basic node server
+ very interesting back and forth in TS/JS configs 🤡
This commit is contained in:
4
.gitignore
vendored
4
.gitignore
vendored
@@ -15,9 +15,9 @@ Thumbs.db
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*.log
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.env
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jsconfig.json
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node_modules
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build
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*.js
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www/**/*.html
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large
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old
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13
jsconfig.json
Normal file
13
jsconfig.json
Normal file
@@ -0,0 +1,13 @@
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{
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"compilerOptions": {
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"module": "ESNext",
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"moduleResolution": "Node",
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"target": "ES2020",
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"strictNullChecks": true,
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"strictFunctionTypes": true
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},
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"exclude": [
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"node_modules",
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"**/node_modules/*"
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]
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}
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4
make.sh
Normal file
4
make.sh
Normal file
@@ -0,0 +1,4 @@
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#!/bin/bash
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npx tsc
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mkdir -p www
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cp ./src/client/*.js ./src/client/*.html ./www/
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13
package-lock.json
generated
13
package-lock.json
generated
@@ -5,9 +5,16 @@
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"packages": {
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"": {
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"devDependencies": {
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"@types/node": "^18.11.5",
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"typescript": "^4.8.4"
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}
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},
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"node_modules/@types/node": {
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"version": "18.11.5",
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"resolved": "https://registry.npmjs.org/@types/node/-/node-18.11.5.tgz",
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"integrity": "sha512-3JRwhbjI+cHLAkUorhf8RnqUbFXajvzX4q6fMn5JwkgtuwfYtRQYI3u4V92vI6NJuTsbBQWWh3RZjFsuevyMGQ==",
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"dev": true
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},
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"node_modules/typescript": {
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"version": "4.8.4",
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"resolved": "https://registry.npmjs.org/typescript/-/typescript-4.8.4.tgz",
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@@ -23,6 +30,12 @@
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}
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},
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"dependencies": {
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"@types/node": {
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"version": "18.11.5",
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"resolved": "https://registry.npmjs.org/@types/node/-/node-18.11.5.tgz",
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||||
"integrity": "sha512-3JRwhbjI+cHLAkUorhf8RnqUbFXajvzX4q6fMn5JwkgtuwfYtRQYI3u4V92vI6NJuTsbBQWWh3RZjFsuevyMGQ==",
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"dev": true
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},
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"typescript": {
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"version": "4.8.4",
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"resolved": "https://registry.npmjs.org/typescript/-/typescript-4.8.4.tgz",
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@@ -1,5 +1,7 @@
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{
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"type": "module",
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"devDependencies": {
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"@types/node": "^18.11.5",
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"typescript": "^4.8.4"
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}
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}
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267
src/client/class.ts
Normal file
267
src/client/class.ts
Normal file
@@ -0,0 +1,267 @@
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// type Vector = {
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// x: number;
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// y: number;
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// }
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class Vector {
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x: number;
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y: number;
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constructor(x: number = 0, y: number = 0) {
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this.x = x;
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this.y = y;
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}
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assign(x: number, y: number) {
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this.x = x;
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this.y = y;
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}
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}
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class VectorInteger extends Vector {
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// PLACEHOLDER
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// VectorInteger with set/get dont work (No draw on the screen). Why ?
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}
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/*
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class VectorInteger {
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// private _x: number = 0;
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// private _y: number = 0;
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// constructor(x: number = 0, y: number = 0) {
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// this._x = x;
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// this._y = y;
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// }
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// get x(): number {
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// return this._x;
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// }
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// set x(v: number) {
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// // this._x = Math.floor(v);
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// this._x = v;
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// }
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// get y(): number {
|
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// return this._y;
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// }
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// set y(v: number) {
|
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// // this._y = Math.floor(v);
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// this._y = v;
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// }
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}
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*/
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interface Component {
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pos: VectorInteger;
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color: string;
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ctx: CanvasRenderingContext2D; // TODO: reference in place of global 'pong.ctx' call
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update(): void;
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clear(): void;
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}
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class Rectangle implements Component {
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ctx: CanvasRenderingContext2D;
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pos: VectorInteger;
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color: string;
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width: number;
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height: number;
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constructor(ctx: CanvasRenderingContext2D, pos: VectorInteger, color: string, width: number, height: number) {
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this.ctx = ctx;
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this.pos = Object.assign({}, pos);
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this.color = color;
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this.width = width;
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this.height = height;
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}
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update() {
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this.ctx.fillStyle = this.color;
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this.ctx.fillRect(this.pos.x, this.pos.y, this.width, this.height);
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}
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clear(pos?: VectorInteger) {
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if (pos)
