pong now in TypeScript

This commit is contained in:
LuckyLaszlo
2022-10-19 17:42:44 +02:00
parent 6b495399c0
commit 1d58342c0f
7 changed files with 541 additions and 298 deletions

6
.gitignore vendored
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@@ -15,3 +15,9 @@ Thumbs.db
*.log
.env
jsconfig.json
node_modules
build
large
old

33
package-lock.json generated Normal file
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{
"name": "ft_transcendence",
"lockfileVersion": 2,
"requires": true,
"packages": {
"": {
"devDependencies": {
"typescript": "^4.8.4"
}
},
"node_modules/typescript": {
"version": "4.8.4",
"resolved": "https://registry.npmjs.org/typescript/-/typescript-4.8.4.tgz",
"integrity": "sha512-QCh+85mCy+h0IGff8r5XWzOVSbBO+KfeYrMQh7NJ58QujwcE22u+NUSmUxqF+un70P9GXKxa2HCNiTTMJknyjQ==",
"dev": true,
"bin": {
"tsc": "bin/tsc",
"tsserver": "bin/tsserver"
},
"engines": {
"node": ">=4.2.0"
}
}
},
"dependencies": {
"typescript": {
"version": "4.8.4",
"resolved": "https://registry.npmjs.org/typescript/-/typescript-4.8.4.tgz",
"integrity": "sha512-QCh+85mCy+h0IGff8r5XWzOVSbBO+KfeYrMQh7NJ58QujwcE22u+NUSmUxqF+un70P9GXKxa2HCNiTTMJknyjQ==",
"dev": true
}
}
}

5
package.json Normal file
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{
"devDependencies": {
"typescript": "^4.8.4"
}
}

298
pong.html
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@@ -1,298 +0,0 @@
<!DOCTYPE html>
<html>
<head>
<meta name="viewport" content="width=device-width, initial-scale=1.0"/>
<style>
#canvas-container {
text-align: center;
border: dashed red 5px;
/* max-height: 80vh; */
/* overflow: hidden; */
}
canvas {
background-color: #333333;
max-width: 75vw;
/* max-height: 100vh; */
/* width: 80%; */
}
</style>
</head>
<body onload="startGame()">
<div id="canvas-container">
<!-- <p> =) </p> -->
</div>
<script>
// "use strict";
var gridDisplay = false;
function startGame()
{
gameArea.createGameArea();
// Const
w = gameArea.canvas.width;
h = gameArea.canvas.height;
w_mid = w/2;
h_mid = h/2;
const pw = w/50;
const ph = pw*5;
const ball_size = pw; // const ball_size = w/50;
const score_size = w/16;
const wall_size = w/100;
const playerSpeed = w/75;
const ballSpeed = w/150;
// Component
player1 = new component(pw, ph, "white", 0+w/50, h_mid-ph/2);
player2 = new component(pw, ph, "white", w-w/50-pw, h_mid-ph/2);
ball = new component(ball_size, ball_size, "white", w_mid-ball_size/2, h_mid-ball_size/2);
player1.speed = playerSpeed;
player2.speed = playerSpeed;
ball.speed = ballSpeed;
ball.dirX = -0.5;
ball.dirY = +0.5;
score1 = new score(score_size+"px", "Consolas", "white", w_mid-w/8, w/12);
score2 = new score(score_size+"px", "Consolas", "white", w_mid+w/8-score_size/2, w/12);
wall_top = new component(w, wall_size, "grey", 0, 0);
wall_bottom = new component(w, wall_size, "grey", 0, h-wall_size);
// Grid
const grid_size = w/500;
w_grid_mid = new component(w, grid_size, "darkgreen", 0, h_mid);
w_grid_u1 = new component(w, grid_size, "darkgreen", 0, h/4);
w_grid_d1 = new component(w, grid_size, "darkgreen", 0, h-h/4);
h_grid_mid = new component(grid_size, h, "darkgreen", w_mid, 0);
h_grid_u1 = new component(grid_size, h, "darkgreen", w/4, 0);
h_grid_d1 = new component(grid_size, h, "darkgreen", w-w/4, 0);
// dashed line TODO
// midLine = new component(grid_size, h, "white", w_mid, 0);
gameArea.start();
}
var gameArea = {
keys: [],
canvas : document.createElement("canvas"),
createGameArea : function() {
/* ratio 5/3 (1.66) */
var ratio = 1.66666;
this.canvas.width = 1500;
this.canvas.height = this.canvas.width / ratio;
this.ctx = this.canvas.getContext("2d");
