Fix some issues
This commit is contained in:
parent
c0a588fb73
commit
1ce961d6c2
27 changed files with 432 additions and 200 deletions
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@ -180,6 +180,8 @@ body {
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}
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.other-player-arrow {
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transition: transform 150ms;
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@include square($large-icon);
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@media (max-width: $breakpoint) {
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@include square($small-icon);
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@ -191,6 +193,7 @@ body {
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&.decla {
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background-color: $bright-decla;
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}
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&.red {
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background-color: $bright-red;
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}
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@ -3,7 +3,6 @@ import { Renderer, renderNoise } from 'sdf-2d';
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import {
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broadcastCommands,
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deserialize,
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serialize,
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TransportEvents,
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SetAspectRatioActionCommand,
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PlayerInformation,
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@ -27,7 +26,6 @@ import { CommandReceiverSocket } from './commands/receivers/command-receiver-soc
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import { startAnimation } from './start-animation';
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import { PlayerDecision } from './join-form-handler';
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import { GameObjectContainer } from './objects/game-object-container';
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import { OptionsHandler } from './options-handler';
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import parser from 'socket.io-msgpack-parser';
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import { VibrationHandler } from './vibration-handler';
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@ -44,7 +42,7 @@ export class Game extends CommandReceiver {
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private redPlanetCountElement = document.createElement('div');
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private announcementText = document.createElement('h2');
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private progressBar = document.createElement('div');
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private arrowElements: Array<HTMLElement> = [];
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private arrows: { [id: number]: HTMLElement } = {};
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private socketReceiver!: CommandReceiverSocket;
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constructor(
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@ -66,6 +64,7 @@ export class Game extends CommandReceiver {
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this.socket?.close();
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this.gameObjects = new GameObjectContainer(this);
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this.overlay.innerHTML = '';
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this.isEnding = false;
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this.lastAnnouncementText = '';
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this.overlay.appendChild(this.progressBar);
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this.announcementText.innerText = '';
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@ -119,7 +118,7 @@ export class Game extends CommandReceiver {
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}
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private lastGameState?: UpdateGameState;
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private isEnding = false;
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private lastAnnouncementText = '';
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protected commandExecutors: CommandExecutors = {
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[ServerAnnouncement.type]: (c: ServerAnnouncement) =>
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@ -127,11 +126,9 @@ export class Game extends CommandReceiver {
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[PlayerDiedCommand.type]: (c: PlayerDiedCommand) => VibrationHandler.vibrate(150),
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[UpdateGameState.type]: (c: UpdateGameState) => (this.lastGameState = c),
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[GameEnd.type]: (c: GameEnd) => {
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const team =
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c.winningTeam === CharacterTeam.decla
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? '<span class="decla">decla</span>'
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: '<span class="red">red</span>';
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const team = `<span class="${c.winningTeam}">${c.winningTeam}</span>`;
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this.lastAnnouncementText = `Team ${team} won 🎉`;
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this.isEnding = true;
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},
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[UpdateOtherPlayerDirections.type]: (c: UpdateOtherPlayerDirections) =>
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(this.lastOtherPlayerDirections = c),
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@ -140,23 +137,16 @@ export class Game extends CommandReceiver {
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private lastOtherPlayerDirections?: UpdateOtherPlayerDirections;
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private handleOtherPlayerDirections(command: UpdateOtherPlayerDirections) {
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this.arrowElements
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.splice(command.otherPlayerDirections.length, this.arrowElements.length)
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.forEach((e) => e.parentElement?.removeChild(e));
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command.otherPlayerDirections.forEach((d) => {
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if (!(d.id! in this.arrows)) {
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const element = document.createElement('div');
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this.arrows[d.id!] = element;
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this.overlay.appendChild(element);
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}
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for (
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let i = this.arrowElements.length;
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i < command.otherPlayerDirections.length;
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i++
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) {
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const element = document.createElement('div');
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this.arrowElements.push(element);
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this.overlay.appendChild(element);
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}
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this.arrowElements.forEach((e, i) => {
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const direction = command.otherPlayerDirections[i].direction;
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const team = command.otherPlayerDirections[i].team;