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this.ctx.clearRect(pos.x, pos.y, this.width, this.height);
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else
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this.ctx.clearRect(this.pos.x, this.pos.y, this.width, this.height);
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}
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collision(collider: Rectangle): boolean { // Collision WIP. To redo
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var myleft = this.pos.x;
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var myright = this.pos.x + (this.width);
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var mytop = this.pos.y;
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var mybottom = this.pos.y + (this.height);
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var otherleft = collider.pos.x;
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var otherright = collider.pos.x + (collider.width);
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var othertop = collider.pos.y;
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var otherbottom = collider.pos.y + (collider.height);
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if ((mybottom < othertop)
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|| (mytop > otherbottom)
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|| (myright < otherleft)
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|| (myleft > otherright)) {
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return false;
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}
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else
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return true;
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}
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}
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interface Moving {
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dir: Vector;
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speed: number;
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move(): void;
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}
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class MovingRectangle extends Rectangle implements Moving {
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dir: Vector = new Vector(0,0);
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speed: number;
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readonly baseSpeed: number;
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constructor(ctx: CanvasRenderingContext2D, pos: VectorInteger, color: string, width: number, height: number, baseSpeed: number) {
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super(ctx, pos, color, width, height);
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this.baseSpeed = baseSpeed;
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this.speed = baseSpeed;
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}
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move() { // Math.floor WIP until VectorInteger debug
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this.pos.x += Math.floor(this.dir.x * this.speed);
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this.pos.y += Math.floor(this.dir.y * this.speed);
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}
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moveAndCollide(colliderArr: Rectangle[]) {
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let oldPos = Object.assign({}, this.pos);
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this.move();
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if (colliderArr.some(this.collision, this))
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{
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this.pos.x = oldPos.x;
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this.pos.y = oldPos.y;
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}
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else
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{
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this.clear(oldPos);
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this.update();
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}
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}
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}
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class Player extends MovingRectangle {
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constructor(ctx: CanvasRenderingContext2D, pos: VectorInteger, color: string, width: number, height: number, baseSpeed: number) {
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super(ctx, pos, color, width, height, baseSpeed);
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}
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}
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class Ball extends MovingRectangle {
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constructor(ctx: CanvasRenderingContext2D, pos: VectorInteger, color: string, size: number, baseSpeed: number) {
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super(ctx, pos, color, size, size, baseSpeed);
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}
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bounce(collider?: Rectangle) {
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/* Could be more generic, but testing only player is enough,
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because in Pong collider can only be Player or Wall. */
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if (collider instanceof Player) {
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this._bouncePlayer(collider);
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}
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else {
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this._bounceWall();
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}
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}
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moveAndBounce(colliderArr: Rectangle[]) {
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let oldPos = Object.assign({}, this.pos);
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this.move();
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let i = colliderArr.findIndex(this.collision, this);
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if (i != -1)
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{
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this.bounce(colliderArr[i]);
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this.move();
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}
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this.clear(oldPos);
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this.update();
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}
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private _bounceWall() { // Should be enough for Wall
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this.dir.y = this.dir.y * -1;
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}
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private _bouncePlayer(collider: Player) { // WIP
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// Bounce for Player need to be more complexe than this
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this.speed += this.baseSpeed/20;
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this.dir.x = this.dir.x * -1;
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}
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}
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// conflict with Text
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class TextElem implements Component {
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ctx: CanvasRenderingContext2D;
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pos: VectorInteger;
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color: string;
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size: number;
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font: string;
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text: string = "";
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constructor(ctx: CanvasRenderingContext2D, pos: VectorInteger, color: string, size: number, font: string = "Bit5x3") {
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this.ctx = ctx;
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this.pos = Object.assign({}, pos);
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this.color = color;
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this.size = size;
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this.font = font;
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}
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update() {
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this.ctx.font = this.size + "px" + " " + this.font;
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this.ctx.fillStyle = this.color;
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this.ctx.fillText(this.text, this.pos.x, this.pos.y);
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}
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clear() {
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// clear no very accurate for Text
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// https://developer.mozilla.org/en-US/docs/Web/API/TextMetrics
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let textMetric = this.ctx.measureText(this.text);
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// console.log("textMetric.width = "+textMetric.width);
|
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// console.log("size = "+this.size);
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// console.log("x = "+this.pos.x);
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// console.log("y = "+this.pos.y);
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this.ctx.clearRect(this.pos.x - 1, this.pos.y-this.size + 1, textMetric.width, this.size);
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// +1 and -1 because float imprecision (and Math.floor() with VectorInteger dont work for the moment)
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// (or maybe its textMetric imprecision ?)
