import { Collision, MapData } from '../model/data/map'; 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 { Collidable } from '../math/collision'; import { LineSegment, Movement } from '../math/line'; import { Point } from '../math/point'; import { getJSON } from '../util'; import { vec2 } from 'gl-matrix'; export class GameContext { public static async load(renderer: Renderer): Promise { const entity = loadSimpleEntity(renderer, 'simple_circle'); const [mapView, collision] = await this.loadMap(renderer); return new GameContext( renderer, mapView, await entity, collision, ); } private static mkCollision(collision: Collision[]): Collidable[] { const ret: Collidable[] = []; for (const c of collision) { switch (c.type) { case 'polygon': if (!c.vertices.length) continue; let prev = c.vertices[c.vertices.length - 1]; for (const v of c.vertices) { ret.push(LineSegment.fromPoints(vec2.clone(prev), vec2.clone(v))); prev = v; } for (const v of c.vertices) { ret.push(new Point(vec2.clone(v))); prev = v; } } } return ret; } private static async loadMap(renderer: Renderer): Promise<[SpriteView, Collidable[]]> { const map = new MapData(await getJSON('resources/map/test.json')); return [await loadMap(renderer, map), this.mkCollision(map.collision)]; } private time: number|null = null; private readonly tick = 10; // ms per tick private readonly speed = 0.04; // movement per tick private readonly maxSkip = 20; // maximum ticks to process in a single render step private readonly input: DirectionHandler; private readonly entityPos: vec2 = vec2.clone([6, 6]); private readonly entityMovement: vec2 = vec2.create(); private readonly collisionRadius = 7 / 16; private constructor( private readonly renderer: Renderer, private readonly mapView: SpriteView, private readonly entity: SpriteView, private readonly collision: Collidable[], ) { 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 { const diff = this.time !== null ? time - this.time : 0; this.time = time; return diff; } private updateStepCollide(out: vec2, dest: vec2): boolean { const move = new Movement(this.entityPos, dest); for (const c of this.collision) { if (!c.collide(out, move, this.collisionRadius)) continue; if (vec2.squaredDistance(this.entityPos, out) >= vec2.squaredDistance(this.entityPos, dest)) continue; return true; } return false; } private updateStep(): void { const dest = vec2.scaleAndAdd(vec2.create(), this.entityPos, this.entityMovement, this.speed); const newDest = vec2.create(); while (this.updateStepCollide(newDest, dest)) { if (vec2.equals(newDest, this.entityPos)) return; vec2.copy(dest, newDest); } vec2.copy(this.entityPos, dest); } private update(time: number): void { const diff = Math.min(this.maxSkip, this.updateTime(time)); 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(Math.round(time / this.tick)); this.renderer.setCenter(this.entityPos); this.renderer.clear(); this.mapView.render(); this.renderer.setTranslation(this.entityPos); this.entity.render(); window.requestAnimationFrame(this.render); } }