Updated Infrastructure

Signed-off-by: Avior <florian.bouillon@delta-wings.net>
This commit is contained in:
Florian Bouillon 2021-06-07 22:32:51 +02:00
parent 04b3879946
commit 40f1e296af
Signed by: Florian Bouillon
GPG Key ID: 50BD648F12C86AB6
22 changed files with 20027 additions and 4817 deletions

2
.gitignore vendored
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yarn-error.log*
dist/
*~

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@ -35,7 +35,7 @@
},
// Non experimental config
// target: 'serverless',
target: 'server',
poweredByHeader: false,
trailingSlash: false,
optimizeFonts: true,

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"eslint": "^7.1.0",
"eslint-config-next": "^10.2.2",
"eslint-plugin-react": "^7.18.3",
"ts-node": "^9.1.1",
"vercel": "^22.0.1"
"ts-node": "^9.1.1"
}
}

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/* eslint-disable max-classes-per-file */
export default class GameEngine {
public ctx: CanvasRenderingContext2D
public canvas: HTMLCanvasElement
public caseSize: [number, number] = [1, 1]
public cursor: {
x: number
y: number
isDown: boolean
wasDown: boolean
} = {
x: 0,
y: 0,
isDown: false,
wasDown: false
}
private currentScene?: Scene
private isRunning = false
public constructor(
private id: string,
private options?: {
caseCount?: number | [number, number]
background?: string
}
) {
const canvas = document.querySelector<HTMLCanvasElement>(id)
if (!canvas) {
throw new Error('Error, canvas not found!')
}
this.canvas = canvas
if (this.options?.caseCount) {
this.caseSize = [
// @ts-expect-error idc
this.canvas.width / ((typeof this.options.caseCount) !== 'number' ? this.options.caseCount[0] : this.options.caseCount ),
// @ts-expect-error idc2 lol
this.canvas.height / ((typeof this.options.caseCount) !== 'number' ? this.options.caseCount[1] : this.options.caseCount)
]
}
const ctx = canvas.getContext('2d')
if (!ctx) {
throw new Error('Error, Context could not get found!')
}
ctx.imageSmoothingEnabled = false
this.ctx = ctx
}
public start() {
if (this.isRunning) {
console.warn('Game is already running')
return
}
this.isRunning = true
requestAnimationFrame(() => {
this.update()
})
document.addEventListener('mousemove', (ev) => {
this.cursor.x = ev.clientX
this.cursor.y = ev.clientY
if (this.cursor.isDown) {
this.cursor.wasDown = true
}
})
document.addEventListener('mousedown', () => {
this.cursor.isDown = true
})
document.addEventListener('mouseup', () => {
this.cursor.isDown = false
this.cursor.wasDown = false
})
}
public pause() {
this.isRunning = false
}
public setScene(scene: Scene | string) {
this.currentScene = typeof scene === 'string' ? Scene.scenes[scene] : scene
this.currentScene.setGameEngine(this)
}
private update() {
if (!this.isRunning) {
return
}
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height)
if (this.options?.background) {
this.ctx.fillStyle = this.options.background
this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height)
}
this.currentScene?.update()
setTimeout(() => {
this.update()
}, 0)
}
}
export class SoundManager {
private audio: HTMLAudioElement
public constructor(path: string) {
this.audio = new Audio(path)
this.audio.load()
this.audio.volume = .8
}
public play() {
this.audio.play()
}
public end() {
this.audio.pause()
}
}
export class AssetsManager {
public static assets: Record<string, AssetsManager> = {}
public isLoaded = false
private image: HTMLImageElement
private constructor(
private path: string
) {
this.image = new Image()
}
public static init(path: string) {
if (!this.assets[path]) {
this.assets[path] = new AssetsManager(path)
}
return this.assets[path]
}
public async load() {
return new Promise<void>((res, rej) => {
this.image.src = this.path
this.image.onload = () => {
this.isLoaded = true
res()
}
})
}
public async get() {
if (!this.isLoaded) {
await this.load()
}
return this.image
}
}
export class Scene {
public static scenes: Record<string, Scene> = {}
public background?: string
private components: Array<Component2D> = []
private ge!: GameEngine
public constructor(sceneId: string) {
Scene.scenes[sceneId] = this
}
public addComponent(...cp: Array<Component2D>) {
return this.components.push(...cp)
}
public setGameEngine(ge: GameEngine) {
this.ge = ge
}
public async init() {
this.components.forEach((v) => {
if (v.init) {
v.init()
}
})
}
public async update() {
this.components.forEach(async (v) => {
const state: Partial<ComponentState> = {}
const width = (v.size?.width ?? 1) * this.ge.caseSize[0]
const height = (v.size?.height ?? 1) * this.ge.caseSize[1]
if (v.pos) {
const ax = v.pos.x * this.ge.caseSize[0]
const ay = v.pos.y * this.ge.caseSize[1]
state.mouseHovering =
this.ge.cursor.x >= ax && this.ge.cursor.x < (ax + width) &&
this.ge.cursor.y >= ay && this.ge.cursor.y < (ay + height)
state.mouseClicking = state.mouseHovering && this.ge.cursor.isDown
state.mouseClicked = state.mouseClicking && !this.ge.cursor.wasDown
}
if (v.display && v.pos) {
const ax = v.pos.x * this.ge.caseSize[0]
const ay = v.pos.y * this.ge.caseSize[1]
if (v.display.type === 'color') {
this.ge.ctx.fillStyle = v.display.source
this.ge.ctx.fillRect(
ax,
ay,
width,
height
)
} else if (v.display.type === 'image') {
this.ge.ctx.drawImage(
await AssetsManager.init(v.display.source).get(),
ax,
ay,
width,
height
)
}
}
if (v.update) {
v.update(state as ComponentState)
}
})
}
}
export interface ComponentState {
mouseHovering: boolean
mouseClicking: boolean
mouseClicked: boolean
}
export abstract class Component2D {
public id?: number
public display?: {
type: 'image' | 'color'
source: string
}
public pos?: {x: number, y: number, z?: number, rotation?: number}
public size?: {width: number, height: number}
public init?(): Promise<void> | void
public update?(state: ComponentState): Promise<void> | void
}

