game.ts
examples/doom/game.ts · raw · open the example · all examples · site home
Exports: DoomGameOptionsDoomGame
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// Main-thread side of the game: the simulation itself runs in simWorker.ts
// (doomgeneric in WASM, 35 Hz on its own timer, a module worker). This
// proxy keeps the last two tick snapshots for interpolation, the latest
// software frame (2D overlay with alpha), forwards keyboard/mouse input to
// the worker, plays the worker's sound/music events through DoomAudio, and
// derives the camera from the console player. main.ts reads `prev` /
// `curr` / `alpha()` from here each frame.
import * as THREE from "three";
import { fetchData } from "./data.js";
import { DoomAudio } from "./sim/DoomAudio.js";
import {
GameState,
INFO,
PLAYER,
TIC_MS,
angleToRadians,
fixedToFloat,
type SimSnapshot,
} from "./sim/DoomSim.js";
import { DoomKey, mouseButtonMask, translateKey } from "./sim/doomkeys.js";
import type { DoomWorkerIn, DoomWorkerOut, SaveFile, TickMessage } from "./simWorker.js";
export interface DoomGameOptions {
// The data folder (dataBase("doom")): engine/ holds the WAD, the engine
// and the music synth
base: string;
params: URLSearchParams;
canvas: HTMLCanvasElement;
log?: (message: string) => void;
}
// Mouse scale on top of `sensitivity`: Doom's turning vs. the free-fly look
const GAME_TURN_SCALE = 1.5;
const FREE_LOOK_SCALE = 0.5;
export class DoomGame {
readonly audio: DoomAudio;
readonly canvas: HTMLCanvasElement;
readonly width: number;
readonly height: number;
// Maps the WAD's attract demos play, as scene ids (e1m5, ...), DEMO1 first
readonly demoMaps: string[];
prev: SimSnapshot;
curr: SimSnapshot;
levelGeneration = 0;
// Latest 2D overlay frame (alpha 0 where the 3D view was)
frame?: ImageData;
// Bumped on every frame received, including re-sends while paused
frameVersion = 0;
// The first click happened (it unlocks audio and captures the mouse)
started = false;
// Mouse scale, for Doom's turning (x GAME_TURN_SCALE) and the free-fly
// look (x FREE_LOOK_SCALE)
sensitivity = 2.0;
// Ticks received since the last update() call
ticsThisFrame = 0;
// \ (backslash) toggles this: Doom's clock is frozen and the camera is
// free (WASD + mouse look). Otherwise the game runs (demo loop, or the
// warped level) with the camera on the player, whether or not the mouse
// is captured; capturing only adds mouse look.
userPaused = false;
// Set by the viewer while it prepares a level's splats
holdPaused = false;
// A mouse capture request was just refused (too soon after Esc)
captureRetry = false;
// Worker tick rate over the last second, for the status line
ticksPerSecond = 0;
// Pointer-lock mouse motion while not following (free-move look)
onFreeLook?: (dx: number, dy: number) => void;
// Keys the page has pressed in Doom and not yet released (key -> typed
// char). Presses only go through while the game runs, releases always: a
// key let go during a pause or a level-load hold must not stay down in
// the engine
private readonly heldKeys = new Map<number, number>();
private readonly worker: Worker;
private readonly log: (message: string) => void;
private pendingTicks = 0;
private tickCounter = 0;
private tickCounterStart = performance.now();
private sentPaused = false;
// The initial pause is applied once the title screen has been drawn
private startupHold = true;
private constructor(worker: Worker, audio: DoomAudio, canvas: HTMLCanvasElement, width: number, height: number, demoMaps: string[], log: (message: string) => void) {
this.worker = worker;
this.audio = audio;
this.canvas = canvas;
this.width = width;
this.height = height;
this.demoMaps = demoMaps;
this.log = log;
this.prev = emptySnapshot();
this.curr = emptySnapshot();
worker.onmessage = (event: MessageEvent<DoomWorkerOut>) => this.onMessage(event.data);
this.bindInput();
}
static async create({ base, params, canvas, log = () => {} }: DoomGameOptions) {
const engine = new URL("engine/", base).href;
const wadResponse = await fetchData(params.get("wad") ?? `${engine}doom1.wad`);
const wad = new Uint8Array(await wadResponse.arrayBuffer());
const demoMaps = readDemoMaps(wad);
const music = !params.has("nomusic") && !params.has("nosound");
const audio = new DoomAudio({
