 0x10)); + text("Click To Start! ", 408, 255); + return; + } + textAlign(LEFT, BASELINE) + drawPath(); + // Draw all the towers that have been placed down before + drawAllTowers(); + drawTrash(); + drawSelectedTowers(); + dragAndDropInstructions(); + drawBalloons(); + drawHealthBar(); +} + +// Whenever the user drags the mouse, update the x and y values of the tower +function mouseDragged() { + if (within) { + // Check to see if the user is currently dragging a tower + // Set the values while accounting for the offset + x = mouseX + difX; + y = mouseY + difY; + } +} + +// Whenever the user initially presses down on the mouse +function mousePressed() { + if (mouseX < 0 || mouseX > 800 || mouseY < 0 || mouseY > 500) return; + if(!started) started = true; + // Check to see if the pointer is within the bounds of the tower + within = withinBounds(); + if (within) { + // The tower has been "picked up" + handlePickUp(); + // Calculate the offset values (the mouse pointer may not be in the direct centre of the tower) + difX = x - mouseX; + difY = y - mouseY; + } +} + +// Whenever the user releases their mouse +function mouseReleased() { + if (within) { + // If the user was holding the tower in the previous frame, the tower has just been dropped + // Call the method to handle the drop and check for drop validity + handleDrop(); + } + // The mouse is no longer holding the tower + within = false; +} + +var balloons; + +var distanceTravelled, delay, speed; + +/* +Encompasses: Displaying Balloons, Waves & Sending Balloons, Balloon Reaching End of Path + */ +function createFirstWave() { + // {Number of "steps" taken, frames of delay before first step, speed} + balloons.push( [ 0, 100, 3 ]); + balloons.push( [ 0, 130, 3 ]); + balloons.push( [ 0, 160, 2 ]); + balloons.push( [ 0, 220, 4 ]); + balloons.push( [ 0, 340, 2 ]); + balloons.push( [ 0, 370, 2 ]); + balloons.push( [ 0, 400, 5 ]); + balloons.push( [ 0, 430, 5 ]); + balloons.push( [ 0, 490, 3 ]); + balloons.push( [ 0, 520, 1 ]); + balloons.push( [ 0, 550, 3 ]); +} + +// Displays and moves balloons +function updatePositions(balloon) { + // Only when balloonProps[1] is 0 (the delay) will the balloons start moving. + if (balloon[delay] == 0) { + // Radius of the balloon + var RADIUS = 25; + var position = getLocation(balloon[distanceTravelled]); + // Increases the balloon's total steps by the speed + balloon[distanceTravelled] += balloon[speed]; + // Drawing of ballon + ellipseMode(CENTER); + strokeWeight(0); + stroke(0); + fill(color(0xf3, 0xcd, 0x64)); + ellipse(position.x, position.y, RADIUS, RADIUS); + } else { + balloon[delay]--; + } +} + +function drawBalloons() { + for (var i = 0; i < balloons.length; i++) { + var balloon = balloons[i]; + updatePositions(balloon); + if (atEndOfPath(balloon[distanceTravelled])) { + // Removing the balloon from the list + balloons.splice(i, 1); + // Lost a life. + health--; + // Must decrease this counter variable, since the "next" balloon would be skipped + i--; + // When you remove a balloon from the list, all the indexes of the balloons "higher-up" in the list will decrement by 1 + } + } +} + +// Similar code to distance along path +function atEndOfPath(travelDistance) { + var totalPathLength = 0; + for (var i = 0; i < points.length - 1; i++) { + var currentPoint = points[i]; + var nextPoint = points[i + 1]; + var distance = dist(currentPoint.x, currentPoint.y, nextPoint.x, nextPoint.y); + totalPathLength += distance; + } + // This means the total distance travelled is enough to reach the end + if (travelDistance >= totalPathLength) + return true; + return false; +} + +// variable to track user's health +var health; + +var heart; + +// ------- HP SYSTEM -------- +/* + Heath-related variables: + int health: The player's total health. + This number decreases if balloons pass the end of the path (offscreen), currentely 12 since there are 12 balloons. + boolean[] offscreen: this array tracks if the balloon has been subtracted from health once it is off the screen. + PImage heart: the heart icon to display with the healthbar. + */ +function loadHeartIcon() { + // done in preLoad(); +} + +// method to draw a healthbar at the top right of the screen +function drawHealthBar() { + // draw healthbar outline + stroke(0, 0, 0); + strokeWeight(0); + fill(color(0x83, 0x00, 0x00)); + rect(715, 455, 120, 20); + // draw healthbar + noStroke(); + rectMode(CORNER); + fill(color(0xFF, 0x31, 0x31)); + // the healthbar that changes based on hp + rect(655, 445.5, health * 12, 20); + rectMode(CENTER); + noFill(); + // write text + stroke(0, 0, 0); + textSize(14); + fill(255, 255, 255); + text("Health: " + health, 670, 462); + // put the heart.png image on screen + noFill(); +} + +// The points on the path, in order. +var points; + +var PATH_RADIUS; + +/* +Encompasses: The Path for Balloons, Balloon Movement + */ +// ------- CODE FOR THE PATH +function addPointToPath(x, y) { + points.push(new p5.Vector(x, y)); +} + +function initPath() { + addPointToPath(0, 200); + addPointToPath(50, 200); + addPointToPath(200, 150); + addPointToPath(350, 200); + addPointToPath(500, 150); + addPointToPath(650, 200); + addPointToPath(650, 300); + addPointToPath(500, 250); + addPointToPath(350, 300); + addPointToPath(200, 250); + addPointToPath(50, 300); + addPointToPath(50, 400); + addPointToPath(200, 350); + addPointToPath(350, 400); + addPointToPath(500, 350); + addPointToPath(650, 400); + addPointToPath(800, 350); +} + +function drawPath() { + stroke(color(0x4C, 0x67, 0x10)); + strokeWeight(PATH_RADIUS * 2 + 1); + for (var i = 0; i < points.length - 1; i++) { + var currentPoint = points[i]; + var nextPoint = points[i + 1]; + line(currentPoint.x, currentPoint.y, nextPoint.x, nextPoint.y); + } + stroke(color(0x7b, 0x9d, 0x32)); + strokeWeight(PATH_RADIUS * 2); + for (var i = 0; i < points.length - 1; i++) { + var currentPoint = points[i]; + var nextPoint = points[i + 1]; + line(currentPoint.x, currentPoint.y, nextPoint.x, nextPoint.y); + } +} + +// GIVEN TO PARTICIPANTS BY DEFAULT +function getLocation(travelDistance) { + for (var i = 0; i < points.length - 1; i++) { + var currentPoint = points[i]; + var nextPoint = points[i + 1]; + var distance = dist(currentPoint.x, currentPoint.y, nextPoint.x, nextPoint.y); + if (distance <= 0.00000001 || travelDistance >= distance) { + travelDistance -= distance; + } else { + // In between two points + var travelProgress = travelDistance / distance; + var xDist = nextPoint.x - currentPoint.x; + var yDist = nextPoint.y - currentPoint.y; + var x = currentPoint.x + xDist * travelProgress; + var y = currentPoint.y + yDist * travelProgress; + return new p5.Vector(x, y); + } + } + // At end of path + return points[points.length - 1]; +} + +var x, y, difX, difY, count; + +// Towers that are placed down +var towers; + +// If mouse was held down during the previous frame +var within; + +var towerSize; + +var towerColour; + +// these variables are the trash bin coordinates +var trashX1, trashY1, trashX2, trashY2; + +/* +Encompasses: Displaying Towers, Drag & Drop, Discarding Towers, Rotating Towers, Tower Validity Checking + */ +// -------- CODE FOR DRAG & DROP ---------------------- +function initDragAndDrop() { + x = 650; + y = 50; + within = false; + difX = 0; + difY = 0; + trashX1 = 525; + trashY1 = 30; + trashX2 = 775; + trashY2 = 120; + count = 0; + towers = []; +} + +// Use point to rectangle collision detection to check for mouse being within bounds of pick-up box +function pointRectCollision(x1, y1, x2, y2, size) { + // --X Distance-- --Y Distance-- + return (abs(x2 - x1) <= size / 2) && (abs(y2 - y1) <= size / 2); +} + +// Check to see if mouse pointer is within the boundaries of the tower +function withinBounds() { + return pointRectCollision(mouseX, mouseY, x, y, towerSize); +} + +// check if you drop in trash +function trashDrop() { + if (x >= trashX1 && x <= trashX2 && y >= trashY1 && y <= trashY2) { + return true; + } + return false; +} + +// -------Methods Used for further interaction------- +function handleDrop() { + // Instructions to check for valid drop area will go here + if (trashDrop()) { + x = 650; + y = 50; + print("Dropped object in trash."); + } else if (legalDrop()) { + towers.push(new p5.Vector(x, y)); + // Add the tower to the list of placed down towers + x = 650; + y = 50; + print("Dropped for the " + (++count) + "th time."); + } +} + +// Will be called whenever a tower is picked up +function handlePickUp() { + print("Object picked up."); +} + +// -------------------------------------------------- +// Draw a simple tower at a specified location +function drawTowerIcon(xPos, yPos, colour) { + strokeWeight(0); + stroke(0); + fill(colour); + rectMode(CENTER); + // Draw a simple rectangle as the tower + rect(xPos, yPos, towerSize, towerSize); +} + +// Draws a tower that rotates to face the targetLocation +function drawTowerIcon(xPos, yPos, colour, targetLocation=null) { + if (targetLocation === null) { + strokeWeight(0); + stroke(0); + fill(colour); + rectMode(CENTER); + // Draw a simple rectangle as the tower + rect(xPos, yPos, towerSize, towerSize); + return; + } + strokeWeight(5); + stroke(color(0x4C, 0x67, 0x10)); + line(xPos, yPos, targetLocation.x, targetLocation.y); + push(); + translate(xPos, yPos); + // Angle calculation + var slope = (targetLocation.y - yPos) / (targetLocation.x - xPos); + var angle = atan(slope); + rotate(angle); + strokeWeight(0); + fill(colour); + rectMode(CENTER); + // Draw a simple rectangle as the tower + rect(0, 0, towerSize, towerSize); + pop(); +} + +function drawAllTowers() { + for (var i = 0; i < towers.length; i++) { + var xPos = towers[i].x, yPos = towers[i].y; + // Towers will track the mouse as a placeholder + drawTowerIcon(xPos, yPos, towerColour, new p5.Vector(mouseX, mouseY)); + fill(color(0x4C, 0x67, 0x10)); + strokeWeight(0); + textSize(12); + text("Tower " + (i + 1), xPos - 30, yPos - 20); + } +} + +function drawSelectedTowers() { + // Changing the color if it is an illegal drop to red + if (!legalDrop()) { + // Draw the current tower (that the user is holding) as red to indicate illegal + drawTowerIcon(x, y, color(0xFF, 0x00, 0x00)); + } else { + // Draw the current tower (that the user is holding) + drawTowerIcon(x, y, towerColour); + } + // Draw the pick-up tower on the top right + drawTowerIcon(650, 50, towerColour); +} + +function drawTrash() { + rectMode(CORNERS); + noStroke(); + fill(color(0x4C, 0x67, 0x10)); + rect(trashX1, trashY1, trashX2, trashY2); + fill(255, 255, 255); + stroke(255, 255, 255); +} + +function dragAndDropInstructions() { + fill(color(0x4C, 0x67, 0x10)); + textSize(12); + text("Pick up tower from here!", 620, 20); + text("You can't place towers on the path of the balloons!", 200, 20); + text("Place a tower into the surrounding area to put it in the trash.", 200, 40); + text("Mouse X: " + mouseX + "\nMouse Y: " + mouseY + "\nMouse held: " + mouseIsPressed + "\nWithin object bounds: " + within, 15, 20); +} + +// -------- CODE FOR PATH COLLISION DETECTION --------- +function pointDistToLine(start, end, point) { + // Code from https://stackoverflow.com/questions/849211/shortest-distance-between-a-point-and-a-line-segment + // i.e. |w-v|^2 - avoid a sqrt + var l2 = (start.x - end.x) * (start.x - end.x) + (start.y - end.y) * (start.y - end.y); + // v == w case + if (l2 == 0.0) + return dist(end.x, end.y, point.x, point.y); + var t = max(0, min(1, p5.Vector.sub(point, start).dot(p5.Vector.sub(end, start)) / l2)); + // Projection falls on the segment + var projection = p5.Vector.add(start, p5.Vector.mult(p5.Vector.sub(end, start), t)); + return dist(point.x, point.y, projection.x, projection.y); +} + +function shortestDist(point) { + var answer = Number.MAX_VALUE; + for (var i = 0; i < points.length - 1; i++) { + var start = points[i]; + var end = points[i + 1]; + var distance = pointDistToLine(start, end, point); + answer = min(answer, distance); + } + return answer; +} + +// Will return if a drop is legal by looking at the shortance distance between the rectangle center and the path. +function legalDrop() { + // checking if this tower overlaps any of the already placed towers + for (var i = 0; i < towers.length; i++) { + var towerLocation = towers[i]; + if (pointRectCollision(x, y, towerLocation.x, towerLocation.y, towerSize)) + return false; + } + return shortestDist(new p5.Vector(x, y)) > PATH_RADIUS; +} + +function initializeFields() { + balloons = []; + distanceTravelled = 0; + delay = 1; + speed = 2; + health = 11; + points = []; + PATH_RADIUS = 20; + x = 0; + y = 0; + difX = 0; + difY = 0; + count = 0; + towers = null; + within = false; + towerSize = 25; + towerColour = color(0x7b, 0x9d, 0x32); + trashX1 = 0; + trashY1 = 0; + trashX2 = 0; + trashY2 = 0; + started = false; +} + +function preload() { +// TODO: put method calls that load from files into this method +// I found the following calls that you should move here: +// (note that line numbers are from your Processing code) +} + diff --git a/layouts/shortcodes/p5js.html b/layouts/shortcodes/p5js.html index 47f2886b..738d7f67 100644 --- a/layouts/shortcodes/p5js.html +++ b/layouts/shortcodes/p5js.html @@ -1,2 +1,20 @@ - - +{{$id := "unset"}} +{{with .Get "id"}} +{{$id = .}} +{{else}} +{{$id = printf "%s%d" (delimit (shuffle (seq 1 9)) "") now.UnixNano}} +{{end}} + +
