very basic websocket setup

This commit is contained in:
Elizabeth Hunt 2023-07-20 22:22:26 -07:00
parent 72c6c7de12
commit 619a039942
Signed by: simponic
GPG Key ID: 52B3774857EB24B1
12 changed files with 63 additions and 70 deletions

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README.md Normal file
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## jumpstorm

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# Svelte + TS + Vite
This template should help get you started developing with Svelte and TypeScript in Vite.
## Recommended IDE Setup
[VS Code](https://code.visualstudio.com/) + [Svelte](https://marketplace.visualstudio.com/items?itemName=svelte.svelte-vscode).
## Need an official Svelte framework?
Check out [SvelteKit](https://github.com/sveltejs/kit#readme), which is also powered by Vite. Deploy anywhere with its serverless-first approach and adapt to various platforms, with out of the box support for TypeScript, SCSS, and Less, and easily-added support for mdsvex, GraphQL, PostCSS, Tailwind CSS, and more.
## Technical considerations
**Why use this over SvelteKit?**
- It brings its own routing solution which might not be preferable for some users.
- It is first and foremost a framework that just happens to use Vite under the hood, not a Vite app.
This template contains as little as possible to get started with Vite + TypeScript + Svelte, while taking into account the developer experience with regards to HMR and intellisense. It demonstrates capabilities on par with the other `create-vite` templates and is a good starting point for beginners dipping their toes into a Vite + Svelte project.
Should you later need the extended capabilities and extensibility provided by SvelteKit, the template has been structured similarly to SvelteKit so that it is easy to migrate.
**Why `global.d.ts` instead of `compilerOptions.types` inside `jsconfig.json` or `tsconfig.json`?**
Setting `compilerOptions.types` shuts out all other types not explicitly listed in the configuration. Using triple-slash references keeps the default TypeScript setting of accepting type information from the entire workspace, while also adding `svelte` and `vite/client` type information.
**Why include `.vscode/extensions.json`?**
Other templates indirectly recommend extensions via the README, but this file allows VS Code to prompt the user to install the recommended extension upon opening the project.
**Why enable `allowJs` in the TS template?**
While `allowJs: false` would indeed prevent the use of `.js` files in the project, it does not prevent the use of JavaScript syntax in `.svelte` files. In addition, it would force `checkJs: false`, bringing the worst of both worlds: not being able to guarantee the entire codebase is TypeScript, and also having worse typechecking for the existing JavaScript. In addition, there are valid use cases in which a mixed codebase may be relevant.
**Why is HMR not preserving my local component state?**
HMR state preservation comes with a number of gotchas! It has been disabled by default in both `svelte-hmr` and `@sveltejs/vite-plugin-svelte` due to its often surprising behavior. You can read the details [here](https://github.com/rixo/svelte-hmr#svelte-hmr).
If you have state that's important to retain within a component, consider creating an external store which would not be replaced by HMR.
```ts
// store.ts
// An extremely simple external store
import { writable } from 'svelte/store'
export default writable(0)
```

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export class JumpStorm { export class JumpStorm {
private game: Game; private game: Game;
private socket: WebSocket;
constructor(ctx: CanvasRenderingContext2D) { constructor(ctx: CanvasRenderingContext2D) {
this.game = new Game(); this.game = new Game();
this.socket = new WebSocket("ws://localhost:8080");
this.socket.onopen = () => {
this.socket.send("gaming");
console.log("OPENED SOCKET");
};
[ [
this.createInputSystem(), this.createInputSystem(),

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import GameCanvas from "../components/GameCanvas.svelte"; import GameCanvas from "../components/GameCanvas.svelte";
import LeaderBoard from "../components/LeaderBoard.svelte"; import LeaderBoard from "../components/LeaderBoard.svelte";
let width: number = 600; import { Miscellaneous } from "@engine/config";
let height: number = 800;
let width: number = Miscellaneous.WIDTH;
let height: number = Miscellaneous.HEIGHT;
</script> </script>
<div class="centered-game"> <div class="centered-game">

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const dt = timeStamp - this.lastTimeStamp; const dt = timeStamp - this.lastTimeStamp;
this.lastTimeStamp = timeStamp; this.lastTimeStamp = timeStamp;
// rebuild the Component -> { Entity } map
this.componentEntities.clear(); this.componentEntities.clear();
this.entities.forEach((entity) => this.entities.forEach((entity) =>
entity.getComponents().forEach((component) => { entity.getComponents().forEach((component) => {

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@ -32,3 +32,8 @@ export namespace PhysicsConstants {
export const PLAYER_JUMP_ACC = -0.01; export const PLAYER_JUMP_ACC = -0.01;
export const PLAYER_JUMP_INITIAL_VEL = -0.9; export const PLAYER_JUMP_INITIAL_VEL = -0.9;
} }
export namespace Miscellaneous {
export const WIDTH = 600;
export const HEIGHT = 800;
}

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Collision.COLLIDABLE_COMPONENT_NAMES.map((componentName) => Collision.COLLIDABLE_COMPONENT_NAMES.map((componentName) =>
game.componentEntities.get(componentName) game.componentEntities.get(componentName)
).forEach((entityIds: Set<number>) => ).forEach((entityIds?: Set<number>) =>
entityIds.forEach((id) => { entityIds?.forEach((id) => {
const entity = game.entities.get(id); const entity = game.entities.get(id);
if (!entity.hasComponent(ComponentNames.BoundingBox)) { if (!entity.hasComponent(ComponentNames.BoundingBox)) {
return; return;

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# server
To install dependencies:
```bash
bun install
```
To run:
```bash
bun run index.ts
```
This project was created using `bun init` in bun v0.6.14. [Bun](https://bun.sh) is a fast all-in-one JavaScript runtime.

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{ {
"name": "server", "name": "server",
"module": "src/index.ts", "module": "src/server.ts",
"type": "module", "type": "module",
"devDependencies": { "devDependencies": {
"bun-types": "^0.6.14" "bun-types": "^0.6.14"

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import { Game } from "../../engine/Game";
console.log(Game);

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server/src/server.ts Normal file
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import { Game } from "../../engine/Game";
import { Floor, Player } from "../../engine/entities";
import {
WallBounds,
FacingDirection,
Physics,
Input,
Collision,
} from "../../engine/systems";
import { Miscellaneous } from "../../engine/config";
const TICK_RATE = 60 / 1000;
const game = new Game();
[new Physics(), new Collision(), new WallBounds(Miscellaneous.WIDTH)].forEach(
(system) => game.addSystem(system)
);
[new Floor(160), new Player()].forEach((entity) => game.addEntity(entity));
game.start();
setInterval(() => {
game.doGameLoop(performance.now());
}, TICK_RATE);
const server = Bun.serve<>({
port: 8080,
fetch(req, server) {
server.upgrade(req, {
data: {},
});
},
websocket: {
// handler called when a message is received
async message(ws, message) {
console.log(`Received ${message}`);
},
},
});
console.log(`Listening on localhost:${server.port}`);