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const e = this.arrows[d.id!];
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const direction = d.direction;
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const team = d.team;
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const angle = Math.atan2(direction.y, direction.x);
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e.className = 'other-player-arrow ' + team;
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@ -191,6 +181,16 @@ export class Game extends CommandReceiver {
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p.y
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}px) translateX(-50%) translateY(-50%) rotate(${-angle + Math.PI / 2}rad) `;
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});
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for (let id in this.arrows) {
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if (
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Object.prototype.hasOwnProperty.call(this.arrows, id) &&
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command.otherPlayerDirections.find((v) => v.id?.toString() === id) === undefined
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) {
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this.arrows[id].parentElement?.removeChild(this.arrows[id]);
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delete this.arrows[id];
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}
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}
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}
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public async start(): Promise<void> {
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@ -237,7 +237,7 @@ export class Game extends CommandReceiver {
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this.renderer = renderer;
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this.socketReceiver.sendQueuedCommands();
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this.gameObjects.stepObjects(deltaTime);
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this.gameObjects.stepObjects(this.isEnding ? 0 : deltaTime);
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this.gameObjects.drawObjects(this.renderer, this.overlay, shouldChangeLayout);
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return this.isActive;
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23
frontend/src/scripts/helper/circle-extrapolator.ts
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23
frontend/src/scripts/helper/circle-extrapolator.ts
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@ -0,0 +1,23 @@
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import { vec2 } from 'gl-matrix';
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import { Circle } from 'shared';
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import { LinearExtrapolator } from './linear-extrapolator';
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import { Vec2Extrapolator } from './vec2-extrapolator';
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export class CircleExtrapolator {
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private center: Vec2Extrapolator;
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private radius: LinearExtrapolator;
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constructor(currentValue: Circle) {
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this.center = new Vec2Extrapolator(currentValue.center);
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this.radius = new LinearExtrapolator(currentValue.radius);
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}
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public addFrame(value: Circle, rateOfChange: Circle) {
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this.center.addFrame(value.center, rateOfChange.center);
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this.radius.addFrame(value.radius, rateOfChange.radius);
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}
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public getValue(deltaTime: number): Circle {
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return new Circle(this.center.getValue(deltaTime), this.radius.getValue(deltaTime));
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}
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}
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38
frontend/src/scripts/helper/linear-extrapolator.ts
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38
frontend/src/scripts/helper/linear-extrapolator.ts
Normal file
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@ -0,0 +1,38 @@
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import { clamp } from 'shared';
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export class LinearExtrapolator {
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private velocity = 0;
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private compensationVelocity = 0;
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private timeSinceSet = 0;
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constructor(private currentValue: number) {}
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public addFrame(value: number, rateOfChange: number) {
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this.timeSinceSet = 0;
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const differenceFromCurrent = value - this.currentValue;
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if (Math.abs(differenceFromCurrent) > 200) {
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this.currentValue = value;
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this.compensationVelocity = 0;
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} else {
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this.compensationVelocity = differenceFromCurrent / (1 / 30);
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}
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this.velocity = rateOfChange;
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}
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public getValue(deltaTime: number): number {
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this.currentValue += deltaTime * this.velocity;
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const compensationTimeLeft = 1 / 30 - this.timeSinceSet;
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if (compensationTimeLeft > 0) {
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this.currentValue +=
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Math.min(compensationTimeLeft, deltaTime) * this.compensationVelocity;
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}
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this.timeSinceSet += deltaTime;
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return this.currentValue;
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}
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}
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21
frontend/src/scripts/helper/vec2-extrapolator.ts
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21
frontend/src/scripts/helper/vec2-extrapolator.ts
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@ -0,0 +1,21 @@
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import { vec2 } from 'gl-matrix';
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import { LinearExtrapolator } from './linear-extrapolator';
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export class Vec2Extrapolator {
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private x: LinearExtrapolator;
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private y: LinearExtrapolator;
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constructor(currentValue: vec2) {
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this.x = new LinearExtrapolator(currentValue.x);
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this.y = new LinearExtrapolator(currentValue.y);
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}
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public addFrame(value: vec2, rateOfChange: vec2) {
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this.x.addFrame(value.x, rateOfChange.x);