var container = document.getElementById("canvas-container");
container.insertBefore(this.canvas, container.childNodes[0]);
},
start : function() {
this.interval = setInterval(gameLoop, 20);
window.addEventListener('keydown', function (e)
{ gameArea.addKey(e.key); })
window.addEventListener('keyup', function (e)
{ gameArea.deleteKey(e.key); })
},
addKey : function(key) {
key = key.toLowerCase();
var i = gameArea.keys.indexOf(key);
if (i == -1)
gameArea.keys.push(key);
},
deleteKey : function(key) {
key = key.toLowerCase();
var i = gameArea.keys.indexOf(key);
if (i != -1)
gameArea.keys.splice(i, 1);
},
clear : function() {
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
},
stop : function() {
clearInterval(this.interval);
}
}
function score(size, font, color, x, y)
{
this.size = size;
this.font = font;
this.color = color;
this.x = x;
this.y = y;
this.text = "0";
this.update = function() {
ctx = gameArea.ctx;
ctx.font = this.size + " " + this.font;
ctx.fillStyle = this.color;
ctx.fillText(this.text, this.x, this.y);
}
}
function component(width, height, color, x, y)
{
this.width = width;
this.height = height;
this.color = color;
this.x = x;
this.y = y;
this.dirX = 0;
this.dirY = 0;
this.speed = 1.0;
this.update = function() {
ctx = gameArea.ctx;
ctx.fillStyle = this.color;
ctx.fillRect(this.x, this.y, this.width, this.height);
}
this.move = function() {
this.x += this.dirX * this.speed;
this.y += this.dirY * this.speed;
}
this.collision = function(collider) { // From W3schools. To redo.
var myleft = this.x;
var myright = this.x + (this.width);
var mytop = this.y;
var mybottom = this.y + (this.height);
var otherleft = collider.x;
var otherright = collider.x + (collider.width);
var othertop = collider.y;
var otherbottom = collider.y + (collider.height);
if ((mybottom < othertop) ||
(mytop > otherbottom) ||
(myright < otherleft) ||
(myleft > otherright)) {
return false;
}
else
return true;
}
this.bounce = function() { // WIP
ball.dirX = ball.dirX * -1;
ball.dirY = ball.dirY * -1;
}
}
// Bad drawLine, TODO make a drawLine with fillRect()
function drawLine(start, end, color, pattern)
{
ctx = gameArea.ctx;
ctx.beginPath();
ctx.setLineDash(pattern);
ctx.moveTo(start[0], start[1]);
ctx.lineTo(end[0], end[1]);
ctx.strokeStyle = color;
ctx.stroke();
}
function line(width, height, color, x, y)
{
this.width = width;
this.height = height;
this.color = color;
this.x = x;
this.y = y;
this.dirX = 0;
this.dirY = 0;
this.speed = 1.0;
this.update = function() {
ctx = gameArea.ctx;
ctx.fillStyle = this.color;
ctx.fillRect(this.x, this.y, this.width, this.height);
}
}
function gameLoop()
{
handleInput();
ball.move();
if (ball.collision(wall_top))
ball.bounce();
if (ball.collision(wall_bottom))
ball.bounce();
if (ball.collision(player1))
ball.bounce();
if (ball.collision(player2))
ball.bounce();
draw();
}
function draw()
{
gameArea.clear();
if (gridDisplay)
drawGrid();
// drawLine([w_mid, 0], [w_mid, h], "white", [10, 10]); // bad
wall_top.update();
wall_bottom.update();
player1.update();
player2.update();
ball.update();
score1.update();
score2.update();
}
function drawGrid()
{
w_grid_mid.update();
w_grid_u1.update();
w_grid_d1.update();
h_grid_mid.update();
h_grid_u1.update();
h_grid_d1.update();
}
function handleInput()
{
var keys = gameArea.keys;
if (keys.length == 0)
return;
if (keys.indexOf("g") != -1)
{
gridDisplay = !gridDisplay;
gameArea.deleteKey("g");
}
playerMove(keys);
}
function playerMove(keys)
{
player1.dirY = 0;
if (keys.indexOf("w") != -1)
{ player1.dirY += -1; }
if (keys.indexOf("s") != -1)
{ player1.dirY += 1; }
player1.move();
if (player1.collision(wall_top) || player1.collision(wall_bottom))
