separated Game from Gameloop

This commit is contained in:
Joe Weaver 2021-01-26 14:18:48 -05:00
parent 34b9a2d71d
commit 1512fa5c8f
9 changed files with 454 additions and 333 deletions

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/**
* A placeholder function for No Operation. Does nothing
*/
const NullFunc = () => {};
export default NullFunc;

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import GameLoop from "./GameLoop";
import Debug from "../Debug/Debug";
import Stats from "../Debug/Stats";
/**
* A game loop with a fixed update time and a variable render time.
* Every frame, the game updates until all time since the last frame has been processed.
* If too much time has passed, such as if the last update was too slow,
* or if the browser was put into the background, the loop will panic and discard time.
* A render happens at the end of every frame. This happens as fast as possible unless specified.
* A loop of this type allows for deterministic behavior - No matter what the frame rate is, the update should behave the same,
* as it is occuring in a fixed interval.
*/
export default class FixedUpdateGameLoop extends GameLoop {
/** The max allowed update fps.*/
private maxUpdateFPS: number;
/** The timestep for each update. This is the deltaT passed to update calls. */
private updateTimestep: number;
/** The amount of time we are yet to simulate. */
private frameDelta: number;
/** The time when the last frame was drawn. */
private lastFrameTime: number;
/** The minimum time we want to wait between game frames. */
private minFrameDelay: number;
/** The current frame of the game. */
private frame: number;
/** The actual fps of the game. */
private fps: number;
/** The time between fps measurement updates. */
private fpsUpdateInterval: number;
/** The time of the last fps update. */
private lastFpsUpdate: number;
/** The number of frames since the last fps update was done. */
private framesSinceLastFpsUpdate: number;
/** The status of whether or not the game loop has started. */
private started: boolean;
/** The status of whether or not the game loop is currently running. */
private running: boolean;
/** The number of update steps this iteration of the game loop. */
private numUpdateSteps: number;
constructor() {
super();
this.maxUpdateFPS = 60;
this.updateTimestep = Math.floor(1000/this.maxUpdateFPS);
this.frameDelta = 0;
this.lastFrameTime = 0;
this.minFrameDelay = 0;
this.frame = 0;
this.fps = this.maxUpdateFPS; // Initialize the fps to the max allowed fps
this.fpsUpdateInterval = 1000;
this.lastFpsUpdate = 0;
this.framesSinceLastFpsUpdate = 0;
this.started = false;
this.running = false;
this.numUpdateSteps = 0;
}
getFPS(): number {
return 0;
}
/**
* Updates the frame count and sum of time for the framerate of the game
* @param timestep The current time in ms
*/
protected updateFPS(timestamp: number): void {
this.fps = 0.9 * this.framesSinceLastFpsUpdate * 1000 / (timestamp - this.lastFpsUpdate) +(1 - 0.9) * this.fps;
this.lastFpsUpdate = timestamp;
this.framesSinceLastFpsUpdate = 0;
Debug.log("fps", "FPS: " + this.fps.toFixed(1));
Stats.updateFPS(this.fps);
}
/**
* Changes the maximum allowed physics framerate of the game
* @param initMax The max framerate
*/
setMaxUpdateFPS(initMax: number): void {
this.maxUpdateFPS = initMax;
this.updateTimestep = Math.floor(1000/this.maxUpdateFPS);
}
/**
* Sets the maximum rendering framerate
* @param maxFPS The max framerate
*/
setMaxFPS(maxFPS: number): void {
this.minFrameDelay = 1000/maxFPS;
}
/**
* This function is called when the game loop panics, i.e. it tries to process too much time in an entire frame.
* This will reset the amount of time back to zero.
* @returns The amount of time we are discarding from processing.
