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authorMatthias Schiffer <mschiffer@universe-factory.net>2018-11-01 00:44:49 +0100
committerMatthias Schiffer <mschiffer@universe-factory.net>2018-11-01 00:44:49 +0100
commit22b06efe2c2646a01535b5bbf5f3cc57de81ad0d (patch)
treec6d886e3d50418cf1e73911e4df4234d3507a6bb /src
parent1ae0884a7376a87a2df4a77d1ba861cd58a4dda7 (diff)
downloadrpgedit-22b06efe2c2646a01535b5bbf5f3cc57de81ad0d.tar
rpgedit-22b06efe2c2646a01535b5bbf5f3cc57de81ad0d.zip
controller: more GameContext cleanup, introduce ticks
Diffstat (limited to 'src')
-rw-r--r--src/controller/gamecontext.ts34
1 files changed, 19 insertions, 15 deletions
diff --git a/src/controller/gamecontext.ts b/src/controller/gamecontext.ts
index 4d86abf..792e160 100644
--- a/src/controller/gamecontext.ts
+++ b/src/controller/gamecontext.ts
@@ -12,18 +12,13 @@ import { vec2 } from 'gl-matrix';
export class GameContext {
public static async load(renderer: Renderer): Promise<GameContext> {
- const [
- mapView,
- entity,
- ] = await Promise.all([
- GameContext.loadMap(renderer),
- loadSimpleEntity(renderer, 'simple_square'),
- ]);
+ const mapView = this.loadMap(renderer);
+ const entity = loadSimpleEntity(renderer, 'simple_square');
return new GameContext(
renderer,
- mapView,
- entity,
+ await mapView,
+ await entity,
);
}
@@ -34,7 +29,9 @@ export class GameContext {
private time: number|null = null;
- private readonly speed = 1 / 100;
+ 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
private readonly input: DirectionHandler;
@@ -64,17 +61,24 @@ export class GameContext {
return diff;
}
+ private updateStep(): void {
+ vec2.scaleAndAdd(this.entityPos, this.entityPos, this.entityMovement, this.speed);
+ }
+
private update(time: number): void {
- const diff = this.updateTime(time);
+ const diff = Math.min(this.maxSkip, this.updateTime(time));
- if (vec2.sqrLen(this.entityMovement) > 0)
- vec2.scaleAndAdd(this.entityPos, this.entityPos, this.entityMovement, diff * this.speed);
- else
+ if (vec2.sqrLen(this.entityMovement) === 0) {
this.renderer.snapToGrid(this.entityPos, this.entityPos);
+ return;
+ }
+
+ for (let i = 0; i < diff; i++)
+ this.updateStep();
}
private render = (time: number) => {
- this.update(time);
+ this.update(Math.round(time / this.tick));
this.renderer.setCenter(this.entityPos);
this.renderer.clear();