Split everything up into dynamically loaded modules.
This commit is contained in:
@@ -0,0 +1,251 @@
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/**
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* Game Loop Module for AI Interactive Fiction
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* Manages the main game logic and connects various modules
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*/
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import { BaseModule } from './base-module.js';
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import { moduleRegistry } from './module-registry.js';
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class GameLoopModule extends BaseModule {
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constructor() {
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super('game-loop', 'Game Loop');
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this.uiController = null;
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this.socketClient = null;
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this.ttsPlayer = null;
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this.textBuffer = null;
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this.isRunning = false;
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this.gameState = {
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started: false,
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canLoad: false,
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currentRoom: null,
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inventory: [],
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commandHistory: []
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};
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}
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/**
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* Load module dependencies
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* @returns {Promise} - Resolves when dependencies are loaded
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*/
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async loadDependencies() {
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// Basic dependency declaration - details handled in waitForDependencies
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return true;
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}
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/**
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* Wait for dependencies to be ready
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*/
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async waitForDependencies() {
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try {
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// Wait for TTS module with a timeout
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const ttsReady = await moduleRegistry.waitForModule('tts', 15000);
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if (ttsReady) {
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this.ttsPlayer = moduleRegistry.getModule('tts');
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this.reportProgress(30, "TTS module ready");
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} else {
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console.warn("TTS module not ready, game will have limited functionality");
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}
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// Wait for UI Controller with a timeout
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const uiReady = await moduleRegistry.waitForModule('ui-controller', 15000);
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if (uiReady) {
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this.uiController = moduleRegistry.getModule('ui-controller');
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this.reportProgress(50, "UI Controller ready");
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} else {
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console.warn("UI Controller not ready, game will have limited functionality");
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}
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// Get text buffer reference
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this.textBuffer = moduleRegistry.getModule('text-buffer');
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if (this.textBuffer) {
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this.reportProgress(60, "Text buffer ready");
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}
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// Continue even with limited functionality
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return true;
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} catch (error) {
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console.error("Error waiting for dependencies:", error);
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return false;
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}
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}
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/**
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* Initialize the module
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* @returns {Promise<boolean>} - Resolves with success status
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*/
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async initialize() {
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this.reportProgress(100, "Game loop initialized");
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return true;
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}
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/**
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* Start the game loop
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*/
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start() {
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console.log("GameLoop: Starting game sequence...");
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try {
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// Update UI with initial game state
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if (this.uiController && this.ttsPlayer) {
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this.updateUIState();
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} else {
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console.warn("GameLoop: UI Controller or TTS Player not ready for status update.");
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}
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console.log("GameLoop: Setting up socket listeners and connecting...");
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// Set up socket event listeners and connect
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this.setupSocketEventListeners();
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// Set the game loop as running
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this.isRunning = true;
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} catch (error) {
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console.error("Error starting game loop:", error);
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}
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}
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/**
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* Set up socket event listeners and connect to server
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*/
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setupSocketEventListeners() {
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// Get the socket client module
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this.socketClient = moduleRegistry.getModule('socket-client');
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if (!this.socketClient) {
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console.error("Socket client module not found");
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return;
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}
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// Connect UI controller to socket client for command handling
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if (this.uiController) {
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this.uiController.socketClient = this.socketClient;
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} else {
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console.warn("GameLoop: UI Controller not ready for Socket Client assignment.");
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}
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// Listen for socket connection event
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this.socketClient.on('connect', () => {
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console.log("GameLoop: Socket connected event received.");
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// Request a new game start when we (re)connect
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console.log("GameLoop: Requesting start game on (re)connect.");
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this.requestStartGame();
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});
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// Listen for game state updates
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this.socketClient.on('gameStateUpdate', (data) => {
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console.log("GameLoop: Game state update received", data);
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this.updateGameState(data);
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});
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// Listen for narrative responses
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this.socketClient.on('narrativeResponse', (data) => {
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console.log("GameLoop: Narrative response received", data);
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// Text processing is handled by socket-client -> text-buffer -> ui-controller pipeline
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});
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// Listen for game introduction
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this.socketClient.on('gameIntroduction', (data) => {
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console.log("GameLoop: Received gameIntroduction");
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this.gameState.started = true;
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this.updateUIState();
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// Text processing is handled by socket-client -> text-buffer -> ui-controller pipeline
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});
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// Connect to the socket server
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this.socketClient.connect().then(success => {
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if (success) {
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console.log("GameLoop: Socket connection established successfully.");
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console.log("GameLoop: Requesting to start a new game");
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this.requestStartGame();
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} else {
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console.error("GameLoop: Failed to connect to socket server");
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}
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});
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}
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/**
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* Update the game state
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* @param {Object} data - New game state data
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*/
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updateGameState(data) {
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if (!data) return;
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// Update game state
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if (data.currentRoom) {
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this.gameState.currentRoom = data.currentRoom;
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}
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if (data.inventory) {
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this.gameState.inventory = data.inventory;
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}
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// Update UI with new game state
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this.updateUIState();
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}
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/**
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* Update UI with current game state
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*/
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updateUIState() {
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if (!this.uiController) return;
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// Update UI components based on game state
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this.uiController.updateButtonStates(this.gameState);
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}
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/**
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* Request to start a new game
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*/
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requestStartGame() {
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if (!this.socketClient) return;
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this.socketClient.requestStartGame();
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this.gameState.started = true;
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}
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/**
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* Request to save the current game
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*/
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requestSaveGame() {
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if (!this.socketClient) return;
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this.socketClient.requestSaveGame();
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}
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/**
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* Request to load a saved game
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*/
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requestLoadGame() {
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if (!this.socketClient) return;
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this.socketClient.requestLoadGame();
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}
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/**
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* Manually add text to the buffer
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* Useful for testing or adding local messages
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* @param {string} text - Text to add
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*/
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addText(text) {
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if (!this.textBuffer) {
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console.warn("Text buffer not available");
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return;
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}
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this.textBuffer.addText(text);
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}
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}
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// Create the singleton instance
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const GameLoop = new GameLoopModule();
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// Register with the module registry
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moduleRegistry.register(GameLoop);
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// Export the module
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export { GameLoop };
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// Keep a reference in window for loader system
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window.GameLoop = GameLoop;
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