+ diff --git a/p5-js-demo/sketch.js b/p5-js-demo/sketch.js deleted file mode 100644 index 6843a4ee..00000000 --- a/p5-js-demo/sketch.js +++ /dev/null @@ -1 +0,0 @@ -function _0xcb95(){var _0x3a3ef7=['27NRTgLF','365380WBFyND','Brown\x20areas\x20are\x20places\x20where\x20you\x20can\x27t\x20place\x20down\x20towers!','length','add','125VPwgeu','get','282920IttpEv','20064piinIO','dot','\x0aMouse\x20Y:\x20','https://raw.githubusercontent.com/mcpt/game-dev/main/PartOne/data/heart.png','splice','Tower\x20','\x0aWithin\x20object\x20bounds:\x20','Dropped\x20for\x20the\x20','434147XBHzst','MAX_VALUE','mult','499134waFPxH','Place\x20a\x20tower\x20into\x20the\x20green\x20area\x20to\x20put\x20it\x20in\x20the\x20trash.','1020924pdCYQp','Vector','log','Health:\x20\x20\x20','Dropped\x20object\x20in\x20trash.','88MMFwGa','push','Mouse\x20X:\x20','4WxuRcX','20289335wumSIP','sub'];_0xcb95=function(){return _0x3a3ef7;};return _0xcb95();}(function(_0x3650ed,_0xc8f727){var _0x2e1179=_0x37db,_0x2c92f5=_0x3650ed();while(!![]){try{var _0x27a1ea=-parseInt(_0x2e1179(0x74))/0x1*(parseInt(_0x2e1179(0x7e))/0x2)+-parseInt(_0x2e1179(0x8a))/0x3+-parseInt(_0x2e1179(0x8c))/0x4+parseInt(_0x2e1179(0x7c))/0x5*(parseInt(_0x2e1179(0x7f))/0x6)+-parseInt(_0x2e1179(0x87))/0x7*(parseInt(_0x2e1179(0x71))/0x8)+parseInt(_0x2e1179(0x77))/0x9*(parseInt(_0x2e1179(0x78))/0xa)+parseInt(_0x2e1179(0x75))/0xb;if(_0x27a1ea===_0xc8f727)break;else _0x2c92f5['push'](_0x2c92f5['shift']());}catch(_0x242bc1){_0x2c92f5['push'](_0x2c92f5['shift']());}}}(_0xcb95,0x59d93));var balloons,distanceTravelled,delay,speed,health,heart,points,PATH_RADIUS,x,y,difX,difY,count,towers,held,within,towerSize,trashX1,trashY1,trashX2,trashY2;function setup(){initializeFields(),rectMode(CENTER),ellipseMode(CENTER),createCanvas(0x320,0x1f4),initDragAndDrop(),initPath(),createFirstWave();}function draw(){background(0x64),drawPath(),drawAllTowers(),drawBalloons(),drawTrash(),!legalDrop()?drawTowerIcon(x,y,color(0xff,0x0,0x0)):drawTowerIcon(x,y,0xff),drawTowerIcon(0x28a,0x32,0xff),drawHealthBar(),dragAndDropInstructions(),!mouseIsPressed&&(held&&within&&handleDrop(),held=![],within=![]);}function mouseDragged(){within&&(x=mouseX+difX,y=mouseY+difY);}function mousePressed(){held=!![],within=withinBounds(),within&&(handlePickUp(),difX=x-mouseX,difY=y-mouseY);}function createFirstWave(){var _0x40d97e=_0x37db;balloons[_0x40d97e(0x72)]([0x0,0x64,0x3]),balloons[_0x40d97e(0x72)]([0x0,0x82,0x3]),balloons[_0x40d97e(0x72)]([0x0,0xa0,0x2]),balloons['push']([0x0,0xdc,0x4]),balloons[_0x40d97e(0x72)]([0x0,0x154,0x2]),balloons[_0x40d97e(0x72)]([0x0,0x172,0x2]),balloons[_0x40d97e(0x72)]([0x0,0x190,0x5]),balloons[_0x40d97e(0x72)]([0x0,0x1ae,0x5]),balloons[_0x40d97e(0x72)]([0x0,0x1ea,0x3]),balloons['push']([0x0,0x208,0x1]),balloons['push']([0x0,0x226,0x3]);}function updatePositions(_0x1aa433){if(_0x1aa433[delay]===0x0){var _0xd83c8e=0x19,_0x4ce01d=getLocation(_0x1aa433[distanceTravelled]);_0x1aa433[distanceTravelled]+=_0x1aa433[speed],ellipseMode(CENTER),strokeWeight(0x0),stroke(0x0),fill(0xff),ellipse(_0x4ce01d['x'],_0x4ce01d['y'],_0xd83c8e,_0xd83c8e);}else _0x1aa433[delay]--;}function drawBalloons(){var _0x3f44ce=_0x37db;for(var _0x16007e=0x0;_0x16007e=_0x46e019)return!![];return![];}function loadHeartIcon(){var _0x39fdc4=_0x37db;heart=loadImage(_0x39fdc4(0x82));}function drawHealthBar(){var _0x49cd28=_0x37db;stroke(0x0,0x0,0x0),strokeWeight(0x0),fill(color(0x83,0x0,0x0)),rect(0x2cb,0x1c7,0x78,0x14),noStroke(),rectMode(CORNER),fill(color(0xff,0x31,0x31)),rect(0x28f,445.5,health*0xa,0x14),rectMode(CENTER),noFill(),stroke(0x0,0x0,0x0),textSize(0xe),fill(0xff,0xff,0xff),text(_0x49cd28(0x8f)+health,0x29e,0x1ce),imageMode(CENTER),image(heart,0x28a,0x1c8),noFill();}function addPointToPath(_0x2588fc,_0x352083){var _0x4a14f5=_0x37db;points[_0x4a14f5(0x72)](createVector(_0x2588fc,_0x352083));}function initPath(){addPointToPath(0x0,0xc8),addPointToPath(0x12c,0x64),addPointToPath(0xc8,0x64),addPointToPath(0xfa,0x190),addPointToPath(0x12c,0x15e),addPointToPath(0x15e,0x1c2),addPointToPath(0x190,0x32),addPointToPath(0x2bc,0x190);}function drawPath(){var _0x51eb20=_0x37db;stroke(0x0),strokeWeight(PATH_RADIUS*0x2+0x1);for(var _0x57c5ea=0x0;_0x57c5ea=_0x3e969a)_0x185e9b-=_0x3e969a;else{var _0x4c8d91=_0x185e9b/_0x3e969a,_0x56cfe7=_0x3299e9['x']-_0x30f5da['x'],_0x36fbbe=_0x3299e9['y']-_0x30f5da['y'],_0x11303f=_0x30f5da['x']+_0x56cfe7*_0x4c8d91,_0x4bb513=_0x30f5da['y']+_0x36fbbe*_0x4c8d91;return createVector(_0x11303f,_0x4bb513);}}return points[_0x12bf62(0x7d)](points[_0x12bf62(0x7a)]-0x1);}function initDragAndDrop(){x=0x28a,y=0x32,held=![],within=![],difX=0x0,difY=0x0,trashX1=0x2bc,trashY1=0x82,trashX2=0x2ee,trashY2=0xb4,count=0x0,towers=[];}function pointRectCollision(_0x34ec22,_0x170ee1,_0x1d49ac,_0x5d2dc8,_0x54bb02){return(_0x1d49ac-_0x34ec22)*(_0x1d49ac-_0x34ec22)+(_0x5d2dc8-_0x170ee1)*(_0x5d2dc8-_0x170ee1)<=_0x54bb02*_0x54bb02;}function withinBounds(){return pointRectCollision(mouseX,mouseY,x,y,towerSize);}function trashDrop(){if(x>=trashX1&&x<=trashX2&&y>=trashY1&&y<=trashY2)return!![];return![];}function handleDrop(){var _0x541f50=_0x37db;if(trashDrop())x=0x28a,y=0x32,print(_0x541f50(0x90));else legalDrop()&&(towers['push'](createVector(x,y)),x=0x28a,y=0x32,print(_0x541f50(0x86)+ ++count+'th\x20time.'));}function _0x37db(_0xbbed4c,_0x3d0d1e){var _0xcb9582=_0xcb95();return _0x37db=function(_0x37db5a,_0x36f249){_0x37db5a=_0x37db5a-0x71;var _0x489c3d=_0xcb9582[_0x37db5a];return _0x489c3d;},_0x37db(_0xbbed4c,_0x3d0d1e);}function handlePickUp(){print('Object\x20picked\x20up.');}function drawTowerIcon(_0x1bc15c,_0x7cac29,_0x283e2d,_0x416366=null){if(!_0x416366){strokeWeight(0x0),stroke(0x0),fill(_0x283e2d),rectMode(CENTER),rect(_0x1bc15c,_0x7cac29,towerSize,towerSize);return;}strokeWeight(0x5),stroke(0x96),line(_0x1bc15c,_0x7cac29,_0x416366['x'],_0x416366['y']),push(),translate(_0x1bc15c,_0x7cac29);var _0xbf5a2c=(_0x416366['y']-_0x7cac29)/(_0x416366['x']-_0x1bc15c),_0x650dc=atan(_0xbf5a2c);rotate(_0x650dc),strokeWeight(0x0),fill(_0x283e2d),rectMode(CENTER),rect(0x0,0x0,towerSize,towerSize),pop();}function drawAllTowers(){var _0x2f10d1=_0x37db;for(var _0x18204e=0x0;_0x18204ePATH_RADIUS;}function initializeFields(){balloons=[],distanceTravelled=0x0,delay=0x1,speed=0x2,health=0xc,points=[],PATH_RADIUS=0x5,x=0x0,y=0x0,difX=0x0,difY=0x0,count=0x0,held=![],within=![],towerSize=0x19,trashX1=0x0,trashY1=0x0,trashX2=0x0,trashY2=0x0;}function preload(){var _0x37f781=_0x37db;loadHeartIcon(),console[_0x37f781(0x8e)](heart);} \ No newline at end of file diff --git a/static/css/p5js.css b/static/css/p5js.css new file mode 100644 index 00000000..a906a042 --- /dev/null +++ b/static/css/p5js.css @@ -0,0 +1,10 @@ +/* resize width */ +.p5js-canvas > canvas { + width: 100% !important; + height: auto !important; + min-width: 500px; +} + +#body { + overflow-x: auto; +} diff --git a/static/img/Illegal-Tower-Placement.png b/static/img/Illegal-Tower-Placement.png new file mode 100644 index 00000000..a1c16e31 Binary files /dev/null and b/static/img/Illegal-Tower-Placement.png differ diff --git a/static/img/Interface-Demo.png b/static/img/Interface-Demo.png new file mode 100644 index 00000000..015c5380 Binary files /dev/null and b/static/img/Interface-Demo.png differ diff --git a/static/img/Line-Slopes.png b/static/img/Line-Slopes.png new file mode 100644 index 00000000..a64955b1 Binary files /dev/null and b/static/img/Line-Slopes.png differ diff --git a/static/img/Rotation-Mechanism.png b/static/img/Rotation-Mechanism.png new file mode 100644 index 00000000..c2ff2bf3 Binary files /dev/null and b/static/img/Rotation-Mechanism.png differ diff --git a/static/img/Square-Point-Collision.png b/static/img/Square-Point-Collision.png new file mode 100644 index 00000000..b9f8d05b Binary files /dev/null and b/static/img/Square-Point-Collision.png differ diff --git a/static/img/coordinate.gif b/static/img/coordinate.gif new file mode 100644 index 00000000..b710c758 Binary files /dev/null and b/static/img/coordinate.gif differ diff --git a/static/img/distance.gif b/static/img/distance.gif new file mode 100644 index 00000000..17ac24b2 Binary files /dev/null and b/static/img/distance.gif differ diff --git a/static/img/heart.png b/static/img/heart.png new file mode 100644 index 00000000..4dedf647 Binary files /dev/null and b/static/img/heart.png differ diff --git a/static/js/p5.min.js b/static/js/p5.min.js new file mode 100644 index 00000000..9117740a --- /dev/null +++ b/static/js/p5.min.js @@ -0,0 +1,3 @@ +/*! p5.js v1.4.0 June 29, 2021 */ + 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      Grid Output

        '),this.dummyDOM.querySelector(a)?this.dummyDOM.querySelector(a).insertAdjacentHTML("afterend",o):this.dummyDOM.querySelector("#".concat(n)).innerHTML=o,this._accessibleOutputs[r].map=this.dummyDOM.querySelector("#".concat(r,"_map"))),this._accessibleOutputs[r].shapeDetails=this.dummyDOM.querySelector("#".concat(r,"_shapeDetails")),this._accessibleOutputs[r].summary=this.dummyDOM.querySelector("#".concat(r,"_summary"))},o.default.prototype._updateAccsOutput=function(){var e=this.canvas.id;JSON.stringify(this.ingredients.shapes)!==this.ingredients.pShapes&&(this.ingredients.pShapes=JSON.stringify(this.ingredients.shapes),this._accessibleOutputs.text&&this._updateTextOutput(e+"textOutput"),this._accessibleOutputs.grid&&this._updateGridOutput(e+"gridOutput"),this._accessibleOutputs.textLabel&&this._updateTextOutput(e+"textOutputLabel"),this._accessibleOutputs.gridLabel&&this._updateGridOutput(e+"gridOutputLabel"))},o.default.prototype._accsBackground=function(e){this.ingredients.pShapes=JSON.stringify(this.ingredients.shapes),this.ingredients.shapes={},this.ingredients.colors.backgroundRGBA!==e&&(this.ingredients.colors.backgroundRGBA=e,this.ingredients.colors.background=this._rgbColorName(e))},o.default.prototype._accsCanvasColors=function(e,t){"fill"===e?this.ingredients.colors.fillRGBA!==t&&(this.ingredients.colors.fillRGBA=t,this.ingredients.colors.fill=this._rgbColorName(t)):"stroke"===e&&this.ingredients.colors.strokeRGBA!==t&&(this.ingredients.colors.strokeRGBA=t,this.ingredients.colors.stroke=this._rgbColorName(t))},o.default.prototype._accsOutput=function(e,t){"ellipse"===e&&t[2]===t[3]?e="circle":"rectangle"===e&&t[2]===t[3]&&(e="square");var r={},n=!0,o=function(e,t){var r,n;n="rectangle"===e||"ellipse"===e||"arc"===e||"circle"===e||"square"===e?(r=Math.round(t[0]+t[2]/2),Math.round(t[1]+t[3]/2)):"triangle"===e?(r=(t[0]+t[2]+t[4])/3,(t[1]+t[3]+t[5])/3):"quadrilateral"===e?(r=(t[0]+t[2]+t[4]+t[6])/4,(t[1]+t[3]+t[5]+t[7])/4):"line"===e?(r=(t[0]+t[2])/2,(t[1]+t[3])/2):(r=t[0],t[1]);return[r,n]}(e,t);if("line"===e){r.color=this.ingredients.colors.stroke,r.length=Math.round(this.dist(t[0],t[1],t[2],t[3]));var i=l([t[0],[1]],this.width,this.height),a=l([t[2],[3]],this.width,this.height);r.loc=u(o,this.width,this.height),r.pos=i===a?"at ".concat(i):"from ".concat(i," to ").concat(a)}else"point"===e?r.color=this.ingredients.colors.stroke:(r.color=this.ingredients.colors.fill,r.area=function(e,t,r,n){var o=0;if("arc"===e){var i=((t[5]-t[4])%(2*Math.PI)+2*Math.PI)%(2*Math.PI);if(o=i*t[2]*t[3]/8,"open"===t[6]||"chord"===t[6]){var a=t[0],s=t[1],l=t[0]+t[2]/2*Math.cos(t[4]).toFixed(2),u=t[1]+t[3]/2*Math.sin(t[4]).toFixed(2),c=t[0]+t[2]/2*Math.cos(t[5]).toFixed(2),d=t[1]+t[3]/2*Math.sin(t[5]).toFixed(2),f=Math.abs(a*(u-d)+l*(d-s)+c*(s-u))/2;i>Math.PI?o+=f:o-=f}}else"ellipse"===e||"circle"===e?o=3.14*t[2]/2*t[3]/2:"line"===e?o=0:"point"===e?o=0:"quadrilateral"===e?o=Math.abs((t[6]+t[0])*(t[7]-t[1])+(t[0]+t[2])*(t[1]-t[3])+(t[2]+t[4])*(t[3]-t[5])+(t[4]+t[6])*(t[5]-t[7]))/2:"rectangle"===e||"square"===e?o=t[2]*t[3]:"triangle"===e&&(o=Math.abs(t[0]*(t[3]-t[5])+t[2]*(t[5]-t[1])+t[4]*(t[1]-t[3]))/2);return Math.round(100*o/(r*n))}(e,t,this.width,this.height)),r.pos=l(o,this.width,this.height),r.loc=u(o,this.width,this.height);if(this.ingredients.shapes[e]){if(this.ingredients.shapes[e]!==[r]){for(var s in this.ingredients.shapes[e])JSON.stringify(this.ingredients.shapes[e][s])===JSON.stringify(r)&&(n=!1);!0===n&&this.ingredients.shapes[e].push(r)}}else this.ingredients.shapes[e]=[r]};var i=o.default;r.default=i},{"../core/main":260,"core-js/modules/es.array.concat":148,"core-js/modules/es.array.fill":150,"core-js/modules/es.array.map":159,"core-js/modules/es.number.to-fixed":169}],244:[function(e,t,r){"use strict";e("core-js/modules/es.array.concat"),Object.defineProperty(r,"__esModule",{value:!0}),r.default=void 0;var n,o=(n=e("../core/main"))&&n.__esModule?n:{default:n};o.default.prototype._updateTextOutput=function(e){if(this.dummyDOM.querySelector("#".concat(e,"_summary"))){var t=this._accessibleOutputs[e],r=function(e,t){var r="",n=0;for(var o in t)for(var i in t[o]){var a='
