separated Game from Gameloop
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34b9a2d71d
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6
src/DataTypes/Functions/NullFunc.ts
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6
src/DataTypes/Functions/NullFunc.ts
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/**
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* A placeholder function for No Operation. Does nothing
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*/
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const NullFunc = () => {};
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export default NullFunc;
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218
src/Loop/FixedUpdateGameLoop.ts
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218
src/Loop/FixedUpdateGameLoop.ts
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import GameLoop from "./GameLoop";
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import Debug from "../Debug/Debug";
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import Stats from "../Debug/Stats";
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/**
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* A game loop with a fixed update time and a variable render time.
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* Every frame, the game updates until all time since the last frame has been processed.
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* If too much time has passed, such as if the last update was too slow,
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* or if the browser was put into the background, the loop will panic and discard time.
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* A render happens at the end of every frame. This happens as fast as possible unless specified.
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* A loop of this type allows for deterministic behavior - No matter what the frame rate is, the update should behave the same,
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* as it is occuring in a fixed interval.
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*/
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export default class FixedUpdateGameLoop extends GameLoop {
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/** The max allowed update fps.*/
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private maxUpdateFPS: number;
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/** The timestep for each update. This is the deltaT passed to update calls. */
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private updateTimestep: number;
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/** The amount of time we are yet to simulate. */
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private frameDelta: number;
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/** The time when the last frame was drawn. */
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private lastFrameTime: number;
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/** The minimum time we want to wait between game frames. */
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private minFrameDelay: number;
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/** The current frame of the game. */
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private frame: number;
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/** The actual fps of the game. */
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private fps: number;
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/** The time between fps measurement updates. */
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private fpsUpdateInterval: number;
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/** The time of the last fps update. */
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private lastFpsUpdate: number;
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/** The number of frames since the last fps update was done. */
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private framesSinceLastFpsUpdate: number;
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/** The status of whether or not the game loop has started. */
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private started: boolean;
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/** The status of whether or not the game loop is currently running. */
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private running: boolean;
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/** The number of update steps this iteration of the game loop. */
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private numUpdateSteps: number;
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constructor() {
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super();
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this.maxUpdateFPS = 60;
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this.updateTimestep = Math.floor(1000/this.maxUpdateFPS);
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this.frameDelta = 0;
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this.lastFrameTime = 0;
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this.minFrameDelay = 0;
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this.frame = 0;
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this.fps = this.maxUpdateFPS; // Initialize the fps to the max allowed fps
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this.fpsUpdateInterval = 1000;
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this.lastFpsUpdate = 0;
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this.framesSinceLastFpsUpdate = 0;
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this.started = false;
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this.running = false;
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this.numUpdateSteps = 0;
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}
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getFPS(): number {
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return 0;
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}
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/**
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* Updates the frame count and sum of time for the framerate of the game
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* @param timestep The current time in ms
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*/
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protected updateFPS(timestamp: number): void {
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this.fps = 0.9 * this.framesSinceLastFpsUpdate * 1000 / (timestamp - this.lastFpsUpdate) +(1 - 0.9) * this.fps;
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this.lastFpsUpdate = timestamp;
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this.framesSinceLastFpsUpdate = 0;
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Debug.log("fps", "FPS: " + this.fps.toFixed(1));
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Stats.updateFPS(this.fps);
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}
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/**
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* Changes the maximum allowed physics framerate of the game
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* @param initMax The max framerate
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*/
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setMaxUpdateFPS(initMax: number): void {
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this.maxUpdateFPS = initMax;
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this.updateTimestep = Math.floor(1000/this.maxUpdateFPS);
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}
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/**
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* Sets the maximum rendering framerate
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* @param maxFPS The max framerate
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*/
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setMaxFPS(maxFPS: number): void {
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this.minFrameDelay = 1000/maxFPS;
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}
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/**
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* This function is called when the game loop panics, i.e. it tries to process too much time in an entire frame.
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* This will reset the amount of time back to zero.
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* @returns The amount of time we are discarding from processing.
