This commit is contained in:
2019-11-20 19:10:35 +01:00
commit b8cdce07af
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src/game.nim Normal file
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import dom, math, strformat
import gamelight/[graphics, geometry, vec, utils]
import libmttt
type
Game* = ref object
renderer: Renderer2D
lastUpdate, totalTime: float
paused: bool
scene: Scene
state: GameState
timeElement: Element
onGameStart*: proc (game: Game)
Scene {.pure.} = enum
MainMenu, Game
const
gameBgColor = "#e6e6e6"
font = "Helvetica, monospace"
padding = 10 # Padding around the game area in pixels
var
renderWidth, renderHeight: int ## Canvas render area in pixels
proc toTimeString(milliseconds: float): string =
let seconds = ((milliseconds / 1000) mod 60).toInt()
let minutes = ((milliseconds / (1000 * 60)) mod 60).toInt()
let hours = ((milliseconds / (1000 * 60 * 60)) mod 24).toInt()
result = fmt"{hours}:{minutes}:{seconds}"
proc switchScene(game: Game, scene: Scene) =
case scene:
of Scene.MainMenu:
discard
of Scene.Game:
var elements: seq[Element] = @[]
let timeTextPos = (padding.toFloat, padding.toFloat)
elements.add game.renderer.createTextElement("Time", timeTextPos, "#000000", 26, font)
let timePos = (padding.toFloat, padding.toFloat + 35.0)
game.timeElement = game.renderer.createTextElement("0", timePos, "#000000", 14, font)
proc newGame*(canvasId: string, width, height: int): Game =
var
player1 = Player(name: "Player 1")
player2 = Player(name: "Player 2")
renderWidth = width
renderHeight = height
result = Game(
renderer: newRenderer2D(canvasId, width, height),
scene: Scene.Game,
state: newGame(player1, player2),
paused: false
)
switchScene(result, Scene.Game)
proc update(game: Game, time: float) =
# Update the game logic
# Return early if paused.
if game.paused or game.scene != Scene.Game: return
game.totalTime += time
proc drawMainMenu(game: Game) =
discard
proc drawGame(game: Game) =
# Draw changing UI Elements
game.timeElement.innerHTML = game.totalTime.toTimeString
proc draw(game: Game) =
# Draw the current screen on the canvas
# Fill background color.
game.renderer.fillRect(0.0, 0.0, renderWidth, renderHeight, gameBgColor)
case game.scene
of Scene.MainMenu:
drawMainMenu(game)
of Scene.Game:
drawGame(game)
proc nextFrame*(game: Game, frameTime: float) =
# Determine id an update is necessary
game.update(frameTime)
game.draw()