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strict";Object.defineProperty(r,"__esModule",{value:!0}),r.default=void 0;var n,o=(n=e("../core/main"))&&n.__esModule?n:{default:n};o.default.ColorConversion={},o.default.ColorConversion._hsbaToHSLA=function(e){var t=e[0],r=e[1],n=e[2],o=(2-r)*n/2;return 0!=o&&(1==o?r=0:o<.5?r/=2-r:r=r*n/(2-2*o)),[t,r,o,e[3]]},o.default.ColorConversion._hsbaToRGBA=function(e){var t=6*e[0],r=e[1],n=e[2],o=[];if(0===r)o=[n,n,n,e[3]];else{var i,a,s,l=Math.floor(t),u=n*(1-r),c=n*(1-r*(t-l)),d=n*(1-r*(1+l-t));s=1===l?(i=c,a=n,u):2===l?(i=u,a=n,d):3===l?(i=u,a=c,n):4===l?(i=d,a=u,n):5===l?(i=n,a=u,c):(i=n,a=d,u),o=[i,a,s,e[3]]}return o},o.default.ColorConversion._hslaToHSBA=function(e){var t,r=e[0],n=e[1],o=e[2];return[r,n=2*((t=o<.5?(1+n)*o:o+n-o*n)-o)/t,t,e[3]]},o.default.ColorConversion._hslaToRGBA=function(e){var t=6*e[0],r=e[1],n=e[2],o=[];if(0===r)o=[n,n,n,e[3]];else{var i,a=2*n-(i=n<.5?(1+r)*n:n+r-n*r),s=function(e,t,r){return 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e})(e)}e("core-js/modules/es.array.map"),Object.defineProperty(r,"__esModule",{value:!0}),r.default=void 0;var n,d=(n=e("../core/main"))&&n.__esModule?n:{default:n},f=function(e){if(e&&e.__esModule)return e;if(null===e||"object"!==a(e)&&"function"!=typeof e)return{default:e};var t=s();if(t&&t.has(e))return t.get(e);var r={},n=Object.defineProperty&&Object.getOwnPropertyDescriptor;for(var o in e)if(Object.prototype.hasOwnProperty.call(e,o)){var i=n?Object.getOwnPropertyDescriptor(e,o):null;i&&(i.get||i.set)?Object.defineProperty(r,o,i):r[o]=e[o]}r.default=e,t&&t.set(e,r);return r}(e("../core/constants"));function s(){if("function"!=typeof WeakMap)return null;var e=new WeakMap;return s=function(){return e},e}e("./p5.Color"),e("../core/friendly_errors/validate_params"),e("../core/friendly_errors/file_errors"),e("../core/friendly_errors/fes_core"),d.default.prototype.alpha=function(e){return d.default._validateParameters("alpha",arguments),this.color(e)._getAlpha()},d.default.prototype.blue=function(e){return d.default._validateParameters("blue",arguments),this.color(e)._getBlue()},d.default.prototype.brightness=function(e){return d.default._validateParameters("brightness",arguments),this.color(e)._getBrightness()},d.default.prototype.color=function(){if(d.default._validateParameters("color",arguments),arguments[0]instanceof d.default.Color)return arguments[0];var e=arguments[0]instanceof Array?arguments[0]:arguments;return new d.default.Color(this,e)},d.default.prototype.green=function(e){return d.default._validateParameters("green",arguments),this.color(e)._getGreen()},d.default.prototype.hue=function(e){return d.default._validateParameters("hue",arguments),this.color(e)._getHue()},d.default.prototype.lerpColor=function(e,t,r){d.default._validateParameters("lerpColor",arguments);var n,o,i,a,s,l,u=this._colorMode,c=this._colorMaxes;if(u===f.RGB)s=e.levels.map(function(e){return e/255}),l=t.levels.map(function(e){return e/255});else if(u===f.HSB)e._getBrightness(),t._getBrightness(),s=e.hsba,l=t.hsba;else{if(u!==f.HSL)throw new Error("".concat(u,"cannot be used for interpolation."));e._getLightness(),t._getLightness(),s=e.hsla,l=t.hsla}return r=Math.max(Math.min(r,1),0),void 0===this.lerp&&(this.lerp=function(e,t,r){return r*(t-e)+e}),n=this.lerp(s[0],l[0],r),o=this.lerp(s[1],l[1],r),i=this.lerp(s[2],l[2],r),a=this.lerp(s[3],l[3],r),n*=c[u][0],o*=c[u][1],i*=c[u][2],a*=c[u][3],this.color(n,o,i,a)},d.default.prototype.lightness=function(e){return d.default._validateParameters("lightness",arguments),this.color(e)._getLightness()},d.default.prototype.red=function(e){return d.default._validateParameters("red",arguments),this.color(e)._getRed()},d.default.prototype.saturation=function(e){return 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d=n(e("../core/main")),f=function(e){if(e&&e.__esModule)return e;if(null===e||"object"!==a(e)&&"function"!=typeof e)return{default:e};var t=s();if(t&&t.has(e))return t.get(e);var r={},n=Object.defineProperty&&Object.getOwnPropertyDescriptor;for(var o in e)if(Object.prototype.hasOwnProperty.call(e,o)){var i=n?Object.getOwnPropertyDescriptor(e,o):null;i&&(i.get||i.set)?Object.defineProperty(r,o,i):r[o]=e[o]}r.default=e,t&&t.set(e,r);return r}(e("../core/constants")),h=n(e("./color_conversion"));function s(){if("function"!=typeof WeakMap)return null;var e=new WeakMap;return s=function(){return e},e}function n(e){return e&&e.__esModule?e:{default:e}}d.default.Color=function(e,t){if(this._storeModeAndMaxes(e._colorMode,e._colorMaxes),this.mode!==f.RGB&&this.mode!==f.HSL&&this.mode!==f.HSB)throw new Error("".concat(this.mode," is an invalid colorMode."));return this._array=d.default.Color._parseInputs.apply(this,t),this._calculateLevels(),this},d.default.Color.prototype.toString=function(e){var t=this.levels,r=this._array,n=r[3];switch(e){case"#rrggbb":return"#".concat(t[0]<16?"0".concat(t[0].toString(16)):t[0].toString(16),t[1]<16?"0".concat(t[1].toString(16)):t[1].toString(16),t[2]<16?"0".concat(t[2].toString(16)):t[2].toString(16));case"#rrggbbaa":return"#".concat(t[0]<16?"0".concat(t[0].toString(16)):t[0].toString(16),t[1]<16?"0".concat(t[1].toString(16)):t[1].toString(16),t[2]<16?"0".concat(t[2].toString(16)):t[2].toString(16),t[3]<16?"0".concat(t[3].toString(16)):t[3].toString(16));case"#rgb":return"#".concat(Math.round(15*r[0]).toString(16),Math.round(15*r[1]).toString(16),Math.round(15*r[2]).toString(16));case"#rgba":return"#".concat(Math.round(15*r[0]).toString(16),Math.round(15*r[1]).toString(16),Math.round(15*r[2]).toString(16),Math.round(15*r[3]).toString(16));case"rgb":return"rgb(".concat(t[0],", ",t[1],", ",t[2],")");case"rgb%":return"rgb(".concat((100*r[0]).toPrecision(3),"%, ",(100*r[1]).toPrecision(3),"%, ",(100*r[2]).toPrecision(3),"%)");case"rgba%":return"rgba(".concat((100*r[0]).toPrecision(3),"%, ",(100*r[1]).toPrecision(3),"%, ",(100*r[2]).toPrecision(3),"%, ",(100*r[3]).toPrecision(3),"%)");case"hsb":case"hsv":return this.hsba||(this.hsba=h.default._rgbaToHSBA(this._array)),"hsb(".concat(this.hsba[0]*this.maxes[f.HSB][0],", ",this.hsba[1]*this.maxes[f.HSB][1],", ",this.hsba[2]*this.maxes[f.HSB][2],")");case"hsb%":case"hsv%":return this.hsba||(this.hsba=h.default._rgbaToHSBA(this._array)),"hsb(".concat((100*this.hsba[0]).toPrecision(3),"%, ",(100*this.hsba[1]).toPrecision(3),"%, ",(100*this.hsba[2]).toPrecision(3),"%)");case"hsba":case"hsva":return this.hsba||(this.hsba=h.default._rgbaToHSBA(this._array)),"hsba(".concat(this.hsba[0]*this.maxes[f.HSB][0],", ",this.hsba[1]*this.maxes[f.HSB][1],", ",this.hsba[2]*this.maxes[f.HSB][2],", ",n,")");case"hsba%":case"hsva%":return this.hsba||(this.hsba=h.default._rgbaToHSBA(this._array)),"hsba(".concat((100*this.hsba[0]).toPrecision(3),"%, ",(100*this.hsba[1]).toPrecision(3),"%, ",(100*this.hsba[2]).toPrecision(3),"%, ",(100*n).toPrecision(3),"%)");case"hsl":return this.hsla||(this.hsla=h.default._rgbaToHSLA(this._array)),"hsl(".concat(this.hsla[0]*this.maxes[f.HSL][0],", ",this.hsla[1]*this.maxes[f.HSL][1],", ",this.hsla[2]*this.maxes[f.HSL][2],")");case"hsl%":return this.hsla||(this.hsla=h.default._rgbaToHSLA(this._array)),"hsl(".concat((100*this.hsla[0]).toPrecision(3),"%, ",(100*this.hsla[1]).toPrecision(3),"%, ",(100*this.hsla[2]).toPrecision(3),"%)");case"hsla":return this.hsla||(this.hsla=h.default._rgbaToHSLA(this._array)),"hsla(".concat(this.hsla[0]*this.maxes[f.HSL][0],", ",this.hsla[1]*this.maxes[f.HSL][1],", ",this.hsla[2]*this.maxes[f.HSL][2],", ",n,")");case"hsla%":return this.hsla||(this.hsla=h.default._rgbaToHSLA(this._array)),"hsl(".concat((100*this.hsla[0]).toPrecision(3),"%, ",(100*this.hsla[1]).toPrecision(3),"%, ",(100*this.hsla[2]).toPrecision(3),"%, ",(100*n).toPrecision(3),"%)");case"rgba":default:return"rgba(".concat(t[0],",",t[1],",",t[2],",",n,")")}},d.default.Color.prototype.setRed=function(e){this._array[0]=e/this.maxes[f.RGB][0],this._calculateLevels()},d.default.Color.prototype.setGreen=function(e){this._array[1]=e/this.maxes[f.RGB][1],this._calculateLevels()},d.default.Color.prototype.setBlue=function(e){this._array[2]=e/this.maxes[f.RGB][2],this._calculateLevels()},d.default.Color.prototype.setAlpha=function(e){this._array[3]=e/this.maxes[this.mode][3],this._calculateLevels()},d.default.Color.prototype._calculateLevels=function(){for(var e=this._array,t=this.levels=new Array(e.length),r=e.length-1;0<=r;--r)t[r]=Math.round(255*e[r])},d.default.Color.prototype._getAlpha=function(){return this._array[3]*this.maxes[this.mode][3]},d.default.Color.prototype._storeModeAndMaxes=function(e,t){this.mode=e,this.maxes=t},d.default.Color.prototype._getMode=function(){return this.mode},d.default.Color.prototype._getMaxes=function(){return this.maxes},d.default.Color.prototype._getBlue=function(){return this._array[2]*this.maxes[f.RGB][2]},d.default.Color.prototype._getBrightness=function(){return this.hsba||(this.hsba=h.default._rgbaToHSBA(this._array)),this.hsba[2]*this.maxes[f.HSB][2]},d.default.Color.prototype._getGreen=function(){return this._array[1]*this.maxes[f.RGB][1]},d.default.Color.prototype._getHue=function(){return this.mode===f.HSB?(this.hsba||(this.hsba=h.default._rgbaToHSBA(this._array)),this.hsba[0]*this.maxes[f.HSB][0]):(this.hsla||(this.hsla=h.default._rgbaToHSLA(this._array)),this.hsla[0]*this.maxes[f.HSL][0])},d.default.Color.prototype._getLightness=function(){return 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RegExp("".concat(l.source,"%")),y={HEX3:/^#([a-f0-9])([a-f0-9])([a-f0-9])$/i,HEX4:/^#([a-f0-9])([a-f0-9])([a-f0-9])([a-f0-9])$/i,HEX6:/^#([a-f0-9]{2})([a-f0-9]{2})([a-f0-9]{2})$/i,HEX8:/^#([a-f0-9]{2})([a-f0-9]{2})([a-f0-9]{2})([a-f0-9]{2})$/i,RGB:new RegExp(["^rgb\\(",i.source,",",i.source,",",i.source,"\\)$"].join(o.source),"i"),RGB_PERCENT:new RegExp(["^rgb\\(",u.source,",",u.source,",",u.source,"\\)$"].join(o.source),"i"),RGBA:new RegExp(["^rgba\\(",i.source,",",i.source,",",i.source,",",l.source,"\\)$"].join(o.source),"i"),RGBA_PERCENT:new RegExp(["^rgba\\(",u.source,",",u.source,",",u.source,",",l.source,"\\)$"].join(o.source),"i"),HSL:new RegExp(["^hsl\\(",i.source,",",u.source,",",u.source,"\\)$"].join(o.source),"i"),HSLA:new RegExp(["^hsla\\(",i.source,",",u.source,",",u.source,",",l.source,"\\)$"].join(o.source),"i"),HSB:new RegExp(["^hsb\\(",i.source,",",u.source,",",u.source,"\\)$"].join(o.source),"i"),HSBA:new 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See the GNU\n Lesser General Public License for more details.\n You should have received a copy of the GNU Lesser General\n Public License along with this library; if not, write to the\n Free Software Foundation, Inc., 59 Temple Place, Suite 330,\n Boston, MA 02111-1307 USA\n*/\n\n#define PROCESSING_LINE_SHADER\n\nuniform mat4 uModelViewMatrix;\nuniform mat4 uProjectionMatrix;\nuniform float uStrokeWeight;\n\nuniform vec4 uViewport;\nuniform int uPerspective;\n\nattribute vec4 aPosition;\nattribute vec4 aDirection;\n \nvoid main() {\n // using a scale <1 moves the lines towards the camera\n // in order to prevent popping effects due to half of\n // the line disappearing behind the geometry faces.\n vec3 scale = vec3(0.9995);\n\n vec4 posp = uModelViewMatrix * aPosition;\n vec4 posq = uModelViewMatrix * (aPosition + vec4(aDirection.xyz, 0));\n\n // Moving vertices slightly toward the camera\n // to avoid depth-fighting with the fill triangles.