*/
resetFrameDelta() : number {
let oldFrameDelta = this.frameDelta;
this.frameDelta = 0;
return oldFrameDelta;
}
/**
* Starts up the game loop and calls the first requestAnimationFrame
*/
start(): void {
if(!this.started){
this.started = true;
window.requestAnimationFrame((timestamp) => this.doFirstFrame(timestamp));
}
}
/**
* The first game frame - initializes the first frame time and begins the render
* @param timestamp The current time in ms
*/
protected doFirstFrame(timestamp: number): void {
this.running = true;
this._doRender();
this.lastFrameTime = timestamp;
this.lastFpsUpdate = timestamp;
this.framesSinceLastFpsUpdate = 0;
window.requestAnimationFrame((t) => this.doFrame(t));
}
/**
* Handles any processing that needs to be done at the start of the frame
* @param timestamp The time of the frame in ms
*/
protected startFrame(timestamp: number): void {
// Update the amount of time we need our update to process
this.frameDelta += timestamp - this.lastFrameTime;
// Set the new time of the last frame
this.lastFrameTime = timestamp;
// Update the estimate of the framerate
if(timestamp > this.lastFpsUpdate + this.fpsUpdateInterval){
this.updateFPS(timestamp);
}
// Increment the number of frames
this.frame++;
this.framesSinceLastFpsUpdate++;
}
/**
* The main loop of the game. Updates until the current time is reached. Renders once
* @param timestamp The current time in ms
*/
protected doFrame = (timestamp: number): void => {
// Request animation frame to prepare for another update or render
window.requestAnimationFrame((t) => this.doFrame(t));
// If we are trying to render too soon, do nothing.
if(timestamp < this.lastFrameTime + this.minFrameDelay){
return
}
// A frame is actually happening
this.startFrame(timestamp);
// Update while there is still time to make up. If we do too many update steps, panic and exit the loop.
this.numUpdateSteps = 0;
let panic = false;
while(this.frameDelta >= this.updateTimestep){
// Do an update
this._doUpdate(this.updateTimestep/1000);
// Remove the update step time from the time we have to process
this.frameDelta -= this.updateTimestep;
// Increment steps and check if we've done too many
this.numUpdateSteps++;
if(this.numUpdateSteps > 100){
panic = true;
break;
}
}
// Updates are done, render
this._doRender();
// Wrap up the frame
this.finishFrame(panic);
}
/**
* Wraps up the frame and handles the panic state if there is one
* @param panic Whether or not the loop panicked
*/
protected finishFrame(panic: boolean): void {
if(panic) {
var discardedTime = Math.round(this.resetFrameDelta());
console.warn('Main loop panicked, probably because the browser tab was put in the background. Discarding ' + discardedTime + 'ms');
}
}
}

169
src/Loop/Game.ts Normal file
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import EventQueue from "../Events/EventQueue";
import InputReceiver from "../Input/InputReceiver";
import InputHandler from "../Input/InputHandler";
import Recorder from "../Playback/Recorder";
import Debug from "../Debug/Debug";
import ResourceManager from "../ResourceManager/ResourceManager";
import Viewport from "../SceneGraph/Viewport";
import SceneManager from "../Scene/SceneManager";
import AudioManager from "../Sound/AudioManager";
import Stats from "../Debug/Stats";
import RenderingManager from "../Rendering/RenderingManager";
import CanvasRenderer from "../Rendering/CanvasRenderer";
import Color from "../Utils/Color";
import GameOptions from "./GameOptions";
import GameLoop from "./GameLoop";
import FixedUpdateGameLoop from "./FixedUpdateGameLoop";
/**
* The main loop of the game engine.
* Handles the update order, and initializes all subsystems.
* The Game manages the update cycle, and requests animation frames to render to the browser.