oplModuleUrl: `${engine}libadlmidi.js`,
oplProcessorUrl: music ? `${engine}libadlmidi.nuked.processor.js` : undefined,
oplWasmUrl: `${engine}libadlmidi.nuked.core.wasm`,
// 4x DoomAudio's default (0.6) on top of Doom's own music volume: the
// OPL3 synth is quiet next to the sound effects at the default settings
musicGain: 2.4,
log,
});
const args = buildArgs(params);
const worker = new Worker(new URL("./simWorker.js", import.meta.url), { type: "module" });
// D_DoomMain already registers/plays music and sounds (with -warp) before
// the worker reports ready; keep those messages for the game object
const early: DoomWorkerOut[] = [];
const ready = new Promise<{ width: number; height: number }>((resolve, reject) => {
worker.onmessage = (event: MessageEvent<DoomWorkerOut>) => {
const message = event.data;
if (message.type === "ready") {
resolve(message);
} else if (message.type === "error") {
reject(new Error(message.message));
} else if (message.type === "log") {
log(message.text);
} else {
early.push(message);
}
};
worker.onerror = (event) => reject(new Error(`Doom worker: ${event.message || "failed to start"}`));
});
const saves = loadSaves();
if (saves.length) log(`savegames restored from localStorage: ${saves.map((s) => s.name).join(", ")}`);
const init: DoomWorkerIn = {
type: "init",
moduleUrl: `${engine}doom.js`,
wasmUrl: `${engine}doom.wasm`,
wad,
args,
saves,
};
worker.postMessage(init, { transfer: [wad.buffer] });
const { width, height } = await ready;
log(`Doom started in worker: args ${args.join(" ") || "(none)"}; demos ${demoMaps.join(", ")}`);
const game = new DoomGame(worker, audio, canvas, width, height, demoMaps, log);
for (const message of early) {
game.onMessage(message);
}
// ?sensitivity= overrides the default set on the field (2.0)
game.sensitivity = Number(params.get("sensitivity") ?? game.sensitivity) || game.sensitivity;
return game;
}
private send(message: DoomWorkerIn) {
this.worker.postMessage(message);
}
onMessage(message: DoomWorkerOut) {
switch (message.type) {
case "tick":
this.onTick(message);
break;
case "audio":
this.onAudio(message);
break;
case "log":
this.log(message.text);
break;
case "save":
this.log(storeSave(message.file));
break;
case "error":
this.log(`! ${message.message}`);
break;
case "ready":
break;
}
}
private onTick(tick: TickMessage) {
[this.prev, this.curr] = [this.curr, this.prev];
const c = this.curr;
c.time = tick.timeEpoch - performance.timeOrigin;
c.gametic = tick.gametic;
c.info = tick.info;
c.hasPlayer = tick.hasPlayer;
c.player = tick.player;
c.sectorCount = tick.sectorCount;
c.sectors = tick.sectors;
c.sideCount = tick.sideCount;
c.sides = tick.sides;
c.mobjCount = tick.mobjCount;
c.mobjs = tick.mobjs;
c.visibleSubsectors = tick.visibleSubsectors;
this.levelGeneration = tick.levelGeneration;
if (!this.frame || this.frame.width !== tick.width || this.frame.height !== tick.height) {
this.frame = new ImageData(tick.width, tick.height);
}
this.frame.data.set(tick.frame);
this.frameVersion += 1;
if (this.startupHold && tick.gametic >= 2) {
// Title screen (or the warped level's first frame) is up: hold here
this.startupHold = false;
this.applyPause();
}
this.pendingTicks += 1;
this.tickCounter += 1;
const now = performance.now();
if (now - this.tickCounterStart >= 1000) {
this.ticksPerSecond = this.tickCounter;
this.tickCounter = 0;
this.tickCounterStart = now;
}
}
private onAudio(message: Extract<DoomWorkerOut, { type: "audio" }>) {
const { audio } = this;
switch (message.event) {
case "sfxStart":
audio.startSfx(message.channel, message.lumpnum, message.bytes ?? null, message.vol, message.sep);
break;
case "sfxUpdate":
audio.updateSfx(message.channel, message.vol, message.sep);
break;
case "sfxStop":
audio.stopSfx(message.channel);
break;
case "musicRegister":
audio.registerMusic(message.handle, message.bytes);
break;
case "musicUnregister":
audio.unregisterMusic(message.handle);
break;
case "musicPlay":
audio.playMusic(message.handle, message.looping);
break;
case "musicStop":
audio.stopMusic();
break;
case "musicPause":
audio.pauseMusic();
break;
case "musicResume":
if (!this.paused) audio.resumeMusic();
break;
case "musicSetVolume":
audio.setMusicVolume(message.volume);
break;
}
}
// Must run inside a user gesture: enables audio and captures the mouse.