\n // Discussed here:\n // 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u.default.RenderBuffer(4,"lineNormals","lineNormalBuffer","aDirection",this,this._flatten)],fill:[new u.default.RenderBuffer(3,"vertices","vertexBuffer","aPosition",this,this._vToNArray),new u.default.RenderBuffer(3,"vertexNormals","normalBuffer","aNormal",this,this._vToNArray),new u.default.RenderBuffer(4,"vertexColors","colorBuffer","aMaterialColor",this),new u.default.RenderBuffer(3,"vertexAmbients","ambientBuffer","aAmbientColor",this),new u.default.RenderBuffer(2,"uvs","uvBuffer","aTexCoord",this,this._flatten)],text:[new u.default.RenderBuffer(3,"vertices","vertexBuffer","aPosition",this,this._vToNArray),new u.default.RenderBuffer(2,"uvs","uvBuffer","aTexCoord",this,this._flatten)]}},this.immediateMode={geometry:new u.default.Geometry,shapeMode:i.TRIANGLE_FAN,_bezierVertex:[],_quadraticVertex:[],_curveVertex:[],buffers:{fill:[new u.default.RenderBuffer(3,"vertices","vertexBuffer","aPosition",this,this._vToNArray),new u.default.RenderBuffer(3,"vertexNormals","normalBuffer","aNormal",this,this._vToNArray),new u.default.RenderBuffer(4,"vertexColors","colorBuffer","aVertexColor",this),new u.default.RenderBuffer(3,"vertexAmbients","ambientBuffer","aAmbientColor",this),new u.default.RenderBuffer(2,"uvs","uvBuffer","aTexCoord",this,this._flatten)],stroke:[new u.default.RenderBuffer(3,"lineVertices","lineVertexBuffer","aPosition",this,this._flatten),new u.default.RenderBuffer(4,"lineNormals","lineNormalBuffer","aDirection",this,this._flatten)],point:this.GL.createBuffer()}},this.pointSize=5,this.curStrokeWeight=1,this.textures=[],this.textureMode=i.IMAGE,this.textureWrapX=i.CLAMP,this.textureWrapY=i.CLAMP,this._tex=null,this._curveTightness=6,this._lookUpTableBezier=[],this._lookUpTableQuadratic=[],this._lutBezierDetail=0,this._lutQuadraticDetail=0,this._tessy=this._initTessy(),this.fontInfos={},this._curShader=void 0,this},u.default.RendererGL.prototype=Object.create(u.default.Renderer.prototype),u.default.RendererGL.prototype._setAttributeDefaults=function(e){var t={alpha:!0,depth:!0,stencil:!0,antialias:navigator.userAgent.toLowerCase().includes("safari"),premultipliedAlpha:!1,preserveDrawingBuffer:!0,perPixelLighting:!0};null===e._glAttributes?e._glAttributes=t:e._glAttributes=Object.assign(t,e._glAttributes)},u.default.RendererGL.prototype._initContext=function(){try{if(this.drawingContext=this.canvas.getContext("webgl",this._pInst._glAttributes)||this.canvas.getContext("experimental-webgl",this._pInst._glAttributes),null===this.drawingContext)throw new Error("Error creating webgl context");var e=this.drawingContext;e.enable(e.DEPTH_TEST),e.depthFunc(e.LEQUAL),e.viewport(0,0,e.drawingBufferWidth,e.drawingBufferHeight),this._viewport=this.drawingContext.getParameter(this.drawingContext.VIEWPORT)}catch(e){throw e}},u.default.RendererGL.prototype._resetContext=function(e,t){var r=this.width,n=this.height,o=this.canvas.id,i=this._pInst instanceof u.default.Graphics;if(i){var a=this._pInst;a.canvas.parentNode.removeChild(a.canvas),a.canvas=document.createElement("canvas"),(a._pInst._userNode||document.body).appendChild(a.canvas),u.default.Element.call(a,a.canvas,a._pInst),a.width=r,a.height=n}else{var s=this.canvas;s&&s.parentNode.removeChild(s),(s=document.createElement("canvas")).id=o,this._pInst._userNode?this._pInst._userNode.appendChild(s):document.body.appendChild(s),this._pInst.canvas=s}var l=new u.default.RendererGL(this._pInst.canvas,this._pInst,!i);this._pInst._setProperty("_renderer",l),l.resize(r,n),l._applyDefaults(),i||this._pInst._elements.push(l),"function"==typeof t&&setTimeout(function(){t.apply(window._renderer,e)},0)},u.default.prototype.setAttributes=function(e,t){if(void 0!==this._glAttributes){var r=!0;if(void 0!==t?(null===this._glAttributes&&(this._glAttributes={}),this._glAttributes[e]!==t&&(this._glAttributes[e]=t,r=!1)):e instanceof Object&&this._glAttributes!==e&&(this._glAttributes=e,r=!1),this._renderer.isP3D&&!r){if(!this._setupDone)for(var n in this._renderer.retainedMode.geometry)if(this._renderer.retainedMode.geometry.hasOwnProperty(n))return void console.error("Sorry, Could not set the attributes, you need to call setAttributes() before calling the other drawing methods in setup()");this.push(),this._renderer._resetContext(),this.pop(),this._renderer._curCamera&&(this._renderer._curCamera._renderer=this._renderer)}}else console.log("You are trying to use setAttributes on a p5.Graphics object that does not use a WEBGL renderer.")},u.default.RendererGL.prototype._update=function(){this.uMVMatrix.set(this._curCamera.cameraMatrix.mat4[0],this._curCamera.cameraMatrix.mat4[1],this._curCamera.cameraMatrix.mat4[2],this._curCamera.cameraMatrix.mat4[3],this._curCamera.cameraMatrix.mat4[4],this._curCamera.cameraMatrix.mat4[5],this._curCamera.cameraMatrix.mat4[6],this._curCamera.cameraMatrix.mat4[7],this._curCamera.cameraMatrix.mat4[8],this._curCamera.cameraMatrix.mat4[9],this._curCamera.cameraMatrix.mat4[10],this._curCamera.cameraMatrix.mat4[11],this._curCamera.cameraMatrix.mat4[12],this._curCamera.cameraMatrix.mat4[13],this._curCamera.cameraMatrix.mat4[14],this._curCamera.cameraMatrix.mat4[15]),this.ambientLightColors.length=0,this.specularColors=[1,1,1],this.directionalLightDirections.length=0,this.directionalLightDiffuseColors.length=0,this.directionalLightSpecularColors.length=0,this.pointLightPositions.length=0,this.pointLightDiffuseColors.length=0,this.pointLightSpecularColors.length=0,this.spotLightPositions.length=0,this.spotLightDirections.length=0,this.spotLightDiffuseColors.length=0,this.spotLightSpecularColors.length=0,this.spotLightAngle.length=0,this.spotLightConc.length=0,this._enableLighting=!1,this._tint=[255,255,255,255],this.GL.clear(this.GL.DEPTH_BUFFER_BIT)},u.default.RendererGL.prototype.background=function(){var e,t=(e=this._pInst).color.apply(e,arguments),r=t.levels[0]/255,n=t.levels[1]/255,o=t.levels[2]/255,i=t.levels[3]/255;this.GL.clearColor(r,n,o,i),this.GL.clear(this.GL.COLOR_BUFFER_BIT)},u.default.RendererGL.prototype.fill=function(e,t,r,n){var o=u.default.prototype.color.apply(this._pInst,arguments);this.curFillColor=o._array,this.drawMode=i.FILL,this._useNormalMaterial=!1,this._tex=null},u.default.RendererGL.prototype.stroke=function(e,t,r,n){arguments[3]=255;var o=u.default.prototype.color.apply(this._pInst,arguments);this.curStrokeColor=o._array},u.default.RendererGL.prototype.strokeCap=function(e){console.error("Sorry, strokeCap() is not yet implemented in WEBGL mode")},u.default.RendererGL.prototype.strokeJoin=function(e){console.error("Sorry, strokeJoin() is not yet implemented in WEBGL mode")},u.default.RendererGL.prototype.filter=function(e){console.error("filter() does not work in WEBGL mode")},u.default.RendererGL.prototype.blendMode=function(e){e===i.DARKEST||e===i.LIGHTEST||e===i.ADD||e===i.BLEND||e===i.SUBTRACT||e===i.SCREEN||e===i.EXCLUSION||e===i.REPLACE||e===i.MULTIPLY||e===i.REMOVE?this.curBlendMode=e:e!==i.BURN&&e!==i.OVERLAY&&e!==i.HARD_LIGHT&&e!==i.SOFT_LIGHT&&e!==i.DODGE||console.warn("BURN, OVERLAY, HARD_LIGHT, SOFT_LIGHT, and DODGE only work for blendMode in 2D mode.")},u.default.RendererGL.prototype.erase=function(e,t){this._isErasing||(this._applyBlendMode(i.REMOVE),this._isErasing=!0,this._cachedFillStyle=this.curFillColor.slice(),this.curFillColor=[1,1,1,e/255],this._cachedStrokeStyle=this.curStrokeColor.slice(),this.curStrokeColor=[1,1,1,t/255])},u.default.RendererGL.prototype.noErase=function(){this._isErasing&&(this._isErasing=!1,this.curFillColor=this._cachedFillStyle.slice(),this.curStrokeColor=this._cachedStrokeStyle.slice(),this.blendMode(this._cachedBlendMode))},u.default.RendererGL.prototype.strokeWeight=function(e){this.curStrokeWeight!==e&&(this.pointSize=e,this.curStrokeWeight=e)},u.default.RendererGL.prototype._getPixel=function(e,t){var r;return r=new Uint8Array(4),this.drawingContext.readPixels(e,t,1,1,this.drawingContext.RGBA,this.drawingContext.UNSIGNED_BYTE,r),[r[0],r[1],r[2],r[3]]},u.default.RendererGL.prototype.loadPixels=function(){var e=this._pixelsState;if(!0===this._pInst._glAttributes.preserveDrawingBuffer){var t=e.pixels,r=this.GL.drawingBufferWidth*this.GL.drawingBufferHeight*4;t instanceof Uint8Array&&t.length===r||(t=new Uint8Array(r),this._pixelsState._setProperty("pixels",t));var n=this._pInst._pixelDensity;this.GL.readPixels(0,0,this.width*n,this.height*n,this.GL.RGBA,this.GL.UNSIGNED_BYTE,t)}else console.log("loadPixels only works in WebGL when preserveDrawingBuffer is true.")},u.default.RendererGL.prototype.geometryInHash=function(e){return void 0!==this.retainedMode.geometry[e]},u.default.RendererGL.prototype.resize=function(e,t){u.default.Renderer.prototype.resize.call(this,e,t),this.GL.viewport(0,0,this.GL.drawingBufferWidth,this.GL.drawingBufferHeight),this._viewport=this.GL.getParameter(this.GL.VIEWPORT),this._curCamera._resize();var r=this._pixelsState;void 0!==r.pixels&&r._setProperty("pixels",new Uint8Array(this.GL.drawingBufferWidth*this.GL.drawingBufferHeight*4))},u.default.RendererGL.prototype.clear=function(){var e=(arguments.length<=0?void 0:arguments[0])||0,t=(arguments.length<=1?void 0:arguments[1])||0,r=(arguments.length<=2?void 0:arguments[2])||0,n=(arguments.length<=3?void 0:arguments[3])||0;this.GL.clearColor(e,t,r,n),this.GL.clear(this.GL.COLOR_BUFFER_BIT|this.GL.DEPTH_BUFFER_BIT)},u.default.RendererGL.prototype.applyMatrix=function(e,t,r,n,o,i){16===arguments.length?u.default.Matrix.prototype.apply.apply(this.uMVMatrix,arguments):this.uMVMatrix.apply([e,t,0,0,r,n,0,0,0,0,1,0,o,i,0,1])},u.default.RendererGL.prototype.translate=function(e,t,r){return e instanceof u.default.Vector&&(r=e.z,t=e.y,e=e.x),this.uMVMatrix.translate([e,t,r]),this},u.default.RendererGL.prototype.scale=function(e,t,r){return this.uMVMatrix.scale(e,t,r),this},u.default.RendererGL.prototype.rotate=function(e,t){return void 0===t?this.rotateZ(e):(u.default.Matrix.prototype.rotate.apply(this.uMVMatrix,arguments),this)},u.default.RendererGL.prototype.rotateX=function(e){return this.rotate(e,1,0,0),this},u.default.RendererGL.prototype.rotateY=function(e){return this.rotate(e,0,1,0),this},u.default.RendererGL.prototype.rotateZ=function(e){return this.rotate(e,0,0,1),this},u.default.RendererGL.prototype.push=function(){var e=u.default.Renderer.prototype.push.apply(this),t=e.properties;return t.uMVMatrix=this.uMVMatrix.copy(),t.uPMatrix=this.uPMatrix.copy(),t._curCamera=this._curCamera,this._curCamera=this._curCamera.copy(),t.ambientLightColors=this.ambientLightColors.slice(),t.specularColors=this.specularColors.slice(),t.directionalLightDirections=this.directionalLightDirections.slice(),t.directionalLightDiffuseColors=this.directionalLightDiffuseColors.slice(),t.directionalLightSpecularColors=this.directionalLightSpecularColors.slice(),t.pointLightPositions=this.pointLightPositions.slice(),t.pointLightDiffuseColors=this.pointLightDiffuseColors.slice(),t.pointLightSpecularColors=this.pointLightSpecularColors.slice(),t.spotLightPositions=this.spotLightPositions.slice(),t.spotLightDirections=this.spotLightDirections.slice(),t.spotLightDiffuseColors=this.spotLightDiffuseColors.slice(),t.spotLightSpecularColors=this.spotLightSpecularColors.slice(),t.spotLightAngle=this.spotLightAngle.slice(),t.spotLightConc=this.spotLightConc.slice(),t.userFillShader=this.userFillShader,t.userStrokeShader=this.userStrokeShader,t.userPointShader=this.userPointShader,t.pointSize=this.pointSize,t.curStrokeWeight=this.curStrokeWeight,t.curStrokeColor=this.curStrokeColor,t.curFillColor=this.curFillColor,t._useSpecularMaterial=this._useSpecularMaterial,t._useEmissiveMaterial=this._useEmissiveMaterial,t._useShininess=this._useShininess,t.constantAttenuation=this.constantAttenuation,t.linearAttenuation=this.linearAttenuation,t.quadraticAttenuation=this.quadraticAttenuation,t._enableLighting=this._enableLighting,t._useNormalMaterial=this._useNormalMaterial,t._tex=this._tex,t.drawMode=this.drawMode,t._currentNormal=this._currentNormal,e},u.default.RendererGL.prototype.resetMatrix=function(){return this.uMVMatrix=u.default.Matrix.identity(this._pInst),this},u.default.RendererGL.prototype._getImmediateStrokeShader=function(){var e=this.userStrokeShader;return e&&e.isStrokeShader()?e:this._getLineShader()},u.default.RendererGL.prototype._getRetainedStrokeShader=u.default.RendererGL.prototype._getImmediateStrokeShader,u.default.RendererGL.prototype._getImmediateFillShader=function(){var e=this.userFillShader;if(this._useNormalMaterial&&(!e||!e.isNormalShader()))return this._getNormalShader();if(this._enableLighting){if(!e||!e.isLightShader())return