Improve gameplay
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parent
e02a5b264c
commit
7c76b16d13
53 changed files with 1084 additions and 404 deletions
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@ -1,11 +1,13 @@
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import { vec2 } from 'gl-matrix';
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import {
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CircleLight,
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ColorfulCircle,
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compile,
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FilteringOptions,
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Flashlight,
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Renderer,
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renderNoise,
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runAnimation,
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WrapOptions,
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} from 'sdf-2d';
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import {
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@ -17,36 +19,41 @@ import {
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SetAspectRatioActionCommand,
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rgb,
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PlayerInformation,
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PlayerDiedCommand,
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UpdatePlanetOwnershipCommand,
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} from 'shared';
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import io from 'socket.io-client';
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import { KeyboardListener } from './commands/generators/keyboard-listener';
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import { MouseListener } from './commands/generators/mouse-listener';
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import { TouchListener } from './commands/generators/touch-listener';
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import { CommandReceiverSocket } from './commands/receivers/command-receiver-socket';
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import { DeltaTimeCalculator } from './helper/delta-time-calculator';
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import { PlayerDecision } from './join-form-handler';
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import { GameObjectContainer } from './objects/game-object-container';
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import { BlobShape } from './shapes/blob-shape';
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import { Circle } from './shapes/circle';
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import { Polygon } from './shapes/polygon';
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import { PlanetShape } from './shapes/planet-shape';
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export class Game {
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public readonly gameObjects = new GameObjectContainer(this);
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private renderer!: Renderer;
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private renderer?: Renderer;
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private socket!: SocketIOClient.Socket;
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private promises: Promise<[void, void]>;
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private deltaTimeCalculator = new DeltaTimeCalculator();
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private deadTimeout = 0;
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private declaPlanetCountElement = document.createElement('div');
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private redPlanetCountElement = document.createElement('div');
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private neutralPlanetCountElement = document.createElement('div');
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constructor(
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private readonly playerDecision: PlayerDecision,
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private readonly canvas: HTMLCanvasElement,
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private readonly overlay: HTMLElement,
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) {
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this.promises = Promise.all([
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this.setupCommunication(playerDecision.server),
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this.setupRenderer(),
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]);
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this.start();
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const progressBar = document.createElement('div');
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progressBar.className = 'planet-progress';
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overlay.appendChild(progressBar);
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progressBar.appendChild(this.declaPlanetCountElement);
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progressBar.appendChild(this.neutralPlanetCountElement);
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progressBar.appendChild(this.redPlanetCountElement);
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}
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private async setupCommunication(serverUrl: string): Promise<void> {
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@ -61,7 +68,26 @@ export class Game {
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this.socket.on(TransportEvents.ServerToPlayer, (serialized: string) => {
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const command = deserialize(serialized);
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this.gameObjects.sendCommand(command);
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if (command instanceof PlayerDiedCommand) {
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this.deadTimeout = command.timeout;
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this.overlay.appendChild(this.announcmentText);
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} else if (command instanceof UpdatePlanetOwnershipCommand) {
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const all = command.declaCount + command.redCount + command.neutralCount;
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this.declaPlanetCountElement.style.width = (command.declaCount / all) * 100 + '%';
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this.neutralPlanetCountElement.style.width =
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(command.neutralCount / all) * 100 + '%';
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this.redPlanetCountElement.style.width = (command.redCount / all) * 100 + '%';
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if (command.declaCount > all * 0.5) {
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this.overlay.appendChild(this.announcmentText);
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this.announcmentText.innerText = 'Decla team won 🎉';
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}
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if (command.redCount > all * 0.5) {
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this.overlay.appendChild(this.announcmentText);
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this.announcmentText.innerText = 'Red team won 🎉';
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}
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} else this.gameObjects.sendCommand(command);
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});
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this.socket.on(TransportEvents.Ping, () => {
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@ -82,14 +108,14 @@ export class Game {
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);
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}
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private async setupRenderer(): Promise<void> {
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private async start(): Promise<void> {
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const noiseTexture = await renderNoise([256, 256], 2, 1);
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this.renderer = await compile(
