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-rw-r--r--html/rogue/js/rogue.js144
1 files changed, 0 insertions, 144 deletions
diff --git a/html/rogue/js/rogue.js b/html/rogue/js/rogue.js
deleted file mode 100644
index 64716a4..0000000
--- a/html/rogue/js/rogue.js
+++ /dev/null
@@ -1,144 +0,0 @@
-window.gameState = null;
-
-const initGame = () => {
-    const canvas = document.getElementById('gameCanvas');
-    const ctx = canvas.getContext('2d');
-    
-    // Target frame rate
-    const FPS = 60;
-    const FRAME_TIME = 1000 / FPS;
-    let lastFrameTime = 0;
-
-    // Set canvas to full viewport size
-    const resizeCanvas = () => {
-        canvas.width = window.innerWidth;
-        canvas.height = window.innerHeight;
-        // Clear any cached gradients when resizing
-        if (window.gameState) {
-            window.gameState.cachedGradient = null;
-        }
-    };
-
-    window.addEventListener('resize', resizeCanvas);
-    resizeCanvas();
-
-    // Calculate initial player position at ground level
-    const groundY = canvas.height - CONFIG.world.groundHeight;
-    const initialPlayerY = groundY - CONFIG.player.height;
-
-    // Game state
-    let gameState = {
-        time: 0,
-        player: createPlayer(100, initialPlayerY),
-        camera: createCamera(0, 0),
-        world: createWorld(),
-        debug: {
-            enabled: false,
-            mouseX: 0,
-            mouseY: 0
-        }
-    };
-    
-    // Make gameState globally accessible
-    window.gameState = gameState;
-
-    // Set up input handlers
-    setupInputHandlers(canvas, gameState);
-
-    // Game loop
-    const gameLoop = (timestamp) => {
-        // Check if enough time has passed since last frame
-        if (timestamp - lastFrameTime < FRAME_TIME) {
-            requestAnimationFrame(gameLoop);
-            return;
-        }
-
-        // Calculate delta time (capped at 1 second to prevent huge jumps)
-        const deltaTime = Math.min(timestamp - lastFrameTime, 1000);
-        lastFrameTime = timestamp;
-        gameState.time = timestamp;
-
-        // Clear the entire canvas
-        ctx.clearRect(0, 0, canvas.width, canvas.height);
-
-        // Update
-        gameState = updateGame(gameState, deltaTime);
-
-        // Render
-        render(ctx, gameState);
-
-        // Schedule next frame
-        requestAnimationFrame(gameLoop);
-    };
-
-    // Start the game loop
-    lastFrameTime = performance.now();
-    requestAnimationFrame(gameLoop);
-};
-
-const updateGame = (state, deltaTime) => {
-    const updatedPlayer = updatePlayer(state.player, deltaTime);
-    const updatedCamera = updateCamera(state.camera, updatedPlayer);
-
-    return {
-        ...state,
-        player: updatedPlayer,
-        camera: updatedCamera
-    };
-};
-
-const render = (ctx, state) => {
-    const groundY = ctx.canvas.height - state.world.groundHeight;
-
-    // Cache sky gradient
-    if (!state.cachedGradient) {
-        state.cachedGradient = createSkyGradient(ctx, groundY);
-    }
-
-    const viewBounds = getViewBounds(state.camera);
-
-    // Apply camera transform
-    ctx.save();
-    ctx.translate(-state.camera.x, -state.camera.y);
-
-    // Clear the transformed canvas area
-    ctx.clearRect(
-        viewBounds.left,
-        0,
-        viewBounds.right - viewBounds.left,
-        ctx.canvas.height
-    );
-
-    // Render layers
-    renderBackground(ctx, state, groundY, viewBounds);
-    renderBackgroundObjects(ctx, state, groundY, viewBounds);
-    
-    // Render platforms
-    state.world.platforms.forEach(platform => {
-        ctx.fillStyle = platform.color;
-        ctx.fillRect(platform.x, platform.y, platform.width, platform.height);
-    });
-
-    renderPlayer(ctx, state.player);
-    renderForegroundObjects(ctx, state, groundY, viewBounds);
-
-    // Render ground line
-    ctx.fillStyle = RENDER_CONSTANTS.GROUND_COLOR;
-    ctx.fillRect(
-        state.camera.x - 1000,
-        groundY,
-        ctx.canvas.width + 2000,
-        1
-    );
-
-    // Handle debug rendering
-    if (state.debug.enabled) {
-        ctx.restore();
-        renderDebugInfo(ctx, state);
-    } else {
-        ctx.restore();
-    }
-};
-
-// Initialize the game when the window loads
-window.addEventListener('load', initGame);