// Later clicks only re-capture the mouse (see bindInput).
async start() {
this.started = true;
// Pointer lock first: it needs the click's activation, audio can wait
this.requestCapture();
await this.audio.unlock();
this.send({ type: "audioState", running: this.audio.context.state === "running" });
}
get mouseCaptured() {
return document.pointerLockElement === this.canvas;
}
// Chrome rejects pointer lock requests made within about a second of an
// Esc exit (SecurityError); report it through the hint instead of throwing
private requestCapture() {
try {
const result = this.canvas.requestPointerLock?.() as unknown;
if (result && typeof (result as Promise<void>).catch === "function") {
(result as Promise<void>).catch((error: unknown) => this.captureFailed(error));
}
} catch (error) {
this.captureFailed(error);
}
}
private captureFailed(error?: unknown) {
if (error) this.log(`pointer lock refused: ${error instanceof Error ? `${error.name}: ${error.message}` : String(error)}`);
else this.log("pointer lock refused (pointerlockerror)");
this.captureRetry = true;
window.setTimeout(() => {
this.captureRetry = false;
}, 1500);
}
// \ (backslash) toggles play/pause; the mouse capture is not involved
togglePlay() {
if (this.holdPaused) return;
if (!this.userPaused) this.releaseKeys();
this.setUserPaused(!this.userPaused);
}
get menuActive() {
return this.curr.info[INFO.MENUACTIVE] !== 0;
}
// The camera is on the player whenever the game runs; paused = free fly
get follow() {
return !this.userPaused;
}
// Keyboard goes to Doom whenever its clock runs (paused: WASD flies)
get forwardsKeys() {
return !this.paused;
}
private tapKey(key: number) {
this.send({ type: "key", key, pressed: true, typed: key < 128 ? key : 0 });
this.send({ type: "key", key, pressed: false, typed: key < 128 ? key : 0 });
}
// Doom's clock is frozen (nothing catches up on resume) while the user has
// it paused or the viewer holds it for a level load; music pauses too
get paused() {
return this.userPaused || this.holdPaused;
}
// Playing: the clock runs, the camera follows the player, input reaches Doom
get playing() {
return !this.paused;
}
// Viewer-side hold, e.g. while a level's splats load
pause(hold: boolean) {
this.holdPaused = hold;
this.applyPause();
}
setUserPaused(paused: boolean) {
if (this.userPaused === paused) return;
this.userPaused = paused;
this.applyPause();
}
// The mouse was released (Esc, or the browser took it back). Chrome does
// not deliver the Esc keydown, so it is sent to Doom here: its menu opens
// like in the original (any key does during a demo). The game itself is
// not paused by this; the menu freezes the world in single player anyway.
private onMouseReleased() {
this.releaseKeys();
if (!this.paused && !this.menuActive) {
this.tapKey(DoomKey.ESCAPE);
}
}
private applyPause() {
if (this.startupHold) return;
const paused = this.paused;
if (paused === this.sentPaused) return;
this.sentPaused = paused;
this.send({ type: "pause", paused });
if (paused) {
this.audio.pauseMusic();
} else {
this.audio.resumeMusic();
}
}
// Debug: send the whole software frame opaque (vanilla view for comparison)
setOpaqueFrame(on: boolean) {
this.send({ type: "opaqueFrame", on });
}
// Number of ticks that arrived since the previous call
update(): number {
this.ticsThisFrame = this.pendingTicks;
this.pendingTicks = 0;
return this.ticsThisFrame;
}
// Fraction of a tic elapsed since the current snapshot
alpha(nowMs = performance.now()): number {
const span = Math.max(TIC_MS, this.curr.time - this.prev.time);
return Math.min(1, Math.max(0, (nowMs - this.curr.time) / span));
}
get gameState(): number {
return this.curr.info[INFO.GAMESTATE];
}
get inLevel(): boolean {
return this.gameState === GameState.Level && this.curr.hasPlayer;
}
// Current episode/map as a scene directory name (e1m5), or undefined
get mapId() {
const info = this.curr.info;
if (info[INFO.GAMESTATE] !== GameState.Level || info[INFO.GAMEMAP] <= 0) {
return undefined;
}
return `e${info[INFO.GAMEEPISODE]}m${info[INFO.GAMEMAP]}`;
}
// During the intermission: the map about to start (e1m9 after a secret exit)
