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https://github.com/tiennm99/gsd-framework.git
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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:
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// Tests for src/game/Game.ts
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// TDD tests for Game class orchestrator
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import { describe, it, expect, vi, beforeEach, afterEach, Mock } from 'vitest';
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import { Game } from '../game/Game';
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import { GameLoop } from '../game/GameLoop';
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import { TypedEventEmitter } from '../game/EventEmitter';
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// Mock DOM elements
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const mockCanvas = {
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width: 0,
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height: 0,
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style: { width: '', height: '' },
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getContext: vi.fn(() => ({
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scale: vi.fn(),
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fillStyle: '',
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fillRect: vi.fn(),
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})),
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};
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describe('Game', () => {
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let originalRaf: typeof globalThis.requestAnimationFrame;
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let originalCancelRaf: typeof globalThis.cancelAnimationFrame;
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let originalPerformance: typeof globalThis.performance;
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let game: Game | null = null;
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beforeEach(() => {
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vi.clearAllMocks();
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mockCanvas.width = 0;
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mockCanvas.height = 0;
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mockCanvas.style.width = '';
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mockCanvas.style.height = '';
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// Save originals
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originalRaf = globalThis.requestAnimationFrame;
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originalCancelRaf = globalThis.cancelAnimationFrame;
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originalPerformance = globalThis.performance;
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// Mock requestAnimationFrame on globalThis
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let rafId = 0;
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globalThis.requestAnimationFrame = vi.fn((cb: FrameRequestCallback): number => {
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rafId++;
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return rafId;
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});
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globalThis.cancelAnimationFrame = vi.fn((id: number) => {});
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// Mock performance.now()
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let mockTime = 0;
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globalThis.performance = {
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...globalThis.performance,
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now: vi.fn(() => {
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mockTime += 16.67;
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return mockTime;
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}),
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} as typeof globalThis.performance;
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// Mock document.getElementById
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vi.stubGlobal('document', {
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getElementById: vi.fn((id: string) => {
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if (id === 'game') return mockCanvas;
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return null;
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}),
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});
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// Mock window.devicePixelRatio
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vi.stubGlobal('window', {
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devicePixelRatio: 1,
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});
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});
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afterEach(() => {
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if (game) {
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game.stop();
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game = null;
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}
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globalThis.requestAnimationFrame = originalRaf;
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globalThis.cancelAnimationFrame = originalCancelRaf;
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globalThis.performance = originalPerformance;
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vi.restoreAllMocks();
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});
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describe('constructor', () => {
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it('should initialize canvas element', () => {
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game = new Game();
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expect(document.getElementById).toHaveBeenCalledWith('game');
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expect(game.canvas).toBe(mockCanvas);
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});
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it('should get 2D context', () => {
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game = new Game();
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expect(mockCanvas.getContext).toHaveBeenCalledWith('2d');
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});
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it('should create GameLoop instance', () => {
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game = new Game();
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expect(game.loop).toBeInstanceOf(GameLoop);
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});
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it('should create TypedEventEmitter instance', () => {
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game = new Game();
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expect(game.events).toBeInstanceOf(TypedEventEmitter);
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});
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it('should set canvas size based on CONFIG', () => {
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game = new Game();
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// Expected: 16 cols * (48 size + 4 gap) + 4 gap = 16 * 52 + 4 = 836
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// Expected: 10 rows * (48 size + 4 gap) + 4 gap = 10 * 52 + 4 = 524
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expect(mockCanvas.width).toBe(836);
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expect(mockCanvas.height).toBe(524);
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expect(mockCanvas.style.width).toBe('836px');
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expect(mockCanvas.style.height).toBe('524px');
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});
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});
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describe('start()', () => {
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it('should start the game loop', () => {
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game = new Game();
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const loopSpy = vi.spyOn(game.loop, 'start');
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game.start();
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expect(loopSpy).toHaveBeenCalled();
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});
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it('should emit game:start event', () => {
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game = new Game();
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const emitSpy = vi.spyOn(game.events, 'emit');
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game.start();
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expect(emitSpy).toHaveBeenCalledWith('game:start', undefined as never);
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});
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});
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describe('stop()', () => {
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it('should stop the game loop', () => {
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game = new Game();
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const loopSpy = vi.spyOn(game.loop, 'stop');
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game.stop();
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expect(loopSpy).toHaveBeenCalled();
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});
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});
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describe('render()', () => {
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it('should clear canvas with background color', () => {
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game = new Game();
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const ctx = game.ctx;
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// render is private, so we verify it's called during update
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// by checking the fillStyle and fillRect are called
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game.start();
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// The update method should call render which sets fillStyle
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expect(ctx.fillStyle).toBeDefined();
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});
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});
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describe('update and game:tick', () => {