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*/
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resetFrameDelta() : number {
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let oldFrameDelta = this.frameDelta;
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this.frameDelta = 0;
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return oldFrameDelta;
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}
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/**
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* Starts up the game loop and calls the first requestAnimationFrame
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*/
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start(): void {
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if(!this.started){
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this.started = true;
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window.requestAnimationFrame((timestamp) => this.doFirstFrame(timestamp));
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}
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}
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/**
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* The first game frame - initializes the first frame time and begins the render
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* @param timestamp The current time in ms
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*/
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protected doFirstFrame(timestamp: number): void {
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this.running = true;
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this._doRender();
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this.lastFrameTime = timestamp;
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this.lastFpsUpdate = timestamp;
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this.framesSinceLastFpsUpdate = 0;
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window.requestAnimationFrame((t) => this.doFrame(t));
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}
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/**
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* Handles any processing that needs to be done at the start of the frame
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* @param timestamp The time of the frame in ms
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*/
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protected startFrame(timestamp: number): void {
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// Update the amount of time we need our update to process
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this.frameDelta += timestamp - this.lastFrameTime;
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// Set the new time of the last frame
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this.lastFrameTime = timestamp;
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// Update the estimate of the framerate
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if(timestamp > this.lastFpsUpdate + this.fpsUpdateInterval){
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this.updateFPS(timestamp);
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}
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// Increment the number of frames
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this.frame++;
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this.framesSinceLastFpsUpdate++;
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}
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/**
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* The main loop of the game. Updates until the current time is reached. Renders once
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* @param timestamp The current time in ms
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*/
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protected doFrame = (timestamp: number): void => {
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// Request animation frame to prepare for another update or render
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window.requestAnimationFrame((t) => this.doFrame(t));
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// If we are trying to render too soon, do nothing.
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if(timestamp < this.lastFrameTime + this.minFrameDelay){
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return
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}
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// A frame is actually happening
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this.startFrame(timestamp);
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// Update while there is still time to make up. If we do too many update steps, panic and exit the loop.
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this.numUpdateSteps = 0;
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let panic = false;
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while(this.frameDelta >= this.updateTimestep){
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// Do an update
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this._doUpdate(this.updateTimestep/1000);
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// Remove the update step time from the time we have to process
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this.frameDelta -= this.updateTimestep;
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// Increment steps and check if we've done too many
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this.numUpdateSteps++;
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if(this.numUpdateSteps > 100){
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panic = true;
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break;
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}
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}
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// Updates are done, render
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this._doRender();
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// Wrap up the frame
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this.finishFrame(panic);
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}
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/**
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* Wraps up the frame and handles the panic state if there is one
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* @param panic Whether or not the loop panicked
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*/
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protected finishFrame(panic: boolean): void {
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if(panic) {
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var discardedTime = Math.round(this.resetFrameDelta());
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console.warn('Main loop panicked, probably because the browser tab was put in the background. Discarding ' + discardedTime + 'ms');
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}
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}
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}
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169
src/Loop/Game.ts
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src/Loop/Game.ts
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import EventQueue from "../Events/EventQueue";
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import InputReceiver from "../Input/InputReceiver";
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import InputHandler from "../Input/InputHandler";
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import Recorder from "../Playback/Recorder";
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import Debug from "../Debug/Debug";
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import ResourceManager from "../ResourceManager/ResourceManager";
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import Viewport from "../SceneGraph/Viewport";
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import SceneManager from "../Scene/SceneManager";
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import AudioManager from "../Sound/AudioManager";
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import Stats from "../Debug/Stats";
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import RenderingManager from "../Rendering/RenderingManager";
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import CanvasRenderer from "../Rendering/CanvasRenderer";
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import Color from "../Utils/Color";
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import GameOptions from "./GameOptions";
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import GameLoop from "./GameLoop";
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import FixedUpdateGameLoop from "./FixedUpdateGameLoop";
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/**
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* The main loop of the game engine.
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* Handles the update order, and initializes all subsystems.
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* The Game manages the update cycle, and requests animation frames to render to the browser.
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*/
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export default class Game {
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gameOptions: GameOptions;
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// The game loop
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private loop: GameLoop;
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// Game canvas and its width and height
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readonly GAME_CANVAS: HTMLCanvasElement;
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readonly DEBUG_CANVAS: HTMLCanvasElement;
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readonly WIDTH: number;
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readonly HEIGHT: number;
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private viewport: Viewport;
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private ctx: CanvasRenderingContext2D;
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private clearColor: Color;
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// All of the necessary subsystems that need to run here
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private eventQueue: EventQueue;
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private inputHandler: InputHandler;
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private inputReceiver: InputReceiver;
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private recorder: Recorder;
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private resourceManager: ResourceManager;
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private sceneManager: SceneManager;