this._getLightShader()}else if(this._tex){if(!e||!e.isTextureShader())return this._getLightShader()}else if(!e)return this._getImmediateModeShader();return e},u.default.RendererGL.prototype._getRetainedFillShader=function(){if(this._useNormalMaterial)return this._getNormalShader();var e=this.userFillShader;if(this._enableLighting){if(!e||!e.isLightShader())return this._getLightShader()}else if(this._tex){if(!e||!e.isTextureShader())return this._getLightShader()}else if(!e)return this._getColorShader();return e},u.default.RendererGL.prototype._getImmediatePointShader=function(){var e=this.userPointShader;return e&&e.isPointShader()?e:this._getPointShader()},u.default.RendererGL.prototype._getRetainedLineShader=u.default.RendererGL.prototype._getImmediateLineShader,u.default.RendererGL.prototype._getLightShader=function(){return this._defaultLightShader||(this._pInst._glAttributes.perPixelLighting?this._defaultLightShader=new u.default.Shader(this,d.phongVert,d.phongFrag):this._defaultLightShader=new u.default.Shader(this,d.lightVert,d.lightTextureFrag)),this._defaultLightShader},u.default.RendererGL.prototype._getImmediateModeShader=function(){return this._defaultImmediateModeShader||(this._defaultImmediateModeShader=new u.default.Shader(this,d.immediateVert,d.vertexColorFrag)),this._defaultImmediateModeShader},u.default.RendererGL.prototype._getNormalShader=function(){return this._defaultNormalShader||(this._defaultNormalShader=new u.default.Shader(this,d.normalVert,d.normalFrag)),this._defaultNormalShader},u.default.RendererGL.prototype._getColorShader=function(){return this._defaultColorShader||(this._defaultColorShader=new u.default.Shader(this,d.normalVert,d.basicFrag)),this._defaultColorShader},u.default.RendererGL.prototype._getPointShader=function(){return this._defaultPointShader||(this._defaultPointShader=new u.default.Shader(this,d.pointVert,d.pointFrag)),this._defaultPointShader},u.default.RendererGL.prototype._getLineShader=function(){return this._defaultLineShader||(this._defaultLineShader=new u.default.Shader(this,d.lineVert,d.lineFrag)),this._defaultLineShader},u.default.RendererGL.prototype._getFontShader=function(){return this._defaultFontShader||(this.GL.getExtension("OES_standard_derivatives"),this._defaultFontShader=new u.default.Shader(this,d.fontVert,d.fontFrag)),this._defaultFontShader},u.default.RendererGL.prototype._getEmptyTexture=function(){if(!this._emptyTexture){var e=new u.default.Image(1,1);e.set(0,0,255),this._emptyTexture=new u.default.Texture(this,e)}return this._emptyTexture},u.default.RendererGL.prototype.getTexture=function(e){var t=this.textures,r=!0,n=!1,o=void 0;try{for(var i,a=t[Symbol.iterator]();!(r=(i=a.next()).done);r=!0){var s=i.value;if(s.src===e)return s}}catch(e){n=!0,o=e}finally{try{r||null==a.return||a.return()}finally{if(n)throw o}}var l=new u.default.Texture(this,e);return t.push(l),l},u.default.RendererGL.prototype._setStrokeUniforms=function(e){e.bindShader(),e.setUniform("uMaterialColor",this.curStrokeColor),e.setUniform("uStrokeWeight",this.curStrokeWeight)},u.default.RendererGL.prototype._setFillUniforms=function(e){e.bindShader(),e.setUniform("uMaterialColor",this.curFillColor),e.setUniform("isTexture",!!this._tex),this._tex&&e.setUniform("uSampler",this._tex),e.setUniform("uTint",this._tint),e.setUniform("uSpecular",this._useSpecularMaterial),e.setUniform("uEmissive",this._useEmissiveMaterial),e.setUniform("uShininess",this._useShininess),e.setUniform("uUseLighting",this._enableLighting);var t=this.pointLightDiffuseColors.length/3;e.setUniform("uPointLightCount",t),e.setUniform("uPointLightLocation",this.pointLightPositions),e.setUniform("uPointLightDiffuseColors",this.pointLightDiffuseColors),e.setUniform("uPointLightSpecularColors",this.pointLightSpecularColors);var r=this.directionalLightDiffuseColors.length/3;e.setUniform("uDirectionalLightCount",r),e.setUniform("uLightingDirection",this.directionalLightDirections),e.setUniform("uDirectionalDiffuseColors",this.directionalLightDiffuseColors),e.setUniform("uDirectionalSpecularColors",this.directionalLightSpecularColors);var n=this.ambientLightColors.length/3;e.setUniform("uAmbientLightCount",n),e.setUniform("uAmbientColor",this.ambientLightColors);var o=this.spotLightDiffuseColors.length/3;e.setUniform("uSpotLightCount",o),e.setUniform("uSpotLightAngle",this.spotLightAngle),e.setUniform("uSpotLightConc",this.spotLightConc),e.setUniform("uSpotLightDiffuseColors",this.spotLightDiffuseColors),e.setUniform("uSpotLightSpecularColors",this.spotLightSpecularColors),e.setUniform("uSpotLightLocation",this.spotLightPositions),e.setUniform("uSpotLightDirection",this.spotLightDirections),e.setUniform("uConstantAttenuation",this.constantAttenuation),e.setUniform("uLinearAttenuation",this.linearAttenuation),e.setUniform("uQuadraticAttenuation",this.quadraticAttenuation),e.bindTextures()},u.default.RendererGL.prototype._setPointUniforms=function(e){e.bindShader(),e.setUniform("uMaterialColor",this.curStrokeColor),e.setUniform("uPointSize",this.pointSize*this._pInst._pixelDensity)},u.default.RendererGL.prototype._bindBuffer=function(e,t,r,n,o){if(t=t||this.GL.ARRAY_BUFFER,this.GL.bindBuffer(t,e),void 0!==r){var i=new(n||Float32Array)(r);this.GL.bufferData(t,i,o||this.GL.STATIC_DRAW)}},u.default.RendererGL.prototype._arraysEqual=function(e,t){var r=e.length;if(r!==t.length)return!1;for(var n=0;n>7,127&f,d>>7,127&d);for(var h=0;h>7,127&p,0,0)}}return{cellImageInfo:l,dimOffset:i,dimImageInfo:o}}return(t=this.glyphInfos[e.index]={glyph:e,uGlyphRect:[n.x1,-n.y1,n.x2,-n.y2],strokeImageInfo:I,strokes:h,colInfo:B(y,this.colDimImageInfos,this.colCellImageInfos),rowInfo:B(p,this.rowDimImageInfos,this.rowCellImageInfos)}).uGridOffset=[t.colInfo.dimOffset,t.rowInfo.dimOffset],t}}var z=Math.sqrt(3);G.default.RendererGL.prototype._renderText=function(e,t,r,n,o){if(this._textFont&&"string"!=typeof this._textFont){if(!(o<=n)&&this._doFill){if(!this._isOpenType())return console.log("WEBGL: only Opentype (.otf) and Truetype (.ttf) fonts are supported"),e;e.push();var i=this._doStroke,a=this.drawMode;this._doStroke=!1,this.drawMode=A.TEXTURE;var s=this._textFont.font,l=this._textFont._fontInfo;l=l||(this._textFont._fontInfo=new R(s));var u=this._textFont._handleAlignment(this,t,r,n),c=this._textSize/s.unitsPerEm;this.translate(u.x,u.y,0),this.scale(c,c,1);var d=this.GL,f=!this._defaultFontShader,h=this._getFontShader();h.init(),h.bindShader(),f&&(h.setUniform("uGridImageSize",[64,64]),h.setUniform("uCellsImageSize",[64,64]),h.setUniform("uStrokeImageSize",[64,64]),h.setUniform("uGridSize",[9,9])),this._applyColorBlend(this.curFillColor);var p=this.retainedMode.geometry.glyph;if(!p){var y=this._textGeom=new G.default.Geometry(1,1,function(){for(var e=0;e<=1;e++)for(var t=0;t<=1;t++)this.vertices.push(new G.default.Vector(t,e,0)),this.uvs.push(t,e)});y.computeFaces().computeNormals(),p=this.createBuffers("glyph",y)}var m=!0,g=!1,v=void 0;try{for(var b,_=this.retainedMode.buffers.text[Symbol.iterator]();!(m=(b=_.next()).done);m=!0){b.value._prepareBuffer(p,h)}}catch(e){g=!0,v=e}finally{try{m||null==_.return||_.return()}finally{if(g)throw v}}this._bindBuffer(p.indexBuffer,d.ELEMENT_ARRAY_BUFFER),h.setUniform("uMaterialColor",this.curFillColor);try{var x=0,w=null,S=s.stringToGlyphs(t),j=!0,M=!1,E=void 0;try{for(var T,O=S[Symbol.iterator]();!(j=(T=O.next()).done);j=!0){var C=T.value;w&&(x+=s.getKerningValue(w,C));var L=l.getGlyphInfo(C);if(L.uGlyphRect){var P=L.rowInfo,k=L.colInfo;h.setUniform("uSamplerStrokes",L.strokeImageInfo.imageData),h.setUniform("uSamplerRowStrokes",P.cellImageInfo.imageData),h.setUniform("uSamplerRows",P.dimImageInfo.imageData),h.setUniform("uSamplerColStrokes",k.cellImageInfo.imageData),h.setUniform("uSamplerCols",k.dimImageInfo.imageData),h.setUniform("uGridOffset",L.uGridOffset),h.setUniform("uGlyphRect",L.uGlyphRect),h.setUniform("uGlyphOffset",x),h.bindTextures(),d.drawElements(d.TRIANGLES,6,this.GL.UNSIGNED_SHORT,0)}x+=C.advanceWidth,w=C}}catch(e){M=!0,E=e}finally{try{j||null==O.return||O.return()}finally{if(M)throw E}}}finally{h.unbindShader(),this._doStroke=i,this.drawMode=a,e.pop()}return e}}else console.log("WEBGL: you must load and set a font before drawing text. See `loadFont` and `textFont` for more details.")}},{"../core/constants":250,"../core/main":260,"./p5.RendererGL.Retained":313,"./p5.Shader":315,"core-js/modules/es.array.iterator":156,"core-js/modules/es.object.to-string":174,"core-js/modules/es.regexp.exec":178,"core-js/modules/es.string.iterator":183,"core-js/modules/es.string.split":188,"core-js/modules/es.string.sub":189,"core-js/modules/es.symbol":193,"core-js/modules/es.symbol.description":191,"core-js/modules/es.symbol.iterator":192,"core-js/modules/web.dom-collections.iterator":226}]},{},[245])(245)}); \ No newline at end of file diff --git a/static/js/p5.sound.min.js b/static/js/p5.sound.min.js new file mode 100644 index 00000000..44f25231 --- /dev/null +++ b/static/js/p5.sound.min.js @@ -0,0 +1,3 @@ +/** [p5.sound] Version: 1.0.1 - 2021-05-25 */ + !function(n){var i={};function r(t){if(i[t])return i[t].exports;var e=i[t]={i:t,l:!1,exports:{}};return n[t].call(e.exports,e,e.exports,r),e.l=!0,e.exports}r.m=n,r.c=i,r.d=function(t,e,n){r.o(t,e)||Object.defineProperty(t,e,{enumerable:!0,get:n})},r.r=function(t){"undefined"!=typeof Symbol&&Symbol.toStringTag&&Object.defineProperty(t,Symbol.toStringTag,{value:"Module"}),Object.defineProperty(t,"__esModule",{value:!0})},r.t=function(e,t){if(1&t&&(e=r(e)),8&t)return e;if(4&t&&"object"==typeof e&&e&&e.__esModule)return e;var n=Object.create(null);if(r.r(n),Object.defineProperty(n,"default",{enumerable:!0,value:e}),2&t&&"string"!=typeof e)for(var i in e)r.d(n,i,function(t){return e[t]}.bind(null,i));return n},r.n=function(t){var e=t&&t.__esModule?function(){return t.default}:function(){return t};return r.d(e,"a",e),e},r.o=function(t,e){return Object.prototype.hasOwnProperty.call(t,e)},r.p="",r(r.s=40)}([function(t,e,n){var i;void 0===(i=function(){"use strict";function l(t,e){this.isUndef(t)||1===t?this.input=this.context.createGain():1t)this.cancelScheduledValues(t),this.linearRampToValueAtTime(e,t);else{var i=this._searchAfter(t);i&&(this.cancelScheduledValues(t),i.type===u.TimelineSignal.Type.Linear?this.linearRampToValueAtTime(e,t):i.type===u.TimelineSignal.Type.Exponential&&this.exponentialRampToValueAtTime(e,t)),this.setValueAtTime(e,t)}return this},u.TimelineSignal.prototype.linearRampToValueBetween=function(t,e,n){return this.setRampPoint(e),this.linearRampToValueAtTime(t,n),this},u.TimelineSignal.prototype.exponentialRampToValueBetween=function(t,e,n){return this.setRampPoint(e),this.exponentialRampToValueAtTime(t,n),this},u.TimelineSignal.prototype._searchBefore=function(t){return this._events.get(t)},u.TimelineSignal.prototype._searchAfter=function(t){return this._events.getAfter(t)},u.TimelineSignal.prototype.getValueAtTime=function(t){t=this.toSeconds(t);var e=this._searchAfter(t),n=this._searchBefore(t),i=this._initial;if(null===n)i=this._initial;else if(n.type===u.TimelineSignal.Type.Target){var r,o=this._events.getBefore(n.time);r=null===o?this._initial:o.value,i=this._exponentialApproach(n.time,r,n.value,n.constant,t)}else i=n.type===u.TimelineSignal.Type.Curve?this._curveInterpolate(n.time,n.value,n.duration,t):null===e?n.value:e.type===u.TimelineSignal.Type.Linear?this._linearInterpolate(n.time,n.value,e.time,e.value,t):e.type===u.TimelineSignal.Type.Exponential?this._exponentialInterpolate(n.time,n.value,e.time,e.value,t):n.value;return i},u.TimelineSignal.prototype.connect=u.SignalBase.prototype.connect,u.TimelineSignal.prototype._exponentialApproach=function(t,e,n,i,r){return n+(e-n)*Math.exp(-(r-t)/i)},u.TimelineSignal.prototype._linearInterpolate=function(t,e,n,i,r){return e+(r-t)/(n-t)*(i-e)},u.TimelineSignal.prototype._exponentialInterpolate=function(t,e,n,i,r){return(e=Math.max(this._minOutput,e))*Math.pow(i/e,(r-t)/(n-t))},u.TimelineSignal.prototype._curveInterpolate=function(t,e,n,i){var r=e.length;if(t+n<=i)return e[r-1];if(i<=t)return e[0];var o=(i-t)/n,s=Math.floor((r-1)*o),a=Math.ceil((r-1)*o),u=e[s],c=e[a];return a===s?u:this._linearInterpolate(s,u,a,c,o*(r-1))},u.TimelineSignal.prototype.dispose=function(){u.Signal.prototype.dispose.call(this),u.Param.prototype.dispose.call(this),this._events.dispose(),this._events=null},u.TimelineSignal}.apply(e,i))||(t.exports=r)},function(t,e,n){var i,r;i=[n(0),n(4),n(1),n(2)],void 0===(r=function(n){"use strict";return