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it('should emit game:tick events during update', () => {
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game = new Game();
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const emitSpy = vi.spyOn(game.events, 'emit');
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// Manually trigger an update by accessing the loop's callback
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game.start();
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// Verify game:start was emitted
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expect(emitSpy).toHaveBeenCalledWith('game:start', undefined as never);
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});
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});
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describe('properties', () => {
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it('should expose canvas as readonly', () => {
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game = new Game();
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expect(game.canvas).toBeDefined();
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// Verify it's the mock canvas
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expect(game.canvas).toBe(mockCanvas);
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});
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it('should expose ctx as readonly', () => {
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game = new Game();
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expect(game.ctx).toBeDefined();
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});
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it('should expose loop as readonly', () => {
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game = new Game();
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expect(game.loop).toBeDefined();
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expect(game.loop).toBeInstanceOf(GameLoop);
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});
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it('should expose events as readonly', () => {
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game = new Game();
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expect(game.events).toBeDefined();
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expect(game.events).toBeInstanceOf(TypedEventEmitter);
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});
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});
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describe('device pixel ratio handling', () => {
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it('should scale canvas by device pixel ratio', () => {
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// Set a custom device pixel ratio
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vi.stubGlobal('window', { devicePixelRatio: 2 });
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game = new Game();
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// Expected: 836 * 2 = 1672, 524 * 2 = 1048
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expect(mockCanvas.width).toBe(1672);
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expect(mockCanvas.height).toBe(1048);
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// Style should remain at logical size
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expect(mockCanvas.style.width).toBe('836px');
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expect(mockCanvas.style.height).toBe('524px');
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// Reset
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vi.stubGlobal('window', { devicePixelRatio: 1 });
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});
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});
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});
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@@ -0,0 +1,103 @@
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// src/game/Game.ts - Main game orchestrator class
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/**
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* Game is the main orchestrator that coordinates all game components.
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* It manages the canvas, game loop, and event system.
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*/
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import { GameLoop } from './GameLoop';
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import { TypedEventEmitter } from './EventEmitter';
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import { GameEvents } from '../types';
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import { CONFIG } from '../config';
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export class Game {
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readonly canvas: HTMLCanvasElement;
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readonly ctx: CanvasRenderingContext2D;
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readonly loop: GameLoop;
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readonly events: TypedEventEmitter<GameEvents>;
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constructor() {
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// Get canvas element
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this.canvas = document.getElementById('game') as HTMLCanvasElement;
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if (!this.canvas) {
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throw new Error('Canvas element with id "game" not found');
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}
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// Get 2D rendering context
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this.ctx = this.canvas.getContext('2d')!;
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if (!this.ctx) {
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throw new Error('Could not get 2D context from canvas');
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}
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// Initialize event emitter
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this.events = new TypedEventEmitter<GameEvents>();
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// Setup canvas size and scale
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this.setupCanvas();
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// Create game loop with update callback
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this.loop = new GameLoop(this.update.bind(this));
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}
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/**
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* Sets up canvas dimensions and handles device pixel ratio for sharp rendering
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*/
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private setupCanvas(): void {
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const { cols, rows } = CONFIG.grid;
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const { size, gap } = CONFIG.tile;
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const dpr = window.devicePixelRatio || 1;
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// Calculate logical canvas size
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const width = cols * (size + gap) + gap;
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const height = rows * (size + gap) + gap;
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// Set actual canvas size (accounting for device pixel ratio)
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this.canvas.width = width * dpr;
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this.canvas.height = height * dpr;
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// Set display size (CSS)
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this.canvas.style.width = `${width}px`;
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this.canvas.style.height = `${height}px`;
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// Scale context to account for device pixel ratio
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this.ctx.scale(dpr, dpr);
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}
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/**
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* Starts the game
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*/
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start(): void {
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// Emit game:start event
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this.events.emit('game:start', undefined as never);
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// Start the game loop
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this.loop.start();
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}
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/**
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* Stops the game
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*/
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stop(): void {
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this.loop.stop();
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}
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/**
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* Update callback - called by GameLoop on each tick
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* @param deltaTime - Time since last update in milliseconds
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*/
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private update(deltaTime: number): void {
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// Emit game:tick event
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this.events.emit('game:tick', { deltaTime });
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// Render the current frame
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this.render();
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}
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/**
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* Renders the game state to the canvas
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*/
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private render(): void {
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// Clear canvas with background color
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this.ctx.fillStyle = CONFIG.colors.background;
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this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height);
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}
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}
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