get nextMap() {
const info = this.curr.info;
const next = info[INFO.NEXTMAP];
return next > 0 ? `e${info[INFO.GAMEEPISODE]}m${next}` : undefined;
}
get demoPlayback() {
return this.curr.info[INFO.DEMOPLAYBACK] !== 0;
}
// Interpolated player eye in Doom units and view angle in radians
playerView(alpha: number, out = { x: 0, y: 0, z: 0, angle: 0 }) {
const { prev, curr } = this;
const b = curr.player;
if (!prev.hasPlayer || prev.player[PLAYER.MO_PTR] !== b[PLAYER.MO_PTR] || curr.gametic - prev.gametic > 5) {
out.x = fixedToFloat(b[PLAYER.X]);
out.y = fixedToFloat(b[PLAYER.Y]);
out.z = fixedToFloat(b[PLAYER.VIEWZ]);
out.angle = angleToRadians(b[PLAYER.ANGLE]);
return out;
}
const a = prev.player;
const ax = fixedToFloat(a[PLAYER.X]);
const ay = fixedToFloat(a[PLAYER.Y]);
const az = fixedToFloat(a[PLAYER.VIEWZ]);
const bx = fixedToFloat(b[PLAYER.X]);
const by = fixedToFloat(b[PLAYER.Y]);
const bz = fixedToFloat(b[PLAYER.VIEWZ]);
// Teleports: snap
if (Math.hypot(bx - ax, by - ay) > 128) {
alpha = 1;
}
out.x = ax + (bx - ax) * alpha;
out.y = ay + (by - ay) * alpha;
out.z = az + (bz - az) * alpha;
const aa = angleToRadians(a[PLAYER.ANGLE]);
const ba = angleToRadians(b[PLAYER.ANGLE]);
let delta = (ba - aa) % (Math.PI * 2);
if (delta > Math.PI) delta -= Math.PI * 2;
if (delta < -Math.PI) delta += Math.PI * 2;
out.angle = aa + delta * alpha;
return out;
}
// Place `camera` at the player's eye: Doom (x, y, z) -> Three (x/s, z/s, -y/s),
// yaw = Doom angle - 90 degrees
applyCamera(camera: THREE.Camera, alpha: number, unitsPerMeter: number) {
if (!this.curr.hasPlayer) return false;
const view = this.playerView(alpha, playerViewScratch);
const s = 1 / unitsPerMeter;
camera.position.set(view.x * s, view.z * s, -view.y * s);
camera.rotation.set(0, view.angle - Math.PI / 2, 0, "YXZ");
camera.updateMatrixWorld();
return true;
}
private pressKey(key: number, typed: number) {
this.heldKeys.set(key, typed);
this.send({ type: "key", key, pressed: true, typed });
}
// Returns whether the key was down
private releaseKey(key: number) {
const typed = this.heldKeys.get(key);
if (typed === undefined) return false;
this.heldKeys.delete(key);
this.send({ type: "key", key, pressed: false, typed });
return true;
}
private releaseKeys() {
for (const key of [...this.heldKeys.keys()]) this.releaseKey(key);
this.send({ type: "buttons", mask: 0 });
}
private bindInput() {
const { canvas } = this;
// Chrome swallows the Esc keydown while the pointer is locked and only
// reports the lock ending, so the exit itself is treated as Doom's Esc
// (see onMouseReleased). Keys reach Doom whenever it runs, captured or
// not and before the first click, so the menu can be used; Esc is
// delivered normally while uncaptured and opens/closes it.
document.addEventListener("pointerlockchange", () => {
if (!this.started) return;
if (!this.mouseCaptured) {
this.onMouseReleased();
}
});
document.addEventListener("pointerlockerror", () => {
// The request's promise rejection usually reported this already
if (!this.captureRetry) this.captureFailed();
});
document.addEventListener("keydown", (event) => {
// \ toggles play/pause anywhere (Doom does not use the key)
if (event.code === "Backslash") {
if (!event.repeat) this.togglePlay();
event.preventDefault();
return;
}
if (!this.forwardsKeys) return;
const translated = translateKey(event);
if (!translated) return;
if (!event.repeat) this.pressKey(translated.key, translated.typed);
event.preventDefault();
});
document.addEventListener("keyup", (event) => {
if (event.code === "Backslash") return;
const translated = translateKey(event);
if (!translated) return;
// Whether or not keys are forwarded right now: only a key Doom holds
// is released, and it always is
if (this.releaseKey(translated.key)) event.preventDefault();
});
window.addEventListener("blur", () => this.releaseKeys());
document.addEventListener("mousemove", (event) => {
if (!this.mouseCaptured) return;
if (this.follow) {
if (this.playing) this.send({ type: "mouse", dx: event.movementX * this.sensitivity * GAME_TURN_SCALE });
} else {