{
player1.dirY = player1.dirY * -1;
player1.move();
}
player2.dirY = 0;
if (keys.indexOf("ArrowUp".toLowerCase()) != -1)
{ player2.dirY += -1; }
if (keys.indexOf("ArrowDown".toLowerCase()) != -1)
{ player2.dirY += 1; }
player2.move();
if (player2.collision(wall_top) || player2.collision(wall_bottom))
{
player2.dirY = player2.dirY * -1;
player2.move();
}
}
</script>
</body>
</html>

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src/pong.html Normal file
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<!DOCTYPE html>
<html>
<head>
<meta name="viewport" content="width=device-width, initial-scale=1.0"/>
<style>
body {
margin: 0;
background-color: #222425;
}
#canvas-container {
text-align: center;
border: dashed red 5px;
/* max-height: 80vh; */
/* overflow: hidden; */
}
canvas {
background-color: #333333;
max-width: 75vw;
/* max-height: 100vh; */
/* width: 80%; */
}
</style>
</head>
<body onload="startGame()">
<div id="canvas-container">
<!-- <p> =) </p> -->
</div>
<!-- <script type="module" src="pong.js"></script> -->
<script src="../build/pong.js"></script>
</body>
</html>

359
src/pong.ts Normal file
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// import {component, score, line} from "./class.js";
// @ts-check
let gridDisplay = false;
let pong: gameArea;
let wall_top: Rectangle;
let wall_bottom: Rectangle;
let player1: Player;
let player2: Player;
let ball: Ball;
let score1: TextElem;
let score2: TextElem;
let w_grid_mid: Rectangle;
let w_grid_u1: Rectangle;
let w_grid_d1: Rectangle;
let h_grid_mid: Rectangle;
let h_grid_u1: Rectangle;
let h_grid_d1: Rectangle;
function startGame()
{
pong = new gameArea();
// Const
let w = pong.canvas.width;
let h = pong.canvas.height;
let w_mid = w/2;
let h_mid = h/2;
const pw = w/50;
const ph = pw*5;
const ball_size = pw; // const ball_size = w/50;
const score_size = w/16;
const wall_size = w/100;
const playerSpeed = w/75;
const ballSpeed = w/75;
// Component
wall_top = new Rectangle({x: 0, y: 0}, "grey", w, wall_size);
wall_bottom = new Rectangle({x: 0, y: h-wall_size}, "grey", w, wall_size);
player1 = new Player({x: 0+w/50, y: h_mid-ph/2}, "white", pw, ph);
player2 = new Player({x: w-w/50-pw, y: h_mid-ph/2}, "white", pw, ph);
player1.speed = playerSpeed;
player2.speed = playerSpeed;
ball = new Ball({x: w_mid-ball_size/2, y: h_mid-ball_size/2}, "white", ball_size);
ball.speed = ballSpeed;
ball.dir.x = -0.8;
ball.dir.y = +0.2;
score1 = new TextElem({x: w_mid-w/8, y: w/12}, "white", score_size+"px");
score1.text = "0";
score2 = new TextElem({x: w_mid+w/8-score_size/2, y: w/12}, "white", score_size+"px");
score2.text = "0";
// Grid
const grid_size = w/500;
w_grid_mid = new Rectangle({x: 0, y: h_mid}, "darkgreen", w, grid_size);
w_grid_u1 = new Rectangle({x: 0, y: h/4}, "darkgreen", w, grid_size);
w_grid_d1 = new Rectangle({x: 0, y: h-h/4}, "darkgreen", w, grid_size);
h_grid_mid = new Rectangle({x: w_mid, y: 0}, "darkgreen", grid_size, h);
h_grid_u1 = new Rectangle({x: w/4, y: 0}, "darkgreen", grid_size, h);
h_grid_d1 = new Rectangle({x: w-w/4, y: 0}, "darkgreen", grid_size, h);
// dashed line TODO
// midLine = new component(grid_size, h, "white", w_mid, 0);
pong.start();
}
class gameArea {
keys: string[];
interval: number = 0;
canvas: HTMLCanvasElement;
ctx: CanvasRenderingContext2D;
constructor() {
this.keys = [];
// this.canvas = {};
this.canvas = document.createElement("canvas");
// this.ctx = {};
this.ctx = this.canvas.getContext("2d") as CanvasRenderingContext2D;
/* ratio 5/3 (1.66) */
const ratio = 1.66666;
this.canvas.width = 1500;
this.canvas.height = this.canvas.width / ratio;
