Change how ticking works

This commit is contained in:
2026-09-25 16:13:38 -03:00
parent 213363d0be
commit 5fb23cf404
9 changed files with 169 additions and 92 deletions
+5 -4
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@@ -14,10 +14,11 @@ export class Camera {
near = 0.1;
far = 1000;
setup(entity: Entity) {
this.x = entity.x;
this.y = entity.y + entity.eye_height;
this.z = entity.z;
setup(entity: Entity, partial_tick: number) {
const { x, y, z } = entity.render_position(partial_tick);
this.x = x;
this.y = y + entity.eye_height;
this.z = z;
this.yaw = entity.yaw;
this.pitch = entity.pitch;
}
+48 -16
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@@ -15,9 +15,13 @@ import { InputManager } from "./input_manager.ts";
import { Connection } from "./network.ts";
import { canvas, resize_canvas } from "./renderer/mod.ts";
import { show_fatal_error } from "./fatal.ts";
import { TICK_DELTA } from "$/common/constants.ts";
// the game client, like minecraft's Minecraft class: owns the level, the player, the screens and the renderer,
// and runs one step of the game every frame
// after a long stall (a hidden tab, a debugger) the game skips ahead instead of running every missed tick at once
const MAX_TICKS_PER_FRAME = 10;
// the game client, like minecraft's Minecraft class: owns the level, the player, the screens and the renderer.
// the game runs in fixed ticks (TICKS_PER_SECOND), input and drawing happen every frame
export class Client {
connection: Connection;
options = new Options();
@@ -35,6 +39,12 @@ export class Client {
hit_result: BlockHitResult | undefined;
debugging = false;
// seconds of game time not ticked yet
#pending_time = 0;
// whether the attack button is held on a block, breaking it advances every tick
#attacking = false;
#stopped = false;
constructor(connection: Connection) {
this.connection = connection;
@@ -74,24 +84,46 @@ export class Client {
this.screens.pop()?.on_close();
}
// one frame: network, input, the level and its entities, then drawing
// one frame: input, as many ticks as are due, then drawing between the last tick and the next
run_frame(delta: number) {
this.screen?.on_tick(delta);
this.#handle_keybinds();
this.#pending_time += delta;
let ticks = 0;
while (this.#pending_time >= TICK_DELTA && ticks < MAX_TICKS_PER_FRAME) {
this.tick();
if (this.#stopped) {
return;
}
this.#pending_time -= TICK_DELTA;
ticks += 1;
}
if (ticks === MAX_TICKS_PER_FRAME) {
this.#pending_time = Math.min(this.#pending_time, TICK_DELTA);
}
this.game_renderer.render(this, this.#pending_time / TICK_DELTA);
}
// one step of the game: what the server sent, breaking, chunk loading, then every entity
tick() {
this.packet_listener.handle_packets();
if (this.connection.closed) {
show_fatal_error("Lost connection to the server");
this.#stopped = true;
return;
}
this.screen?.on_tick(delta);
this.#handle_keybinds(delta);
this.level.update_loaded_chunks(this.player.x, this.player.z, this.options.render_distance);
this.level.tick(delta);
this.game_renderer.render(this);
if (this.#attacking && this.hit_result) {
this.game_mode.continue_destroy_block(this.hit_result);
}
#handle_keybinds(delta: number) {
this.level.update_loaded_chunks(this.player.x, this.player.z, this.options.render_distance);
this.level.tick();
}
#handle_keybinds() {
const options = this.options;
const player = this.player;
@@ -122,16 +154,18 @@ export class Client {
InputManager.set_mouse_grabbed(!this.screen);
this.hit_result = this.level.pick(player.x, player.y + player.eye_height, player.z, player.yaw, player.pitch);
this.#handle_block_interaction(delta);
this.#handle_block_interaction();
if (!this.screen) {
this.#handle_hotbar();
}
}
#handle_block_interaction(delta: number) {
// clicks happen right away, holding to break advances in tick()
#handle_block_interaction() {
const hit = this.hit_result;
const attacking = !this.screen && InputManager.is_mouse_down(0);
this.#attacking = attacking;
if (!attacking || !hit) {
this.game_mode.stop_destroy_block();
@@ -144,9 +178,7 @@ export class Client {
if (InputManager.is_mouse_pressed(0)) {
this.game_mode.start_destroy_block(hit);
}
if (attacking) {
this.game_mode.continue_destroy_block(hit, delta);
} else if (InputManager.is_mouse_pressed(2)) {
if (!attacking && InputManager.is_mouse_pressed(2)) {
this.game_mode.use_item_on(hit);
}
} else if (InputManager.is_mouse_pressed(2)) {
+83 -42
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@@ -1,6 +1,13 @@
import { TICK_DELTA } from "$/common/constants.ts";
import type { ClientLevel } from "../level/client_level.ts";
// anything that exists in the level and moves, like minecraft's Entity. position is the middle of its feet
// how far inside a block face still counts as touching it, so boxes resting exactly on a face don't snag
const EPSILON = 1e-7;
// the two axes that aren't the one being moved along
const OTHER_AXES = [[1, 2], [0, 2], [0, 1]] as const;
// anything that exists in the level and moves, like minecraft's Entity. position is the middle of its feet.