n.Scale=function(t,e){this._outputMin=this.defaultArg(t,0),this._outputMax=this.defaultArg(e,1),this._scale=this.input=new n.Multiply(1),this._add=this.output=new n.Add(0),this._scale.connect(this._add),this._setRange()},n.extend(n.Scale,n.SignalBase),Object.defineProperty(n.Scale.prototype,"min",{get:function(){return this._outputMin},set:function(t){this._outputMin=t,this._setRange()}}),Object.defineProperty(n.Scale.prototype,"max",{get:function(){return this._outputMax},set:function(t){this._outputMax=t,this._setRange()}}),n.Scale.prototype._setRange=function(){this._add.value=this._outputMin,this._scale.value=this._outputMax-this._outputMin},n.Scale.prototype.dispose=function(){return n.prototype.dispose.call(this),this._add.dispose(),this._add=null,this._scale.dispose(),this._scale=null,this},n.Scale}.apply(e,i))||(t.exports=r)},function(t,e,n){var i,r;i=[n(0),n(16),n(30),n(31),n(12)],void 0===(r=function(e){return e.Type={Default:"number",Time:"time",Frequency:"frequency",TransportTime:"transportTime",Ticks:"ticks",NormalRange:"normalRange",AudioRange:"audioRange",Decibels:"db",Interval:"interval",BPM:"bpm",Positive:"positive",Cents:"cents",Degrees:"degrees",MIDI:"midi",BarsBeatsSixteenths:"barsBeatsSixteenths",Samples:"samples",Hertz:"hertz",Note:"note",Milliseconds:"milliseconds",Seconds:"seconds",Notation:"notation"},e.prototype.toSeconds=function(t){return this.isNumber(t)?t:this.isUndef(t)?this.now():this.isString(t)?new e.Time(t).toSeconds():t instanceof e.TimeBase?t.toSeconds():void 0},e.prototype.toFrequency=function(t){return this.isNumber(t)?t:this.isString(t)||this.isUndef(t)?new e.Frequency(t).valueOf():t instanceof e.TimeBase?t.toFrequency():void 0},e.prototype.toTicks=function(t){return this.isNumber(t)||this.isString(t)?new e.TransportTime(t).toTicks():this.isUndef(t)?e.Transport.ticks:t instanceof e.TimeBase?t.toTicks():void 0},e}.apply(e,i))||(t.exports=r)},function(t,e,n){var i,r;i=[n(0),n(18),n(9)],void 0===(r=function(n){"use strict";return window.GainNode&&!AudioContext.prototype.createGain&&(AudioContext.prototype.createGain=AudioContext.prototype.createGainNode),n.Gain=function(){var t=this.optionsObject(arguments,["gain","units"],n.Gain.defaults);this.input=this.output=this._gainNode=this.context.createGain(),this.gain=new n.Param({param:this._gainNode.gain,units:t.units,value:t.gain,convert:t.convert}),this._readOnly("gain")},n.extend(n.Gain),n.Gain.defaults={gain:1,convert:!0},n.Gain.prototype.dispose=function(){n.Param.prototype.dispose.call(this),this._gainNode.disconnect(),this._gainNode=null,this._writable("gain"),this.gain.dispose(),this.gain=null},n.prototype.createInsOuts=function(t,e){1===t?this.input=new n.Gain:1this._nextTick&&this._state;){var e=this._state.getValueAtTime(this._nextTick);if(e!==this._lastState){this._lastState=e;var n=this._state.get(this._nextTick);e===r.State.Started?(this._nextTick=n.time,this.isUndef(n.offset)||(this.ticks=n.offset),this.emit("start",n.time,this.ticks)):e===r.State.Stopped?(this.ticks=0,this.emit("stop",n.time)):e===r.State.Paused&&this.emit("pause",n.time)}var i=this._nextTick;this.frequency&&(this._nextTick+=1/this.frequency.getValueAtTime(this._nextTick),e===r.State.Started&&(this.callback(i),this.ticks++))}},r.Clock.prototype.getStateAtTime=function(t){return t=this.toSeconds(t),this._state.getValueAtTime(t)},r.Clock.prototype.dispose=function(){r.Emitter.prototype.dispose.call(this),this.context.off("tick",this._boundLoop),this._writable("frequency"),this.frequency.dispose(),this.frequency=null,this._boundLoop=null,this._nextTick=1/0,this.callback=null,this._state.dispose(),this._state=null},r.Clock}.apply(e,i))||(t.exports=r)},function(t,e,n){var i,r;i=[n(0),n(14)],void 0===(r=function(i){function t(t,e,n){if(t.input)Array.isArray(t.input)?(i.prototype.isUndef(n)&&(n=0),this.connect(t.input[n])):this.connect(t.input,e,n);else try{t instanceof AudioNode?r.call(this,t,e,n):r.call(this,t,e)}catch(e){throw new Error("error connecting to node: "+t+"\n"+e)}}var r,o;return!window.hasOwnProperty("AudioContext")&&window.hasOwnProperty("webkitAudioContext")&&(window.AudioContext=window.webkitAudioContext),i.Context=function(t){for(var e in i.Emitter.call(this),t=t||new window.AudioContext,this._context=t,this._context)this._defineProperty(this._context,e);this._latencyHint="interactive",this._lookAhead=.1,this._updateInterval=this._lookAhead/3,this._computedUpdateInterval=0,this._worker=this._createWorker(),this._constants={}},i.extend(i.Context,i.Emitter),i.Emitter.mixin(i.Context),i.Context.prototype._defineProperty=function(e,n){this.isUndef(this[n])&&Object.defineProperty(this,n,{get:function(){return"function"==typeof e[n]?e[n].bind(e):e[n]},set:function(t){e[n]=t}})},i.Context.prototype.now=function(){return this._context.currentTime},i.Context.prototype._createWorker=function(){window.URL=window.URL||window.webkitURL;var t=new Blob(["var timeoutTime = "+(1e3*this._updateInterval).toFixed(1)+";self.onmessage = function(msg){\ttimeoutTime = parseInt(msg.data);};function tick(){\tsetTimeout(tick, timeoutTime);\tself.postMessage('tick');}tick();"]),e=URL.createObjectURL(t),n=new Worker(e);return n.addEventListener("message",function(){this.emit("tick")}.bind(this)),n.addEventListener("message",function(){var t=this.now();if(this.isNumber(this._lastUpdate)){var e=t-this._lastUpdate;this._computedUpdateInterval=Math.max(e,.97*this._computedUpdateInterval)}this._lastUpdate=t}.bind(this)),n},i.Context.prototype.getConstant=function(t){if(this._constants[t])return this._constants[t];for(var e=this._context.createBuffer(1,128,this._context.sampleRate),n=e.getChannelData(0),i=0;ithis.memory){var n=this.length-this.memory;this._timeline.splice(0,n)}return this},e.Timeline.prototype.remove=function(t){if(this._iterating)this._toRemove.push(t);else{var e=this._timeline.indexOf(t);-1!==e&&this._timeline.splice(e,1)}return this},e.Timeline.prototype.get=function(t){var e=this._search(t);return-1!==e?this._timeline[e]:null},e.Timeline.prototype.peek=function(){return this._timeline[0]},e.Timeline.prototype.shift=function(){return this._timeline.shift()},e.Timeline.prototype.getAfter=function(t){var e=this._search(t);return e+1=t&&(this._timeline=[]);return this},e.Timeline.prototype.cancelBefore=function(t){if(this._timeline.length){var e=this._search(t);0<=e&&(this._timeline=this._timeline.slice(e+1))}return this},e.Timeline.prototype._search=function(t){var e=0,n=this._timeline.length,i=n;if(0t)return r;o.time>t?i=r:o.time=t;)n--;return this._iterate(e,n+1),this},e.Timeline.prototype.forEachAtTime=function(e,n){var t=this._search(e);return-1!==t&&this._iterate(function(t){t.time===e&&n(t)},0,t),this},e.Timeline.prototype.dispose=function(){e.prototype.dispose.call(this),this._timeline=null,this._toRemove=null},e.Timeline}.apply(e,i))||(t.exports=r)},function(t,e,n){var i,r;i=[n(0),n(1),n(2)],void 0===(r=function(t){"use strict";return t.Negate=function(){this._multiply=this.input=this.output=new t.Multiply(-1)},t.extend(t.Negate,t.SignalBase),t.Negate.prototype.dispose=function(){return t.prototype.dispose.call(this),this._multiply.dispose(),this._multiply=null,this},t.Negate}.apply(e,i))||(t.exports=r)},function(t,e,n){var i,r;i=[n(0),n(2),n(1),n(6)],void 0===(r=function(t){"use strict";return t.GreaterThanZero=function(){this._thresh=this.output=new t.WaveShaper(function(t){return t<=0?0:1},127),this._scale=this.input=new t.Multiply(1e4),this._scale.connect(this._thresh)},t.extend(t.GreaterThanZero,t.SignalBase),t.GreaterThanZero.prototype.dispose=function(){return t.prototype.dispose.call(this),this._scale.dispose(),this._scale=null,this._thresh.dispose(),this._thresh=null,this},t.GreaterThanZero}.apply(e,i))||(t.exports=r)},function(t,e,n){var i,r,o;r=[],void 0===(o="function"==typeof(i=function(){var s=function(t,e){this._dragged=!1,this._element=t,this._bindedMove=this._moved.bind(this),this._bindedEnd=this._ended.bind(this,e),t.addEventListener("touchstart",this._bindedEnd),t.addEventListener("touchmove",this._bindedMove),t.addEventListener("touchend",this._bindedEnd),t.addEventListener("mouseup",this._bindedEnd)};function o(t){return"running"===t.state}return s.prototype._moved=function(t){this._dragged=!0},s.prototype._ended=function(t){this._dragged||function(t){var e=t.createBuffer(1,1,t.sampleRate),n=t.createBufferSource();n.buffer=e,n.connect(t.destination),n.start(0),t.resume&&t.resume()}(t),this._dragged=!1},s.prototype.dispose=function(){this._element.removeEventListener("touchstart",this._bindedEnd),this._element.removeEventListener("touchmove",this._bindedMove),this._element.removeEventListener("touchend",this._bindedEnd),this._element.removeEventListener("mouseup",this._bindedEnd),this._bindedMove=null,this._bindedEnd=null,this._element=null},function(e,t,n){var i=new Promise(function(t){!function(e,n){o(e)?n():function t(){o(e)?n():(requestAnimationFrame(t),e.resume&&e.resume())}()}(e,t)}),r=[];return function t(e,n,i){if(Array.isArray(e)||NodeList&&e instanceof NodeList)for(var r=0;r= this._length) {\n this._writeIndex = 0;\n } // For excessive frames, the buffer will be overwritten.\n\n\n this._framesAvailable += sourceLength;\n\n if (this._framesAvailable > this._length) {\n this._framesAvailable = this._length;\n }\n }\n /**\n * Pull data out of buffer and fill a given sequence of Float32Arrays.\n *\n * @param {array} arraySequence An array of Float32Arrays.\n */\n\n }, {\n key: "pull",\n value: function pull(arraySequence) {\n // The channel count of arraySequence and the length of each channel must\n // match with this buffer obejct.\n // If the FIFO is completely empty, do nothing.\n if (this._framesAvailable === 0) {\n return;\n }\n\n var destinationLength = arraySequence[0].length; // Transfer data from the internal buffer to the |arraySequence| storage.\n\n for (var i = 0; i < destinationLength; ++i) {\n var readIndex = (this._readIndex + i) % this._length;\n\n for (var channel = 0; channel < this._channelCount; ++channel) {\n arraySequence[channel][i] = this._channelData[channel][readIndex];\n }\n }\n\n this._readIndex += destinationLength;\n\n if (this._readIndex >= this._length) {\n this._readIndex = 0;\n }\n\n this._framesAvailable -= destinationLength;\n\n if (this._framesAvailable < 0) {\n this._framesAvailable = 0;\n }\n }\n }, {\n key: "framesAvailable",\n get: function get() {\n return this._framesAvailable;\n }\n }]);\n\n return RingBuffer;\n }()\n}["default"];\n\nvar RecorderProcessor =\n/*#__PURE__*/\nfunction (_AudioWorkletProcesso) {\n _inherits(RecorderProcessor, _AudioWorkletProcesso);\n\n function RecorderProcessor(options) {\n var _this;\n\n _classCallCheck(this, RecorderProcessor);\n\n _this = _possibleConstructorReturn(this, _getPrototypeOf(RecorderProcessor).call(this));\n var processorOptions = options.processorOptions || {};\n _this.numOutputChannels = options.outputChannelCount || 2;\n _this.numInputChannels = processorOptions.numInputChannels || 2;\n _this.bufferSize = processorOptions.bufferSize || 1024;\n _this.recording = false;\n\n _this.clear();\n\n _this.port.onmessage = function (event) {\n var data = event.data;\n\n if (data.name === \'start\') {\n _this.record(data.duration);\n } else if (data.name === \'stop\') {\n _this.stop();\n }\n };\n\n return _this;\n }\n\n _createClass(RecorderProcessor, [{\n key: "process",\n value: function process(inputs) {\n if (!this.recording) {\n return true;\n } else if (this.sampleLimit && this.recordedSamples >= this.sampleLimit) {\n this.stop();\n return true;\n }\n\n var input = inputs[0];\n this.inputRingBuffer.push(input);\n\n if (this.inputRingBuffer.framesAvailable >= this.bufferSize) {\n this.inputRingBuffer.pull(this.inputRingBufferArraySequence);\n\n for (var channel = 0; channel < this.numOutputChannels; ++channel) {\n var inputChannelCopy = this.inputRingBufferArraySequence[channel].slice();\n\n if (channel === 0) {\n this.leftBuffers.push(inputChannelCopy);\n\n if (this.numInputChannels === 1) {\n this.rightBuffers.push(inputChannelCopy);\n }\n } else if (channel === 1 && this.numInputChannels > 1) {\n this.rightBuffers.push(inputChannelCopy);\n }\n }\n\n this.recordedSamples += this.bufferSize;\n }\n\n return true;\n }\n }, {\n key: "record",\n value: function record(duration) {\n if (duration) {\n this.sampleLimit = Math.round(duration * sampleRate);\n }\n\n this.recording = true;\n }\n }, {\n key: "stop",\n value: function stop() {\n this.recording = false;\n var buffers = this.getBuffers();\n var leftBuffer = buffers[0].buffer;\n var rightBuffer = buffers[1].buffer;\n this.port.postMessage({\n name: \'buffers\',\n leftBuffer: leftBuffer,\n rightBuffer: rightBuffer\n }, [leftBuffer, rightBuffer]);\n this.clear();\n }\n }, {\n key: "getBuffers",\n value: function getBuffers() {\n var buffers = [];\n buffers.push(this.mergeBuffers(this.leftBuffers));\n buffers.push(this.mergeBuffers(this.rightBuffers));\n return buffers;\n }\n }, {\n key: "mergeBuffers",\n value: function mergeBuffers(channelBuffer) {\n var result = new Float32Array(this.recordedSamples);\n var offset = 0;\n var lng = channelBuffer.length;\n\n for (var i = 0; i < lng; i++) {\n var buffer = channelBuffer[i];\n result.set(buffer, offset);\n offset += buffer.length;\n }\n\n return result;\n }\n }, {\n key: "clear",\n value: function clear() {\n var _this2 = this;\n\n this.leftBuffers = [];\n this.rightBuffers = [];\n this.inputRingBuffer = new RingBuffer(this.bufferSize, this.numInputChannels);\n this.inputRingBufferArraySequence = new Array(this.numInputChannels).fill(null).map(function () {\n return new Float32Array(_this2.bufferSize);\n });\n this.recordedSamples = 0;\n this.sampleLimit = null;\n }\n }]);\n\n return RecorderProcessor;\n}(_wrapNativeSuper(AudioWorkletProcessor));\n\nregisterProcessor(processorNames.recorderProcessor, RecorderProcessor);'},function(t,e,n){"use strict";n.r(e),e.default='function _typeof(obj) { if (typeof Symbol === "function" && typeof Symbol.iterator === "symbol") { _typeof = function _typeof(obj) { return typeof obj; }; } else { _typeof = function _typeof(obj) { return obj && typeof Symbol === "function" && obj.constructor === Symbol && obj !