Move game logic to a new module

This commit is contained in:
Matthias Schiffer 2018-10-31 23:02:41 +01:00
parent b08479af40
commit 5372d1b417
Signed by: neocturne
GPG key ID: 16EF3F64CB201D9C
2 changed files with 100 additions and 50 deletions

View file

@ -0,0 +1,98 @@
import MapData from '../model/data/MapData';
import { loadSimpleEntity } from '../view/entity';
import DirectionHandler from '../view/input/DirectionHandler';
import { loadMap } from '../view/map';
import Renderer from '../view/renderer/Renderer';
import { SpriteView } from '../view/sprite';
import { getJSON } from '../util';
import { vec2 } from 'gl-matrix';
function snapToGrid(out: vec2, a: vec2): void {
const res = 64;
vec2.scale(out, a, res);
vec2.round(out, out);
vec2.scale(out, out, 1 / res);
}
export class GameContext {
public static async load(renderer: Renderer): Promise<GameContext> {
const [
mapView,
entity,
] = await Promise.all([
GameContext.loadMap(renderer),
loadSimpleEntity(renderer, 'simple_square'),
]);
return new GameContext(
renderer,
mapView,
entity,
);
}
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 speed = 1 / 100;
private readonly input: DirectionHandler;
private readonly entityPos: vec2 = vec2.create();
private readonly entityMovement: vec2 = vec2.create();
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 {
let diff = 0;
if (this.time !== null)
diff = time - this.time;
this.time = time;
return diff;
}
private update(time: number): void {
const diff = this.updateTime(time);
vec2.scaleAndAdd(this.entityPos, this.entityPos, this.entityMovement, diff * this.speed);
snapToGrid(this.entityPos, this.entityPos);
}
private render = (time: number) => {
this.update(time);
this.renderer.setCenter(this.entityPos);
this.renderer.clear();
this.mapView.render();
this.renderer.setTranslation(this.entityPos);
this.entity.render();
window.requestAnimationFrame(this.render);
}
}

View file

@ -1,61 +1,13 @@
import MapData from './model/data/MapData';
import { GameContext } from './controller/gamecontext';
import { vec2 } from 'gl-matrix';
import { getJSON } from './util';
import { loadSimpleEntity } from './view/entity';
import DirectionHandler from './view/input/DirectionHandler';
import { loadMap } from './view/map';
import Renderer from './view/renderer/Renderer';
const entityPos = vec2.create();
const entityMovement = vec2.create();
window.onload = async () => {
const canvas = document.getElementById('rpgedit') as HTMLCanvasElement;
if (!canvas)
return;
const input = new DirectionHandler();
input.addListener((v) => {
if (vec2.sqrLen(v) > 0)
vec2.normalize(entityMovement, v);
else
vec2.copy(entityMovement, [0, 0]);
});
const renderer = new Renderer(canvas);
const map = new MapData(await getJSON('resources/map/test.json'));
const mapView = await loadMap(renderer, map);
const entity = await loadSimpleEntity(renderer, 'simple_square');
let prevTime: number|null = null;
const render = (time: number) => {
const res = 64;
let diff = 0;
if (prevTime !== null)
diff = time - prevTime;
prevTime = time;
vec2.scaleAndAdd(entityPos, entityPos, entityMovement, diff / 100);
vec2.scale(entityPos, entityPos, res);
vec2.round(entityPos, entityPos);
vec2.scale(entityPos, entityPos, 1 / res);
renderer.setCenter(entityPos);
renderer.clear();
mapView.render();
renderer.setTranslation(entityPos);
entity.render();
window.requestAnimationFrame(render);
};
window.requestAnimationFrame(render);
await GameContext.load(renderer);
};