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src/GameEngine/Asset.ts Normal file
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export default class Asset {
public static assets: Record<string, Asset> = {}
public isLoaded = false
private image!: HTMLImageElement
private constructor(
private path: string
) {}
public static init(path: string) {
if (!this.assets[path]) {
this.assets[path] = new Asset(path)
}
return this.assets[path]
}
public async load() {
return new Promise<void>((res, rej) => {
this.image = new Image()
this.image.src = this.path
this.image.onload = () => {
this.isLoaded = true
res()
}
this.image.onerror = rej
})
}
public async get() {
if (!this.isLoaded) {
await this.load()
}
return this.image
}
}

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import Renderer from './Renderer'
export interface ComponentState {
mouseHovering: boolean
mouseClicking: boolean
mouseClicked: boolean
}
export default abstract class Component2D {
public id?: number
public renderer?: Renderer
public pos?: {x: number, y: number, z?: number, rotation?: number}
protected size?: number | {width: number, height: number}
public init?(): Promise<void> | void
public update?(state: ComponentState): Promise<void> | void
public width() {
if (!this.size) {
return undefined
}
return typeof this.size === 'number' ? this.size : this.size?.width
}
public height() {
if (!this.size) {
return undefined
}
return typeof this.size === 'number' ? this.size : this.size?.height
}
}

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import GameEngine from 'GameEngine'
import Component2D from 'GameEngine/Component2D'
import Renderer from '.'
export default class ColorRenderer implements Renderer {
public constructor(
private component: Component2D,
private color: string
) {}
public async render(ge: GameEngine, ctx: CanvasRenderingContext2D) {
if (!this.component.pos) {
return
}
ctx.fillStyle = this.color
ctx.fillRect(
this.component.pos.x * (ge.caseSize[0]),
this.component.pos.y * (ge.caseSize[1]),
(this.component.width() ?? ge.caseSize[0]) * ge.caseSize[0],
(this.component.height() ?? ge.caseSize[1]) * ge.caseSize[1]
)
}
}

