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main.js
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import {QuadtrisGame} from './scripts/QuadtrisGame.mjs'
import {QuadtrisInput as Input} from './scripts/QuadtrisInput.mjs'
import {QuadtrisRenderer} from './scripts/QuadtrisRenderer.mjs'
import * as RebindMod from './scripts/RebindControls.mjs'
/**
* Game state:
* Grid
* Player piece (locations + color)
* Ghost piece (locations)
* Queue + held
* Lines cleared
*/
function createShader(gl, type, source) {
let shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
let success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
if (success) {
return shader;
}
console.log(gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
}
function createProgram(gl, vertexShader, fragmentShader) {
let program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
let success = gl.getProgramParameter(program, gl.LINK_STATUS);
if (success) {
return program;
}
console.log(gl.getProgramInfoLog(program));
gl.deleteProgram(program);
}
function main() {
let debugLog = document.createTextNode('');
document.querySelector("#debug").appendChild(debugLog);
const startButton = document.querySelector("#startButton");
// Create input module
let inputMod = new Input();
RebindMod.loadInputSettings(inputMod);
document.addEventListener('keydown', function(event) {
inputMod.setInputState(event.key, true);
});
document.addEventListener('keyup', function(event) {
inputMod.setInputState(event.key, false);
});
// Create game and renderer
let game = new QuadtrisGame();
let renderer = new QuadtrisRenderer();
const titleScreen = document.querySelector("#titleScreen");
const pauseScreen = document.querySelector("#pauseScreen");
const gameOverScreen = document.querySelector("#gameOverScreen");
const settingsScreen = document.querySelector("#settingsScreen");
let onTitleScreen = true;
let onSettings = false;
const finalScoreNode = document.createTextNode('0');
const finalLinesNode = document.createTextNode('0');
document.querySelector("#finalScore").appendChild(finalScoreNode);
document.querySelector("#finalLines").append(finalLinesNode);
// Create the engine loop
let timeSinceGameTick = 0;
let lastFrameTime = 0;
function runGameFrame(time) {
let deltaTime = (time - lastFrameTime) * 0.001;
lastFrameTime = time;
timeSinceGameTick += deltaTime;
// If settings screen is open, only process escape key
if (!settingsScreen.classList.contains("hide")) {
inputMod.updateCounters();
if (inputMod.getCounter("Pause") == 1) {
settingsScreen.classList.add("hide");
}
// If the game is running, update the game:
} else if (!game.gameState.gameOver) {
// Run game ticks at a fixed interval
if (timeSinceGameTick >= game.gameTickTime) {
timeSinceGameTick = Math.min(timeSinceGameTick - game.gameTickTime, game.gameTickTime);
inputMod.updateCounters();
game.runTick(inputMod);
// Handle pause/unpause
if (inputMod.getCounter("Pause") == 1) {
if (!game.gameState.isPaused) {
// Pause game
game.pauseGame(true);
pauseScreen.classList.remove("hide");
} else {
// Unpause game
game.pauseGame(false);
pauseScreen.classList.add("hide");
}
} // End of pause/unpause logic
}
// Update buffers if the game state changes
if (game.isStateChanged) {
renderer.updateData(game.gameState);
}
} else if (!onTitleScreen) { // Game is over, AND the game was started (not on title screen)
// Game over! Stop running the game and load the game over screen
if (gameOverScreen.classList.contains("hide")) {
// Display game over screen
gameOverScreen.classList.remove("hide");
finalScoreNode.textContent = game.gameState.score;
finalLinesNode.textContent = game.gameState.linesCleared;
}
} else { // Game is "over" and not started (on the title screen)
}
// Render frame
renderer.renderGame();
// Queue up next frame
requestAnimationFrame(runGameFrame);
}
function startGame() {
game.startNewGame();
renderer.updateData(game.gameState);
renderer.renderGame();
document.querySelector("#titleScreen").classList.add("hide");
document.querySelector("#gameGUI").classList.remove("hide");
requestAnimationFrame(runGameFrame);
onTitleScreen = false;
}
startButton.addEventListener("click", startGame);
// startButton.addEventListener("touchstart", startGame);
document.querySelector("#heldPieceOverlay").addEventListener("click", function() {
game.holdPiece();
});
document.querySelector("#unpauseButton").addEventListener("click", function() {
game.gameState.isPaused = false;
pauseScreen.classList.add("hide");
});
document.querySelector("#replayButton").addEventListener("click", function() {
game.startNewGame();
renderer.updateData(game.gameState);
renderer.renderGame();
gameOverScreen.classList.add("hide");
});
document.querySelector("#returnToTitleButton").addEventListener("click", function() {
titleScreen.classList.remove("hide");
gameOverScreen.classList.add("hide");
onTitleScreen = true;
});
requestAnimationFrame(runGameFrame);
// Setup settings page
let settingsDebugMessage = document.createTextNode('');
document.querySelector("#settingsConsoleText").appendChild(settingsDebugMessage);
RebindMod.connectHTMLElements(".controlRebind", inputMod, settingsDebugMessage, settingsScreen);
document.querySelector("#exitSettingsButton").addEventListener("click", function(){
settingsScreen.classList.add("hide");
});
document.querySelectorAll(".settingsButton").forEach(function(button, key, parent) {
button.addEventListener("click", function() {settingsScreen.classList.remove("hide")});
});
}
main();