Create Electron app
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65 changed files with 3039 additions and 135 deletions
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@ -1,174 +0,0 @@
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import { CollidableGroup, collide, mkCollision } from './collision';
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import { EntityContext } from './entitycontext';
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import { MapData } from '../model/data/map';
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import { ButtonCode, GameInputHandler } from '../view/input/gameinput';
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import { MapView } from '../view/map';
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import { Renderer } from '../view/renderer/renderer';
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import { Collidable } from '../math/collision';
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import { Movement } from '../math/line';
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import { getJSON, nextAnimationFrame } from '../util';
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import { vec2 } from 'gl-matrix';
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export class GameContext implements CollidableGroup {
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public static async load(renderer: Renderer): Promise<GameContext> {
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const map = this.loadMap(renderer, 'test');
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const loadPlayer = EntityContext.load(renderer, 'green_circle');
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const loadEntity = EntityContext.load(renderer, 'red_circle');
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const [mapView, mapCollision] = await map;
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const player = await loadPlayer;
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const entity = await loadEntity;
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vec2.set(player.pos, 7, 6);
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vec2.set(entity.pos, 4, 3);
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return new GameContext(
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renderer,
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mapView,
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player,
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[entity],
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mapCollision,
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);
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}
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private static async loadMap(renderer: Renderer, name: string): Promise<[MapView, Collidable[]]> {
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const map = new MapData(await getJSON(`resources/map/${name}.json`));
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return [await MapView.load(renderer, map), mkCollision(map.collision)];
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}
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private readonly initTime: number = performance.now();
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private time = 0;
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private readonly tick = 10; // ms per tick
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private readonly maxSpeed = 0.04; // movement per tick
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private readonly maxSkip = 20; // maximum ticks to process in a single render step
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private readonly input: GameInputHandler;
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private readonly playerDir: vec2 = vec2.fromValues(0, 1);
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private speed: number = 0;
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private readonly collisionRadius = 15 / 32;
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private readonly interactLength = 1 / 32;
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private constructor(
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private readonly renderer: Renderer,
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private readonly mapView: MapView,
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private readonly player: EntityContext,
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private readonly entities: EntityContext[],
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private readonly collision: Collidable[],
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) {
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this.input = new GameInputHandler();
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this.input.addListener((input) => {
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switch (input.type) {
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case 'button':
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if (input.button === ButtonCode.Action)
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this.interact();
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break;
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case 'direction':
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if (vec2.sqrLen(input.direction) > 0) {
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vec2.copy(this.playerDir, input.direction);
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this.speed = this.maxSpeed;
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} else {
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this.speed = 0;
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}
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break;
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}
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});
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this.renderLoop();
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}
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public getTranslation(): null {
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return null;
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}
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public getCollidables(): Collidable[] {
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return this.collision;
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}
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private updateTime(time: number): number {
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const diff = Math.round(time / this.tick) - Math.round(this.time / this.tick);
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this.time = time;
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return diff;
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}
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private canInteract(c: CollidableGroup): boolean {
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const dest = vec2.scaleAndAdd(vec2.create(), this.player.pos, this.playerDir, this.interactLength);
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const move = new Movement(this.player.pos, dest);
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return collide(c, vec2.create(), move, this.collisionRadius);
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}
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private interact(): void {
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for (const e of this.entities) {
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if (!this.canInteract(e))
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continue;
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e.interact();
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break;
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}
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}
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private updateStepCollide(out: vec2, dest: vec2): boolean {
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const move = new Movement(this.player.pos, dest);
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for (const c of [this, ...this.entities]) {
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if (collide(c, out, move, this.collisionRadius)) {
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if (vec2.squaredDistance(move.src, out) >= vec2.squaredDistance(move.src, move.dest))
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continue;
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return true;
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}
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}
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return false;
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}
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private updateStep(): void {
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const dest = vec2.scaleAndAdd(vec2.create(), this.player.pos, this.playerDir, this.speed);
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const newDest = vec2.create();
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while (this.updateStepCollide(newDest, dest)) {
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if (vec2.equals(newDest, this.player.pos))
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return;
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vec2.copy(dest, newDest);
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}
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vec2.copy(this.player.pos, dest);
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}
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private update(time: number): void {
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const diff = Math.min(this.maxSkip, this.updateTime(time));
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if (!this.speed) {
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this.renderer.snapToGrid(this.player.pos, this.player.pos);
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return;
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}
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for (let i = 0; i < diff; i++)
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this.updateStep();
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}
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private render(): void {
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this.renderer.setCenter(this.player.pos);
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this.renderer.clear();
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for (const r of [this.mapView, ...this.entities, this.player])
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r.render(this.time);
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}
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private async renderLoop(): Promise<void> {
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while (true) {
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this.update(await nextAnimationFrame() - this.initTime);
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this.render();
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}
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}
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}
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