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migalib

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MIGAlib - MInimal GAme LIBrary

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"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();