import { AssetManager } from "./assets.ts"; import { Client } from "./client.ts"; import { InputManager } from "./input_manager.ts"; import { Connection, get_player_name } from "./network.ts"; import { connect, HandshakeError, is_trusted, join, load_atlas, remember_trust, server_address } from "./handshake.ts"; import { confirm_mods } from "./confirm_mods.ts"; import { ModLoadError } from "$/common/mod_loader.ts"; import { begin_drawing, clear_background, end_drawing, init_font, init_window, load_texture } from "./renderer/mod.ts"; import { is_stopped, show_fatal_error } from "./fatal.ts"; import { load_client_mods, set_mods_client } from "./mods.ts"; export class ClientLoop { running = false; last_time = 0; client: Client; frame_count = 0; last_fps_time = 0; constructor(client: Client) { this.client = client; } start() { document.addEventListener("visibilitychange", () => { if (!document.hidden) { this.last_time = performance.now(); } }); this.running = true; const now = performance.now(); this.last_time = now; this.frame_count = 0; this.last_fps_time = this.last_time; requestAnimationFrame((time) => this.loop(time)); } stop() { this.running = false; } loop(time: number) { if (!this.running || is_stopped()) { return; } const delta = (time - this.last_time) / 1000; begin_drawing(); clear_background(0.69, 0.8, 1, 1.0); this.client.run_frame(delta); end_drawing(); this.frame_count += 1; const now = performance.now(); if (now - this.last_fps_time >= 1000) { const fps = (this.frame_count * 1000) / (now - this.last_fps_time); console.log(`FPS: ${fps.toFixed(2)}`); this.frame_count = 0; this.last_fps_time = now; } InputManager.update(); this.last_time = time; requestAnimationFrame((time) => this.loop(time)); } } const canvas = document.getElementById("game") as HTMLCanvasElement; if (!canvas) { throw Error("Canvas was not found"); } await init_window(canvas); InputManager.initialize(canvas); AssetManager.instance.load("bworld:assets_text", "/assets/ASSETS.md"); AssetManager.instance.load("bworld:player", "/assets/sprites/player.png"); AssetManager.instance.load("bworld:roguelike", "/assets/sprites/roguelike.png"); AssetManager.instance.load("bworld:ui", "/assets/sprites/ui.png"); AssetManager.instance.load("bworld:m6x11", "/assets/fonts/m6x11.png"); AssetManager.instance.load("bworld:m6x11_fnt", "/assets/fonts/m6x11.fnt"); await AssetManager.instance.load_all(); init_font(); // the game only runs against a server, it owns the world and everything in it. see "Delivery to clients" in MODS.md async function join_server(): Promise { const address = server_address(); const { socket, welcome } = await connect(address, get_player_name()); console.log(`Connected to ${address.ws_url}`); try { if (address.cross_origin && !is_trusted(address, welcome)) { if (!await confirm_mods(address, welcome)) { throw new HandshakeError(`You didn't join ${address.base.host}`); } remember_trust(address, welcome); } // textures, blocks and items all come from the server's mods, so this happens before anything else const atlas = await load_atlas(address, welcome.atlas); AssetManager.instance.assets["bworld:textures"] = load_texture(atlas.image); AssetManager.instance.assets["bworld:textures_info"] = atlas.regions; await load_client_mods(welcome.mods, address.base); console.log(`Mods: ${welcome.mods.map((mod) => `${mod.id} ${mod.version}`).join(", ") || "none"}`); const joined = await join(socket); return new Connection(socket, welcome, joined); } catch (e) { socket.close(); throw e; } } try { const connection = await join_server(); const client = new Client(connection); set_mods_client(client); client.chat.add("Connected to the server"); const loop = new ClientLoop(client); loop.start(); console.log("Game started"); } catch (e) { console.error(e); const message = e instanceof HandshakeError ? e.message : e instanceof ModLoadError ? `Couldn't load the server's mods: ${e.message}` : `Something went wrong joining the server: ${e instanceof Error ? e.message : e}`; show_fatal_error(message); }