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}
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}
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class TextNumericValue extends TextElem {
|
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private _value: number = 0;
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constructor(ctx: CanvasRenderingContext2D, pos: VectorInteger, color: string, size: number, font?: string) {
|
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super(ctx, pos, color, size, font);
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}
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get value() {
|
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return this._value;
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}
|
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set value(v: number) {
|
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this._value = v;
|
||||
this.text = v.toString();
|
||||
}
|
||||
}
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|
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class Line extends Rectangle {
|
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gapeCount: number = 0;
|
||||
segmentCount: number;
|
||||
segmentWidth: number;
|
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segmentHeight: number;
|
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constructor(ctx: CanvasRenderingContext2D, pos: VectorInteger, color: string, width: number, height: number, gapeCount?: number) {
|
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super(ctx, pos, color, width, height);
|
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if (gapeCount)
|
||||
this.gapeCount = gapeCount;
|
||||
this.segmentCount = this.gapeCount * 2 + 1;
|
||||
|
||||
this.segmentWidth = this.width;
|
||||
this.segmentHeight = this.height / this.segmentCount;
|
||||
|
||||
// for Horizontal Line
|
||||
// this.segmentWidth = this.width / this.segmentCount;
|
||||
// this.segmentHeight = this.height;
|
||||
}
|
||||
update() {
|
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this.ctx.fillStyle = this.color;
|
||||
let pos: VectorInteger = new VectorInteger;
|
||||
let i = 0;
|
||||
while (i < this.segmentCount)
|
||||
{
|
||||
// for Horizontal Line
|
||||
// pos.y = this.pos.y;
|
||||
// pos.x = this.pos.x + this.segmentWidth * i;
|
||||
pos.x = this.pos.x;
|
||||
pos.y = this.pos.y + this.segmentHeight * i;
|
||||
this.ctx.fillRect(pos.x, pos.y, this.segmentWidth, this.segmentHeight);
|
||||
i += 2;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
export {Vector, VectorInteger, Rectangle, MovingRectangle, Player, Ball, TextElem, TextNumericValue, Line}
|
||||
@@ -17,7 +17,7 @@
|
||||
}
|
||||
#canvas-container {
|
||||
text-align: center;
|
||||
border: dashed red 5px;
|
||||
/* border: dashed red 5px; */
|
||||
/* max-height: 80vh; */
|
||||
/* overflow: hidden; */
|
||||
}
|
||||
@@ -29,13 +29,12 @@
|
||||
}
|
||||
</style>
|
||||
</head>
|
||||
<body onload="startGame()">
|
||||
|
||||
<body>
|
||||
<div id="canvas-container">
|
||||
<!-- <p> =) </p> -->
|
||||
</div>
|
||||
|
||||
<!-- <script type="module" src="pong.js"></script> -->
|
||||
<script src="../build/pong.js"></script>
|
||||
<script src="http://localhost:8080/pong.js" type="module" defer></script>
|
||||
</body>
|
||||
|
||||
</html>
|
||||
277
src/client/pong.ts
Normal file
277
src/client/pong.ts
Normal file
@@ -0,0 +1,277 @@
|
||||
|
||||
/* Keys
|
||||
Player 1: W/S
|
||||
Player 2: Up/Down
|
||||
Grid On-Off: G
|
||||
*/
|
||||
|
||||
import {Vector, VectorInteger, Rectangle, MovingRectangle, Player, Ball, TextElem, TextNumericValue, Line} from "./class.js";
|
||||
// @ts-check
|
||||
|
||||
let gridDisplay = false;
|
||||
let ballInPlay = true;
|
||||
|
||||
let pong: gameArea;
|
||||
|
||||
let wall_top: Rectangle;
|
||||
let wall_bottom: Rectangle;
|
||||
let player1: Player;
|
||||
let player2: Player;
|
||||
let ball: Ball;
|
||||
let score1: TextNumericValue;
|
||||
