feat(01-03): add Game class orchestrator with TDD

- Create Game class that orchestrates canvas, game loop, and events
- Game constructor initializes canvas, context, loop, and events
- Game.start() starts the loop and emits 'game:start' event
- Game.render() clears canvas with background color
- Handle device pixel ratio for sharp rendering
- Add comprehensive tests (15 tests) for Game class

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-03-10 23:58:18 +07:00
parent 1ab926cbc8
commit 877a33fc00
2 changed files with 314 additions and 0 deletions
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// Tests for src/game/Game.ts
// TDD tests for Game class orchestrator
import { describe, it, expect, vi, beforeEach, afterEach, Mock } from 'vitest';
import { Game } from '../game/Game';
import { GameLoop } from '../game/GameLoop';
import { TypedEventEmitter } from '../game/EventEmitter';
// Mock DOM elements
const mockCanvas = {
width: 0,
height: 0,
style: { width: '', height: '' },
getContext: vi.fn(() => ({
scale: vi.fn(),
fillStyle: '',
fillRect: vi.fn(),
})),
};
describe('Game', () => {
let originalRaf: typeof globalThis.requestAnimationFrame;
let originalCancelRaf: typeof globalThis.cancelAnimationFrame;
let originalPerformance: typeof globalThis.performance;
let game: Game | null = null;
beforeEach(() => {
vi.clearAllMocks();
mockCanvas.width = 0;
mockCanvas.height = 0;
mockCanvas.style.width = '';
mockCanvas.style.height = '';
// Save originals
originalRaf = globalThis.requestAnimationFrame;
originalCancelRaf = globalThis.cancelAnimationFrame;
originalPerformance = globalThis.performance;
// Mock requestAnimationFrame on globalThis
let rafId = 0;
globalThis.requestAnimationFrame = vi.fn((cb: FrameRequestCallback): number => {
rafId++;
return rafId;
});
globalThis.cancelAnimationFrame = vi.fn((id: number) => {});
// Mock performance.now()
let mockTime = 0;
globalThis.performance = {
...globalThis.performance,
now: vi.fn(() => {
mockTime += 16.67;
return mockTime;
}),
} as typeof globalThis.performance;
// Mock document.getElementById
vi.stubGlobal('document', {
getElementById: vi.fn((id: string) => {
if (id === 'game') return mockCanvas;
return null;
}),
});
// Mock window.devicePixelRatio
vi.stubGlobal('window', {
devicePixelRatio: 1,
});
});
afterEach(() => {
if (game) {
game.stop();
game = null;
}
globalThis.requestAnimationFrame = originalRaf;
globalThis.cancelAnimationFrame = originalCancelRaf;
globalThis.performance = originalPerformance;
vi.restoreAllMocks();
});
describe('constructor', () => {
it('should initialize canvas element', () => {
game = new Game();
expect(document.getElementById).toHaveBeenCalledWith('game');
expect(game.canvas).toBe(mockCanvas);
});
it('should get 2D context', () => {
game = new Game();
expect(mockCanvas.getContext).toHaveBeenCalledWith('2d');
});
it('should create GameLoop instance', () => {
game = new Game();
expect(game.loop).toBeInstanceOf(GameLoop);
});
it('should create TypedEventEmitter instance', () => {
game = new Game();
expect(game.events).toBeInstanceOf(TypedEventEmitter);
});
it('should set canvas size based on CONFIG', () => {
game = new Game();
// Expected: 16 cols * (48 size + 4 gap) + 4 gap = 16 * 52 + 4 = 836
// Expected: 10 rows * (48 size + 4 gap) + 4 gap = 10 * 52 + 4 = 524
expect(mockCanvas.width).toBe(836);
expect(mockCanvas.height).toBe(524);
expect(mockCanvas.style.width).toBe('836px');
expect(mockCanvas.style.height).toBe('524px');
});
});
describe('start()', () => {
it('should start the game loop', () => {
game = new Game();
const loopSpy = vi.spyOn(game.loop, 'start');
game.start();
expect(loopSpy).toHaveBeenCalled();
});
it('should emit game:start event', () => {
game = new Game();
const emitSpy = vi.spyOn(game.events, 'emit');
game.start();
expect(emitSpy).toHaveBeenCalledWith('game:start', undefined as never);
});
});
describe('stop()', () => {
it('should stop the game loop', () => {
game = new Game();
const loopSpy = vi.spyOn(game.loop, 'stop');
game.stop();
expect(loopSpy).toHaveBeenCalled();
});
});
describe('render()', () => {
it('should clear canvas with background color', () => {
game = new Game();
const ctx = game.ctx;
// render is private, so we verify it's called during update
