migalib
Version:
MIGAlib - MInimal GAme LIBrary
149 lines (148 loc) • 6.58 kB
JavaScript
"use strict";
var __awaiter = (this && this.__awaiter) || function (thisArg, _arguments, P, generator) {
function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }
return new (P || (P = Promise))(function (resolve, reject) {
function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }
function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } }
function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }
step((generator = generator.apply(thisArg, _arguments || [])).next());
});
};
var __generator = (this && this.__generator) || function (thisArg, body) {
var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g;
return g = { next: verb(0), "throw": verb(1), "return": verb(2) }, typeof Symbol === "function" && (g[Symbol.iterator] = function() { return this; }), g;
function verb(n) { return function (v) { return step([n, v]); }; }
function step(op) {
if (f) throw new TypeError("Generator is already executing.");
while (_) try {
if (f = 1, y && (t = op[0] & 2 ? y["return"] : op[0] ? y["throw"] || ((t = y["return"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) return t;
if (y = 0, t) op = [op[0] & 2, t.value];
switch (op[0]) {
case 0: case 1: t = op; break;
case 4: _.label++; return { value: op[1], done: false };
case 5: _.label++; y = op[1]; op = [0]; continue;
case 7: op = _.ops.pop(); _.trys.pop(); continue;
default:
if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }
if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }
if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }
if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }
if (t[2]) _.ops.pop();
_.trys.pop(); continue;
}
op = body.call(thisArg, _);
} catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; }
if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true };
}
};
Object.defineProperty(exports, "__esModule", { value: true });
exports.GameLoop = void 0;
var mouse_1 = require("./mouse");
var splashscreen_1 = require("./splashscreen");
var GameLoopSingleton = /** @class */ (function () {
function GameLoopSingleton() {
this.rAF = null;
this.now = null;
this.last = null;
this.accumulator = 0;
this.fps = 60;
this.delta = 1e3 / this.fps;
this.step = 1 / this.fps;
this.deltaTime = 0;
this.currentDeltaTime = 0;
this.timeSinceStart = 0;
this.frameLimit = 1e3 / 30;
this.frameLimitActive = false;
this.fpsAccumulator = 0;
}
GameLoopSingleton.prototype.init = function (update, render) {
this.update = update;
this.render = render;
};
GameLoopSingleton.prototype.frame = function () {
var _this = this;
this.rAF = requestAnimationFrame(function () { return _this.frame(); });
this.now = performance.now();
this.deltaTime = this.now - this.last;
this.last = this.now;
this.currentDeltaTime = this.deltaTime * 0.001;
this.timeSinceStart += this.currentDeltaTime;
// prevent updating the game with a very large dt if the game were to lose focus
// and then regain focus later
if (this.deltaTime > 1e3) {
return;
}
this.accumulator += this.deltaTime;
while (this.accumulator >= this.delta) {
mouse_1.Mouse.update();
this.update();
this.accumulator -= this.delta;
}
if (this.frameLimitActive) {
this.fpsAccumulator += this.deltaTime;
while (this.fpsAccumulator >= this.frameLimit) {
this.render();
this.fpsAccumulator -= this.frameLimit;
}
}
else {
this.render();
}
};
GameLoopSingleton.prototype.start = function () {
return __awaiter(this, void 0, void 0, function () {
var _this = this;
return __generator(this, function (_a) {
switch (_a.label) {
case 0:
if (!(this.update && this.render)) return [3 /*break*/, 2];
return [4 /*yield*/, this.wait()];
case 1:
_a.sent();
splashscreen_1.SplashScreen.hideSplashScreen();
this.last = performance.now();
requestAnimationFrame(function () { return _this.frame(); });
return [3 /*break*/, 3];
case 2:
console.log("Update / Render functions are not yet initialized. Did you forget to call migalib.init()?");
_a.label = 3;
case 3: return [2 /*return*/];
}
});
});
};
GameLoopSingleton.prototype.wait = function () {
return new Promise(function (resolve) { return setTimeout(function () { return resolve(); }, 1500); });
};
GameLoopSingleton.prototype.stop = function () {
cancelAnimationFrame(this.rAF);
};
GameLoopSingleton.prototype.getDeltaTime = function () {
return this.delta * 0.001;
};
GameLoopSingleton.prototype.setFpsLimit = function (fpsLimit) {
if (fpsLimit <= 0) {
this.frameLimitActive = false;
}
else {
this.frameLimitActive = true;
this.frameLimit = 1e3 / fpsLimit;
}
};
GameLoopSingleton.prototype.getFpsLimit = function () {
if (!this.frameLimitActive) {
return 0;
}
else {
return this.frameLimit * 1e3;
}
};
GameLoopSingleton.prototype.getRenderDeltaTime = function () {
return this.currentDeltaTime;
};
GameLoopSingleton.prototype.getTimeSinceStart = function () {
return this.timeSinceStart;
};
return GameLoopSingleton;
}());
exports.GameLoop = new GameLoopSingleton();