let score2: TextNumericValue;
|
||||
let midLine: Line;
|
||||
|
||||
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
|
||||
const w = pong.canvas.width;
|
||||
const h = pong.canvas.height;
|
||||
const w_mid = Math.floor(w/2);
|
||||
const h_mid = Math.floor(h/2);
|
||||
const pw = Math.floor(w/50);
|
||||
const ph = pw*5;
|
||||
const ballSize = pw;
|
||||
const scoreSize = Math.floor(w/16);
|
||||
const midLineSize = Math.floor(w/150);
|
||||
const wallSize = Math.floor(w/100);
|
||||
const gridSize = Math.floor(w/500);
|
||||
const playerSpeed = Math.floor(w/75);
|
||||
const ballSpeed = Math.floor(w/75);
|
||||
|
||||
let pos = new VectorInteger;
|
||||
// Component
|
||||
pos.assign(0, 0);
|
||||
wall_top = new Rectangle(pong.ctx, pos, "grey", w, wallSize);
|
||||
pos.assign(0, h-wallSize);
|
||||
wall_bottom = new Rectangle(pong.ctx, pos, "grey", w, wallSize);
|
||||
|
||||
pos.assign(0+pw, h_mid-ph/2);
|
||||
player1 = new Player(pong.ctx, pos, "white", pw, ph, playerSpeed);
|
||||
pos.assign(w-pw-pw, h_mid-ph/2);
|
||||
player2 = new Player(pong.ctx, pos, "white", pw, ph, playerSpeed);
|
||||
|
||||
pos.assign(w_mid-ballSize/2, h_mid-ballSize/2);
|
||||
ball = new Ball(pong.ctx, pos, "white", ballSize, ballSpeed);
|
||||
ball.dir.assign(-0.8, +0.2);
|
||||
|
||||
pos.assign(w_mid-scoreSize*1.6, scoreSize*1.5);
|
||||
score1 = new TextNumericValue(pong.ctx, pos, "white", scoreSize);
|
||||
pos.assign(w_mid+scoreSize*1.1, scoreSize*1.5);
|
||||
score2 = new TextNumericValue(pong.ctx, pos, "white", scoreSize);
|
||||
score1.value = 0;
|
||||
score2.value = 0;
|
||||
|
||||
pos.assign(w_mid-midLineSize/2, 0+wallSize);
|
||||
midLine = new Line(pong.ctx, pos, "white", midLineSize, h-wallSize*2, 15);
|
||||
|
||||
// Grid
|
||||
pos.assign(0, h_mid);
|
||||
w_grid_mid = new Rectangle(pong.ctx, pos, "darkgreen", w, gridSize);
|
||||
pos.assign(0, h/4);
|
||||
w_grid_u1 = new Rectangle(pong.ctx, pos, "darkgreen", w, gridSize);
|
||||
pos.assign(0, h-h/4);
|
||||
w_grid_d1 = new Rectangle(pong.ctx, pos, "darkgreen", w, gridSize);
|
||||
pos.assign(w_mid, 0);
|
||||
h_grid_mid = new Rectangle(pong.ctx, pos, "darkgreen", gridSize, h);
|
||||
pos.assign(w/4, 0);
|
||||
h_grid_u1 = new Rectangle(pong.ctx, pos, "darkgreen", gridSize, h);
|
||||
pos.assign(w-w/4, 0);
|
||||
h_grid_d1 = new Rectangle(pong.ctx, pos, "darkgreen", gridSize, h);
|
||||
|
||||
// Start
|
||||
score1.update(); // first Text draw init the custom font (graphic leftover ortherwise) (a better solution ?)
|
||||
drawInit();
|
||||
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 = window.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() {
|
||||
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
|
||||
}
|
||||
stop() {
|
||||
clearInterval(this.interval);
|
||||
}
|
||||
}
|
||||
|
||||
function gameLoop()
|
||||
{
|
||||
/*
|
||||
// I try to clear only what need to be update.
|
||||
// Will revert to clear() all if not satisfactory.
|
||||
pong.clear();
|
||||
*/
|
||||
handleInput();
|
||||
|
||||
if (ballInPlay)
|
||||
{
|
||||
ball.moveAndBounce([wall_top, wall_bottom, player1, player2]);
|
||||
if (ball.pos.x > pong.canvas.width) {
|
||||
ballInPlay = false;
|
||||
score1.clear();
|
||||
++score1.value;
|
||||
setTimeout(newRound, 1500);
|
||||
}
|
||||
else if (ball.pos.x < 0 - ball.width) {
|
||||
ballInPlay = false;
|
||||
score2.clear();
|
||||
++score2.value;
|
||||
setTimeout(newRound, 1500);
|
||||
}
|
||||
}
|
||||
|
||||
draw();
|
||||
}
|
||||
|
||||
function newRound()
|
||||
{
|
||||
// https://fr.wikipedia.org/wiki/Tennis_de_table#Nombre_de_manches
|
||||
if (score1.value >= 11
|
||||
|| score2.value >= 11)
|
||||
{
|
||||
if (Math.abs(score1.value - score2.value) >= 2)
|
||||
{
|
||||
if (score1.value > score2.value) {
|
||||
alert("Player 1 WIN");
|
||||
}
|
||||
else {
|
||||
alert("Player 2 WIN");
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
ball.pos.x = pong.canvas.width/2;
|
||||
ball.pos.y = (pong.canvas.height * 0.1) + Math.floor(random() * (pong.canvas.height * 0.8));