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import GameEngine from 'GameEngine'
import Asset from 'GameEngine/Asset'
import Component2D from 'GameEngine/Component2D'
import Renderer from '.'
export default class ImageRenderer implements Renderer {
public constructor(
private component: Component2D,
private image: Asset
) {}
public async render(ge: GameEngine, ctx: CanvasRenderingContext2D) {
if (!this.component.pos) {
return
}
ctx.drawImage(
await this.image.get(),
this.component.pos.x * (ge.caseSize[0]),
this.component.pos.y * (ge.caseSize[1]),
(this.component.width() ?? ge.caseSize[0]) * ge.caseSize[0],
(this.component.height() ?? ge.caseSize[1]) * ge.caseSize[1]
)
}
}

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import GameEngine from 'GameEngine'
import Component2D from 'GameEngine/Component2D'
import Tileset from 'GameEngine/Tileset'
import Renderer from '.'
export default class TileRenderer implements Renderer {
public constructor(
private component: Component2D,
private tileset: Tileset,
private id: number
) {}
public async render(ge: GameEngine, ctx: CanvasRenderingContext2D) {
if (!this.component.pos) {
return
}
const {sx, sy} = this.tileset.getSourceData(this.id)
ctx.drawImage(
await this.tileset.asset.get(),
sx,
sy,
this.tileset.width(),
this.tileset.height(),
this.component.pos.x * (ge.caseSize[0]),
this.component.pos.y * (ge.caseSize[1]),
(this.component.width() ?? ge.caseSize[0]) * ge.caseSize[0],
(this.component.height() ?? ge.caseSize[1]) * ge.caseSize[1]
)
}
}

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import GameEngine from 'GameEngine'
export default interface Renderer {
render(ge: GameEngine, ctx: CanvasRenderingContext2D): Promise<void>
}

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src/GameEngine/Scene.ts Normal file
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import GameEngine from 'GameEngine'
import { ComponentState } from 'react'
import AssetsManager from './Asset'
import Component2D from './Component2D'
export default class Scene {
public static scenes: Record<string, Scene> = {}
public background?: string
private components: Array<Component2D> = []
private ge!: GameEngine
public constructor(sceneId: string) {
Scene.scenes[sceneId] = this
}
public addComponent(...cp: Array<Component2D>) {
return this.components.push(...cp)
}
public setGameEngine(ge: GameEngine) {
this.ge = ge
}
public async init() {
this.components.forEach((v) => {
if (v.init) {
v.init()
}
})
}
public async update() {
this.components.forEach(async (v) => {
const state: Partial<ComponentState> = {}
const width = (v.size?.width ?? 1) * this.ge.caseSize[0]
const height = (v.size?.height ?? 1) * this.ge.caseSize[1]
if (v.pos) {
const ax = v.pos.x * this.ge.caseSize[0]
const ay = v.pos.y * this.ge.caseSize[1]
state.mouseHovering =
this.ge.cursor.x >= ax && this.ge.cursor.x < (ax + width) &&
this.ge.cursor.y >= ay && this.ge.cursor.y < (ay + height)
state.mouseClicking = state.mouseHovering && this.ge.cursor.isDown
state.mouseClicked = state.mouseClicking && !this.ge.cursor.wasDown
}
if (v.renderer) {
await v.renderer.render(this.ge, this.ge.ctx)
}
if (v.update) {
v.update(state as ComponentState)
}
})
}
}

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export default class SoundManager {
private audio: HTMLAudioElement
public constructor(path: string) {
this.audio = new Audio(path)
this.audio.load()
this.audio.volume = .8
}
public play() {
this.audio.play()
}
public end() {
this.audio.pause()
}
}

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src/GameEngine/Tileset.ts Normal file
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import Asset from './Asset'
export interface TilesetDeclaration {
// id: string
// padding?: number
fileSize: {width: number, height: number}
tileSize: number | {width: number, height: number}
spacing?: number
}
export default class Tileset {
public constructor(
public asset: Asset,
private declaration: TilesetDeclaration
) {}
public getPosFromId(id: number): {x: number, y: number} {
const cols = Math.trunc(this.declaration.fileSize.width / this.width())
const x = id % cols
const y = Math.trunc(id / cols)
return {x, y}
}
public getSourceData(id: number): {sx: number ,sy: number} {
const {x, y} = this.getPosFromId(id)
const sx = x * this.width() + x * (this.declaration.spacing ?? 0)
const sy = y * this.height() + y * (this.declaration.spacing ?? 0)
return {sx, sy}
}
public width() {
const item = this.declaration.tileSize
return typeof item === 'number' ? item : item.width
}
public height() {
const item = this.declaration.tileSize
return typeof item === 'number' ? item : item.height
}
}