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this.y.addFrame(value.y, rateOfChange.y);
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}
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public getValue(deltaTime: number): vec2 {
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return vec2.fromValues(this.x.getValue(deltaTime), this.y.getValue(deltaTime));
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}
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}
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@ -1,6 +1,6 @@
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import { vec2 } from 'gl-matrix';
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import { Renderer } from 'sdf-2d';
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import { calculateViewArea, GameObject, mixRgb, settings } from 'shared';
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import { calculateViewArea, GameObject, mixRgb, settings, UpdateProperty } from 'shared';
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import { Game } from '../game';
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import { ViewObject } from './view-object';
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@ -14,6 +14,8 @@ export class Camera extends GameObject implements ViewObject {
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super(null);
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}
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public updateProperties(update: UpdateProperty[]): void {}
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public beforeDestroy(): void {}
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public step(deltaTimeInSeconds: number): void {}
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@ -6,6 +6,7 @@ import {
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CreatePlayerCommand,
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DeleteObjectsCommand,
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Id,
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PropertyUpdatesForObjects,
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RemoteCallsForObjects,
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} from 'shared';
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import { Game } from '../game';
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@ -41,6 +42,9 @@ export class GameObjectContainer extends CommandReceiver {
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this.objects.get(c.id)?.processRemoteCalls(c.calls),
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),
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[PropertyUpdatesForObjects.type]: (c: PropertyUpdatesForObjects) =>
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c.updates.forEach((c) => this.objects.get(c.id)?.updateProperties(c.updates)),
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[DeleteObjectsCommand.type]: (c: DeleteObjectsCommand) =>
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c.ids.forEach((id: Id) => this.deleteObject(id)),
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};
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@ -50,11 +54,11 @@ export class GameObjectContainer extends CommandReceiver {
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}
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public stepObjects(deltaTimeInSeconds: number) {
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this.objects.forEach((o) => o.step(deltaTimeInSeconds));
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if (this.player) {
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this.camera.center = this.player.position;
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}
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this.objects.forEach((o) => o.step(deltaTimeInSeconds));
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}
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public drawObjects(
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@ -1,6 +1,6 @@
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import { vec2, vec3 } from 'gl-matrix';
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import { CircleLight, Renderer } from 'sdf-2d';
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import { CommandExecutors, Id, LampBase } from 'shared';
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import { CommandExecutors, Id, LampBase, UpdateProperty } from 'shared';
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import { RenderCommand } from '../commands/types/render';
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import { ViewObject } from './view-object';
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@ -16,6 +16,8 @@ export class LampView extends LampBase implements ViewObject {
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this.light = new CircleLight(center, color, lightness);
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}
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public updateProperties(update: UpdateProperty[]): void {}
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public step(deltaTimeInSeconds: number): void {}
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public beforeDestroy(): void {}
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@ -1,6 +1,6 @@
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import { vec2 } from 'gl-matrix';
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import { Renderer } from 'sdf-2d';
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import { CommandExecutors, Id, Random, PlanetBase } from 'shared';
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import { CommandExecutors, Id, Random, PlanetBase, UpdateProperty } from 'shared';
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import { RenderCommand } from '../commands/types/render';
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import { PlanetShape } from '../shapes/planet-shape';
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import { ViewObject } from './view-object';
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@ -30,6 +30,8 @@ export class PlanetView extends PlanetBase implements ViewObject {
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this.ownershipProgess.className = 'ownership';
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}
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public updateProperties(update: UpdateProperty[]): void {}
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public step(deltaTimeInSeconds: number): void {
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this.shape.randomOffset += deltaTimeInSeconds / 4;
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this.shape.colorMixQ = this.ownership;
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@ -1,6 +1,14 @@
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import { vec2 } from 'gl-matrix';
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import { Renderer } from 'sdf-2d';
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import { Circle, Id, PlayerCharacterBase, CharacterTeam, settings } from 'shared';
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import {
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Circle,
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Id,
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PlayerCharacterBase,
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CharacterTeam,
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settings,
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UpdateProperty,
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} from 'shared';
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import { CircleExtrapolator } from '../helper/circle-extrapolator';
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import { BlobShape } from '../shapes/blob-shape';
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import { SoundHandler, Sounds } from '../sound-handler';
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import { VibrationHandler } from '../vibration-handler';
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@ -15,6 +23,10 @@ export class PlayerCharacterView extends PlayerCharacterBase implements ViewObje
