1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
|
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);
|