*/
export default class Game {
gameOptions: GameOptions;
// The game loop
private loop: GameLoop;
// Game canvas and its width and height
readonly GAME_CANVAS: HTMLCanvasElement;
readonly DEBUG_CANVAS: HTMLCanvasElement;
readonly WIDTH: number;
readonly HEIGHT: number;
private viewport: Viewport;
private ctx: CanvasRenderingContext2D;
private clearColor: Color;
// All of the necessary subsystems that need to run here
private eventQueue: EventQueue;
private inputHandler: InputHandler;
private inputReceiver: InputReceiver;
private recorder: Recorder;
private resourceManager: ResourceManager;
private sceneManager: SceneManager;
private audioManager: AudioManager;
private renderingManager: RenderingManager;
/**
* Creates a new Game
* @param options The options for Game initialization
*/
constructor(options?: Record<string, any>){
// Typecast the config object to a GameConfig object
this.gameOptions = GameOptions.parse(options);
// Create an instance of a game loop
this.loop = new FixedUpdateGameLoop();
// Get the game canvas and give it a background color
this.GAME_CANVAS = <HTMLCanvasElement>document.getElementById("game-canvas");
this.DEBUG_CANVAS = <HTMLCanvasElement>document.getElementById("debug-canvas");
// Give the canvas a size and get the rendering context
this.WIDTH = this.gameOptions.viewportSize.x;
this.HEIGHT = this.gameOptions.viewportSize.y;
// For now, just hard code a canvas renderer. We can do this with options later
this.renderingManager = new CanvasRenderer();
this.initializeGameWindow();
this.ctx = this.renderingManager.initializeCanvas(this.GAME_CANVAS, this.WIDTH, this.HEIGHT);
this.clearColor = new Color(this.gameOptions.clearColor.r, this.gameOptions.clearColor.g, this.gameOptions.clearColor.b);
// Initialize debugging and stats
Debug.initializeDebugCanvas(this.DEBUG_CANVAS, this.WIDTH, this.HEIGHT);
Stats.initStats();
// Size the viewport to the game canvas
this.viewport = new Viewport();
this.viewport.setCanvasSize(this.WIDTH, this.HEIGHT);
this.viewport.setSize(this.WIDTH, this.HEIGHT);
// Initialize all necessary game subsystems
this.eventQueue = EventQueue.getInstance();
this.inputHandler = new InputHandler(this.GAME_CANVAS);
this.inputReceiver = InputReceiver.getInstance();
this.inputReceiver.setViewport(this.viewport);
this.recorder = new Recorder();
this.resourceManager = ResourceManager.getInstance();
this.sceneManager = new SceneManager(this.viewport, this.renderingManager);
this.audioManager = AudioManager.getInstance();
}
/**
* Set up the game window that holds the canvases
*/
private initializeGameWindow(): void {
const gameWindow = document.getElementById("game-window");
// Set the height of the game window
gameWindow.style.width = this.WIDTH + "px";
gameWindow.style.height = this.HEIGHT + "px";
}
/**
* Retreives the SceneManager from the Game
* @returns The SceneManager
*/
getSceneManager(): SceneManager {
return this.sceneManager;
}
/**
* Starts the game
*/
start(): void {
// Set the update function of the loop
this.loop.doUpdate = (deltaT: number) => this.update(deltaT);
// Set the render function of the loop
this.loop.doRender = () => this.render();
// Start the loop
this.loop.start();
}
/**
* Updates all necessary subsystems of the game. Defers scene updates to the sceneManager
* @param deltaT The time sine the last update
*/
update(deltaT: number): void {
// Handle all events that happened since the start of the last loop
this.eventQueue.update(deltaT);
// Update the input data structures so game objects can see the input
this.inputReceiver.update(deltaT);
// Update the recording of the game
this.recorder.update(deltaT);
// Update all scenes
this.sceneManager.update(deltaT);
// Update all sounds
this.audioManager.update(deltaT);
// Load or unload any resources if needed
this.resourceManager.update(deltaT);
}
/**
* Clears the canvas and defers scene rendering to the sceneManager. Renders the debug canvas
*/
render(): void {
// Clear the canvases
this.ctx.clearRect(0, 0, this.WIDTH, this.HEIGHT);
Debug.clearCanvas();
// Game Canvas
this.ctx.fillStyle = this.clearColor.toString();
this.ctx.fillRect(0, 0, this.WIDTH, this.HEIGHT);
this.sceneManager.render();
// Debug render
Debug.render();
Stats.render();
}
}

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@ -1,327 +1,59 @@
import EventQueue from "../Events/EventQueue";
import InputReceiver from "../Input/InputReceiver";
import InputHandler from "../Input/InputHandler";
import Recorder from "../Playback/Recorder";
import Debug from "../Debug/Debug";
import ResourceManager from "../ResourceManager/ResourceManager";
import Viewport from "../SceneGraph/Viewport";
import SceneManager from "../Scene/SceneManager";
import AudioManager from "../Sound/AudioManager";
import Stats from "../Debug/Stats";
import RenderingManager from "../Rendering/RenderingManager";
import CanvasRenderer from "../Rendering/CanvasRenderer";
import Color from "../Utils/Color";
import GameOptions from "./GameOptions";
import NullFunc from "../DataTypes/Functions/NullFunc";
/**
* The main loop of the game engine.