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public isMainCharacter = false;
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private leftFootExtrapolator: CircleExtrapolator;
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private rightFootExtrapolator: CircleExtrapolator;
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private headExtrapolator: CircleExtrapolator;
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constructor(
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id: Id,
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name: string,
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@ -29,6 +41,10 @@ export class PlayerCharacterView extends PlayerCharacterBase implements ViewObje
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super(id, name, killCount, deathCount, team, health, head, leftFoot, rightFoot);
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this.shape = new BlobShape(settings.colorIndices[team]);
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this.leftFootExtrapolator = new CircleExtrapolator(this.leftFoot!);
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this.rightFootExtrapolator = new CircleExtrapolator(this.rightFoot!);
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this.headExtrapolator = new CircleExtrapolator(this.head!);
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this.previousHealth = this.health;
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this.nameElement.className = 'player-tag ' + this.team;
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this.nameElement.innerText = this.name;
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@ -40,6 +56,20 @@ export class PlayerCharacterView extends PlayerCharacterBase implements ViewObje
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return this.head!.center;
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}
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public updateProperties(update: Array<UpdateProperty>) {
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update.forEach((u) => {
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if (u.propertyKey === 'head') {
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this.headExtrapolator.addFrame(u.propertyValue, u.rateOfChange);
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}
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if (u.propertyKey === 'leftFoot') {
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this.leftFootExtrapolator.addFrame(u.propertyValue, u.rateOfChange);
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}
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if (u.propertyKey === 'rightFoot') {
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this.rightFootExtrapolator.addFrame(u.propertyValue, u.rateOfChange);
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}
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});
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}
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public setHealth(health: number) {
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const previousHealth = this.health;
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super.setHealth(health);
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@ -57,10 +87,14 @@ export class PlayerCharacterView extends PlayerCharacterBase implements ViewObje
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this.previousHealth = this.health;
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}
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this.head! = this.headExtrapolator.getValue(deltaTimeInSeconds);
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this.leftFoot! = this.leftFootExtrapolator.getValue(deltaTimeInSeconds);
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this.rightFoot! = this.rightFootExtrapolator.getValue(deltaTimeInSeconds);
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}
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public onShoot(strength: number) {
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SoundHandler.play(Sounds.shoot, (0.3 * 2 * strength) / settings.playerMaxStrength);
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SoundHandler.play(Sounds.shoot, (0.6 * strength) / settings.playerMaxStrength);
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}
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public beforeDestroy(): void {
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@ -1,12 +1,15 @@
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import { vec2 } from 'gl-matrix';
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import { CircleLight, ColorfulCircle, Renderer } from 'sdf-2d';
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import { CharacterTeam, Id, ProjectileBase, settings } from 'shared';
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import { CharacterTeam, Id, ProjectileBase, settings, UpdateProperty } from 'shared';
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import { Vec2Extrapolator } from '../helper/vec2-extrapolator';
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import { ViewObject } from './view-object';
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export class ProjectileView extends ProjectileBase implements ViewObject {
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private circle: ColorfulCircle;
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private light: CircleLight;
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private centerExtrapolator: Vec2Extrapolator;
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constructor(
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id: Id,
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center: vec2,
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@ -21,11 +24,19 @@ export class ProjectileView extends ProjectileBase implements ViewObject {
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settings.paletteDim[settings.colorIndices[team]],
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0,
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);
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this.centerExtrapolator = new Vec2Extrapolator(center);
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}
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public updateProperties(update: UpdateProperty[]): void {
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update.forEach((u) => {
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this.centerExtrapolator.addFrame(u.propertyValue, u.rateOfChange);
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});
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}
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public step(deltaTimeInSeconds: number): void {
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super.step(deltaTimeInSeconds);
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this.center = this.centerExtrapolator.getValue(deltaTimeInSeconds);
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this.circle.center = this.center;
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this.light.center = this.center;
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this.light.intensity = (0.15 * this.strength) / settings.projectileMaxStrength;
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@ -1,8 +1,9 @@
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import { Renderer } from 'sdf-2d';
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import { GameObject } from 'shared';
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import { GameObject, UpdateProperty } from 'shared';
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export interface ViewObject extends GameObject {
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step(deltaTimeInMilliseconds: number): void;
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draw(renderer: Renderer, overlay: HTMLElement, shouldChangeLayout: boolean): void;
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updateProperties(update: Array<UpdateProperty>): void;
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beforeDestroy(): void;
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}
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