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this.setupCommunication(this.playerDecision.server);
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runAnimation(
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this.canvas,
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[
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{
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...Polygon.descriptor,
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...PlanetShape.descriptor,
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shaderCombinationSteps: [0, 1, 2, 3],
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},
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{
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@ -97,55 +123,49 @@ export class Game {
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shaderCombinationSteps: [0, 1, 2, 8],
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},
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{
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...Circle.descriptor,
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...ColorfulCircle.descriptor,
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shaderCombinationSteps: [0, 2, 16],
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},
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{
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...CircleLight.descriptor,
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shaderCombinationSteps: [0, 1, 2, 4, 8],
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shaderCombinationSteps: [0, 1, 2, 4, 8, 16],
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},
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{
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...Flashlight.descriptor,
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shaderCombinationSteps: [0],
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},
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],
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this.gameLoop.bind(this),
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{
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shadowTraceCount: 16,
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paletteSize: 10,
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paletteSize: settings.palette.length,
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//enableStopwatch: true,
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},
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);
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this.renderer.setRuntimeSettings({
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ambientLight: rgb(0.45, 0.4, 0.45),
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colorPalette: [
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rgb(1, 1, 1),
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rgb(0.4, 0.4, 0.4),
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rgb(1, 1, 1),
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...settings.playerColors,
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],
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enableHighDpiRendering: true,
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lightCutoffDistance: settings.lightCutoffDistance,
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textures: {
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noiseTexture: {
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source: noiseTexture,
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overrides: {
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maxFilter: FilteringOptions.LINEAR,
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wrapS: WrapOptions.MIRRORED_REPEAT,
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wrapT: WrapOptions.MIRRORED_REPEAT,
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{
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ambientLight: rgb(0.45, 0.4, 0.45),
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colorPalette: settings.palette,
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enableHighDpiRendering: true,
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lightCutoffDistance: settings.lightCutoffDistance,
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textures: {
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noiseTexture: {
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source: noiseTexture,
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overrides: {
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maxFilter: FilteringOptions.LINEAR,
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wrapS: WrapOptions.MIRRORED_REPEAT,
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wrapT: WrapOptions.MIRRORED_REPEAT,
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},
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},
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},
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},
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});
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}
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public async start(): Promise<void> {
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await this.promises;
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requestAnimationFrame(this.gameLoop.bind(this));
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);
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}
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public displayToWorldCoordinates(p: vec2): vec2 {
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return this.renderer?.displayToWorldCoordinates(p);
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const result = this.renderer?.displayToWorldCoordinates(p);
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if (!result) {
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return vec2.create();
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}
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return result;
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}
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public aspectRatioChanged(aspectRatio: number) {
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@ -155,14 +175,23 @@ export class Game {
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);
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}
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private gameLoop(time: DOMHighResTimeStamp) {
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const deltaTime = this.deltaTimeCalculator.getNextDeltaTimeInMilliseconds(time);
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private announcmentText = document.createElement('h2');
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private gameLoop(
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renderer: Renderer,
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currentTime: DOMHighResTimeStamp,
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deltaTime: DOMHighResTimeStamp,
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): boolean {
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this.renderer = renderer;
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if ((this.deadTimeout -= deltaTime / 1000) > 0) {
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this.announcmentText.innerText = `Respawning in ${Math.floor(this.deadTimeout)} …`;
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} else {
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this.announcmentText.parentElement?.removeChild(this.announcmentText);
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}
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this.gameObjects.stepObjects(deltaTime);
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this.gameObjects.drawObjects(this.renderer);
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this.renderer.renderDrawables();
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this.gameObjects.drawObjects(this.renderer, this.overlay);
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// this.overlay.innerText = prettyPrint(this.renderer.insights);
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requestAnimationFrame(this.gameLoop.bind(this));
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return true;
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}
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}
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