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-rw-r--r--html/rogue/js/rogue.js108
1 files changed, 108 insertions, 0 deletions
diff --git a/html/rogue/js/rogue.js b/html/rogue/js/rogue.js
index e69de29..8276d8d 100644
--- a/html/rogue/js/rogue.js
+++ b/html/rogue/js/rogue.js
@@ -0,0 +1,108 @@
+window.gameState = null;
+
+const initGame = () => {
+    const canvas = document.getElementById('gameCanvas');
+    const ctx = canvas.getContext('2d');
+
+    // Set canvas to full viewport size
+    const resizeCanvas = () => {
+        canvas.width = window.innerWidth;
+        canvas.height = window.innerHeight;
+    };
+
+    window.addEventListener('resize', resizeCanvas);
+    resizeCanvas();
+
+    // Game state
+    let gameState = {
+        time: 0,
+        player: createPlayer(100, 100), // Starting position
+        camera: createCamera(0, 0),
+        world: createWorld()
+    };
+    
+    // Make gameState globally accessible
+    window.gameState = gameState;
+
+    // Game loop
+    const gameLoop = (timestamp) => {
+        // Calculate delta time
+        const deltaTime = timestamp - gameState.time;
+        gameState.time = timestamp;
+
+        // Update
+        gameState = updateGame(gameState, deltaTime);
+
+        // Render
+        render(ctx, gameState);
+
+        // Next frame
+        requestAnimationFrame(gameLoop);
+    };
+
+    // Start the game loop
+    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) => {
+    // Clear the canvas
+    ctx.fillStyle = '#000';
+    ctx.fillRect(0, 0, ctx.canvas.width, ctx.canvas.height);
+
+    // Apply camera transform
+    ctx.save();
+    ctx.translate(-state.camera.x, -state.camera.y);
+
+    // 1. Render background objects
+    state.world.backgroundTrees.forEach(tree => {
+        renderTree(ctx, tree, ctx.canvas.height - state.world.groundHeight);
+    });
+    
+    state.world.backgroundRocks.forEach(rock => {
+        renderRock(ctx, rock, ctx.canvas.height - state.world.groundHeight);
+    });
+    
+    // 2. Render platforms
+    state.world.platforms.forEach(platform => {
+        ctx.fillStyle = platform.color;
+        ctx.fillRect(platform.x, platform.y, platform.width, platform.height);
+    });
+
+    // 3. Render player
+    renderPlayer(ctx, state.player);
+
+    // 4. Render foreground objects
+    state.world.foregroundTrees.forEach(tree => {
+        renderTree(ctx, tree, ctx.canvas.height - state.world.groundHeight);
+    });
+    
+    state.world.foregroundRocks.forEach(rock => {
+        renderRock(ctx, rock, ctx.canvas.height - state.world.groundHeight);
+    });
+
+    // 5. Render ground
+    const groundY = ctx.canvas.height - state.world.groundHeight;
+    ctx.fillStyle = '#4a4';
+    ctx.fillRect(
+        state.camera.x - 1000,
+        groundY,
+        ctx.canvas.width + 2000,
+        state.world.groundHeight
+    );
+
+    ctx.restore();
+};
+
+// Initialize the game when the window loads
+window.addEventListener('load', initGame);