== Symbol.prototype ? "symbol" : typeof obj; }; } return _typeof(obj); }\n\nfunction _possibleConstructorReturn(self, call) { if (call && (_typeof(call) === "object" || typeof call === "function")) { return call; } return _assertThisInitialized(self); }\n\nfunction _assertThisInitialized(self) { if (self === void 0) { throw new ReferenceError("this hasn\'t been initialised - super() hasn\'t been called"); } return self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function"); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, writable: true, configurable: true } }); if (superClass) _setPrototypeOf(subClass, superClass); }\n\nfunction _wrapNativeSuper(Class) { var _cache = typeof Map === "function" ? new Map() : undefined; _wrapNativeSuper = function _wrapNativeSuper(Class) { if (Class === null || !_isNativeFunction(Class)) return Class; if (typeof Class !== "function") { throw new TypeError("Super expression must either be null or a function"); } if (typeof _cache !== "undefined") { if (_cache.has(Class)) return _cache.get(Class); _cache.set(Class, Wrapper); } function Wrapper() { return _construct(Class, arguments, _getPrototypeOf(this).constructor); } Wrapper.prototype = Object.create(Class.prototype, { constructor: { value: Wrapper, enumerable: false, writable: true, configurable: true } }); return _setPrototypeOf(Wrapper, Class); }; return _wrapNativeSuper(Class); }\n\nfunction isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Reflect.construct) return false; if (Reflect.construct.sham) return false; if (typeof Proxy === "function") return true; try { Date.prototype.toString.call(Reflect.construct(Date, [], function () {})); return true; } catch (e) { return false; } }\n\nfunction _construct(Parent, args, Class) { if (isNativeReflectConstruct()) { _construct = Reflect.construct; } else { _construct = function _construct(Parent, args, Class) { var a = [null]; a.push.apply(a, args); var Constructor = Function.bind.apply(Parent, a); var instance = new Constructor(); if (Class) _setPrototypeOf(instance, Class.prototype); return instance; }; } return _construct.apply(null, arguments); }\n\nfunction _isNativeFunction(fn) { return Function.toString.call(fn).indexOf("[native code]") !== -1; }\n\nfunction _setPrototypeOf(o, p) { _setPrototypeOf = Object.setPrototypeOf || function _setPrototypeOf(o, p) { o.__proto__ = p; return o; }; return _setPrototypeOf(o, p); }\n\nfunction _getPrototypeOf(o) { _getPrototypeOf = Object.setPrototypeOf ? Object.getPrototypeOf : function _getPrototypeOf(o) { return o.__proto__ || Object.getPrototypeOf(o); }; return _getPrototypeOf(o); }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }\n\nfunction _defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } }\n\nfunction _createClass(Constructor, protoProps, staticProps) { if (protoProps) _defineProperties(Constructor.prototype, protoProps); if (staticProps) _defineProperties(Constructor, staticProps); return Constructor; }\n\n// import dependencies via preval.require so that they\'re available as values at compile time\nvar processorNames = {\n "recorderProcessor": "recorder-processor",\n "soundFileProcessor": "sound-file-processor",\n "amplitudeProcessor": "amplitude-processor"\n};\nvar RingBuffer = {\n "default":\n /*#__PURE__*/\n function () {\n /**\n * @constructor\n * @param {number} length Buffer length in frames.\n * @param {number} channelCount Buffer channel count.\n */\n function RingBuffer(length, channelCount) {\n _classCallCheck(this, RingBuffer);\n\n this._readIndex = 0;\n this._writeIndex = 0;\n this._framesAvailable = 0;\n this._channelCount = channelCount;\n this._length = length;\n this._channelData = [];\n\n for (var i = 0; i < this._channelCount; ++i) {\n this._channelData[i] = new Float32Array(length);\n }\n }\n /**\n * Getter for Available frames in buffer.\n *\n * @return {number} Available frames in buffer.\n */\n\n\n _createClass(RingBuffer, [{\n key: "push",\n\n /**\n * Push a sequence of Float32Arrays to buffer.\n *\n * @param {array} arraySequence A sequence of Float32Arrays.\n */\n value: function push(arraySequence) {\n // The channel count of arraySequence and the length of each channel must\n // match with this buffer obejct.\n // Transfer data from the |arraySequence| storage to the internal buffer.\n var sourceLength = arraySequence[0] ? arraySequence[0].length : 0;\n\n for (var i = 0; i < sourceLength; ++i) {\n var writeIndex = (this._writeIndex + i) % this._length;\n\n for (var channel = 0; channel < this._channelCount; ++channel) {\n this._channelData[channel][writeIndex] = arraySequence[channel][i];\n }\n }\n\n this._writeIndex += sourceLength;\n\n if (this._writeIndex >= this._length) {\n this._writeIndex = 0;\n } // For excessive frames, the buffer will be overwritten.\n\n\n this._framesAvailable += sourceLength;\n\n if (this._framesAvailable > this._length) {\n this._framesAvailable = this._length;\n }\n }\n /**\n * Pull data out of buffer and fill a given sequence of Float32Arrays.\n *\n * @param {array} arraySequence An array of Float32Arrays.\n */\n\n }, {\n key: "pull",\n value: function pull(arraySequence) {\n // The channel count of arraySequence and the length of each channel must\n // match with this buffer obejct.\n // If the FIFO is completely empty, do nothing.\n if (this._framesAvailable === 0) {\n return;\n }\n\n var destinationLength = arraySequence[0].length; // Transfer data from the internal buffer to the |arraySequence| storage.\n\n for (var i = 0; i < destinationLength; ++i) {\n var readIndex = (this._readIndex + i) % this._length;\n\n for (var channel = 0; channel < this._channelCount; ++channel) {\n arraySequence[channel][i] = this._channelData[channel][readIndex];\n }\n }\n\n this._readIndex += destinationLength;\n\n if (this._readIndex >= this._length) {\n this._readIndex = 0;\n }\n\n this._framesAvailable -= destinationLength;\n\n if (this._framesAvailable < 0) {\n this._framesAvailable = 0;\n }\n }\n }, {\n key: "framesAvailable",\n get: function get() {\n return this._framesAvailable;\n }\n }]);\n\n return RingBuffer;\n }()\n}["default"];\n\nvar SoundFileProcessor =\n/*#__PURE__*/\nfunction (_AudioWorkletProcesso) {\n _inherits(SoundFileProcessor, _AudioWorkletProcesso);\n\n function SoundFileProcessor(options) {\n var _this;\n\n _classCallCheck(this, SoundFileProcessor);\n\n _this = _possibleConstructorReturn(this, _getPrototypeOf(SoundFileProcessor).call(this));\n var processorOptions = options.processorOptions || {};\n _this.bufferSize = processorOptions.bufferSize || 256;\n _this.inputRingBuffer = new RingBuffer(_this.bufferSize, 1);\n _this.inputRingBufferArraySequence = [new Float32Array(_this.bufferSize)];\n return _this;\n }\n\n _createClass(SoundFileProcessor, [{\n key: "process",\n value: function process(inputs) {\n var input = inputs[0]; // we only care about the first input channel, because that contains the position data\n\n this.inputRingBuffer.push([input[0]]);\n\n if (this.inputRingBuffer.framesAvailable >= this.bufferSize) {\n this.inputRingBuffer.pull(this.inputRingBufferArraySequence);\n var inputChannel = this.inputRingBufferArraySequence[0];\n var position = inputChannel[inputChannel.length - 1] || 0;\n this.port.postMessage({\n name: \'position\',\n position: position\n });\n }\n\n return true;\n }\n }]);\n\n return SoundFileProcessor;\n}(_wrapNativeSuper(AudioWorkletProcessor));\n\nregisterProcessor(processorNames.soundFileProcessor, SoundFileProcessor);'},function(t,e,n){"use strict";n.r(e),e.default='function _typeof(obj) { if (typeof Symbol === "function" && typeof Symbol.iterator === "symbol") { _typeof = function _typeof(obj) { return typeof obj; }; } else { _typeof = function _typeof(obj) { return obj && typeof Symbol === "function" && obj.constructor === Symbol && obj !== Symbol.prototype ? "symbol" : typeof obj; }; } return _typeof(obj); }\n\nfunction _possibleConstructorReturn(self, call) { if (call && (_typeof(call) === "object" || typeof call === "function")) { return call; } return _assertThisInitialized(self); }\n\nfunction _assertThisInitialized(self) { if (self === void 0) { throw new ReferenceError("this hasn\'t been initialised - super() hasn\'t been called"); } return self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function"); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, writable: true, configurable: true } }); if (superClass) _setPrototypeOf(subClass, superClass); }\n\nfunction _wrapNativeSuper(Class) { var _cache = typeof Map === "function" ? new Map() : undefined; _wrapNativeSuper = function _wrapNativeSuper(Class) { if (Class === null || !_isNativeFunction(Class)) return Class; if (typeof Class !== "function") { throw new TypeError("Super expression must either be null or a function"); } if (typeof _cache !== "undefined") { if (_cache.has(Class)) return _cache.get(Class); _cache.set(Class, Wrapper); } function Wrapper() { return _construct(Class, arguments, _getPrototypeOf(this).constructor); } Wrapper.prototype = Object.create(Class.prototype, { constructor: { value: Wrapper, enumerable: false, writable: true, configurable: true } }); return _setPrototypeOf(Wrapper, Class); }; return _wrapNativeSuper(Class); }\n\nfunction isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Reflect.construct) return false; if (Reflect.construct.sham) return false; if (typeof Proxy === "function") return true; try { Date.prototype.toString.call(Reflect.construct(Date, [], function () {})); return true; } catch (e) { return false; } }\n\nfunction _construct(Parent, args, Class) { if (isNativeReflectConstruct()) { _construct = Reflect.construct; } else { _construct = function _construct(Parent, args, Class) { var a = [null]; a.push.apply(a, args); var Constructor = Function.bind.apply(Parent, a); var instance = new Constructor(); if (Class) _setPrototypeOf(instance, Class.prototype); return instance; }; } return _construct.apply(null, arguments); }\n\nfunction _isNativeFunction(fn) { return Function.toString.call(fn).indexOf("[native code]") !== -1; }\n\nfunction _setPrototypeOf(o, p) { _setPrototypeOf = Object.setPrototypeOf || function _setPrototypeOf(o, p) { o.__proto__ = p; return o; }; return _setPrototypeOf(o, p); }\n\nfunction _getPrototypeOf(o) { _getPrototypeOf = Object.setPrototypeOf ? Object.getPrototypeOf : function _getPrototypeOf(o) { return o.__proto__ || Object.getPrototypeOf(o); }; return _getPrototypeOf(o); }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }\n\nfunction _defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } }\n\nfunction _createClass(Constructor, protoProps, staticProps) { if (protoProps) _defineProperties(Constructor.prototype, protoProps); if (staticProps) _defineProperties(Constructor, staticProps); return Constructor; }\n\n// import dependencies via preval.require so that they\'re available as values at compile time\nvar processorNames = {\n "recorderProcessor": "recorder-processor",\n "soundFileProcessor": "sound-file-processor",\n "amplitudeProcessor": "amplitude-processor"\n};\nvar RingBuffer = {\n "default":\n /*#__PURE__*/\n function () {\n /**\n * @constructor\n * @param {number} length Buffer length in frames.