* Handles the update order, and initializes all subsystems.
* The GameLoop manages the update cycle, and requests animation frames to render to the browser.
* The main game loop of the game. Keeps track of fps and handles scheduling of updates and rendering.
* This class is left abstract, so that a subclass can handle exactly how the loop is scheduled.
* For an example of different types of game loop scheduling, check out @link(Game Programming Patterns)(https://gameprogrammingpatterns.com/game-loop.html)
*/
export default class GameLoop {
gameOptions: GameOptions;
export default abstract class GameLoop {
/** The max allowed update fps.*/
private maxUpdateFPS: number;
/** The function to call when an update occurs */
protected _doUpdate: Function = NullFunc;
/** The timestep for each update. This is the deltaT passed to update calls. */
private simulationTimestep: number;
set doUpdate(update: Function){
this._doUpdate = update;
}
/** The amount of time we are yet to simulate. */
private frameDelta: number;
/** The function to call when a render occurs */
protected _doRender: Function = NullFunc;
/** The time when the last frame was drawn. */
private lastFrameTime: number;
/** The minimum time we want to wait between game frames. */
private minFrameDelay: number;
/** The current frame of the game. */
private frame: number;
/** The actual fps of the game. */
private fps: number;
/** The time between fps measurement updates. */
private fpsUpdateInterval: number;
/** The time of the last fps update. */
private lastFpsUpdate: number;
/** The number of frames since the last fps update was done. */
private framesSinceLastFpsUpdate: number;
/** The status of whether or not the game loop has started. */
private started: boolean;
/** The status of whether or not the game loop is currently running. */
private running: boolean;
/** The panic state of the game. True if we have too many update frames in a single render. */
private panic: boolean;
/** The number of update steps this iteration of the game loop. */
private numUpdateSteps: number;
// Game canvas and its width and height
readonly GAME_CANVAS: HTMLCanvasElement;
readonly DEBUG_CANVAS: HTMLCanvasElement;
readonly WIDTH: number;
readonly HEIGHT: number;
private viewport: Viewport;
private ctx: CanvasRenderingContext2D;
private clearColor: Color;
// All of the necessary subsystems that need to run here
private eventQueue: EventQueue;
private inputHandler: InputHandler;
private inputReceiver: InputReceiver;
private recorder: Recorder;
private resourceManager: ResourceManager;
private sceneManager: SceneManager;
private audioManager: AudioManager;
private renderingManager: RenderingManager;
/**
* Creates a new GameLoop
* @param options The options for GameLoop initialization
*/
constructor(options?: Record<string, any>){
// Typecast the config object to a GameConfig object
this.gameOptions = GameOptions.parse(options);
this.maxUpdateFPS = 60;
this.simulationTimestep = Math.floor(1000/this.maxUpdateFPS);
this.frameDelta = 0;
this.lastFrameTime = 0;
this.minFrameDelay = 0;
this.frame = 0;
this.fps = this.maxUpdateFPS; // Initialize the fps to the max allowed fps
this.fpsUpdateInterval = 1000;
this.lastFpsUpdate = 0;
this.framesSinceLastFpsUpdate = 0;
this.started = false;
this.running = false;
this.panic = false;
this.numUpdateSteps = 0;
// Set the max fps to 60fps
// this.setMaxFPS(60);
// Get the game canvas and give it a background color
this.GAME_CANVAS = <HTMLCanvasElement>document.getElementById("game-canvas");
this.DEBUG_CANVAS = <HTMLCanvasElement>document.getElementById("debug-canvas");
// Give the canvas a size and get the rendering context
this.WIDTH = this.gameOptions.viewportSize.x;
this.HEIGHT = this.gameOptions.viewportSize.y;
// For now, just hard code a canvas renderer. We can do this with options later