|
||||
ball.speed = ball.baseSpeed;
|
||||
ballInPlay = true;
|
||||
}
|
||||
|
||||
function random(min: number = 0, max: number = 1) {
|
||||
return Math.random() * (max - min) + min;
|
||||
}
|
||||
|
||||
function draw()
|
||||
{
|
||||
if (gridDisplay) {
|
||||
drawGrid();
|
||||
}
|
||||
midLine.update();
|
||||
score1.update();
|
||||
score2.update();
|
||||
}
|
||||
|
||||
function drawStatic()
|
||||
{
|
||||
wall_top.update();
|
||||
wall_bottom.update();
|
||||
midLine.update();
|
||||
}
|
||||
|
||||
function drawInit()
|
||||
{
|
||||
pong.clear();
|
||||
drawStatic();
|
||||
player1.update();
|
||||
player2.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)
|
||||
{
|
||||
if (gridDisplay)
|
||||
{
|
||||
pong.clear();
|
||||
drawStatic();
|
||||
}
|
||||
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.moveAndCollide([wall_top, wall_bottom]);
|
||||
|
||||
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.moveAndCollide([wall_top, wall_bottom]);
|
||||
}
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
startGame();
|
||||
542
src/pong.ts
542
src/pong.ts
@@ -1,542 +0,0 @@
|
||||
|
||||
/* Keys
|
||||
Player 1: W/S
|
||||
Player 2: Up/Down
|
||||
Grid On-Off: G
|
||||
*/
|
||||
|
||||
// import {component, score, line} from "./class.js";
|
||||
// @ts-check
|
||||
|
||||
let gridDisplay = false;
|
||||
let ballInPlay = true;
|
||||
|
||||
let pong: gameArea;
|
||||
|
||||
let wall_top: Rectangle;
|
||||
let wall_bottom: Rectangle;
|
||||
let player1: Player;
|
||||
let player2: Player;
|
||||
let ball: Ball;
|
||||
let score1: TextNumericValue;
|
||||
let score2: TextNumericValue;
|
||||
let midLine: Line;
|
||||
|
||||
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
|
||||
const w = pong.canvas.width;
|
||||
const h = pong.canvas.height;
|
||||
const w_mid = Math.floor(w/2);
|
||||
const h_mid = Math.floor(h/2);
|
||||
const pw = Math.floor(w/50);
|
||||
const ph = pw*5;
|
||||
const ballSize = pw;
|
||||
const scoreSize = Math.floor(w/16);
|
||||
const midLineSize = Math.floor(w/150);
|
||||
const wallSize = Math.floor(w/100);
|
||||
const gridSize = Math.floor(w/500);
|
||||
const playerSpeed = Math.floor(w/75);
|
||||
const ballSpeed = Math.floor(w/75);
|
||||
|
||||
let pos = new VectorInteger;
|
||||
// Component
|
||||
pos.assign(0, 0);
|
||||
wall_top = new Rectangle(pos, "grey", w, wallSize);
|
||||
pos.assign(0, h-wallSize);
|
||||
wall_bottom = new Rectangle(pos, "grey", w, wallSize);
|
||||
|
||||
pos.assign(0+pw, h_mid-ph/2);
|
||||
player1 = new Player(pos, "white", pw, ph, playerSpeed);
|
||||
pos.assign(w-pw-pw, h_mid-ph/2);
|
||||
player2 = new Player(pos, "white", pw, ph, playerSpeed);
|
||||
|
||||
pos.assign(w_mid-ballSize/2, h_mid-ballSize/2);
|
||||
ball = new Ball(pos, "white", ballSize, ballSpeed);
|
||||
ball.dir.assign(-0.8, +0.2);
|
||||
|
||||
pos.assign(w_mid-scoreSize*1.6, scoreSize*1.5);
|
||||
score1 = new TextNumericValue(pos, "white", scoreSize);
|
||||
pos.assign(w_mid+scoreSize*1.1, scoreSize*1.5);
|
||||
score2 = new TextNumericValue(pos, "white", scoreSize);
|
||||
score1.value = 0;
|
||||
score2.value = 0;
|
||||
|
||||
pos.assign(w_mid-midLineSize/2, 0+wallSize);
|
||||
midLine = new Line(pos, "white", midLineSize, h-wallSize*2, 15);
|
||||
|
||||
// Grid
|
||||
pos.assign(0, h_mid);
|
||||
w_grid_mid = new Rectangle(pos, "darkgreen", w, gridSize);
|
||||
pos.assign(0, h/4);
|
||||
w_grid_u1 = new Rectangle(pos, "darkgreen", w, gridSize);
|
||||
pos.assign(0, h-h/4);
|
||||
w_grid_d1 = new Rectangle(pos, "darkgreen", w, gridSize);
|
||||
pos.assign(w_mid, 0);
|
||||
h_grid_mid = new Rectangle(pos, "darkgreen", gridSize, h);
|
||||
pos.assign(w/4, 0);
|
||||
h_grid_u1 = new Rectangle(pos, "darkgreen", gridSize, h);
|
||||
pos.assign(w-w/4, 0);
|
||||
h_grid_d1 = new Rectangle(pos, "darkgreen", gridSize, h);
|
||||
|
||||
// Start
|
||||
score1.update(); // first Text draw init the custom font (graphic leftover ortherwise) (a better solution ?)
