Fix some issues
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parent
c0a588fb73
commit
1ce961d6c2
27 changed files with 432 additions and 200 deletions
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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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