angular ui
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154
src/app/components/game/game.component.ts
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154
src/app/components/game/game.component.ts
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import { Component, ElementRef, OnInit, ViewChild } from '@angular/core';
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import { OptionsComponent } from '../options/options.component';
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import { GameState } from './gameState';
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import { SimulationEngine } from './simulationEngine';
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import { GameRules } from './gameRules';
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import { Command } from './command';
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@Component({
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selector: 'app-game',
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templateUrl: './game.component.html',
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styleUrls: ['./game.component.css'],
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imports: [OptionsComponent],
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})
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export class GameComponent implements OnInit {
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engine!: SimulationEngine;
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private optionsOpen = false;
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private isPaused = false;
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private lastFrameTime = 0;
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@ViewChild('gameCanvas') canvasRef!: ElementRef<HTMLCanvasElement>;
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@ViewChild('canvasWrapper') wrapperRef!: ElementRef<HTMLDivElement>;
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private logicalWidth = 800;
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private logicalHeight = 600;
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scaleX: number = 1;
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scaleY: number = 1;
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pixelScale: number = 1;
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async ngOnInit() {
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const initialState: GameState = {
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tick: 0,
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units: [{ id: 'u1', x: 0, y: 0 }],
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commandHistory: []
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};
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const json = await fetch('/assets/gameData.json').then(r => r.json());
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this.engine = new SimulationEngine(initialState, GameRules, json);
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requestAnimationFrame(this.gameLoop.bind(this));
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}
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start() {
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this.engine.start();
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}
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stop() {
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this.engine.stop();
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}
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step() {
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this.engine.step();
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}
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rewind() {
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this.engine.rewindToZero();
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}
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fastForward() {
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this.engine.fastForwardToEnd();
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}
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async reloadGameData() {
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const json = await fetch('/assets/gameData.json').then(r => r.json());
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this.engine.reinitializeWithNewData(json);
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}
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issueMove() {
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const cmd: Command = {
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step: this.engine.currentStep + 1,
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type: 'move',
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payload: { id: 'u1', dx: 1, dy: 0 }
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};
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this.engine.issueCommand(cmd);
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}
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ngAfterViewInit(): void {
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this.resizeCanvas();
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window.addEventListener('resize', this.resizeCanvas.bind(this));
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}
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resizeCanvas(): void {
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const wrapper = this.wrapperRef.nativeElement;
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const canvas = this.canvasRef.nativeElement;
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const targetAspect = this.logicalWidth / this.logicalHeight;
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const maxW = wrapper.clientWidth;
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const maxH = wrapper.clientHeight;
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let width = maxW;
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let height = width / targetAspect;
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if (height > maxH) {
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height = maxH;
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width = height * targetAspect;
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}
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canvas.width = width;
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canvas.height = height;
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this.scaleX = canvas.width / this.logicalWidth; // e.g. 800
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this.scaleY = canvas.height / this.logicalHeight; // e.g. 600
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// Optionally use the smaller of the two for uniform scaling
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this.pixelScale = Math.min(this.scaleX, this.scaleY);
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}
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toScreen(x: number, y: number): [number, number] {
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return [x * this.pixelScale, y * this.pixelScale];
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}
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fromScreen(px: number, py: number): [number, number] {
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return [px / this.pixelScale, py / this.pixelScale];
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}
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private gameLoop(currentTime: number): void {
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if (this.lastFrameTime === 0) {
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this.lastFrameTime = currentTime;
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}
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const deltaTime = (currentTime - this.lastFrameTime) / 1000;
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this.lastFrameTime = currentTime;
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// Only update the game state if not paused
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if (!this.isPaused) {
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this.updateGame(deltaTime);
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requestAnimationFrame(this.gameLoop.bind(this));
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}
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}
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private updateGame(deltaTime: number): void {
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// Implement your game update logic here using deltaTime
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}
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// Called when opening options: pause the game
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public openOptions(): void {
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this.optionsOpen = true;
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this.pauseGame();
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}
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// Called when closing options: resume the game
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public closeOptions(): void {
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this.optionsOpen = false;
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this.resumeGame();
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}
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private pauseGame(): void {
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this.isPaused = true;
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}
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private resumeGame(): void {
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this.isPaused = false;
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// Reset the lastFrameTime to avoid a huge delta on resume
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this.lastFrameTime = performance.now();
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requestAnimationFrame(this.gameLoop.bind(this));
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}
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}
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