|
||||
drawInit();
|
||||
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() {
|
||||
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
|
||||
}
|
||||
stop() {
|
||||
clearInterval(this.interval);
|
||||
}
|
||||
}
|
||||
|
||||
function gameLoop()
|
||||
{
|
||||
/*
|
||||
// I try to clear only what need to be update.
|
||||
// Will revert to clear() all if not satisfactory.
|
||||
pong.clear();
|
||||
*/
|
||||
handleInput();
|
||||
|
||||
if (ballInPlay)
|
||||
{
|
||||
ball.moveAndBounce([wall_top, wall_bottom, player1, player2]);
|
||||
if (ball.pos.x > pong.canvas.width) {
|
||||
ballInPlay = false;
|
||||
score1.clear();
|
||||
++score1.value;
|
||||
setTimeout(newRound, 1500);
|
||||
}
|
||||
else if (ball.pos.x < 0 - ball.width) {
|
||||
ballInPlay = false;
|
||||
score2.clear();
|
||||
++score2.value;
|
||||
setTimeout(newRound, 1500);
|
||||
}
|
||||
}
|
||||
|
||||
draw();
|
||||
}
|
||||
|
||||
function newRound()
|
||||
{
|
||||
// https://fr.wikipedia.org/wiki/Tennis_de_table#Nombre_de_manches
|
||||
if (score1.value >= 11
|
||||
|| score2.value >= 11)
|
||||
{
|
||||
if (Math.abs(score1.value - score2.value) >= 2)
|
||||
{
|
||||
if (score1.value > score2.value) {
|
||||
alert("Player 1 WIN");
|
||||
}
|
||||
else {
|
||||
alert("Player 2 WIN");
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
ball.pos.x = pong.canvas.width/2;
|
||||
ball.pos.y = pong.canvas.height/4 + Math.floor(random() * pong.canvas.height/2);
|
||||
ball.speed = ball.baseSpeed;
|
||||
ballInPlay = true;
|
||||
}
|
||||
|
||||
function random(min: number = 0, max: number = 1) {
|
||||
return Math.random() * (max - min) + min;
|
||||
}
|
||||
|
||||
function draw()
|
||||
{
|
||||
if (gridDisplay) {
|
||||
drawGrid();
|
||||
}
|
||||
midLine.update();
|
||||
score1.update();
|
||||
score2.update();
|
||||
}
|
||||
|
||||
function drawStatic()
|
||||
{
|
||||
wall_top.update();
|
||||
wall_bottom.update();
|
||||
midLine.update();
|
||||
}
|
||||
|
||||
function drawInit()
|
||||
{
|
||||
pong.clear();
|
||||
drawStatic();
|
||||
player1.update();
|
||||
player2.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)
|
||||
{
|
||||
if (gridDisplay)
|
||||
{
|
||||
pong.clear();
|
||||
drawStatic();
|
||||
}
|
||||
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.moveAndCollide([wall_top, wall_bottom]);
|
||||
|
||||
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.moveAndCollide([wall_top, wall_bottom]);
|
||||
}
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
// class.js
|
||||
|
||||
// type Vector = {
|
||||
// x: number;
|
||||
// y: number;
|
||||
// }
|
||||
|
||||
class Vector {
|
||||
x: number;
|
||||
y: number;
|
||||
constructor(x: number = 0, y: number = 0) {
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
}
|
||||
assign(x: number, y: number) {
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
}
|
||||
}
|
||||
|
||||
class VectorInteger extends Vector {
|
||||
// PLACEHOLDER
|
||||
// VectorInteger with set/get dont work (No draw on the screen). Why ?