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private audioManager: AudioManager;
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private renderingManager: RenderingManager;
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/**
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* Creates a new Game
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* @param options The options for Game initialization
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*/
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constructor(options?: Record<string, any>){
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// Typecast the config object to a GameConfig object
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this.gameOptions = GameOptions.parse(options);
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// Create an instance of a game loop
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this.loop = new FixedUpdateGameLoop();
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// Get the game canvas and give it a background color
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this.GAME_CANVAS = <HTMLCanvasElement>document.getElementById("game-canvas");
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this.DEBUG_CANVAS = <HTMLCanvasElement>document.getElementById("debug-canvas");
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// Give the canvas a size and get the rendering context
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this.WIDTH = this.gameOptions.viewportSize.x;
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this.HEIGHT = this.gameOptions.viewportSize.y;
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// For now, just hard code a canvas renderer. We can do this with options later
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this.renderingManager = new CanvasRenderer();
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this.initializeGameWindow();
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this.ctx = this.renderingManager.initializeCanvas(this.GAME_CANVAS, this.WIDTH, this.HEIGHT);
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this.clearColor = new Color(this.gameOptions.clearColor.r, this.gameOptions.clearColor.g, this.gameOptions.clearColor.b);
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// Initialize debugging and stats
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Debug.initializeDebugCanvas(this.DEBUG_CANVAS, this.WIDTH, this.HEIGHT);
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Stats.initStats();
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// Size the viewport to the game canvas
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this.viewport = new Viewport();
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this.viewport.setCanvasSize(this.WIDTH, this.HEIGHT);
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this.viewport.setSize(this.WIDTH, this.HEIGHT);
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// Initialize all necessary game subsystems
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this.eventQueue = EventQueue.getInstance();
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this.inputHandler = new InputHandler(this.GAME_CANVAS);
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this.inputReceiver = InputReceiver.getInstance();
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this.inputReceiver.setViewport(this.viewport);
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this.recorder = new Recorder();
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this.resourceManager = ResourceManager.getInstance();
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this.sceneManager = new SceneManager(this.viewport, this.renderingManager);
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this.audioManager = AudioManager.getInstance();
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}
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/**
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* Set up the game window that holds the canvases
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*/
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private initializeGameWindow(): void {
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const gameWindow = document.getElementById("game-window");
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// Set the height of the game window
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gameWindow.style.width = this.WIDTH + "px";
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gameWindow.style.height = this.HEIGHT + "px";
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}
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/**
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* Retreives the SceneManager from the Game
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* @returns The SceneManager
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*/
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getSceneManager(): SceneManager {
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return this.sceneManager;
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}
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/**
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* Starts the game
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*/
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start(): void {
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// Set the update function of the loop
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this.loop.doUpdate = (deltaT: number) => this.update(deltaT);
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// Set the render function of the loop
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this.loop.doRender = () => this.render();
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// Start the loop
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this.loop.start();
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}
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/**
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* Updates all necessary subsystems of the game. Defers scene updates to the sceneManager
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* @param deltaT The time sine the last update
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*/
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update(deltaT: number): void {
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// Handle all events that happened since the start of the last loop
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this.eventQueue.update(deltaT);
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// Update the input data structures so game objects can see the input
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this.inputReceiver.update(deltaT);
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// Update the recording of the game
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this.recorder.update(deltaT);
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// Update all scenes
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this.sceneManager.update(deltaT);
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// Update all sounds
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this.audioManager.update(deltaT);
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// Load or unload any resources if needed
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this.resourceManager.update(deltaT);
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}
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/**
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* Clears the canvas and defers scene rendering to the sceneManager. Renders the debug canvas
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*/
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render(): void {
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// Clear the canvases
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this.ctx.clearRect(0, 0, this.WIDTH, this.HEIGHT);
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Debug.clearCanvas();
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// Game Canvas
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this.ctx.fillStyle = this.clearColor.toString();
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this.ctx.fillRect(0, 0, this.WIDTH, this.HEIGHT);
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this.sceneManager.render();
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// Debug render
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Debug.render();
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Stats.render();
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}
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}
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@ -1,327 +1,59 @@
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import EventQueue from "../Events/EventQueue";
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import InputReceiver from "../Input/InputReceiver";
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import InputHandler from "../Input/InputHandler";
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import Recorder from "../Playback/Recorder";
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import Debug from "../Debug/Debug";
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import ResourceManager from "../ResourceManager/ResourceManager";
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import Viewport from "../SceneGraph/Viewport";
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import SceneManager from "../Scene/SceneManager";
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import AudioManager from "../Sound/AudioManager";
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import Stats from "../Debug/Stats";
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import RenderingManager from "../Rendering/RenderingManager";
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import CanvasRenderer from "../Rendering/CanvasRenderer";
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import Color from "../Utils/Color";
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import GameOptions from "./GameOptions";
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import NullFunc from "../DataTypes/Functions/NullFunc";
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/**
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* The main loop of the game engine.
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* Handles the update order, and initializes all subsystems.
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* The GameLoop manages the update cycle, and requests animation frames to render to the browser.
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* The main game loop of the game. Keeps track of fps and handles scheduling of updates and rendering.
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* This class is left abstract, so that a subclass can handle exactly how the loop is scheduled.