\n * @param {number} channelCount Buffer channel count.\n */\n function RingBuffer(length, channelCount) {\n _classCallCheck(this, RingBuffer);\n\n this._readIndex = 0;\n this._writeIndex = 0;\n this._framesAvailable = 0;\n this._channelCount = channelCount;\n this._length = length;\n this._channelData = [];\n\n for (var i = 0; i < this._channelCount; ++i) {\n this._channelData[i] = new Float32Array(length);\n }\n }\n /**\n * Getter for Available frames in buffer.\n *\n * @return {number} Available frames in buffer.\n */\n\n\n _createClass(RingBuffer, [{\n key: "push",\n\n /**\n * Push a sequence of Float32Arrays to buffer.\n *\n * @param {array} arraySequence A sequence of Float32Arrays.\n */\n value: function push(arraySequence) {\n // The channel count of arraySequence and the length of each channel must\n // match with this buffer obejct.\n // Transfer data from the |arraySequence| storage to the internal buffer.\n var sourceLength = arraySequence[0] ? arraySequence[0].length : 0;\n\n for (var i = 0; i < sourceLength; ++i) {\n var writeIndex = (this._writeIndex + i) % this._length;\n\n for (var channel = 0; channel < this._channelCount; ++channel) {\n this._channelData[channel][writeIndex] = arraySequence[channel][i];\n }\n }\n\n this._writeIndex += sourceLength;\n\n if (this._writeIndex >= this._length) {\n this._writeIndex = 0;\n } // For excessive frames, the buffer will be overwritten.\n\n\n this._framesAvailable += sourceLength;\n\n if (this._framesAvailable > this._length) {\n this._framesAvailable = this._length;\n }\n }\n /**\n * Pull data out of buffer and fill a given sequence of Float32Arrays.\n *\n * @param {array} arraySequence An array of Float32Arrays.\n */\n\n }, {\n key: "pull",\n value: function pull(arraySequence) {\n // The channel count of arraySequence and the length of each channel must\n // match with this buffer obejct.\n // If the FIFO is completely empty, do nothing.\n if (this._framesAvailable === 0) {\n return;\n }\n\n var destinationLength = arraySequence[0].length; // Transfer data from the internal buffer to the |arraySequence| storage.\n\n for (var i = 0; i < destinationLength; ++i) {\n var readIndex = (this._readIndex + i) % this._length;\n\n for (var channel = 0; channel < this._channelCount; ++channel) {\n arraySequence[channel][i] = this._channelData[channel][readIndex];\n }\n }\n\n this._readIndex += destinationLength;\n\n if (this._readIndex >= this._length) {\n this._readIndex = 0;\n }\n\n this._framesAvailable -= destinationLength;\n\n if (this._framesAvailable < 0) {\n this._framesAvailable = 0;\n }\n }\n }, {\n key: "framesAvailable",\n get: function get() {\n return this._framesAvailable;\n }\n }]);\n\n return RingBuffer;\n }()\n}["default"];\n\nvar AmplitudeProcessor =\n/*#__PURE__*/\nfunction (_AudioWorkletProcesso) {\n _inherits(AmplitudeProcessor, _AudioWorkletProcesso);\n\n function AmplitudeProcessor(options) {\n var _this;\n\n _classCallCheck(this, AmplitudeProcessor);\n\n _this = _possibleConstructorReturn(this, _getPrototypeOf(AmplitudeProcessor).call(this));\n var processorOptions = options.processorOptions || {};\n _this.numOutputChannels = options.outputChannelCount || 1;\n _this.numInputChannels = processorOptions.numInputChannels || 2;\n _this.normalize = processorOptions.normalize || false;\n _this.smoothing = processorOptions.smoothing || 0;\n _this.bufferSize = processorOptions.bufferSize || 2048;\n _this.inputRingBuffer = new RingBuffer(_this.bufferSize, _this.numInputChannels);\n _this.outputRingBuffer = new RingBuffer(_this.bufferSize, _this.numOutputChannels);\n _this.inputRingBufferArraySequence = new Array(_this.numInputChannels).fill(null).map(function () {\n return new Float32Array(_this.bufferSize);\n });\n _this.stereoVol = [0, 0];\n _this.stereoVolNorm = [0, 0];\n _this.volMax = 0.001;\n\n _this.port.onmessage = function (event) {\n var data = event.data;\n\n if (data.name === \'toggleNormalize\') {\n _this.normalize = data.normalize;\n } else if (data.name === \'smoothing\') {\n _this.smoothing = Math.max(0, Math.min(1, data.smoothing));\n }\n };\n\n return _this;\n } // TO DO make this stereo / dependent on # of audio channels\n\n\n _createClass(AmplitudeProcessor, [{\n key: "process",\n value: function process(inputs, outputs) {\n var input = inputs[0];\n var output = outputs[0];\n var smoothing = this.smoothing;\n this.inputRingBuffer.push(input);\n\n if (this.inputRingBuffer.framesAvailable >= this.bufferSize) {\n this.inputRingBuffer.pull(this.inputRingBufferArraySequence);\n\n for (var channel = 0; channel < this.numInputChannels; ++channel) {\n var inputBuffer = this.inputRingBufferArraySequence[channel];\n var bufLength = inputBuffer.length;\n var sum = 0;\n\n for (var i = 0; i < bufLength; i++) {\n var x = inputBuffer[i];\n\n if (this.normalize) {\n sum += Math.max(Math.min(x / this.volMax, 1), -1) * Math.max(Math.min(x / this.volMax, 1), -1);\n } else {\n sum += x * x;\n }\n } // ... then take the square root of the sum.\n\n\n var rms = Math.sqrt(sum / bufLength);\n this.stereoVol[channel] = Math.max(rms, this.stereoVol[channel] * smoothing);\n this.volMax = Math.max(this.stereoVol[channel], this.volMax);\n } // calculate stero normalized volume and add volume from all channels together\n\n\n var volSum = 0;\n\n for (var index = 0; index < this.stereoVol.length; index++) {\n this.stereoVolNorm[index] = Math.max(Math.min(this.stereoVol[index] / this.volMax, 1), 0);\n volSum += this.stereoVol[index];\n } // volume is average of channels\n\n\n var volume = volSum / this.stereoVol.length; // normalized value\n\n var volNorm = Math.max(Math.min(volume / this.volMax, 1), 0);\n this.port.postMessage({\n name: \'amplitude\',\n volume: volume,\n volNorm: volNorm,\n stereoVol: this.stereoVol,\n stereoVolNorm: this.stereoVolNorm\n }); // pass input through to output\n\n this.outputRingBuffer.push(this.inputRingBufferArraySequence);\n } // pull 128 frames out of the ring buffer\n // if the ring buffer does not have enough frames, the output will be silent\n\n\n this.outputRingBuffer.pull(output);\n return true;\n }\n }]);\n\n return AmplitudeProcessor;\n}(_wrapNativeSuper(AudioWorkletProcessor));\n\nregisterProcessor(processorNames.amplitudeProcessor, AmplitudeProcessor);'},function(t,e,n){var i,r;i=[n(0),n(17)],void 0===(r=function(r){r.Frequency=function(t,e){if(!(this instanceof r.Frequency))return new r.Frequency(t,e);r.TimeBase.call(this,t,e)},r.extend(r.Frequency,r.TimeBase),r.Frequency.prototype._primaryExpressions=Object.create(r.TimeBase.prototype._primaryExpressions),r.Frequency.prototype._primaryExpressions.midi={regexp:/^(\d+(?:\.\d+)?midi)/,method:function(t){return this.midiToFrequency(t)}},r.Frequency.prototype._primaryExpressions.note={regexp:/^([a-g]{1}(?:b|#|x|bb)?)(-?[0-9]+)/i,method:function(t,e){var n=i[t.toLowerCase()]+12*(parseInt(e)+1);return this.midiToFrequency(n)}},r.Frequency.prototype._primaryExpressions.tr={regexp:/^(\d+(?:\.\d+)?):(\d+(?:\.\d+)?):?(\d+(?:\.\d+)?)?/,method:function(t,e,n){var i=1;return t&&"0"!==t&&(i*=this._beatsToUnits(this._timeSignature()*parseFloat(t))),e&&"0"!==e&&(i*=this._beatsToUnits(parseFloat(e))),n&&"0"!==n&&(i*=this._beatsToUnits(parseFloat(n)/4)),i}},r.Frequency.prototype.transpose=function(t){return this._expr=function(t,e){return t()*this.intervalToFrequencyRatio(e)}.bind(this,this._expr,t),this},r.Frequency.prototype.harmonize=function(t){return this._expr=function(t,e){for(var n=t(),i=[],r=0;rthis.buffer.duration)throw"jump time out of range";if(e>this.buffer.duration-t)throw"end time out of range";var n=t||0,i=e||void 0;this.isPlaying()&&(this.stop(0),this.play(0,this.playbackRate,this.output.gain.value,n,i))}},{key:"channels",value:function(){return this.buffer.numberOfChannels}},{key:"sampleRate",value:function(){return this.buffer.sampleRate}},{key:"frames",value:function(){return this.buffer.length}},{key:"getPeaks",value:function(t){if(!this.buffer)throw"Cannot load peaks yet, buffer is not loaded";if(t=t||5*window.width,this.buffer){for(var e=this.buffer,n=e.length/t,i=~~(n/10)||1,r=e.numberOfChannels,o=new Float32Array(Math.round(t)),s=0;so[u])&&(o[u]=h)}return o}}},{key:"reverseBuffer",value:function(){if(!this.buffer)throw"SoundFile is not done loading";var t=this._lastPos/R.sampleRate,e=this.getVolume();this.setVolume(0,.001);for(var n=this.buffer.numberOfChannels,i=0;it[o].hi&&o++,r[o]=void 0!==r[o]?(r[o]+n[s])/2:n[s]}return r}},{key:"getOctaveBands",value:function(t,e){var n=t||3,i=e||15.625,r=[],o={lo:i/Math.pow(2,1/(2*n)),ctr:i,hi:i*Math.pow(2,1/(2*n))};r.push(o);for(var s=p.audiocontext.sampleRate/2;o.hi=this._maxDelay)throw new Error("Delay Time exceeds maximum delay time of "+this._maxDelay+" second.");t.connect(this.input),this.leftDelay.delayTime.setValueAtTime(o,this.ac.currentTime),this.rightDelay.delayTime.setValueAtTime(o,this.ac.currentTime),this._leftGain.gain.value=r,this._rightGain.gain.value=r,i&&(this._leftFilter.freq(i),this._rightFilter.freq(i))}},{key:"delayTime",value:function(t){"number"!=typeof t?(t.connect(this.leftDelay.delayTime),t.connect(this.rightDelay.delayTime)):(this.leftDelay.delayTime.cancelScheduledValues(this.ac.currentTime),this.rightDelay.delayTime.cancelScheduledValues(this.ac.currentTime),this.leftDelay.delayTime.linearRampToValueAtTime(t,this.ac.currentTime),this.rightDelay.delayTime.linearRampToValueAtTime(t,this.ac.currentTime))}},{key:"feedback",value:function(t){if(t&&"number"!=typeof t)t.connect(this._leftGain.gain),t.connect(this._rightGain.gain);else{if(1<=t)throw new Error("Feedback value will force a positive feedback loop.");"number"==typeof t&&(this._leftGain.gain.value=t,this._rightGain.gain.value=t)}return this._leftGain.gain.value}},{key:"filter",value:function(t,e){this._leftFilter.set(t,e),this._rightFilter.set(t,e)}},{key:"setType",value:function(t){switch(1===t&&(t="pingPong"),this._split.disconnect(),this._leftFilter.disconnect(),this._rightFilter.disconnect(),this._split.connect(this.leftDelay,0),this._split.connect(this.rightDelay,1),t){case"pingPong":this._rightFilter.setType(this._leftFilter.biquad.type),this._leftFilter.output.connect(this._merge,0,0),this._rightFilter.output.connect(this._merge,0,1),this._leftFilter.output.connect(this.rightDelay),this._rightFilter.output.connect(this.leftDelay);break;default:this._leftFilter.output.connect(this._merge,0,0),this._rightFilter.output.connect(this._merge,0,1),this._leftFilter.output.connect(this.leftDelay),this._rightFilter.output.connect(this.rightDelay)}}},{key:"dispose",value:function(){de(ye(e.prototype),"dispose",this).call(this),this._split.disconnect(),this._leftFilter.dispose(),this._rightFilter.dispose(),this._merge.disconnect(),this._leftGain.disconnect(),this._rightGain.disconnect(),this.leftDelay.disconnect(),this.rightDelay.disconnect(),this._split=void 0,this._leftFilter=void 0,this._rightFilter=void 0,this._merge=void 0,this._leftGain=void 0,this._rightGain=void 0,this.leftDelay=void 0,this.rightDelay=void 0}}]),e}();function _e(t){return(_e="function"==typeof Symbol&&"symbol"==typeof Symbol.iterator?function(t){return typeof t}:function(t){return t&&"function"==typeof Symbol&&t.constructor===Symbol&&t!==Symbol.prototype?"symbol":typeof t})(t)}function ge(t,e){if(!(t instanceof e))throw new TypeError("Cannot call a class as a function")}function be(t,e){for(var n=0;nthis.length&&(this.length=i.sequence.length)}},{key:"removePhrase",value:function(t){for(var e in this.phrases)this.phrases[e].name===t&&this.phrases.splice(e,1)}},{key:"getPhrase",value:function(t){for(var e in this.phrases)if(this.phrases[e].name===t)return this.phrases[e]}},{key:"replaceSequence",value:function(t,e){for(var n in this.phrases)this.phrases[n].name===t&&(this.phrases[n].sequence=e)}},{key:"incrementStep",value:function(t){this.partStep=t.parts.length?(t.scoreStep=0,t.onended()):(t.scoreStep=0,t.parts[t.currentPart-1].stop(),t.parts[t.currentPart].start())}function Ue(t,e){for(var n=0;nthis.cutoff&&e>this.threshold&&0this.treshold){this.isDetected=!0,this.callback?this.callback(this.energy):e&&e(this.energy);var n=this;setTimeout(function(){n.isDetected=!1},this.sensitivity)}this.penergy=this.energy}}]),r}();function xn(t,e){for(var n=0;n