games/src/GameEngine/index.ts
Florian Bouillon 26df50c4a8
feat: Upgraded Engine
Signed-off-by: Avior <f.bouillon@aptatio.com>
2023-01-18 16:05:07 +01:00

207 lines
4.5 KiB
TypeScript

import { objectValues } from '@dzeio/object-util'
import Vector2D from './2D/Vector2D'
import Scene from './Scene'
/**
* TODO:
* Animation Engine
* Camera fined control
* Collision
*/
export default class GameEngine {
private static ge: GameEngine
public ctx: CanvasRenderingContext2D
public canvas: HTMLCanvasElement
public caseSize: Vector2D = new Vector2D(1, 1)
public componentId = 0
public currentScene?: Scene
// last frame timestamp
public lastFrame = 0
/**
* last frame execution time in milliseconds
*
* @memberof GameEngine
*/
public frameTime = 0
/**
* indicate if the engine is running
*/
public isRunning = false
// timer between frames
private timer = 0
private loopId?: NodeJS.Timer
public constructor(
id: string,
public options?: {
caseCount?: number | [number, number]
background?: string
debugColliders?: boolean
/**
* Maximum framerate you want to achieve
*
* note: -1/undefined mean infinite
*/
goalFramerate?: number
}
) {
if (GameEngine.ge) {
this.destroy()
// throw new Error('GameEngine already init')
}
GameEngine.ge = this
const canvas = document.querySelector<HTMLCanvasElement>(id)
if (!canvas) {
throw new Error('Error, canvas not found!')
}
this.canvas = canvas
if (this.options?.caseCount) {
this.caseSize = new Vector2D(
this.canvas.width / (
typeof this.options.caseCount !== 'number' ? this.options.caseCount[0] : this.options.caseCount
),
this.canvas.height / (
typeof this.options.caseCount !== 'number' ? this.options.caseCount[1] : this.options.caseCount
)
)
}
const ctx = canvas.getContext('2d')
if (!ctx) {
throw new Error('Error, Context could not get found!')
}
ctx.imageSmoothingEnabled = true
ctx.imageSmoothingQuality = 'high'
this.ctx = ctx
if (options?.goalFramerate && options.goalFramerate >= 0) {
this.timer = 1000 / options.goalFramerate
}
}
public static getGameEngine(): GameEngine {
return this.ge as GameEngine
}
public start() {
if (this.isRunning) {
console.warn('Game is already running')
return
}
this.isRunning = true
this.currentScene?.init().then(() => this.update())
}
public pause() {
this.isRunning = false
}
public async destroy() {
this.isRunning = false
for await (const scene of objectValues(Scene.scenes)) {
await scene.destroy()
}
if (GameEngine.ge) {
// @ts-expect-error normal behavior
delete GameEngine.ge as any
}
if (this.loopId) {
clearInterval(this.loopId)
}
}
public getXCaseCount(): number {
const caseCount = this.options?.caseCount
if (caseCount) {
if (typeof caseCount === 'number') {
return caseCount
} else {
return caseCount[0]
}
}
return this.canvas.offsetWidth
}
public getYCaseCount(): number {
const caseCount = this.options?.caseCount
if (caseCount) {
if (typeof caseCount === 'number') {
return caseCount
} else {
return caseCount[1]
}
}
return this.canvas.offsetWidth
}
public async setScene(scene: Scene | string) {
console.log('Setting scene', typeof scene === 'string' ? scene : scene.id)
const wasRunning = this.isRunning
if (wasRunning) {
this.isRunning = false
}
await this.currentScene?.destroy()
await this.currentScene?.init()
if (wasRunning) {
this.isRunning = true
}
this.currentScene = typeof scene === 'string' ? Scene.scenes[scene] : scene
this.currentScene.setGameEngine(this)
}
private update() {
if (this.loopId) {
console.error('Already initialized')
return
}
// console.log('update')
this.loopId = setInterval(async () => {
// get current time
const now = window.performance.now()
// game is not runnig, wait a frame
if (!this.isRunning) {
// console.log('skip frame 1')
return
}
// game is running too fast, wait until necessary
if (this.lastFrame + this.timer > now) {
// console.log('skip frame 2')
return
}
// console.log('new frame')
// if a background need to be drawn
if (this.options?.background) {
this.ctx.fillStyle = this.options.background
this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height)
} else {
// clear the previous frame
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height)
}
await this.currentScene?.update()
// calculate for next frame
this.lastFrame = window.performance.now()
this.frameTime = window.performance.now() - now
})
}
}
export interface GameState<UserState = any> {
gameEngine: GameEngine
userState: UserState
}