nose-pluto/app/src/js/game.ts
2025-09-27 20:12:06 -07:00

102 lines
2.6 KiB
TypeScript

import type { Message, InputState } from "../shared/types.js"
import { GameContext } from "../shared/game.js"
import { focusInput } from "./focus.js"
import { $ } from "./dom.js"
import { randomId } from "../shared/utils.js"
import { setStatus, addOutput } from "./scrollback.js"
import { browserCommands } from "./commands.js"
const FPS = 30
let oldMode = "cinema"
let running = false
let canvas: HTMLCanvasElement
type Game = { init?: () => void, update?: (delta: number, input: InputState) => void, draw?: (ctx: GameContext) => void }
const pressedStack = new Set<string>()
let pressed: InputState = {
key: "",
shift: false,
ctrl: false,
meta: false,
pressed: pressedStack
}
export async function handleGameStart(msg: Message) {
const msgId = msg.id as string
const name = msg.data as string
let game
try {
game = await import(`/command/${name}`)
} catch (err: any) {
setStatus(msgId, "error")
addOutput(msgId, `Error: ${err.message ? err.message : err}`)
return
}
const canvasId = randomId()
addOutput(msgId, { html: `<canvas id="${canvasId}" class="game active" height="540" width="960" tabindex="0"></canvas>` })
if (document.body.dataset.mode === "tall") {
browserCommands.mode?.()
oldMode = "tall"
}
canvas = $(canvasId) as HTMLCanvasElement
canvas.focus()
setStatus(msgId, "ok")
canvas.addEventListener("keydown", handleKeydown)
canvas.addEventListener("keyup", handleKeyup)
gameLoop(new GameContext(canvas.getContext("2d")!), game)
}
function handleKeydown(e: KeyboardEvent) {
pressedStack.add(e.key)
e.preventDefault()
if (e.key === "Escape" || (e.ctrlKey && e.key === "c")) {
running = false
if (oldMode === "tall") browserCommands.mode?.()
canvas.classList.remove("active")
canvas.style.height = canvas.height / 2 + "px"
canvas.style.width = canvas.width / 2 + "px"
focusInput()
} else {
pressed.key = e.key
pressed.ctrl = e.ctrlKey
pressed.shift = e.shiftKey
pressed.meta = e.metaKey
}
}
function handleKeyup(e: KeyboardEvent) {
pressedStack.delete(e.key)
if (pressedStack.size === 0) {
pressed.key = ""
pressed.ctrl = false
pressed.shift = false
pressed.meta = false
}
}
function gameLoop(ctx: GameContext, game: Game) {
running = true
let last = 0
if (game.init) game.init()
function loop(ts: number) {
if (!running) return
const delta = ts - last
if (delta >= 1000 / FPS) {
if (game.update) game.update(delta, pressed)
if (game.draw) game.draw(ctx)
last = ts
}
requestAnimationFrame(loop)
}
requestAnimationFrame(loop)
}