// it's simulated in fixed ticks (common/constants.ts), frames draw it between its last two positions
export abstract class Entity {
id: string;
level: ClientLevel;
@@ -8,6 +15,10 @@ export abstract class Entity {
x = 0;
y = 0;
z = 0;
// where it was at the start of the tick, what frames interpolate from
prev_x = 0;
prev_y = 0;
prev_z = 0;
// blocks per second
vx = 0;
vy = 0;
@@ -39,62 +50,92 @@ export abstract class Entity {
return this.colliding_y === 1;
}
// jumps there, without interpolating from where it was
set_position(x: number, y: number, z: number) {
this.x = x;
this.y = y;
this.z = z;
this.x = this.prev_x = x;
this.y = this.prev_y = y;
this.z = this.prev_z = z;
}
abstract tick(delta: number): void;
// falls and moves by its velocity, stopping on each axis it would run into a block on
move(delta: number) {
this.vy += this.gravity * delta;
this.colliding_x = this.vx !== 0 && this.#collides(this.x + this.vx * delta, this.y, this.z)
? -Math.sign(this.vx)
: 0;
if (this.colliding_x !== 0) {
this.vx = 0;
save_previous_position() {
this.prev_x = this.x;
this.prev_y = this.y;
this.prev_z = this.z;
}
this.colliding_y = this.vy !== 0 && this.#collides(this.x, this.y + this.vy * delta, this.z)
? -Math.sign(this.vy)
: 0;
if (this.colliding_y !== 0) {
this.vy = 0;
// where to draw it, partial_tick is how far the frame is between the last tick and the next
render_position(partial_tick: number) {
return {
x: this.prev_x + (this.x - this.prev_x) * partial_tick,
y: this.prev_y + (this.y - this.prev_y) * partial_tick,
z: this.prev_z + (this.z - this.prev_z) * partial_tick,
};
}
this.colliding_z = this.vz !== 0 && this.#collides(this.x, this.y, this.z + this.vz * delta)
? -Math.sign(this.vz)
: 0;
if (this.colliding_z !== 0) {
this.vz = 0;
// one step of the game, TICK_DELTA seconds
abstract tick(): void;
// falls and moves by its velocity for one tick. like minecraft it moves along y, then x, then z, each time only
// as far as it can before touching a block, and stops its velocity on the axes it hit something
move() {
// the average of this tick's start and end speed, so the arc is the same at any tick rate
const wanted_y = (this.vy + this.gravity * TICK_DELTA / 2) * TICK_DELTA;
this.vy += this.gravity * TICK_DELTA;
const wanted = [this.vx * TICK_DELTA, wanted_y, this.vz * TICK_DELTA];
const half = this.width / 2;
const min = [this.x - half, this.y, this.z - half];
const max = [this.x + half, this.y + this.height, this.z + half];
const moved = [0, 0, 0];
for (const axis of [1, 0, 2]) {
const distance = this.#clip(min, max, axis, wanted[axis]);
min[axis] += distance;
max[axis] += distance;
moved[axis] = distance;
}
this.x += this.vx * delta;
this.y += this.vy * delta;
this.z += this.vz * delta;
const hit = (axis: number) => moved[axis] !== wanted[axis] ? -Math.sign(wanted[axis]) : 0;
this.colliding_x = hit(0);
this.colliding_y = hit(1);
this.colliding_z = hit(2);
if (this.colliding_x !== 0) this.vx = 0;
if (this.colliding_y !== 0) this.vy = 0;
if (this.colliding_z !== 0) this.vz = 0;
this.x += moved[0];
this.y += moved[1];
this.z += moved[2];
}
// whether the collision box at x/y/z overlaps any block, unloaded chunks included
#collides(x: number, y: number, z: number) {
const min_x = Math.floor(x - this.width / 2);
const max_x = Math.floor(x + this.width / 2);
const min_y = Math.floor(y);
const max_y = Math.floor(y + this.height);
const min_z = Math.floor(z - this.width / 2);
const max_z = Math.floor(z + this.width / 2);
// how far the box can go along an axis before it runs into a block, unloaded chunks included.
