jumpstorm/client/src/JumpStorm.ts

109 lines
2.3 KiB
TypeScript

import { Game } from "@engine/Game";
import { Grid } from "@engine/structures";
import {
WallBounds,
FacingDirection,
Render,
Physics,
Input,
Collision,
MessageQueueProvider,
MessagePublisher,
NetworkUpdate,
} from "@engine/systems";
class ClientSocketMessageQueueProvider implements MessageQueueProvider {
private socket: WebSocket;
private messages: any[];
constructor(socket: WebSocket) {
this.socket = socket;
this.messages = [];
this.socket.addEventListener("message", (e) => {
console.log(e);
});
}
getNewMessages() {
return this.messages;
}
clearMessages() {
this.messages = [];
}
}
class ClientSocketMessagePublisher implements MessagePublisher {
private socket: WebSocket;
private messages: any[];
constructor(socket: WebSocket) {
this.socket = socket;
this.messages = [];
this.socket.addEventListener("message", (e) => {
console.log(e);
});
}
addMessage(_message: any) {}
publish() {}
}
export class JumpStorm {
private game: Game;
constructor(ctx: CanvasRenderingContext2D) {
this.game = new Game();
const socket = new WebSocket("ws://localhost:8080");
setInterval(() => socket.send(JSON.stringify({ x: 1 })), 1_000);
const clientSocketMessageQueueProvider =
new ClientSocketMessageQueueProvider(socket);
const clientSocketMessagePublisher = new ClientSocketMessagePublisher(
socket
);
const grid = new Grid();
[
this.createInputSystem(),
new FacingDirection(),
new Physics(),
new Collision(grid),
new WallBounds(ctx.canvas.width),
new NetworkUpdate(
clientSocketMessageQueueProvider,
clientSocketMessagePublisher
),
new Render(ctx),
].forEach((system) => this.game.addSystem(system));
}
public play() {
this.game.start();
const loop = (timestamp: number) => {
this.game.doGameLoop(timestamp);
requestAnimationFrame(loop); // tail call recursion! /s
};
requestAnimationFrame(loop);
}
private createInputSystem(): Input {
const inputSystem = new Input();
window.addEventListener("keydown", (e) => {
if (!e.repeat) {
inputSystem.keyPressed(e.key);
}
});
window.addEventListener("keyup", (e) => inputSystem.keyReleased(e.key));
return inputSystem;
}
}