let container = document.getElementById("canvas-container");
if (container)
container.insertBefore(this.canvas, container.childNodes[0]);
}
start() {
this.interval = setInterval(gameLoop, 20);
window.addEventListener('keydown', function (e) { pong.addKey(e.key); });
window.addEventListener('keyup', function (e) { pong.deleteKey(e.key); });
}
addKey(key: string) {
key = key.toLowerCase();
var i = pong.keys.indexOf(key);
if (i == -1)
pong.keys.push(key);
}
deleteKey(key: string) {
key = key.toLowerCase();
var i = pong.keys.indexOf(key);
if (i != -1)
pong.keys.splice(i, 1);
}
clear() {
// @ts-ignore
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
}
stop() {
clearInterval(this.interval);
}
}
// Bad drawLine, TODO make a drawLine with fillRect()
// function drawLine(start, end, color, pattern)
// {
// let ctx = pong.ctx;
// ctx.beginPath();
// ctx.setLineDash(pattern);
// ctx.moveTo(start[0], start[1]);
// ctx.lineTo(end[0], end[1]);
// ctx.strokeStyle = color;
// ctx.stroke();
// }
function gameLoop()
{
handleInput();
ball.move();
if (ball.collision(wall_top) || ball.collision(wall_bottom))
ball.bounce();
else if (ball.collision(player1))
ball.bounce(player1);
else if (ball.collision(player2))
ball.bounce(player2);
draw();
}
function draw()
{
pong.clear();
if (gridDisplay)
drawGrid();
// drawLine([w_mid, 0], [w_mid, h], "white", [10, 10]); // bad
wall_top.update();
wall_bottom.update();
player1.update();
player2.update();
ball.update();
score1.update();
score2.update();
}
function drawGrid()
{
w_grid_mid.update();
w_grid_u1.update();
w_grid_d1.update();
h_grid_mid.update();
h_grid_u1.update();
h_grid_d1.update();
}
function handleInput()
{
var keys = pong.keys;
if (keys.length == 0)
return;
if (keys.indexOf("g") != -1)
{
gridDisplay = !gridDisplay;
pong.deleteKey("g");
}
playerMove(keys);
}
function playerMove(keys: string[])
{
player1.dir.y = 0;
if (keys.indexOf("w") != -1)
{ player1.dir.y += -1; }
if (keys.indexOf("s") != -1)
{ player1.dir.y += 1; }
player1.move();
if (player1.collision(wall_top) || player1.collision(wall_bottom))
{
player1.dir.y = player1.dir.y * -1;
player1.move();
}
player2.dir.y = 0;
if (keys.indexOf("ArrowUp".toLowerCase()) != -1)
{ player2.dir.y += -1; }
if (keys.indexOf("ArrowDown".toLowerCase()) != -1)
{ player2.dir.y += 1; }
player2.move();
if (player2.collision(wall_top) || player2.collision(wall_bottom))
{
player2.dir.y = player2.dir.y * -1;
player2.move();
}
}
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// class.js
type Vector = {
x: number;
y: number;
}
interface Component {
pos: Vector;
color: string;
// ctx: CanvasRenderingContext2D;
update(): void;
}
class Rectangle implements Component {
pos: Vector;
color: string;
width: number;
height: number;
constructor(pos: Vector, color: string, width: number, height: number) {
this.pos = pos;
this.color = color;
this.width = width;
this.height = height;
}
update() {
let ctx = pong.ctx;
ctx.fillStyle = this.color;
ctx.fillRect(this.pos.x, this.pos.y, this.width, this.height);
}
collision(collider: Rectangle): boolean { // Collision WIP. To redo
var myleft = this.pos.x;
var myright = this.pos.x + (this.width);
var mytop = this.pos.y;
var mybottom = this.pos.y + (this.height);
var otherleft = collider.pos.x;
var otherright = collider.pos.x + (collider.width);
var othertop = collider.pos.y;
var otherbottom = collider.pos.y + (collider.height);
if ((mybottom < othertop)
|| (mytop > otherbottom)
|| (myright < otherleft)
|| (myleft > otherright)) {
return false;
}
else
return true;
}
}
interface Moving {
dir: Vector;
speed: number;
move(): void;
}