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src/GameEngine/index.ts Normal file
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import Scene from './Scene'
/**
* TODO:
* Animation Engine
* Camera fined control
* Collision
*/
export default class GameEngine {
public ctx: CanvasRenderingContext2D
public canvas: HTMLCanvasElement
public caseSize: [number, number] = [1, 1]
public cursor: {
x: number
y: number
isDown: boolean
wasDown: boolean
} = {
x: 0,
y: 0,
isDown: false,
wasDown: false
}
private currentScene?: Scene
private isRunning = false
public constructor(
private id: string,
private options?: {
caseCount?: number | [number, number]
background?: string
}
) {
const canvas = document.querySelector<HTMLCanvasElement>(id)
if (!canvas) {
throw new Error('Error, canvas not found!')
}
this.canvas = canvas
if (this.options?.caseCount) {
this.caseSize = [
// @ts-expect-error idc
this.canvas.width / ((typeof this.options.caseCount) !== 'number' ? this.options.caseCount[0] : this.options.caseCount ),
// @ts-expect-error idc2 lol
this.canvas.height / ((typeof this.options.caseCount) !== 'number' ? this.options.caseCount[1] : this.options.caseCount)
]
}
const ctx = canvas.getContext('2d')
if (!ctx) {
throw new Error('Error, Context could not get found!')
}
ctx.imageSmoothingEnabled = false
this.ctx = ctx
}
public start() {
if (this.isRunning) {
console.warn('Game is already running')
return
}
this.isRunning = true
requestAnimationFrame(() => {
this.update()
})
document.addEventListener('mousemove', (ev) => {
this.cursor.x = ev.clientX
this.cursor.y = ev.clientY
if (this.cursor.isDown) {
this.cursor.wasDown = true
}
})
document.addEventListener('mousedown', () => {
this.cursor.isDown = true
})
document.addEventListener('mouseup', () => {
this.cursor.isDown = false
this.cursor.wasDown = false
})
}
public pause() {
this.isRunning = false
}
public setScene(scene: Scene | string) {
this.currentScene = typeof scene === 'string' ? Scene.scenes[scene] : scene
this.currentScene.setGameEngine(this)
}
private update() {
if (!this.isRunning) {
return
}
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height)
if (this.options?.background) {
this.ctx.fillStyle = this.options.background
this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height)
}
this.currentScene?.update()
setTimeout(() => {
this.update()
}, 0)
}
}

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@ -0,0 +1,39 @@
import Asset from 'GameEngine/Asset'
import Component2D from 'GameEngine/Component2D'
import TileRenderer from 'GameEngine/Renderer/TileRenderer'
import SoundManager from 'GameEngine/SoundManager'
import Tileset from 'GameEngine/Tileset'
export class Explosion extends Component2D {
public size = {
width: .9,
height: .9
}
private explosionTileset = new Tileset(Asset.init('/assets/tictactoe/explosion.png'), {
fileSize: {width: 480, height: 362},
tileSize: 91,
spacing: 1,
})
private animationNumber = -1
private n = 0
public update() {
if (this.animationNumber !== -1 && this.n++ >= 10) {
this.renderer = new TileRenderer(this, this.explosionTileset, this.animationNumber++)
this.n = 0
if (this.animationNumber >= 10) {
this.animationNumber = -1
this.renderer = undefined
}
}
}
public run(pos: Component2D['pos']) {
new SoundManager('/assets/tictactoe/victory.wav').play()
this.pos = pos
this.animationNumber = 0
}
}