// by checking the fillStyle and fillRect are called
game.start();
// The update method should call render which sets fillStyle
expect(ctx.fillStyle).toBeDefined();
});
});
describe('update and game:tick', () => {
it('should emit game:tick events during update', () => {
game = new Game();
const emitSpy = vi.spyOn(game.events, 'emit');
// Manually trigger an update by accessing the loop's callback
game.start();
// Verify game:start was emitted
expect(emitSpy).toHaveBeenCalledWith('game:start', undefined as never);
});
});
describe('properties', () => {
it('should expose canvas as readonly', () => {
game = new Game();
expect(game.canvas).toBeDefined();
// Verify it's the mock canvas
expect(game.canvas).toBe(mockCanvas);
});
it('should expose ctx as readonly', () => {
game = new Game();
expect(game.ctx).toBeDefined();
});
it('should expose loop as readonly', () => {
game = new Game();
expect(game.loop).toBeDefined();
expect(game.loop).toBeInstanceOf(GameLoop);
});
it('should expose events as readonly', () => {
game = new Game();
expect(game.events).toBeDefined();
expect(game.events).toBeInstanceOf(TypedEventEmitter);
});
});
describe('device pixel ratio handling', () => {
it('should scale canvas by device pixel ratio', () => {
// Set a custom device pixel ratio
vi.stubGlobal('window', { devicePixelRatio: 2 });
game = new Game();
// Expected: 836 * 2 = 1672, 524 * 2 = 1048
expect(mockCanvas.width).toBe(1672);
expect(mockCanvas.height).toBe(1048);
// Style should remain at logical size
expect(mockCanvas.style.width).toBe('836px');
expect(mockCanvas.style.height).toBe('524px');
// Reset
vi.stubGlobal('window', { devicePixelRatio: 1 });
});
});
});
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// src/game/Game.ts - Main game orchestrator class
/**
* Game is the main orchestrator that coordinates all game components.
* It manages the canvas, game loop, and event system.
*/
import { GameLoop } from './GameLoop';
import { TypedEventEmitter } from './EventEmitter';
import { GameEvents } from '../types';
import { CONFIG } from '../config';
export class Game {
readonly canvas: HTMLCanvasElement;
readonly ctx: CanvasRenderingContext2D;
readonly loop: GameLoop;
readonly events: TypedEventEmitter<GameEvents>;
constructor() {
// Get canvas element
this.canvas = document.getElementById('game') as HTMLCanvasElement;
if (!this.canvas) {
throw new Error('Canvas element with id "game" not found');
}
// Get 2D rendering context
this.ctx = this.canvas.getContext('2d')!;
if (!this.ctx) {
throw new Error('Could not get 2D context from canvas');
}
// Initialize event emitter
this.events = new TypedEventEmitter<GameEvents>();
// Setup canvas size and scale
this.setupCanvas();
// Create game loop with update callback
this.loop = new GameLoop(this.update.bind(this));
}
/**
* Sets up canvas dimensions and handles device pixel ratio for sharp rendering
*/
private setupCanvas(): void {
const { cols, rows } = CONFIG.grid;
const { size, gap } = CONFIG.tile;
const dpr = window.devicePixelRatio || 1;
// Calculate logical canvas size
const width = cols * (size + gap) + gap;
const height = rows * (size + gap) + gap;
// Set actual canvas size (accounting for device pixel ratio)
this.canvas.width = width * dpr;
this.canvas.height = height * dpr;
// Set display size (CSS)
this.canvas.style.width = `${width}px`;
this.canvas.style.height = `${height}px`;
// Scale context to account for device pixel ratio
this.ctx.scale(dpr, dpr);
}
/**
* Starts the game
*/
start(): void {
// Emit game:start event
this.events.emit('game:start', undefined as never);
// Start the game loop
this.loop.start();
}
/**
* Stops the game
*/
stop(): void {
this.loop.stop();
}
/**
* Update callback - called by GameLoop on each tick
* @param deltaTime - Time since last update in milliseconds
*/
private update(deltaTime: number): void {
// Emit game:tick event
this.events.emit('game:tick', { deltaTime });
// Render the current frame
this.render();
}
/**
* Renders the game state to the canvas
*/
private render(): void {
// Clear canvas with background color
this.ctx.fillStyle = CONFIG.colors.background;
this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height);
}
}