class Player extends Rectangle implements Moving {
dir: Vector = {x: 0.0, y: 0.0};
speed: number = 1;
constructor(pos: Vector, color: string, width: number, height: number) {
super(pos, color, width, height);
}
move() {
this.pos.x += this.dir.x * this.speed;
this.pos.y += this.dir.y * this.speed;
}
}
class Ball extends Rectangle implements Moving {
dir: Vector = {x: 0.0, y: 0.0};
speed: number = 1;
constructor(pos: Vector, color: string, size: number) {
super(pos, color, size, size);
}
move() {
this.pos.x += this.dir.x * this.speed;
this.pos.y += this.dir.y * this.speed;
}
bounce(collider?: Rectangle) {
if (collider instanceof Player)
this._bouncePlayer(collider);
else // Could be more generic, but it's OK, because in Pong collider can only be Player or Wall.
this._bounceWall();
}
private _bounceWall() { // Should be enough for Wall
ball.dir.y = ball.dir.y * -1;
}
private _bouncePlayer(collider: Player) { // WIP
// Bounce for Player need to be more complexe than this
ball.dir.x = ball.dir.x * -1;
}
}
// conflict with Text
class TextElem implements Component {
pos: Vector;
color: string;
size: string;
font: string = "Consolas";
text: string = "";
constructor(pos: Vector, color: string, size: string, font?: string) {
this.pos = pos;
this.color = color;
this.size = size;
if (font)
this.font = font;
}
update() {
let ctx = pong.ctx;
ctx.font = this.size + " " + this.font;
ctx.fillStyle = this.color;
ctx.fillText(this.text, this.pos.x, this.pos.y);
}
}
// class line {
// width: number;
// height: number;
// color: string;
// x: number;
// y: number;
// constructor(width: number, height: number, color: string, x: number, y: number) {
// this.width = width;
// this.height = height;
// this.color = color;
// this.x = x;
// this.y = y;
// }
// update() {
// let ctx = pong.ctx;
// ctx.fillStyle = this.color;
// ctx.fillRect(this.x, this.y, this.width, this.height);
// }
// }

105
tsconfig.json Normal file
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{
"include": ["./src"],
"compilerOptions": {
"outDir": "./build",
/* Visit https://aka.ms/tsconfig to read more about this file */
/* Projects */
// "incremental": true, /* Save .tsbuildinfo files to allow for incremental compilation of projects. */
// "composite": true, /* Enable constraints that allow a TypeScript project to be used with project references. */
// "tsBuildInfoFile": "./.tsbuildinfo", /* Specify the path to .tsbuildinfo incremental compilation file. */
// "disableSourceOfProjectReferenceRedirect": true, /* Disable preferring source files instead of declaration files when referencing composite projects. */
// "disableSolutionSearching": true, /* Opt a project out of multi-project reference checking when editing. */
// "disableReferencedProjectLoad": true, /* Reduce the number of projects loaded automatically by TypeScript. */
/* Language and Environment */
"target": "es2016", /* Set the JavaScript language version for emitted JavaScript and include compatible library declarations. */
// "lib": [], /* Specify a set of bundled library declaration files that describe the target runtime environment. */
// "jsx": "preserve", /* Specify what JSX code is generated. */
// "experimentalDecorators": true, /* Enable experimental support for TC39 stage 2 draft decorators. */
// "emitDecoratorMetadata": true, /* Emit design-type metadata for decorated declarations in source files. */
// "jsxFactory": "", /* Specify the JSX factory function used when targeting React JSX emit, e.g. 'React.createElement' or 'h'. */
// "jsxFragmentFactory": "", /* Specify the JSX Fragment reference used for fragments when targeting React JSX emit e.g. 'React.Fragment' or 'Fragment'. */