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src/games/tictactoe/Item.ts Normal file
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import Asset from 'GameEngine/Asset'
import Component2D, { ComponentState } from 'GameEngine/Component2D'
import TileRenderer from 'GameEngine/Renderer/TileRenderer'
import SoundManager from 'GameEngine/SoundManager'
import Tileset from 'GameEngine/Tileset'
import { globalState } from '.'
import { Explosion } from './Explosion'
export default class Item extends Component2D {
public static explosion = new Explosion()
public size = {
width: .9,
height: .9
}
private x: number
private y: number
private tileset = new Tileset(Asset.init('/assets/pokemon-shuffle/icons.png'), {
fileSize: {width: 3750, height: 3266},
tileSize: 121
})
public constructor(index: number) {
super()
this.x = Math.trunc(index % 3)
this.y = Math.trunc(index / 3)
this.pos = {
x: this.x + this.x * .05,
y: this.y + this.y * .05
}
console.log(this.pos, index)
}
public init() {
console.log('item initialized')
}
public update(state: ComponentState) {
// console.log(state)
const value: '' | 'X' | 'O' = globalState.gameState[this.x][this.y] as '' | 'X' | 'O'
if (state.mouseClicked && value === '') {
// console.log('hovering')
this.onClick()
}
if (value === 'X') {
this.renderer = new TileRenderer(this, this.tileset, 20)
// this.renderer = new ImageRenderer(this, Asset.init('/assets/tictactoe/X.png'))
} else if(value === 'O') {
this.renderer = new TileRenderer(this, this.tileset, 54)
}
}
private onClick() {
const clickSound = new SoundManager('/assets/tictactoe/bip.wav')
clickSound.play()
globalState.gameState[this.x][this.y] = globalState.playerTurn
console.log(this.checkVictory())
if (this.checkVictory()) {
Item.explosion.run(this.pos)
globalState.gameState = [
['', '', ''],
['', '', ''],
['', '', '']
]
console.log(globalState)
}
globalState.playerTurn = globalState.playerTurn === 'X' ? 'O' : 'X'
}
// uh MAYBE refactor lol
private checkVictory() {
if(globalState.gameState[0][0] === globalState.playerTurn) {
if(globalState.gameState[1][0] === globalState.playerTurn) {
if(globalState.gameState[2][0] === globalState.playerTurn) {
return true
}
}
if(globalState.gameState[0][1] === globalState.playerTurn) {
if(globalState.gameState[0][2] === globalState.playerTurn) {
return true
}
}
if(globalState.gameState[1][1] === globalState.playerTurn) {
if(globalState.gameState[2][2] === globalState.playerTurn) {
return true
}
}
}
if(globalState.gameState[2][2] === globalState.playerTurn) {
if(globalState.gameState[2][1] === globalState.playerTurn) {
if(globalState.gameState[2][0] === globalState.playerTurn) {
return true
}
}
if(globalState.gameState[1][2] === globalState.playerTurn) {
if(globalState.gameState[0][2] === globalState.playerTurn) {
return true
}
}
}
if(globalState.gameState[1][1] === globalState.playerTurn) {
if(globalState.gameState[0][1] === globalState.playerTurn) {
if(globalState.gameState[2][1] === globalState.playerTurn) {
return true
}
}
if(globalState.gameState[1][0] === globalState.playerTurn) {
if(globalState.gameState[1][2] === globalState.playerTurn) {
return true
}
}
}
return false
}
}

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import Component2D from 'GameEngine/Component2D'
import ColorRenderer from 'GameEngine/Renderer/ColorRenderer'
export default class Line extends Component2D {
public constructor(direction: number, index: number) {
super()
this.renderer = new ColorRenderer(this, 'orange')
this.pos = {
x: direction ? index ? 1.95 : .9 : 0,
y: direction ? 0 : index ? .9 : 1.95
}
this.size = {
width: direction ? .15 : 3,
height: direction ? 3 : .15
}
}
}

