very basic websocket setup
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# Svelte + TS + Vite
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This template should help get you started developing with Svelte and TypeScript in Vite.
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## Recommended IDE Setup
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[VS Code](https://code.visualstudio.com/) + [Svelte](https://marketplace.visualstudio.com/items?itemName=svelte.svelte-vscode).
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## Need an official Svelte framework?
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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.
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## Technical considerations
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**Why use this over SvelteKit?**
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- It brings its own routing solution which might not be preferable for some users.
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- It is first and foremost a framework that just happens to use Vite under the hood, not a Vite app.
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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.
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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.
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**Why `global.d.ts` instead of `compilerOptions.types` inside `jsconfig.json` or `tsconfig.json`?**
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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.
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**Why include `.vscode/extensions.json`?**
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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.
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**Why enable `allowJs` in the TS template?**
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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.
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**Why is HMR not preserving my local component state?**
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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).
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If you have state that's important to retain within a component, consider creating an external store which would not be replaced by HMR.
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```ts
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// store.ts
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// An extremely simple external store
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import { writable } from 'svelte/store'
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export default writable(0)
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```
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@ -11,9 +11,16 @@ import {
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export class JumpStorm {
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private game: Game;
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private socket: WebSocket;
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constructor(ctx: CanvasRenderingContext2D) {
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this.game = new Game();
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this.socket = new WebSocket("ws://localhost:8080");
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this.socket.onopen = () => {
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this.socket.send("gaming");
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console.log("OPENED SOCKET");
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};
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[
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this.createInputSystem(),
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@ -2,8 +2,11 @@
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import GameCanvas from "../components/GameCanvas.svelte";
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import LeaderBoard from "../components/LeaderBoard.svelte";
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let width: number = 600;
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let height: number = 800;
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import { Miscellaneous } from "@engine/config";
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let width: number = Miscellaneous.WIDTH;
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let height: number = Miscellaneous.HEIGHT;
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</script>
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<div class="centered-game">
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const dt = timeStamp - this.lastTimeStamp;
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this.lastTimeStamp = timeStamp;
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// rebuild the Component -> { Entity } map
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this.componentEntities.clear();
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this.entities.forEach((entity) =>
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entity.getComponents().forEach((component) => {
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export const PLAYER_JUMP_ACC = -0.01;
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export const PLAYER_JUMP_INITIAL_VEL = -0.9;
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}
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export namespace Miscellaneous {
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export const WIDTH = 600;
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export const HEIGHT = 800;
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}
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Collision.COLLIDABLE_COMPONENT_NAMES.map((componentName) =>
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game.componentEntities.get(componentName)
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).forEach((entityIds: Set<number>) =>
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entityIds.forEach((id) => {
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).forEach((entityIds?: Set<number>) =>
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entityIds?.forEach((id) => {
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const entity = game.entities.get(id);
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if (!entity.hasComponent(ComponentNames.BoundingBox)) {
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return;
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# server
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To install dependencies:
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```bash
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bun install
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```
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To run:
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```bash
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bun run index.ts
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```
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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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@ -1,6 +1,6 @@
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{
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"name": "server",
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"module": "src/index.ts",
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"module": "src/server.ts",
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"type": "module",
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"devDependencies": {
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"bun-types": "^0.6.14"
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import { Game } from "../../engine/Game";
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console.log(Game);
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server/src/server.ts
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server/src/server.ts
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import { Game } from "../../engine/Game";
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import { Floor, Player } from "../../engine/entities";
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import {
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WallBounds,
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FacingDirection,
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Physics,
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Input,
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Collision,
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} from "../../engine/systems";
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import { Miscellaneous } from "../../engine/config";
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const TICK_RATE = 60 / 1000;
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const game = new Game();
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[new Physics(), new Collision(), new WallBounds(Miscellaneous.WIDTH)].forEach(
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(system) => game.addSystem(system)
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);
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[new Floor(160), new Player()].forEach((entity) => game.addEntity(entity));
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game.start();
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setInterval(() => {
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game.doGameLoop(performance.now());
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}, TICK_RATE);
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const server = Bun.serve<>({
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port: 8080,
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fetch(req, server) {
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server.upgrade(req, {
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data: {},
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});
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},
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websocket: {
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// handler called when a message is received
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async message(ws, message) {
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console.log(`Received ${message}`);
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},
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},
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});
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console.log(`Listening on localhost:${server.port}`);
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