|
||||
}
|
||||
|
||||
/*
|
||||
class VectorInteger {
|
||||
// private _x: number = 0;
|
||||
// private _y: number = 0;
|
||||
// constructor(x: number = 0, y: number = 0) {
|
||||
// this._x = x;
|
||||
// this._y = y;
|
||||
// }
|
||||
// get x(): number {
|
||||
// return this._x;
|
||||
// }
|
||||
// set x(v: number) {
|
||||
// // this._x = Math.floor(v);
|
||||
// this._x = v;
|
||||
// }
|
||||
// get y(): number {
|
||||
// return this._y;
|
||||
// }
|
||||
// set y(v: number) {
|
||||
// // this._y = Math.floor(v);
|
||||
// this._y = v;
|
||||
// }
|
||||
}
|
||||
*/
|
||||
|
||||
interface Component {
|
||||
pos: VectorInteger;
|
||||
color: string;
|
||||
// ctx: CanvasRenderingContext2D; // TODO: reference in place of global 'pong.ctx' call
|
||||
update(): void;
|
||||
clear(): void;
|
||||
}
|
||||
|
||||
|
||||
class Rectangle implements Component {
|
||||
pos: VectorInteger;
|
||||
color: string;
|
||||
width: number;
|
||||
height: number;
|
||||
constructor(pos: VectorInteger, color: string, width: number, height: number) {
|
||||
this.pos = Object.assign({}, 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);
|
||||
}
|
||||
clear(pos?: VectorInteger) {
|
||||
let ctx = pong.ctx;
|
||||
if (pos)
|
||||
ctx.clearRect(pos.x, pos.y, this.width, this.height);
|
||||
else
|
||||
ctx.clearRect(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 MovingRectangle extends Rectangle implements Moving {
|
||||
dir: Vector = new Vector(0,0);
|
||||
speed: number;
|
||||
readonly baseSpeed: number;
|
||||
constructor(pos: VectorInteger, color: string, width: number, height: number, baseSpeed: number) {
|
||||
super(pos, color, width, height);
|
||||
this.baseSpeed = baseSpeed;
|
||||
this.speed = baseSpeed;
|
||||
}
|
||||
move() { // Math.floor WIP until VectorInteger debug
|
||||
this.pos.x += Math.floor(this.dir.x * this.speed);
|
||||
this.pos.y += Math.floor(this.dir.y * this.speed);
|
||||
}
|
||||
moveAndCollide(colliderArr: Rectangle[]) {
|
||||
let oldPos = Object.assign({}, this.pos);
|
||||
this.move();
|
||||
if (colliderArr.some(this.collision, this))
|
||||
{
|
||||
this.pos.x = oldPos.x;
|
||||
this.pos.y = oldPos.y;
|
||||
}
|
||||
else
|
||||
{
|
||||
this.clear(oldPos);
|
||||
this.update();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
class Player extends MovingRectangle {
|
||||
constructor(pos: VectorInteger, color: string, width: number, height: number, baseSpeed: number) {
|
||||
super(pos, color, width, height, baseSpeed);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
class Ball extends MovingRectangle {
|
||||
constructor(pos: VectorInteger, color: string, size: number, baseSpeed: number) {
|
||||
super(pos, color, size, size, baseSpeed);
|
||||
}
|
||||
bounce(collider?: Rectangle) {
|
||||
/* Could be more generic, but testing only player is enough,
|
||||
because in Pong collider can only be Player or Wall. */
|
||||
if (collider instanceof Player) {
|
||||
this._bouncePlayer(collider);
|
||||
}
|
||||
else {
|
||||
this._bounceWall();
|
||||
}
|
||||
}
|
||||
moveAndBounce(colliderArr: Rectangle[]) {
|
||||
let oldPos = Object.assign({}, this.pos);
|
||||
this.move();
|
||||
let i = colliderArr.findIndex(this.collision, this);
|
||||
if (i != -1)
|
||||
{
|
||||
this.bounce(colliderArr[i]);
|
||||
this.move();
|
||||
}
|
||||
this.clear(oldPos);
|
||||
this.update();
|
||||
}
|
||||
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
|
||||
this.speed += this.baseSpeed/20;
|
||||
ball.dir.x = ball.dir.x * -1;
|
||||
}
|
||||
}
|
||||
|
||||
// conflict with Text
|
||||
class TextElem implements Component {
|
||||
pos: VectorInteger;
|
||||
color: string;
|
||||
size: number;
|
||||
font: string;
|
||||
text: string = "";
|
||||
constructor(pos: VectorInteger, color: string, size: number, font: string = "Bit5x3") {
|
||||
this.pos = Object.assign({}, pos);
|
||||
this.color = color;
|
||||
this.size = size;
|
||||
this.font = font;
|
||||
}
|
||||
update() {
|
||||
let ctx = pong.ctx;
|
||||
ctx.font = this.size + "px" + " " + this.font;
|
||||
ctx.fillStyle = this.color;
|
||||
ctx.fillText(this.text, this.pos.x, this.pos.y);
|
||||
}
|
||||
clear() {
|
||||
// clear no very accurate for Text
|
||||
// https://developer.mozilla.org/en-US/docs/Web/API/TextMetrics
|
||||
let ctx = pong.ctx;
|
||||
let textMetric = ctx.measureText(this.text);
|
||||
// console.log("textMetric.width = "+textMetric.width);
|
||||
// console.log("size = "+this.size);
|
||||
// console.log("x = "+this.pos.x);
|
||||
// console.log("y = "+this.pos.y);
|
||||
ctx.clearRect(this.pos.x - 1, this.pos.y-this.size + 1, textMetric.width, this.size);
|
||||
// +1 and -1 because float imprecision (and Math.floor() with VectorInteger dont work for the moment)
|
||||
// (or maybe its textMetric imprecision ?)