this.renderingManager = new CanvasRenderer();
this.initializeGameWindow();
this.ctx = this.renderingManager.initializeCanvas(this.GAME_CANVAS, this.WIDTH, this.HEIGHT);
this.clearColor = new Color(this.gameOptions.clearColor.r, this.gameOptions.clearColor.g, this.gameOptions.clearColor.b);
// Initialize debug canvas
Debug.initializeDebugCanvas(this.DEBUG_CANVAS, this.WIDTH, this.HEIGHT);
// Size the viewport to the game canvas
this.viewport = new Viewport();
this.viewport.setCanvasSize(this.WIDTH, this.HEIGHT);
this.viewport.setSize(this.WIDTH, this.HEIGHT);
// Initialize all necessary game subsystems
this.eventQueue = EventQueue.getInstance();
this.inputHandler = new InputHandler(this.GAME_CANVAS);
this.inputReceiver = InputReceiver.getInstance();
this.inputReceiver.setViewport(this.viewport);
this.recorder = new Recorder();
this.resourceManager = ResourceManager.getInstance();
this.sceneManager = new SceneManager(this.viewport, this, this.renderingManager);
this.audioManager = AudioManager.getInstance();
Stats.initStats();
set doRender(render: Function){
this._doRender = render;
}
/**
* Set up the game window that holds the canvases
* Retrieves the current FPS of the game
*/
private initializeGameWindow(): void {
const gameWindow = document.getElementById("game-window");
// Set the height of the game window
gameWindow.style.width = this.WIDTH + "px";
gameWindow.style.height = this.HEIGHT + "px";
}
abstract getFPS(): number;
/**
* Changes the maximum allowed physics framerate of the game
* @param initMax The max framerate
* Starts up the game loop
*/
setMaxUpdateFPS(initMax: number): void {
this.maxUpdateFPS = initMax;
this.simulationTimestep = Math.floor(1000/this.maxUpdateFPS);
}
abstract start(): void;
/**
* Sets the maximum rendering framerate
* @param maxFPS The max framerate
* Runs the first frame of the game. No update occurs here, only a render.
* This is needed to initialize delta time values
* @param timestamp The timestamp of the frame. This is received from the browser
*/
setMaxFPS(maxFPS: number): void {
this.minFrameDelay = 1000/maxFPS;
}
protected abstract doFirstFrame(timestamp: number): void;
/**
* Retreives the SceneManager from the GameLoop
* @returns The SceneManager
* Run before any updates or the render of a frame.
* @param timestamp The timestamp of the frame. This is received from the browser
*/
getSceneManager(): SceneManager {
return this.sceneManager;
}
protected abstract startFrame(timestamp: number): void;
/**
* Updates the frame count and sum of time for the framerate of the game
* @param timestep The current time in ms
* The core of the frame, where any necessary updates occur, and where a render happens
* @param timestamp The timestamp of the frame. This is received from the browser
*/
private updateFPS(timestamp: number): void {
this.fps = 0.9 * this.framesSinceLastFpsUpdate * 1000 / (timestamp - this.lastFpsUpdate) +(1 - 0.9) * this.fps;
this.lastFpsUpdate = timestamp;
this.framesSinceLastFpsUpdate = 0;
Debug.log("fps", "FPS: " + this.fps.toFixed(1));
Stats.updateFPS(this.fps);
}
protected abstract doFrame(timestamp: number): void;
/**
* Starts up the game loop and calls the first requestAnimationFrame
* Wraps up the frame
* @param panic Whether or not the update cycle panicked. This happens when too many updates try to happen in a single frame
*/
start(): void {
if(!this.started){
this.started = true;
window.requestAnimationFrame(this.startFrame);
}
}
/**
* The first game frame - initializes the first frame time and begins the render
* @param timestamp The current time in ms
*/
startFrame(timestamp: number): void {
this.running = true;
this.render();
this.lastFrameTime = timestamp;
this.lastFpsUpdate = timestamp;
this.framesSinceLastFpsUpdate = 0;
window.requestAnimationFrame(this.doFrame);
}
/**
* The main loop of the game. Updates and renders every frame
