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module Omni {
/**
* Base game class, will handle the game loop, rendering,
*/
export class Game implements Tickable {
private renderer:THREE.WebGLRenderer;
private camera:THREE.PerspectiveCamera;
private blockLoader:BlockLoader;
private cube:Cube;
private ticks:number = 0;
private delta:number = 0;
private lastFrame:number = 0;
private timestep:number = 1000 / 60;
private maxFPS:number = 60;
private keepRunning:boolean;
static CAMERA_FOV:number = 55;
static CAMERA_NEAR:number = 1;
static CAMERA_FAR:number = 1000;
/**
*
*/
constructor() {
this.renderer = new THREE.WebGLRenderer({
antialias: true
});
this.renderer.setClearColor(0xbababa);
this.renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(this.renderer.domElement);
window.addEventListener("resize", this.onWindowResize, false);
window.addEventListener("visibilitychange", this.onVisibilityChange, false);
this.camera = new THREE.PerspectiveCamera(Game.CAMERA_FOV, window.innerWidth / window.innerHeight, Game.CAMERA_NEAR, Game.CAMERA_FAR);
this.blockLoader = new BlockLoader(BlockLoader.BLOCKS);
}
/**
*
*/
init():void {
console.debug("Game: init");
this.blockLoader.load();
}
/**
*
*/
start = ():void => {
console.debug("Game: start");
//wait around till block_loader is done loading assets
if (!this.blockLoader.isLoaded()) {
setTimeout(this.start, 10);
return;
}
//build the level here
this.cube.init(0);
this.unpause();
};
/**
*
*/
unpause():void {
console.debug("Game: unpause");
this.keepRunning = true;
this.run();
}
/**
*
* @param delta
*/
tick(delta:number):void {
this.ticks++;
this.cube.tick(delta);
}
/**
*
*/
render():void {
this.renderer.render(this.cube, this.camera);
}
/**
*
* @param timestamp
*/
run(timestamp?:number):void {
if (!timestamp) {
timestamp = performance.now();
}
if (timestamp < this.lastFrame + (1000 / this.maxFPS)) {
if (this.keepRunning) {
requestAnimationFrame(() => this.run());
}
return;
}
this.delta += timestamp - this.lastFrame;
this.lastFrame = timestamp;
var numUpdateSteps = 0;
while (this.delta >= this.timestep) {
this.tick(this.timestep);
this.delta -= this.timestep;
if (++numUpdateSteps >= 240) {
// panic here, reset delta
this.delta = 0;
break;
}
}
this.render();
if (this.keepRunning) {
requestAnimationFrame((time) => this.run(time));
}
}
/**
* When releasing pointer lock/on menu. Menu is HTML based.
*/
pause():void {
console.debug("Game: pause");
this.keepRunning = false;
}
/**
* When leaving the page.
*/
stop = ():void => {
this.pause();
console.debug("Game: stop");
this.blockLoader.dispose();
this.renderer.dispose();
};
onWindowResize = () => {
this.camera.aspect = window.innerWidth / window.innerHeight;
this.camera.updateProjectionMatrix();
this.renderer.setSize(window.innerWidth, window.innerHeight);
};
onVisibilityChange = () => {
console.debug("visibility change");
};
}
}
let game:Omni.Game;
let locker:Omni.PointerLocker;
window.onload = () => {
game = new Omni.Game();
locker = new Omni.PointerLocker(game.start, game.stop);
game.init();
locker.enable();
};
window.onunload = () => {
locker.disable();
game.stop();
};
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