mirror of
https://github.com/wassname/GarageServer.IO.git
synced 2026-06-27 16:10:34 +08:00
Made a GameLoop helper module to make game class cleaner
This commit is contained in:
@@ -1,34 +0,0 @@
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var Accumulator = (function () {
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var _currentTime = new Date().getTime(),
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_accumulator = 0.0,
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reset = function () {
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_currentTime = new Date().getTime();
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_accumulator = 0.0;
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},
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tick = function () {
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var newTime = new Date().getTime(), frameTime = newTime - _currentTime;
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if (frameTime > 250) {
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frameTime = 250;
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}
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_currentTime = newTime;
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_accumulator += frameTime;
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},
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time = function () {
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return _accumulator;
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},
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reduceTime = function (time) {
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_accumulator -= time;
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};
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return {
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tick: tick,
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reset: reset,
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time: time,
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reduceTime: reduceTime
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};
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}) ();
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@@ -1,10 +1,5 @@
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$(function () {
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var canvas = document.getElementById('gameCanvas'),
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ctxCanvas = canvas.getContext('2d'),
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keyboard = new THREEx.KeyboardState(),
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requestAnimFrame = (function () {
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return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame || function (callback) { window.setTimeout(callback, 1000/60); };
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})();
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var canvas = document.getElementById('gameCanvas'), ctxCanvas = canvas.getContext('2d'), keyboard = new THREEx.KeyboardState();
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GarageServerIO.initializeGarageServer('http://garageserver_io.jbillmann.c9.io', {
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logging: true,
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@@ -18,22 +13,12 @@ $(function () {
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});
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GarageServerIO.setPlayerState({ x: 0, y: 0 });
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Accumulator.reset();
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render();
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GameLoop.start(
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//Render Loop
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function () {
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ctxCanvas.clearRect(0, 0, canvas.width, canvas.height);
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function render () {
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requestAnimFrame(render);
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ctxCanvas.clearRect(0, 0, canvas.width, canvas.height);
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Accumulator.tick();
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while (Accumulator.time() >= 15)
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{
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captureInput();
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Accumulator.reduceTime(15);
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}
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GarageServerIO.getStates(function (selfState, playerStates, entityStates) {
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GarageServerIO.getStates(function (selfState, playerStates, entityStates) {
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playerStates.forEach(function (player) {
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ctxCanvas.fillRect(player.currentState.x, player.currentState.y, 15, 15);
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});
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@@ -43,21 +28,22 @@ $(function () {
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});
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ctxCanvas.fillRect(selfState.x, selfState.y, 15, 15);
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});
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}
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function captureInput () {
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if (keyboard.pressed('left')) {
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GarageServerIO.addPlayerInput('left');
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});
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},
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//Update Loop
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function () {
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if (keyboard.pressed('left')) {
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GarageServerIO.addPlayerInput('left');
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}
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if (keyboard.pressed('right')) {
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GarageServerIO.addPlayerInput('right');
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}
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if (keyboard.pressed('down')) {
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GarageServerIO.addPlayerInput('down');
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}
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if (keyboard.pressed('up')) {
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GarageServerIO.addPlayerInput('up');
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}
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}
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if (keyboard.pressed('right')) {
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GarageServerIO.addPlayerInput('right');
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}
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if (keyboard.pressed('down')) {
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GarageServerIO.addPlayerInput('down');
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}
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if (keyboard.pressed('up')) {
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GarageServerIO.addPlayerInput('up');
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}
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}
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);
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});
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@@ -0,0 +1,33 @@
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window.GameLoop = (function (window) {
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var requestAnimFrame = (function () {
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return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame || function (callback) { window.setTimeout(callback, 1000/60); };
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})(),
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_currentTime = new Date().getTime(),
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_accumulator = 0.0,
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start = function (renderCallback, updateCallback) {
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loop();
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function loop () {
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requestAnimFrame(loop);
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var newTime = new Date().getTime(), frameTime = newTime - _currentTime;
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if (frameTime > 250) {
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frameTime = 250;
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}
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_currentTime = newTime;
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_accumulator += frameTime;
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while (_accumulator >= 15) {
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updateCallback();
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_accumulator -= 15;
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}
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renderCallback();
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}
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};
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return {
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start: start
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};
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}) (window);
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@@ -7,7 +7,7 @@ html
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script(src='/garageserver.io.js')
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script(src='/javascripts/jquery-2.0.0.min.js')
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script(src='/javascripts/keyboard.min.js')
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script(src='/javascripts/accumulator.js')
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script(src='/javascripts/gameloop.js')
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script(src='core.js')
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script(src='/javascripts/game.js')
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body
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