// blocks it's already inside don't stop it, so it can get out of them
#clip(min: number[], max: number[], axis: number, distance: number) {
if (distance === 0) {
return 0;
}
for (let bx = min_x; bx <= max_x; bx++) {
for (let by = min_y; by <= max_y; by++) {
for (let bz = min_z; bz <= max_z; bz++) {
if (this.level.get_block(bx, by, bz)) {
return true;
const [a, b] = OTHER_AXES[axis];
const from = Math.floor(Math.min(min[axis], min[axis] + distance));
const to = Math.floor(Math.max(max[axis], max[axis] + distance));
const position = [0, 0, 0];
for (let i = from; i <= to; i++) {
for (let j = Math.floor(min[a] + EPSILON); j <= Math.floor(max[a] - EPSILON); j++) {
for (let k = Math.floor(min[b] + EPSILON); k <= Math.floor(max[b] - EPSILON); k++) {
position[axis] = i;
position[a] = j;
position[b] = k;
if (!this.level.get_block(position[0], position[1], position[2])) {
continue;
}
if (distance > 0 && i >= max[axis] - EPSILON) {
distance = Math.min(distance, i - max[axis]);
} else if (distance < 0 && i + 1 <= min[axis] + EPSILON) {
distance = Math.max(distance, i + 1 - min[axis]);
}
}
}
}
return false;
return distance;
}
}
+11 -11
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@@ -3,8 +3,8 @@ import { InputManager } from "../input_manager.ts";
import { ClientInventories } from "../inventory.ts";
import { Player } from "./player.ts";
// how often the position goes to the server
const SEND_POSITION_INTERVAL = 1 / 10;
// the position goes to the server every other tick
const SEND_POSITION_TICKS = 2;
// the player this client controls, like minecraft's LocalPlayer
export class LocalPlayer extends Player {
@@ -14,22 +14,22 @@ export class LocalPlayer extends Player {
move_speed = 4;
jump_force = 6.7;
#send_timer = 0;
#ticks_since_sent = 0;
constructor(client: Client, id: string, name: string) {
super(client.level, id, name);
this.client = client;
}
tick(delta: number) {
tick() {
if (!this.client.screen) {
this.#apply_input();
}
this.move(delta);
this.#send_position(delta);
this.move();
this.#send_position();
}
// turns with the mouse, like minecraft's MouseHandler.turnPlayer
// turns with the mouse every frame, not every tick, like minecraft's MouseHandler.turnPlayer
turn(mouse_dx: number, mouse_dy: number) {
this.yaw += -mouse_dx * 0.001;
this.pitch += -mouse_dy * 0.001;
@@ -75,12 +75,12 @@ export class LocalPlayer extends Player {
}
}
#send_position(delta: number) {
this.#send_timer += delta;
if (this.#send_timer < SEND_POSITION_INTERVAL) {
#send_position() {
this.#ticks_since_sent += 1;
if (this.#ticks_since_sent < SEND_POSITION_TICKS) {
return;
}
this.#send_timer = 0;
this.#ticks_since_sent = 0;
this.client.connection.send({
type: "move",
x: this.x,
+3 -2
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@@ -1,4 +1,5 @@
import type { PlayerInfo } from "$/common/protocol.ts";
import { TICK_DELTA } from "$/common/constants.ts";
import type { ClientLevel } from "../level/client_level.ts";
import { Player } from "./player.ts";
@@ -32,8 +33,8 @@ export class RemotePlayer extends Player {
this.pitch = pitch;
}
tick(delta: number) {
const t = Math.min(1, delta * SMOOTHING);
tick() {
const t = Math.min(1, TICK_DELTA * SMOOTHING);
this.x += (this.target_x - this.x) * t;
this.y += (this.target_y - this.y) * t;
this.z += (this.target_z - this.z) * t;
+4 -4
