Refactor rendering

This commit is contained in:
schmelczerandras 2020-08-18 15:49:15 +02:00
parent edca93fcfe
commit 76282a4cf7
25 changed files with 239 additions and 213 deletions

View file

@ -8,22 +8,33 @@ import { MouseListener } from './input/mouse-listener';
import { TouchListener } from './input/touch-listener';
import { Objects } from './objects/objects';
import { InfoText } from './objects/types/info-text';
import { createCharacter } from './objects/world/create-character';
import { createDungeon } from './objects/world/create-dungeon';
import { RenderCommand } from './drawing/commands/render';
import { Physics } from './physics/physics';
import { TeleportToCommand } from './physics/commands/teleport-to';
import { IRenderer } from './drawing/i-renderer';
import { Random } from './helper/random';
import { Camera } from './objects/types/camera';
import { Character } from './objects/types/character';
import { IGame } from './i-game';
import { GameObject } from './objects/game-object';
import { vec2 } from 'gl-matrix';
import { BoundingBoxBase } from './shapes/bounding-box-base';
import { MoveToCommand } from './physics/commands/move-to';
import { BoundingBox } from './shapes/bounding-box';
export class Game implements IGame {
public readonly objects = new Objects();
public readonly physics = new Physics();
public readonly camera = new Camera();
export class Game {
private previousTime?: DOMHighResTimeStamp = null;
private objects = new Objects();
private physics = new Physics();
private renderer: IRenderer;
private previousFpsValues: Array<number> = [];
private infoText = new InfoText();
private character: Character;
private renderer: IRenderer;
constructor() {
const canvas: HTMLCanvasElement = document.querySelector('canvas#main');
const overlay: HTMLElement = document.querySelector('#overlay');
@ -52,13 +63,29 @@ export class Game {
requestAnimationFrame(this.gameLoop.bind(this));
}
public addObject(o: GameObject) {
this.objects.addObject(o);
}
public get viewArea(): BoundingBoxBase {
return this.camera.viewArea;
}
public findIntersecting(box: BoundingBoxBase): Array<BoundingBoxBase> {
return this.physics.findIntersecting(box);
}
private initializeScene() {
this.objects.addObject(new InfoText());
this.objects.addObject(this.infoText);
const start = createDungeon(this.objects, this.physics);
createDungeon(this.objects, this.physics);
const character = createCharacter(this.objects, this.physics);
console.log('start', start.from);
character.sendCommand(new TeleportToCommand(start.from));
this.character = new Character(this);
//this.physics.addDynamicBoundingBox(this.character.boundingBox);
this.addObject(this.character);
this.addObject(this.camera);
this.character.sendCommand(new TeleportToCommand(start.from));
}
private handleVisibilityChange() {
@ -78,10 +105,23 @@ export class Game {
this.calculateFps(deltaTime);
this.objects.sendCommand(new StepCommand(deltaTime));
this.camera.sendCommand(new MoveToCommand(this.character.position));
this.renderer.startFrame(deltaTime);
this.objects.sendCommand(new BeforeRenderCommand(this.renderer));
this.objects.sendCommand(new RenderCommand(this.renderer));
this.camera.sendCommand(new BeforeRenderCommand(this.renderer));
const shouldBeDrawn = this.physics
.findIntersecting(this.camera.viewArea)
.map((b) => b.shape?.gameObject);
for (let object of shouldBeDrawn) {
object?.sendCommand(new BeforeRenderCommand(this.renderer));
object?.sendCommand(new RenderCommand(this.renderer));
}
this.character.sendCommand(new RenderCommand(this.renderer));
this.infoText.sendCommand(new RenderCommand(this.renderer));
this.renderer.finishFrame();
window.requestAnimationFrame(this.gameLoop.bind(this));