tilegame/src/index.js

92 lines
1.9 KiB
JavaScript

/* global requestAnimationFrame */
import { canvas, ctx } from './canvas'
import { World } from './tiles'
// import { ItemPlaceable } from './items'
import { HeightMap } from './heightmap'
import Debug from './debug'
import Player from './player'
import Input from './input'
import Viewport from './viewport'
import RES from './resource'
import map from './register'
let playing = false
let frameTime = 0
let frameCount = 0
let fps = 0
let vp = new Viewport(0, 0)
let p = new Player(1000, 1000, 32, 64)
let height = new HeightMap(32, 0)
const chunkSize = 32
const tileSize = 16
let world = new World(height, { GROUND: map }, chunkSize, tileSize, 32, 64)
function update (dt) {
world.update(dt, vp)
p.update(dt, vp, world)
vp.update(dt, world)
}
function draw () {
world.draw(vp)
p.draw(vp)
Debug.draw(vp, world, fps)
}
function step () {
draw()
let ts = window.performance.now()
let timeDiff = ts - frameTime // time difference in milliseconds
frameCount++
if (timeDiff > 0) {
fps = Math.floor(frameCount / timeDiff * 1000)
frameCount = 0
frameTime = ts
}
update(timeDiff / 1000)
}
function gameLoop () {
playing && requestAnimationFrame(gameLoop)
ctx.fillStyle = '#111'
ctx.fillRect(0, 0, canvas.width, canvas.height)
step()
Input.update()
}
function start () {
Debug.createSliders(height, {
amplitude: [0, 100, 1],
persistence: [0.1, 5, 0.1],
octaves: [1, 16, 1],
period: [1, 100, 1],
lacunarity: [1, 5, 1]
}, function (key, val) {
world.chunks = []
})
Debug.addCheckbox(Debug, 'drawGrid', function (argument) {
world.redraw()
})
playing = true
gameLoop()
}
async function loadAll () {
let images = ['assets/ground.png', 'assets/item_grass.png',
'assets/item_dirt.png', 'assets/item_stone.png']
for (let i in images) {
await RES.loadImage(images[i])
}
}
loadAll().then(start)