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@@ -1,5 +1,5 @@
import { BlockRegistry, EverythingRegistry, ItemRegistry } from "$/common/everything_registry.ts";
import { AIR, FACE_OFFSETS } from "$/common/constants.ts";
import { AIR, FACE_OFFSETS, TICK_DELTA } from "$/common/constants.ts";
import type { Client } from "./client.ts";
import type { BlockHitResult } from "./level/client_level.ts";
@@ -22,14 +22,14 @@ export class MultiPlayerGameMode {
this.client.connection.send({ type: "hit_block", x: hit.x, y: hit.y, z: hit.z });
}
// called every frame the attack button is held on a block
continue_destroy_block(hit: BlockHitResult, delta: number) {
// called every tick the attack button is held on a block
continue_destroy_block(hit: BlockHitResult) {
const block_info = EverythingRegistry.get_by_id<BlockRegistry>("blocks", hit.block)!;
const tool_type = this.#held_item()?.tool_type;
this.destroy_pos = { x: hit.x, y: hit.y, z: hit.z };
this.destroy_time = block_info.toughness ?? 9999;
this.destroy_progress += delta * (tool_type === block_info.tool_to_break ? 2 : 1);
this.destroy_progress += TICK_DELTA * (tool_type === block_info.tool_to_break ? 2 : 1);
if (this.destroy_progress >= this.destroy_time) {
// show it right away, the server decides drops and corrects us if it disagrees
+3 -2
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@@ -123,9 +123,10 @@ export class ClientLevel {
this.entities.delete(id);
}
tick(delta: number) {
tick() {
for (const entity of this.entities.values()) {
entity.tick(delta);
entity.save_previous_position();
entity.tick();
}
}
+4 -3
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@@ -10,14 +10,15 @@ export class GameRenderer {
hud = new Hud();
debug_overlay = new DebugOverlay();
render(client: Client) {
// partial_tick is how far this frame is between the last tick and the next, entities are drawn in between
render(client: Client, partial_tick: number) {
const camera = client.camera;
camera.setup(client.player);
camera.setup(client.player, partial_tick);
begin_mode_3d(camera);
this.level_renderer.render_opaque(client.level, camera);
this.level_renderer.render_destroy_progress(client.game_mode);
this.level_renderer.render_entities(client.level, client.player);
this.level_renderer.render_entities(client.level, client.player, partial_tick);
this.level_renderer.render_translucent(client.level, camera);
end_mode_3d();
+4 -4
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@@ -75,13 +75,13 @@ export class LevelRenderer {
}
// every entity but the one the camera is in
render_entities(level: ClientLevel, camera_entity: Entity) {
render_entities(level: ClientLevel, camera_entity: Entity, partial_tick: number) {
flush_batch();
set_current_texture(white_tex!);
for (const entity of level.entities.values()) {
if (entity !== camera_entity && entity instanceof RemotePlayer) {
render_player(entity);
render_player(entity, partial_tick);
}
}
@@ -119,9 +119,9 @@ export class LevelRenderer {
}
// a box body and head in the player's color
function render_player(player: RemotePlayer) {
function render_player(player: RemotePlayer, partial_tick: number) {
const [r, g, b] = player.color;
const { x, y, z } = player;
const { x, y, z } = player.render_position(partial_tick);
// body
push_box(x - 0.3, y, z - 0.15, 0.6, 1.3, 0.3, r, g, b);