|
||||
}
|
||||
}
|
||||
|
||||
class TextNumericValue extends TextElem {
|
||||
private _value: number = 0;
|
||||
constructor(pos: VectorInteger, color: string, size: number, font?: string) {
|
||||
super(pos, color, size, font);
|
||||
}
|
||||
get value() {
|
||||
return this._value;
|
||||
}
|
||||
set value(v: number) {
|
||||
this._value = v;
|
||||
this.text = v.toString();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
class Line extends Rectangle {
|
||||
gapeCount: number = 0;
|
||||
segmentCount: number;
|
||||
segmentWidth: number;
|
||||
segmentHeight: number;
|
||||
constructor(pos: VectorInteger, color: string, width: number, height: number, gapeCount?: number) {
|
||||
super(pos, color, width, height);
|
||||
if (gapeCount)
|
||||
this.gapeCount = gapeCount;
|
||||
this.segmentCount = this.gapeCount * 2 + 1;
|
||||
|
||||
this.segmentWidth = this.width;
|
||||
this.segmentHeight = this.height / this.segmentCount;
|
||||
|
||||
// for Horizontal Line
|
||||
// this.segmentWidth = this.width / this.segmentCount;
|
||||
// this.segmentHeight = this.height;
|
||||
}
|
||||
update() {
|
||||
let ctx = pong.ctx;
|
||||
ctx.fillStyle = this.color;
|
||||
let pos: VectorInteger = new VectorInteger;
|
||||
let i = 0;
|
||||
while (i < this.segmentCount)
|
||||
{
|
||||
// for Horizontal Line
|
||||
// pos.y = this.pos.y;
|
||||
// pos.x = this.pos.x + this.segmentWidth * i;
|
||||
pos.x = this.pos.x;
|
||||
pos.y = this.pos.y + this.segmentHeight * i;
|
||||
ctx.fillRect(pos.x, pos.y, this.segmentWidth, this.segmentHeight);
|
||||
i += 2;
|
||||
}
|
||||
}
|
||||
}
|
||||
40
src/server/server.ts
Normal file
40
src/server/server.ts
Normal file
@@ -0,0 +1,40 @@
|
||||
// @ts-check
|
||||
|
||||
// var http = require("http");
|
||||
// var url = require("url");
|
||||
// var fs = require("fs");
|
||||
// var path = require("path");
|
||||
import http from "http";
|
||||
import url from "url";
|
||||
import fs from "fs";
|
||||
import path from "path";
|
||||
|
||||
|
||||
const hostname = "localhost";
|
||||
const port = 8080;
|
||||
const root = "/mnt/c/Users/Lucky/Desktop/code/ft_transcendence/www/";
|
||||
|
||||
const server = http.createServer((req, res) => {
|
||||
// var q = new URL(req.url, `http://${req.getHeaders().host}`)
|
||||
// @ts-ignore
|
||||
var q = url.parse(req.url, true);
|
||||
var filename = root + q.pathname;
|
||||
fs.readFile(filename, (err, data) => {
|
||||
if (err) {
|
||||
res.writeHead(404, {"Content-Type": "text/html"});
|
||||
return res.end("404 Not Found");
|
||||
}
|
||||
if (path.extname(filename) === ".html") {
|
||||
res.writeHead(200, {"Content-Type": "text/html"});
|
||||
}
|
||||
if (path.extname(filename) === ".js") {
|
||||
res.writeHead(200, {"Content-Type": "application/javascript"});
|
||||
}
|
||||
res.write(data);
|
||||
return res.end();
|
||||
});
|
||||
});
|
||||
|
||||
server.listen(port, hostname, () => {
|
||||
console.log(`Server running at http://${hostname}:${port}/`);
|
||||
});
|
||||
@@ -1,7 +1,9 @@
|
||||
{
|
||||
"include": ["./src"],
|
||||
"include": ["src"],
|
||||
// "exclude": ["node_modules"],
|
||||
"compilerOptions": {
|
||||
"outDir": "./build",
|
||||
// "outDir": "./build",
|
||||
// "types": ["node"], /* Specify type package names to be included without being referenced in a source file. */
|
||||
/* Visit https://aka.ms/tsconfig to read more about this file */
|
||||
|
||||
/* Projects */
|
||||
@@ -27,14 +29,14 @@
|
||||
// "moduleDetection": "auto", /* Control what method is used to detect module-format JS files. */
|
||||
|
||||
/* Modules */
|
||||
"module": "commonjs", /* Specify what module code is generated. */
|
||||
// "module": "commonjs", /* Specify what module code is generated. */
|
||||
"module": "ES6", /* 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. */
|
||||
"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. */
|
||||
|
||||
Reference in New Issue
Block a user