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rpgedit/src/controller/gamecontext.ts

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import { MapData } from '../model/data/map';
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import { loadSimpleEntity } from '../view/entity';
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import { DirectionHandler } from '../view/input/directionhandler';
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import { loadMap } from '../view/map';
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import { Renderer } from '../view/renderer/renderer';
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import { SpriteView } from '../view/sprite';
import { LineSegment } from '../math/line';
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import { getJSON } from '../util';
import { vec2 } from 'gl-matrix';
export class GameContext {
public static async load(renderer: Renderer): Promise<GameContext> {
const mapView = this.loadMap(renderer);
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const entity = loadSimpleEntity(renderer, 'simple_circle');
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return new GameContext(
renderer,
await mapView,
await entity,
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);
}
private static async loadMap(renderer: Renderer): Promise<SpriteView> {
const map = new MapData(await getJSON('resources/map/test.json'));
return loadMap(renderer, map);
}
private time: number|null = null;
private readonly tick = 10; // ms per tick
private readonly speed = 0.05; // movement per tick
private readonly maxSkip = 20; // maximum ticks to process in a single render step
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private readonly input: DirectionHandler;
private readonly entityPos: vec2 = vec2.clone([6, 6]);
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private readonly entityMovement: vec2 = vec2.create();
private readonly walls: LineSegment[] = [
new LineSegment(vec2.fromValues(1, 1), vec2.fromValues(1, 0), 10),
new LineSegment(vec2.fromValues(11, 1), vec2.fromValues(0, 1), 10),
new LineSegment(vec2.fromValues(11, 11), vec2.fromValues(-1, 0), 10),
new LineSegment(vec2.fromValues(1, 11), vec2.fromValues(0, -1), 10),
];
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private constructor(
private readonly renderer: Renderer,
private readonly mapView: SpriteView,
private readonly entity: SpriteView,
) {
this.input = new DirectionHandler();
this.input.addListener((v) => {
if (vec2.sqrLen(v) > 0)
vec2.normalize(this.entityMovement, v);
else
vec2.copy(this.entityMovement, [0, 0]);
});
window.requestAnimationFrame(this.render);
}
private updateTime(time: number): number {
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const diff = this.time !== null ? time - this.time : 0;
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this.time = time;
return diff;
}
private updateStep(): void {
let move = new LineSegment(this.entityPos, this.entityMovement, this.speed);
const p = vec2.create();
let rescan = true;
while (rescan) {
rescan = false;
for (const w of this.walls) {
if (!w.collidesMove(move))
continue;
move.getP2(p);
w.projectPoint(p, p);
const move2 = LineSegment.fromPoints(this.entityPos, p);
if (move2.l === 0)
return;
if (!move.equals(move2)) {
move = move2;
rescan = true;
break;
}
}
}
move.getP2(this.entityPos);
}
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private update(time: number): void {
const diff = Math.min(this.maxSkip, this.updateTime(time));
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if (vec2.sqrLen(this.entityMovement) === 0) {
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this.renderer.snapToGrid(this.entityPos, this.entityPos);
return;
}
for (let i = 0; i < diff; i++)
this.updateStep();
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}
private render = (time: number) => {
this.update(Math.round(time / this.tick));
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this.renderer.setCenter(this.entityPos);
this.renderer.clear();
this.mapView.render();
this.renderer.setTranslation(this.entityPos);
this.entity.render();
window.requestAnimationFrame(this.render);
}
}