I need to reconsider the delta thing
This commit is contained in:
+13
-17
@@ -20,13 +20,11 @@ export type SceneData = {
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export type Scene = {
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data: SceneData;
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entityPool: Map<
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entityMap: Map<
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string,
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{
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hooks: {
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animate: AnimateEntity<never>;
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process: ProcessEntity<never>;
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};
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animate: AnimateEntity<never>;
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process: ProcessEntity<never>;
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entities: Array<Entity<unknown>>;
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}
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>;
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@@ -50,21 +48,21 @@ export const currentScene: Scene = {
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entities: [],
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},
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process: () => {},
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entityPool: new Map(),
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entityMap: new Map(),
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};
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function animateEntities(ctx: CanvasRenderingContext2D, delta: number): void {
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for (const entry of currentScene.entityPool.values()) {
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for (const entry of currentScene.entityMap.values()) {
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for (const entity of entry.entities) {
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entry.hooks.animate(entity as Entity<never>, ctx, delta);
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entry.animate(entity as Entity<never>, ctx, delta);
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}
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}
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}
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function processEntities(delta: number): void {
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for (const entry of currentScene.entityPool.values()) {
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for (const entry of currentScene.entityMap.values()) {
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for (const entity of entry.entities) {
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entry.hooks.process(entity as Entity<never>, delta);
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entry.process(entity as Entity<never>, delta);
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}
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}
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}
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@@ -111,15 +109,13 @@ export async function loadScene(name: string): Promise<void> {
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state: structuredClone(e.state),
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};
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if (currentScene.entityPool.has(e.id)) {
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const pool = currentScene.entityPool.get(e.id);
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if (currentScene.entityMap.has(e.id)) {
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const pool = currentScene.entityMap.get(e.id);
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pool!.entities.push(entity);
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} else {
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currentScene.entityPool.set(e.id, {
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hooks: {
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animate: entityAnimateMap.get(entry.id)!,
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process: entityProcessMap.get(entry.id)!,
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},
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currentScene.entityMap.set(e.id, {
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animate: entityAnimateMap.get(entry.id)!,
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process: entityProcessMap.get(entry.id)!,
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entities: [entity],
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});
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}
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@@ -1,24 +1,51 @@
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import { useEntity } from "#/engine/Entity.ts";
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import { type Entity, useEntity } from "#/engine/Entity.ts";
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import { viewport } from "#/engine/Viewport.ts";
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import { loadImage } from "#/lib/loadImage.ts";
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import { createSprite, drawSprite } from "#/lib/Sprite.ts";
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import { createSprite, drawSprite, type Sprite } from "#/lib/Sprite.ts";
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const sprite = createSprite(await loadImage("/assets/char-idle.png"), 2, 4);
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const spriteIdle = createSprite(await loadImage("/assets/char-idle.png"), 2, 4);
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const spriteWalk = createSprite(await loadImage("/assets/char-walk.png"), 4, 4);
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spriteWalk.yIndex = 2;
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function animateSprite(
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ctx: CanvasRenderingContext2D,
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sprite: Sprite,
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entity: Entity<any>,
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delta: number,
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): void {
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entity.state.animations.walk.frameDelta += delta;
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if (
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entity.state.animations.walk.frameDelta >
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entity.state.animations.walk.frameTime
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) {
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entity.state.animations.walk.frameDelta =
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entity.state.animations.walk.frameDelta %
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entity.state.animations.walk.frameTime;
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spriteWalk.xIndex += 1;
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if (spriteWalk.xIndex >= spriteWalk.xFrames) {
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spriteWalk.xIndex = 0;
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}
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}
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drawSprite(ctx, spriteWalk, entity.position.x, entity.position.y);
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}
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const { animate, process } = useEntity("testEntity", {
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animation: {
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xFrame: 0,
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yFrame: 0,
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animations: {
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walk: {
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frameTime: 222,
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frameDelta: 0,
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},
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},
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stuff: 1,
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});
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animate((entity, ctx, _delta) => {
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drawSprite(ctx, sprite, entity.position.x, entity.position.y, 16, 16);
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animate((entity, ctx, delta) => {
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animateSprite(ctx, spriteIdle, entity, delta);
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});
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process((entity, _delta) => {
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entity.position.x += entity.state.stuff;
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process((entity, delta) => {
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entity.position.x += entity.state.stuff * 0.05 * delta;
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if (entity.position.x > viewport.canvas.width - 16) {
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entity.state.stuff = -1;
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} else if (entity.position.x < 0) {
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+8
-10
@@ -4,8 +4,8 @@ export type Sprite = {
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yFrames: number;
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frameWidth: number;
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frameHeight: number;
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x: number;
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y: number;
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xIndex: number;
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yIndex: number;
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};
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export function createSprite(
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@@ -19,8 +19,8 @@ export function createSprite(
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yFrames,
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frameWidth: image.width / xFrames,
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frameHeight: image.height / yFrames,
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x: 0,
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y: 0,
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xIndex: 0,
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yIndex: 0,
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};
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}
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@@ -29,18 +29,16 @@ export function drawSprite(
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sprite: Sprite,
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x: number,
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y: number,
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width: number,
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height: number,
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): void {
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ctx.drawImage(
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sprite.image,
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sprite.x,
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sprite.y,
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sprite.xIndex * sprite.frameWidth,
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sprite.yIndex * sprite.frameHeight,
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sprite.frameWidth,
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sprite.frameHeight,
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x,
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y,
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width,
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height,
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sprite.frameWidth,
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sprite.frameHeight,
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);
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}
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