// "jsxImportSource": "", /* Specify module specifier used to import the JSX factory functions when using 'jsx: react-jsx*'. */
// "reactNamespace": "", /* Specify the object invoked for 'createElement'. This only applies when targeting 'react' JSX emit. */
// "noLib": true, /* Disable including any library files, including the default lib.d.ts. */
// "useDefineForClassFields": true, /* Emit ECMAScript-standard-compliant class fields. */
// "moduleDetection": "auto", /* Control what method is used to detect module-format JS files. */
/* Modules */
"module": "commonjs", /* Specify what module code is generated. */
// "rootDir": "./", /* Specify the root folder within your source files. */
// "moduleResolution": "node", /* Specify how TypeScript looks up a file from a given module specifier. */
// "baseUrl": "./", /* Specify the base directory to resolve non-relative module names. */
// "paths": {}, /* Specify a set of entries that re-map imports to additional lookup locations. */
// "rootDirs": [], /* Allow multiple folders to be treated as one when resolving modules. */
// "typeRoots": [], /* Specify multiple folders that act like './node_modules/@types'. */
// "types": [], /* Specify type package names to be included without being referenced in a source file. */
// "allowUmdGlobalAccess": true, /* Allow accessing UMD globals from modules. */
// "moduleSuffixes": [], /* List of file name suffixes to search when resolving a module. */
// "resolveJsonModule": true, /* Enable importing .json files. */
// "noResolve": true, /* Disallow 'import's, 'require's or '<reference>'s from expanding the number of files TypeScript should add to a project. */
/* JavaScript Support */
// "allowJs": true, /* Allow JavaScript files to be a part of your program. Use the 'checkJS' option to get errors from these files. */
// "checkJs": true, /* Enable error reporting in type-checked JavaScript files. */
// "maxNodeModuleJsDepth": 1, /* Specify the maximum folder depth used for checking JavaScript files from 'node_modules'. Only applicable with 'allowJs'. */
/* Emit */
// "declaration": true, /* Generate .d.ts files from TypeScript and JavaScript files in your project. */
// "declarationMap": true, /* Create sourcemaps for d.ts files. */
// "emitDeclarationOnly": true, /* Only output d.ts files and not JavaScript files. */
// "sourceMap": true, /* Create source map files for emitted JavaScript files. */
// "outFile": "./", /* Specify a file that bundles all outputs into one JavaScript file. If 'declaration' is true, also designates a file that bundles all .d.ts output. */
// "outDir": "./", /* Specify an output folder for all emitted files. */
// "removeComments": true, /* Disable emitting comments. */
// "noEmit": true, /* Disable emitting files from a compilation. */
// "importHelpers": true, /* Allow importing helper functions from tslib once per project, instead of including them per-file. */
// "importsNotUsedAsValues": "remove", /* Specify emit/checking behavior for imports that are only used for types. */
// "downlevelIteration": true, /* Emit more compliant, but verbose and less performant JavaScript for iteration. */
// "sourceRoot": "", /* Specify the root path for debuggers to find the reference source code. */
// "mapRoot": "", /* Specify the location where debugger should locate map files instead of generated locations. */
// "inlineSourceMap": true, /* Include sourcemap files inside the emitted JavaScript. */
// "inlineSources": true, /* Include source code in the sourcemaps inside the emitted JavaScript. */