* @param timestamp
*/
doFrame(timestamp: number): void {
// Request animation frame to prepare for another update or render
window.requestAnimationFrame(this.doFrame);
// If we are trying to update too soon, return and do nothing
if(timestamp < this.lastFrameTime + this.minFrameDelay){
return
}
// Currently, update and draw are synced - eventually it would probably be good to desync these
this.frameDelta += timestamp - this.lastFrameTime;
this.lastFrameTime = timestamp;
// Update the estimate of the framerate
if(timestamp > this.lastFpsUpdate + this.fpsUpdateInterval){
this.updateFPS(timestamp);
}
this.frame++;
this.framesSinceLastFpsUpdate++;
// Update while we can (This will present problems if we leave the window)
this.numUpdateSteps = 0;
while(this.frameDelta >= this.simulationTimestep){
this.update(this.simulationTimestep/1000);
this.frameDelta -= this.simulationTimestep;
this.numUpdateSteps++;
if(this.numUpdateSteps > 100){
this.panic = true;
break;
}
}
// Updates are done, draw
this.render();
// End the frame
this.end();
this.panic = false;
}
/**
* Ends the game loop
*/
end(){
if(this.panic) {
var discardedTime = Math.round(this.resetFrameDelta());
console.warn('Main loop panicked, probably because the browser tab was put in the background. Discarding ' + discardedTime + 'ms');
}
}
resetFrameDelta() : number {
var oldFrameDelta = this.frameDelta;
this.frameDelta = 0;
return oldFrameDelta;
}
/**
* Updates all necessary subsystems of the game. Defers scene updates to the sceneManager
* @param deltaT The time sine the last update
*/
update(deltaT: number): void {
// Handle all events that happened since the start of the last loop
this.eventQueue.update(deltaT);
// Update the input data structures so game objects can see the input
this.inputReceiver.update(deltaT);
// Update the recording of the game
this.recorder.update(deltaT);
// Update all scenes
this.sceneManager.update(deltaT);
// Update all sounds
this.audioManager.update(deltaT);
// Load or unload any resources if needed
this.resourceManager.update(deltaT);
}
/**
* Clears the canvas and defers scene rendering to the sceneManager. Renders the debug canvas
*/
render(): void {
// Clear the canvases
this.ctx.clearRect(0, 0, this.WIDTH, this.HEIGHT);
Debug.clearCanvas();
// Game Canvas
this.ctx.fillStyle = this.clearColor.toString();
this.ctx.fillRect(0, 0, this.WIDTH, this.HEIGHT);
this.sceneManager.render();
// Debug render
Debug.render();
Stats.render();
}
protected abstract finishFrame(panic: boolean): void;
}

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@ -35,7 +35,7 @@ export default class ResourceManager {
private loadonly_imagesToLoad: number;
/** The queue of images we must load */
private loadonly_imageLoadingQueue: Queue<KeyPathPair>;
/** A map of the images that are currently loaded and (presumably) being used by the scene */
/** A map of the images that are currently loaded and being used by the scene. The reference to these images only exist here for easy cleanup. */
private images: Map<HTMLImageElement>;
/** Number to keep track of how many tilemaps need to be loaded */

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@ -8,7 +8,7 @@ import SceneGraphArray from "../SceneGraph/SceneGraphArray";
import FactoryManager from "./Factories/FactoryManager";
import Tilemap from "../Nodes/Tilemap";
import ResourceManager from "../ResourceManager/ResourceManager";
import GameLoop from "../Loop/GameLoop";
import Game from "../Loop/Game";
import SceneManager from "./SceneManager";
import Receiver from "../Events/Receiver";
import Emitter from "../Events/Emitter";
@ -40,9 +40,6 @@ export default class Scene implements Updateable {
/** A flag that represents whether this scene is running or not. */
protected running: boolean;
/** The overall game loop. */
protected game: GameLoop;