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* For an example of different types of game loop scheduling, check out @link(Game Programming Patterns)(https://gameprogrammingpatterns.com/game-loop.html)
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*/
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export default class GameLoop {
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gameOptions: GameOptions;
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export default abstract class GameLoop {
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/** The max allowed update fps.*/
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private maxUpdateFPS: number;
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/** The function to call when an update occurs */
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protected _doUpdate: Function = NullFunc;
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/** The timestep for each update. This is the deltaT passed to update calls. */
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private simulationTimestep: number;
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set doUpdate(update: Function){
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this._doUpdate = update;
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}
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/** The amount of time we are yet to simulate. */
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private frameDelta: number;
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/** The function to call when a render occurs */
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protected _doRender: Function = NullFunc;
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/** The time when the last frame was drawn. */
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private lastFrameTime: number;
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/** The minimum time we want to wait between game frames. */
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private minFrameDelay: number;
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set doRender(render: Function){
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this._doRender = render;
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}
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/** The current frame of the game. */
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private frame: number;
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/**
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* Retrieves the current FPS of the game
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*/
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abstract getFPS(): number;
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/** The actual fps of the game. */
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private fps: number;
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/** The time between fps measurement updates. */
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private fpsUpdateInterval: number;
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/** The time of the last fps update. */
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private lastFpsUpdate: number;
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/** The number of frames since the last fps update was done. */
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private framesSinceLastFpsUpdate: number;
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/** The status of whether or not the game loop has started. */
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private started: boolean;
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/** The status of whether or not the game loop is currently running. */
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private running: boolean;
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/** The panic state of the game. True if we have too many update frames in a single render. */
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private panic: boolean;
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/** The number of update steps this iteration of the game loop. */
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private numUpdateSteps: number;
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// Game canvas and its width and height
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readonly GAME_CANVAS: HTMLCanvasElement;
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readonly DEBUG_CANVAS: HTMLCanvasElement;
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readonly WIDTH: number;
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readonly HEIGHT: number;
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private viewport: Viewport;
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private ctx: CanvasRenderingContext2D;
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private clearColor: Color;
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// All of the necessary subsystems that need to run here
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private eventQueue: EventQueue;
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private inputHandler: InputHandler;
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||||
private inputReceiver: InputReceiver;
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private recorder: Recorder;
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private resourceManager: ResourceManager;
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private sceneManager: SceneManager;
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private audioManager: AudioManager;
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private renderingManager: RenderingManager;
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/**
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* Creates a new GameLoop
|
||||
* @param options The options for GameLoop initialization
|
||||
/**
|
||||
* Starts up the game loop
|
||||
*/
|
||||
constructor(options?: Record<string, any>){
|
||||
// Typecast the config object to a GameConfig object
|
||||
this.gameOptions = GameOptions.parse(options);
|
||||
abstract start(): void;
|
||||
|
||||
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;
|
||||
/**
|
||||
* 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
|
||||
*/
|
||||
protected abstract doFirstFrame(timestamp: number): void;
|
||||
|
||||
// Set the max fps to 60fps
|
||||
// this.setMaxFPS(60);
|
||||
/**
|
||||
* Run before any updates or the render of a frame.
|
||||
* @param timestamp The timestamp of the frame. This is received from the browser
|
||||
*/
|
||||
protected abstract startFrame(timestamp: number): void;
|
||||
|
||||
// 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");
|
||||
/**
|
||||
* 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
|
||||
*/
|
||||
protected abstract doFrame(timestamp: number): void;
|
||||
|
||||
// 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 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";
|
||||
}
|
||||
|
||||
/**
|
||||
* Changes the maximum allowed physics framerate of the game
|
||||
* @param initMax The max framerate
|
||||
*/
|
||||
setMaxUpdateFPS(initMax: number): void {
|
||||
this.maxUpdateFPS = initMax;
|
||||
this.simulationTimestep = Math.floor(1000/this.maxUpdateFPS);
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the maximum rendering framerate
|
||||
* @param maxFPS The max framerate
|
||||
*/
|
||||
setMaxFPS(maxFPS: number): void {
|
||||
this.minFrameDelay = 1000/maxFPS;
|
||||
}
|
||||
|
||||
/**
|
||||
* Retreives the SceneManager from the GameLoop
|
||||
* @returns The SceneManager
|
||||
*/
|
||||
getSceneManager(): SceneManager {
|
||||
return this.sceneManager;
|
||||
}
|
||||
|
||||
/**
|
||||
* Updates the frame count and sum of time for the framerate of the game
|
||||
* @param timestep The current time in ms
|
||||
*/
|
||||
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);
|
||||
}
|
||||
|
||||
/**
|
||||
* Starts up the game loop and calls the first requestAnimationFrame
|
||||
*/
|
||||
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();
|
||||
}
|
||||
/**
|
||||
* 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
|
||||
*/
|
||||
protected abstract finishFrame(panic: boolean): void;
|
||||
}
|
|
@ -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 */
|
||||
|
|
|
@ -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();
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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();
|
||||
|
|
|
@ -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",
|
||||
|
|
Loading…
Reference in New Issue
Block a user