// "emitBOM": true, /* Emit a UTF-8 Byte Order Mark (BOM) in the beginning of output files. */
// "newLine": "crlf", /* Set the newline character for emitting files. */
// "stripInternal": true, /* Disable emitting declarations that have '@internal' in their JSDoc comments. */
// "noEmitHelpers": true, /* Disable generating custom helper functions like '__extends' in compiled output. */
// "noEmitOnError": true, /* Disable emitting files if any type checking errors are reported. */
// "preserveConstEnums": true, /* Disable erasing 'const enum' declarations in generated code. */
// "declarationDir": "./", /* Specify the output directory for generated declaration files. */
// "preserveValueImports": true, /* Preserve unused imported values in the JavaScript output that would otherwise be removed. */
/* Interop Constraints */
// "isolatedModules": true, /* Ensure that each file can be safely transpiled without relying on other imports. */
// "allowSyntheticDefaultImports": true, /* Allow 'import x from y' when a module doesn't have a default export. */
"esModuleInterop": true, /* Emit additional JavaScript to ease support for importing CommonJS modules. This enables 'allowSyntheticDefaultImports' for type compatibility. */
// "preserveSymlinks": true, /* Disable resolving symlinks to their realpath. This correlates to the same flag in node. */
"forceConsistentCasingInFileNames": true, /* Ensure that casing is correct in imports. */
/* Type Checking */
"strict": true, /* Enable all strict type-checking options. */
// "noImplicitAny": true, /* Enable error reporting for expressions and declarations with an implied 'any' type. */
// "strictNullChecks": true, /* When type checking, take into account 'null' and 'undefined'. */
// "strictFunctionTypes": true, /* When assigning functions, check to ensure parameters and the return values are subtype-compatible. */
// "strictBindCallApply": true, /* Check that the arguments for 'bind', 'call', and 'apply' methods match the original function. */
// "strictPropertyInitialization": true, /* Check for class properties that are declared but not set in the constructor. */
// "noImplicitThis": true, /* Enable error reporting when 'this' is given the type 'any'. */
// "useUnknownInCatchVariables": true, /* Default catch clause variables as 'unknown' instead of 'any'. */
// "alwaysStrict": true, /* Ensure 'use strict' is always emitted. */
// "noUnusedLocals": true, /* Enable error reporting when local variables aren't read. */
// "noUnusedParameters": true, /* Raise an error when a function parameter isn't read. */
// "exactOptionalPropertyTypes": true, /* Interpret optional property types as written, rather than adding 'undefined'. */
// "noImplicitReturns": true, /* Enable error reporting for codepaths that do not explicitly return in a function. */
// "noFallthroughCasesInSwitch": true, /* Enable error reporting for fallthrough cases in switch statements. */
// "noUncheckedIndexedAccess": true, /* Add 'undefined' to a type when accessed using an index. */
// "noImplicitOverride": true, /* Ensure overriding members in derived classes are marked with an override modifier. */
// "noPropertyAccessFromIndexSignature": true, /* Enforces using indexed accessors for keys declared using an indexed type. */
// "allowUnusedLabels": true, /* Disable error reporting for unused labels. */
// "allowUnreachableCode": true, /* Disable error reporting for unreachable code. */
/* Completeness */
// "skipDefaultLibCheck": true, /* Skip type checking .d.ts files that are included with TypeScript. */
"skipLibCheck": true /* Skip type checking all .d.ts files. */
}
}