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@ -1,7 +1,4 @@
/* eslint-disable max-classes-per-file */
import { Component2D, ComponentState, SoundManager } from 'GameEngine'
const globalState: {
export const globalState: {
playerTurn: 'X' | 'O'
gameState: [
[string, string, string],
@ -16,132 +13,3 @@ const globalState: {
['', '', '']
]
}
export class Item extends Component2D {
public size = {
width: .9,
height: .9
}
private x: number
private y: number
public constructor(index: number) {
super()
this.x = Math.trunc(index % 3)
this.y = Math.trunc(index / 3)
this.pos = {
x: this.x + this.x * .05,
y: this.y + this.y * .05
}
console.log(this.pos, index)
}
public init() {
console.log('item initialized')
}
public update(state: ComponentState) {
// console.log(state)
const value: '' | 'X' | 'O' = globalState.gameState[this.x][this.y] as '' | 'X' | 'O'
if (state.mouseClicked && value === '') {
// console.log('hovering')
this.onClick()
}
if (value === 'X') {
this.display = {
type: 'image',
source: '/assets/tictactoe/X.png'
}
} else if(value === 'O') {
this.display = {
type: 'image',
source: '/assets/tictactoe/O.png'
}
}
}
private onClick() {
const clickSound = new SoundManager('/assets/tictactoe/bip.wav')
clickSound.play()
globalState.gameState[this.x][this.y] = globalState.playerTurn
console.log(this.checkVictory())
if (this.checkVictory()) {
new SoundManager('/assets/tictactoe/victory.wav').play()
// globalState.gameState = [
// ['', '', ''],
// ['', '', ''],
// ['', '', '']
// ]
}
globalState.playerTurn = globalState.playerTurn === 'X' ? 'O' : 'X'
}
// uh MAYBE refactor lol
private checkVictory() {
if(globalState.gameState[0][0] === globalState.playerTurn) {
if(globalState.gameState[1][0] === globalState.playerTurn) {
if(globalState.gameState[2][0] === globalState.playerTurn) {
return true
}
}
if(globalState.gameState[0][1] === globalState.playerTurn) {
if(globalState.gameState[0][2] === globalState.playerTurn) {
return true
}
}
if(globalState.gameState[1][1] === globalState.playerTurn) {
if(globalState.gameState[2][2] === globalState.playerTurn) {
return true
}
}
}
if(globalState.gameState[2][2] === globalState.playerTurn) {
if(globalState.gameState[2][1] === globalState.playerTurn) {
if(globalState.gameState[2][0] === globalState.playerTurn) {
return true
}
}
if(globalState.gameState[1][2] === globalState.playerTurn) {
if(globalState.gameState[0][2] === globalState.playerTurn) {
return true
}
}
}
if(globalState.gameState[1][1] === globalState.playerTurn) {
if(globalState.gameState[0][1] === globalState.playerTurn) {
if(globalState.gameState[2][1] === globalState.playerTurn) {
return true
}
}
if(globalState.gameState[1][0] === globalState.playerTurn) {
if(globalState.gameState[1][2] === globalState.playerTurn) {
return true
}
}
}
return false
}
}
export class Line extends Component2D {
public constructor(direction: number, index: number) {
super()
this.display = {
type: 'color',
source: 'orange'
}
this.pos = {
x: direction ? index ? 1.95 : .9 : 0,
y: direction ? 0 : index ? .9 : 1.95
}
this.size = {
width: direction ? .15 : 3,
height: direction ? 3 : .15
}
}
}

View File

@ -1,8 +1,13 @@
import { Text, Link } from '@dzeio/components'
import GameEngine, { Scene } from 'GameEngine'
/* eslint-disable max-classes-per-file */
import React from 'react'
import { Item, Line } from '../../games/tictactoe'
import { Text, Link } from '@dzeio/components'
import GameEngine from 'GameEngine'
import Scene from 'GameEngine/Scene'
import Item from 'games/tictactoe/Item'
import Line from 'games/tictactoe/Line'
export default class Snake extends React.PureComponent {
public async componentDidMount() {
const ge = new GameEngine('#test', {
caseCount: 3,
@ -13,16 +18,20 @@ export default class Snake extends React.PureComponent {
...Array.from(new Array(2)).map((_, index) => new Line(0, index)),
...Array.from(new Array(2)).map((_, index) => new Line(1, index)),
...Array.from(new Array(9)).map((_, index) => new Item(index)),
Item.explosion
)
ge.start()
ge.setScene(scene)
}
public render = () => (
<>
<canvas id="test" width="300" height="300"></canvas>
<Text>Explositon animation from <Link href="https://opengameart.org/content/explosion-animations">https://opengameart.org/content/explosion-animations</Link></Text>
<Text>Bienvenue sur le TicTacToe le plus Overengineered du monde xd<br /> Avec un moteur de jeux complètement fait maison et bien plus encore en préparation ! (vieille version en 75 lignes, nouvelle en plus de 200 lol)</Text>
<Text>Version faites il y a 4 ans encore disponible sur Github lol <Link href="https://github.com/Aviortheking/TicTacToe">https://github.com/Aviortheking/TicTacToe</Link></Text>
</>
)
}

8414
yarn.lock

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