Files
djupet/src/main.ts
Fredrik Johansson 4d47409e03 Add intro screen, win/loss art, and a way to abandon the ritual
- Adds a full-screen intro/title screen (new 'intro' game phase) with
  a moody Malmö/Turning Torso background and a "Börja ritualen"
  button; the game no longer starts ticking until the player begins.
- Win and loss overlays now show matching generated artwork behind
  the existing text, instead of a flat scrim.
- New "Avbryt" header button lets the player abandon a run mid-game
  (with a confirm prompt) via a new 'abandoned' phase, reusing the
  existing overlay/restart flow.
- Source images converted from PNG (~2.1MB each) to WebP (~120KB
  each) and placed under public/img/ so Vite serves them as-is.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-13 09:54:46 +02:00

59 lines
1.7 KiB
TypeScript

import './style.css';
import { createState, tick, buyUpgrade, visitLocation, resolveEventChoice, startGame, abandonGame, saveState, loadState, clearSave } from './engine.ts';
import { initUI, renderState } from './ui.ts';
import { initMap, updateMap } from './map.ts';
let state = loadState() ?? createState();
let visitCooldowns = new Map<string, number>();
let lastTime = 0;
const TARGET_FPS = 30;
const FRAME_MS = 1000 / TARGET_FPS;
const SAVE_INTERVAL_MS = 10_000;
let lastSaveTime = 0;
function start(): void {
const app = document.getElementById('app')!;
initUI(app,
(id) => { state = buyUpgrade(state, id); renderState(state); saveState(state); },
() => {
clearSave();
state = createState();
visitCooldowns = new Map();
document.getElementById('overlay')!.classList.remove('visible');
renderState(state);
},
(index) => { state = resolveEventChoice(state, index); renderState(state); saveState(state); },
() => { state = startGame(state); renderState(state); saveState(state); },
() => { state = abandonGame(state); renderState(state); saveState(state); }
);
initMap('map', (locationId) => {
const result = visitLocation(state, locationId, visitCooldowns);
state = result.state;
visitCooldowns = result.cooldowns;
renderState(state);
});
renderState(state);
requestAnimationFrame(loop);
}
function loop(now: number): void {
if (now - lastTime >= FRAME_MS) {
lastTime = now;
if (state.phase === 'playing') {
state = tick(state);
renderState(state);
updateMap(state.dread, state.areas);
}
if (now - lastSaveTime >= SAVE_INTERVAL_MS) {
lastSaveTime = now;
saveState(state);
}
}
requestAnimationFrame(loop);
}
start();