Files
bworld/client/main.ts
T
2026-09-24 23:49:34 -03:00

122 lines
3.4 KiB
TypeScript

import { AssetManager } from "./assets.ts";
import { ClientWorld } from "./client_world.ts";
import { InputManager } from "./input_manager.ts";
import { Connection, get_player_name, get_server_url } from "./network.ts";
import { begin_drawing, clear_background, end_drawing, init_font, init_window } from "./renderer/mod.ts";
import { is_stopped, show_fatal_error } from "./fatal.ts";
import { load_client_mods, set_mods_world } from "./mods.ts";
export class ClientLoop {
running = false;
last_time = 0;
world: ClientWorld;
frame_count = 0;
last_fps_time = 0;
constructor(world: ClientWorld) {
this.world = world;
}
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.world.update(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:textures", "/assets/sprites/textures.png");
AssetManager.instance.load("bworld:textures_info", "/assets/sprites/textures.json");
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
const connection = await Connection.open(get_server_url(), get_player_name());
let mods_loaded = false;
if (connection) {
console.log(`Connected to ${get_server_url()}`);
try {
// blocks, items and textures all come from mods, so this happens before anything else
await load_client_mods(connection.mods);
console.log(`Mods: ${connection.mods.map((mod) => `${mod.id} ${mod.version}`).join(", ") || "none"}`);
mods_loaded = true;
} catch (e) {
console.error(e);
show_fatal_error(`Couldn't load the server's mods: ${e instanceof Error ? e.message : e}`);
connection.socket.close();
}
}
if (connection && mods_loaded) {
const client_world = new ClientWorld(connection);
set_mods_world(client_world);
client_world.add_chat("Connected to the server");
const loop = new ClientLoop(client_world);
loop.start();
console.log("Game started");
} else if (!connection) {
show_fatal_error(`Couldn't connect to the server at ${get_server_url()}`);
}