80 lines
1.7 KiB
TypeScript
80 lines
1.7 KiB
TypeScript
import { cls, print } from "./graphics";
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import { since_start } from "./time";
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import { new_v2 } from "./vector";
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import { load_world, World, Level, draw_level } from "./level";
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import { Actor, Robo } from "./actor";
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/// A nice looping frame counter.
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let clock = 0;
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let world: World | undefined = undefined;
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let level: Level | undefined = undefined;
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// Note zelda overworld is 16x8 screens
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// zelda screen is 16x11 tiles
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// from a feeling point of view this is sufficient, apparently :D
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function load_assets() {
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// Start this load, but then...
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let map_load = load_world("./overworld.ldtk").then((w) => {
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print("World loaded at", since_start());
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world = w;
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// Assume we start at 0,0
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level = world.levels.find((l) => l.world_x == 0 && l.world_y == 0);
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if (!level) {
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throw new Error("UNABLE TO FIND LEVEL AT 0,0: CANNOT START");
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}
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// TODO: SPAWN ACTORS BASED ON LEVEL.
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});
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Promise.all([map_load]).then(() => {
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print("All are loaded.");
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});
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}
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const actors: Actor[] = [];
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// TODO: Build a system whereby the signatures of the fundamental functions can be checked.
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export function init() {
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print("Hello world!");
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load_assets();
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actors.push(new Robo(new_v2(10, 10)));
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}
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export function suspend() {
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return { clock };
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}
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export function resume() {}
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export function update() {
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clock = (clock + 1) % 20160;
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for (const actor of actors) {
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actor.update();
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}
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for (const actor of actors) {
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actor.update_physics();
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}
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// TODO: Bonks
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// TODO: Transients
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}
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export function draw() {
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cls(0.1, 0.2, 0.3);
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if (level != undefined) {
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draw_level(level, 0, 0);
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}
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for (const actor of actors) {
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actor.draw(clock);
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}
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// print("FRAME TIME:", since_last_frame());
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}
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