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game.ts
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import {GameState} from "./actions.js";
import {Blueprint2D} from "./blueprints/blu_common.js";
import {AudioSource} from "./components/com_audio_source.js";
import {Collide} from "./components/com_collide.js";
import {ControlBall} from "./components/com_control_ball.js";
import {ControlBrick} from "./components/com_control_brick.js";
import {ControlPaddle} from "./components/com_control_paddle.js";
import {Draw} from "./components/com_draw.js";
import {ComponentData, Get, Has} from "./components/com_index.js";
import {Move} from "./components/com_move.js";
import {Named} from "./components/com_named.js";
import {Shake} from "./components/com_shake.js";
import {Transform2D, transform2d} from "./components/com_transform2d.js";
import {Vec4} from "./math/index.js";
import {sys_audio} from "./systems/sys_audio.js";
import {sys_collide} from "./systems/sys_collide.js";
import {sys_control_ball} from "./systems/sys_control_ball.js";
import {sys_control_brick} from "./systems/sys_control_brick.js";
import {sys_control_paddle} from "./systems/sys_control_paddle.js";
import {sys_draw2d} from "./systems/sys_draw2d.js";
import {sys_framerate} from "./systems/sys_framerate.js";
import {sys_move} from "./systems/sys_move.js";
import {sys_performance} from "./systems/sys_performance.js";
import {sys_shake} from "./systems/sys_shake.js";
import {sys_transform2d} from "./systems/sys_transform2d.js";
import {sys_ui} from "./systems/sys_ui.js";
const MAX_ENTITIES = 10000;
export type Entity = number;
export interface InputState {
[k: string]: number;
mouse_x: number;
mouse_y: number;
}
export interface InputEvent {
[k: string]: number;
mouse_x: number;
mouse_y: number;
wheel_y: number;
}
export class Game implements ComponentData, GameState {
public World: Array<number> = [];
// Implement ComponentData
public [Get.AudioSource]: Array<AudioSource> = [];
public [Get.Collide]: Array<Collide> = [];
public [Get.ControlBall]: Array<ControlBall> = [];
public [Get.ControlBrick]: Array<ControlBrick> = [];
public [Get.ControlPaddle]: Array<ControlPaddle> = [];
public [Get.Draw]: Array<Draw> = [];
public [Get.Move]: Array<Move> = [];
public [Get.Named]: Array<Named> = [];
public [Get.Transform2D]: Array<Transform2D> = [];
public [Get.Shake]: Array<Shake> = [];
public ViewportWidth = window.innerWidth;
public ViewportHeight = window.innerHeight;
public Context2D: CanvasRenderingContext2D;
public UI = document.querySelector("main")!;
public Audio: AudioContext = new AudioContext();
public InputState: InputState = {mouse_x: 0, mouse_y: 0};
public InputEvent: InputEvent = {mouse_x: 0, mouse_y: 0, wheel_y: 0};
// Implement GameState
public ClearColor = <Vec4>[1, 0.3, 0.3, 1];
private RAF: number = 0;
constructor() {
document.addEventListener("visibilitychange", () =>
document.hidden ? this.Stop() : this.Start()
);
window.addEventListener("keydown", evt => (this.InputState[evt.code] = 1));
window.addEventListener("keyup", evt => (this.InputState[evt.code] = 0));
this.UI.addEventListener("contextmenu", evt => evt.preventDefault());
this.UI.addEventListener("mousedown", evt => {
this.InputState[`mouse_${evt.button}`] = 1;
this.InputEvent[`mouse_${evt.button}_down`] = 1;
});
this.UI.addEventListener("mouseup", evt => {
this.InputState[`mouse_${evt.button}`] = 0;
this.InputEvent[`mouse_${evt.button}_up`] = 1;
});
this.UI.addEventListener("mousemove", evt => {
this.InputState.mouse_x = evt.offsetX;
this.InputState.mouse_y = evt.offsetY;
this.InputEvent.mouse_x = evt.movementX;
this.InputEvent.mouse_y = evt.movementY;
});
this.UI.addEventListener("wheel", evt => {
this.InputEvent.wheel_y = evt.deltaY;
});
this.UI.addEventListener("click", () => this.UI.requestPointerLock());
let canvas2d = document.querySelector("canvas")! as HTMLCanvasElement;
canvas2d.width = this.ViewportWidth;
canvas2d.height = this.ViewportHeight;
this.Context2D = canvas2d.getContext("2d")!;
}
CreateEntity(mask: number = 0) {
for (let i = 0; i < MAX_ENTITIES; i++) {
if (!this.World[i]) {
this.World[i] = mask;
return i;
}
}
throw new Error("No more entities available.");
}
Update(delta: number) {
let now = performance.now();
sys_control_paddle(this, delta);
sys_control_ball(this, delta);
sys_control_brick(this, delta);
sys_shake(this, delta);
sys_move(this, delta);
sys_transform2d(this, delta);
sys_collide(this, delta);
sys_audio(this, delta);
sys_draw2d(this, delta);
sys_ui(this, delta);
// Performance.
sys_framerate(this, delta);
sys_performance(this, performance.now() - now, document.querySelector("#frame"));
}
Start() {
let last = performance.now();
let tick = (now: number) => {
let delta = (now - last) / 1000;
this.Update(delta);
// Reset all input events for the next frame.
for (let name in this.InputEvent) {
this.InputEvent[name] = 0;
}
last = now;
this.RAF = requestAnimationFrame(tick);
};
this.Stop();
this.Audio.resume();
tick(last);
}
Stop() {
this.Audio.suspend();
cancelAnimationFrame(this.RAF);
}
Add({Translation, Rotation, Scale, Using = [], Children = []}: Blueprint2D) {
let entity = this.CreateEntity();
transform2d(Translation, Rotation, Scale)(this, entity);
for (let mixin of Using) {
mixin(this, entity);
}
let entity_transform = this[Get.Transform2D][entity];
for (let subtree of Children) {
let child = this.Add(subtree);
let child_transform = this[Get.Transform2D][child];
child_transform.Parent = entity_transform;
entity_transform.Children.push(child_transform);
}
return entity;
}
Destroy(entity: Entity) {
let mask = this.World[entity];
if (mask & Has.Transform2D) {
for (let child of this[Get.Transform2D][entity].Children) {
this.Destroy(child.EntityId);
}
}
this.World[entity] = 0;
}
}