/** The manager of this scene. */
protected sceneManager: SceneManager;
@ -93,17 +90,16 @@ export default class Scene implements Updateable {
* @param viewport The viewport of the game
* @param sceneManager The SceneManager that owns this Scene
* @param renderingManager The RenderingManager that will handle this Scene's rendering
* @param game The instance of the GameLoop
* @param game The instance of the Game
* @param options The options for Scene initialization
*/
constructor(viewport: Viewport, sceneManager: SceneManager, renderingManager: RenderingManager, game: GameLoop, options: Record<string, any>){
constructor(viewport: Viewport, sceneManager: SceneManager, renderingManager: RenderingManager, options: Record<string, any>){
this.sceneOptions = SceneOptions.parse(options);
this.worldSize = new Vec2(500, 500);
this.viewport = viewport;
this.viewport.setBounds(0, 0, 2560, 1280);
this.running = false;
this.game = game;
this.sceneManager = sceneManager;
this.receiver = new Receiver();
this.emitter = new Emitter();

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@ -1,38 +1,38 @@
import Scene from "./Scene";
import ResourceManager from "../ResourceManager/ResourceManager";
import Viewport from "../SceneGraph/Viewport";
import GameLoop from "../Loop/GameLoop";
import Game from "../Loop/Game";
import RenderingManager from "../Rendering/RenderingManager";
/**
* The SceneManager of the game engine. There is only one of theses.
* The SceneManager acts as an interface to create Scenes, and handles the lifecycle methods of Scenes.
* The Scene manager keeps track of systems that are constant across scene, such as the @reference[ResourceManager]
* It gives Scenes access to information they need from the @reference[Game] class while keeping a layer of separation.
*/
export default class SceneManager {
/** The current Scene of the game */
protected currentScene: Scene;
/** The Viewport of the game */
protected viewport: Viewport;
/** A reference to the ResourceManager */
protected resourceManager: ResourceManager;
/** The GameLoop this SceneManager belongs to */
protected game: GameLoop;
/** A counter to keep track of game ids */
protected idCounter: number;
/** The RenderingManager of the game */
protected renderingManager: RenderingManager;
/**
* Creates a new SceneManager
* @param viewport The Viewport of the game
* @param game The GameLoop instance
* @param game The Game instance
* @param renderingManager The RenderingManager of the game
*/
constructor(viewport: Viewport, game: GameLoop, renderingManager: RenderingManager){
constructor(viewport: Viewport, renderingManager: RenderingManager){
this.resourceManager = ResourceManager.getInstance();
this.viewport = viewport;
this.game = game;
this.renderingManager = renderingManager;
this.idCounter = 0;
}
@ -43,7 +43,7 @@ export default class SceneManager {
* @param constr The constructor of the scene to add
*/
public addScene<T extends Scene>(constr: new (...args: any) => T, options: Record<string, any>): void {
let scene = new constr(this.viewport, this, this.renderingManager, this.game, options);
let scene = new constr(this.viewport, this, this.renderingManager, options);
this.currentScene = scene;
// Enqueue all scene asset loads

View File

@ -1,4 +1,4 @@
import GameLoop from "./Loop/GameLoop";
import Game from "./Loop/Game";
import {} from "./index";
import MainMenu from "./_DemoClasses/Mario/MainMenu";
import Level1 from "./_DemoClasses/Mario/Level1";
@ -11,7 +11,7 @@ function main(){
clearColor: {r: 34, g: 32, b: 52}
}
let game = new GameLoop(options);
let game = new Game(options);
game.start();
let sm = game.getSceneManager();

View File

@ -27,7 +27,7 @@
"src/Input/InputHandler.ts",
"src/Input/InputReceiver.ts",
"src/Loop/GameLoop.ts",
"src/Loop/Game.ts",
"src/Nodes/Tilemaps/OrthogonalTilemap.ts",
"src/Nodes/UIElements/Button.ts",