import { loadImage } from "#/lib/loadImage.ts"; import { createSprite } from "#/lib/Sprite.ts"; import { createVector, type Vector } from "#/lib/Vector.ts"; import { type Draw as EntityDraw, type EntityInstance, type Process as EntityProcess, entityDrawMap, entityMap, entityProcessMap, } from "./Entity.ts"; export type SceneData = { id: string; width: number; height: number; entities: Array<{ id: string; position: Vector; }>; }; export type Scene = { data: SceneData; entityPool: Array<{ draw: EntityDraw; process: EntityProcess; entity: EntityInstance; }>; process: Process; }; export type Process = (ctx: CanvasRenderingContext2D, delta: number) => void; export type SceneChangeCallback = (from: Scene, to: Scene) => void; let sceneChangeCallback: SceneChangeCallback = (): void => {}; const sceneDataMap = new Map(); const sceneProcessMap = new Map(); export const currentScene: Scene = { data: { id: "", width: 0, height: 0, entities: [], }, process: () => {}, entityPool: [], }; function drawEntities(ctx: CanvasRenderingContext2D): void { for (const entry of currentScene.entityPool) { entry.draw(entry.entity, ctx); } } function processEntities(delta: number): void { for (const entry of currentScene.entityPool) { entry.process(entry.entity, delta); } } export function useScene(data: SceneData): { process: (fn: Process) => void; } { sceneDataMap.set(data.id, data); return { process(fn: Process): void { sceneProcessMap.set(data.id, (ctx, delta) => { drawEntities(ctx); processEntities(delta); fn(ctx, delta); }); }, }; } export function setSceneChangeCallback(callback: SceneChangeCallback) { sceneChangeCallback = callback; } export function changeScene(scene: Scene): void { sceneChangeCallback(currentScene, scene); currentScene.data = scene.data; currentScene.process = scene.process; } export async function loadScene(name: string): Promise { await import(`#/scenes/${name}/index.ts`); const data = sceneDataMap.get(name)!; currentScene.data = data; for (const entity of data.entities) { await import(`#/entities/${entity.id}/index.ts`); const e = entityMap.get(entity.id)!; const entityInstance: EntityInstance = { position: entity.position, width: e.width, height: e.height, sprite: createSprite(await loadImage(e.src), 2, 4), // FIXME }; currentScene.entityPool.push({ draw: entityDrawMap.get(entity.id)!, process: entityProcessMap.get(entity.id)!, entity: entityInstance, }); } const process = sceneProcessMap.get(name)!; currentScene.process = process; }