const scale = this.sensitivity * FREE_LOOK_SCALE;
this.onFreeLook?.(event.movementX * scale, event.movementY * scale);
}
});
// Presses need the game running and the mouse captured; a release
// always goes through (the mask is what is still held)
document.addEventListener("mousedown", (event) => {
if (this.playing && this.mouseCaptured) {
this.send({ type: "buttons", mask: mouseButtonMask(event.buttons) });
event.preventDefault();
}
});
document.addEventListener("mouseup", (event) => {
this.send({ type: "buttons", mask: mouseButtonMask(event.buttons) });
if (this.mouseCaptured) event.preventDefault();
});
document.addEventListener("contextmenu", (event) => {
if (this.mouseCaptured) event.preventDefault();
});
canvas.addEventListener("click", () => {
if (!this.started) {
void this.start();
} else if (!this.mouseCaptured) {
this.requestCapture();
}
});
}
}
const playerViewScratch = { x: 0, y: 0, z: 0, angle: 0 };
function emptySnapshot(): SimSnapshot {
return {
time: 0,
gametic: 0,
info: new Int32Array(24),
hasPlayer: false,
player: new Int32Array(64),
sectorCount: 0,
sectors: new Int32Array(0),
sideCount: 0,
sides: new Int32Array(0),
mobjCount: 0,
mobjs: new Int32Array(0),
visibleSubsectors: new Uint8Array(0),
};
}
// ?warp=E,M or ?warp=M (episode 1), ?skill=1-5, ?nomusic, ?nosound
function buildArgs(params: URLSearchParams): string[] {
const args: string[] = [];
const warp = params.get("warp");
if (warp) {
const parts = warp.split(/[,x.\s]+/).map(Number).filter(Number.isFinite);
if (parts.length === 1) {
args.push("-warp", "1", String(parts[0]));
} else if (parts.length >= 2) {
args.push("-warp", String(parts[0]), String(parts[1]));
}
args.push("-skill", params.get("skill") ?? "3");
}
if (params.has("nomusic")) args.push("-nomusic");
if (params.has("nosound")) args.push("-nosound");
return args;
}
// Savegames persist in localStorage as base64 (vanilla caps a save at
// SAVEGAMESIZE 0x2c000 = 176 KB, so six slots stay well inside the ~5 MB
// quota), keyed by the file name Doom uses
const SAVE_KEY_PREFIX = "radix-doom.save.";
function loadSaves(): SaveFile[] {
const saves: SaveFile[] = [];
try {
for (let i = 0; i < localStorage.length; ++i) {
const key = localStorage.key(i);
if (!key?.startsWith(SAVE_KEY_PREFIX)) continue;
const base64 = localStorage.getItem(key);
if (!base64) continue;
const binary = atob(base64);
const bytes = new Uint8Array(binary.length);
for (let j = 0; j < binary.length; ++j) bytes[j] = binary.charCodeAt(j);
saves.push({ name: key.slice(SAVE_KEY_PREFIX.length), bytes });
}
} catch (error) {
console.warn("[doom] could not read savegames from localStorage", error);
}
return saves;
}
function storeSave({ name, bytes }: SaveFile): string {
let binary = "";
for (let i = 0; i < bytes.length; i += 0x8000) {
binary += String.fromCharCode(...bytes.subarray(i, i + 0x8000));
}
try {
localStorage.setItem(SAVE_KEY_PREFIX + name, btoa(binary));
return `savegame ${name} (${bytes.length} bytes) stored in localStorage`;
} catch (error) {
return `! savegame ${name} not stored: ${error instanceof Error ? error.message : String(error)}`;
}
}
// The maps the attract demos play: DEMO1..3 lump headers are
// (version, skill, episode, map, ...), see G_DoPlayDemo
function readDemoMaps(wad: Uint8Array): string[] {
const view = new DataView(wad.buffer, wad.byteOffset, wad.byteLength);
const count = view.getInt32(4, true);
const directory = view.getInt32(8, true);
const lumps = new Map<string, { offset: number; size: number }>();
for (let i = 0; i < count; ++i) {
const entry = directory + i * 16;
if (entry + 16 > wad.byteLength) break;
const offset = view.getInt32(entry, true);
const size = view.getInt32(entry + 4, true);
let name = "";
for (let c = 0; c < 8; ++c) {
const code = wad[entry + 8 + c];
if (!code) break;
name += String.fromCharCode(code);
}
lumps.set(name, { offset, size });
}
const maps: string[] = [];
for (let n = 1; n <= 3; ++n) {
const lump = lumps.get(`DEMO${n}`);
if (!lump || lump.size < 4) continue;
const episode = wad[lump.offset + 2];
const map = wad[lump.offset + 3];
maps.push(`e${episode}m${map}`);
}
return maps;
}