This commit is contained in:
Andras Schmelczer 2026-06-12 21:46:47 +01:00
parent ec579650d7
commit 1f10b9c750
28 changed files with 134 additions and 220 deletions

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@ -3,7 +3,7 @@
"Deserializable",
"Deserialization",
"Respawn",
"decla",
"doppler",
"overridable",
"serializable"
]

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@ -1,6 +1,6 @@
# syntax=docker/dockerfile:1
# decla.red game server (the `declared-server` package).
# doppler game server (the `doppler-server` package).
# The frontend is a static site and is NOT built here — see .forgejo/workflows.
# ---- Stage 1: build the shared lib, then bundle the server -------------------

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@ -1,8 +1,8 @@
# [decla.red](https://decla.red)
# doppler
A 2-dimensional multiplayer game utilising ray tracing.
> **Available at [decla.red](https://decla.red).**
> **Available at [doppler.schmelczer.dev](https://doppler.schmelczer.dev).**
![screenshot of in-game fight](media/game-pc.png)
![three screenshots taken at iPhone SE screen size](media/collage-iphone.png)
@ -15,7 +15,7 @@ CI/CD runs on Forgejo Actions (`.forgejo/workflows/deploy.yml`). On a push to
`main` it:
- builds the static frontend and rsyncs `frontend/dist/` to the `/pages/declared`
mount on the runner host, and
mount on the runner host (the mount keeps its pre-rebrand name), and
- builds the server image from the root `Dockerfile` and pushes it to the Forgejo
container registry as `<registry>/<owner>/<repo>-server`.
@ -30,6 +30,6 @@ edit it to add or remove game-server origins.
Run the server image locally:
```sh
docker build -t declared-server .
docker run -p 3000:3000 declared-server --name "My server" --playerLimit 16
docker build -t doppler-server .
docker run -p 3000:3000 doppler-server --name "My server" --playerLimit 16
```

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@ -1,14 +0,0 @@
# Setup a decla.red server on a fresh debian/ubuntu machine
> The method was tested on Debian 10 DigitalOcean droplets.
- Copy the files from this directory to the target machine.
- Execute the following commands.
- ```sh
chmod +x setup.sh
./setup.sh serverX
```
> Where `serverX` is the serverX.decla.red subdomain pointing to the server.
- Optionally, change the arguments in [declared-servers.sh](declared-servers.sh).

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@ -1,11 +0,0 @@
[Unit]
Description=declared-server
Requires=basic.target network.target
[Service]
Type=simple
ExecStart=/bin/sh /root/declared-servers.sh
[Install]
WantedBy=multi-user.target

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@ -1,5 +0,0 @@
#!/bin/sh
set -e
NODE_ENV=production declared-server --port=3000 --name="Simonyi" --playerLimit=256 --npcCount=48 --scoreLimit=20000

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@ -1,49 +0,0 @@
user www-data;
worker_processes auto;
pid /run/nginx.pid;
events {
worker_connections 768;
}
http {
sendfile on;
tcp_nopush on;
tcp_nodelay on;
keepalive_timeout 65;
types_hash_max_size 2048;
server_tokens off;
include /etc/nginx/mime.types;
default_type application/octet-stream;
ssl_protocols TLSv1 TLSv1.1 TLSv1.2;
ssl_prefer_server_ciphers on;
access_log /var/log/nginx/access.log;
error_log /var/log/nginx/error.log;
map $http_upgrade $connection_upgrade {
default upgrade;
'' close;
}
server {
listen 443 ssl;
include /etc/letsencrypt/options-ssl-nginx.conf;
ssl_dhparam /etc/letsencrypt/ssl-dhparams.pem;
ssl_certificate /etc/letsencrypt/live/serverName.decla.red/fullchain.pem;
ssl_certificate_key /etc/letsencrypt/live/serverName.decla.red/privkey.pem;
server_name serverName.decla.red;
location / {
proxy_pass http://127.0.0.1:3000/;
proxy_http_version 1.1;
proxy_set_header Upgrade $http_upgrade;
proxy_set_header Connection $connection_upgrade;
proxy_set_header Host $host;
}
}
}

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@ -1,28 +0,0 @@
#!/bin/sh
set -e
if [ -z "$1" ]; then
echo "Please specify a domain" 1>&2
exit 1
fi
domain="$1"
apt install -y curl
curl -sL https://deb.nodesource.com/setup_15.x | bash -
apt update
apt install -y nodejs nginx certbot python3-certbot-nginx
npm i -g declared-server
certbot certonly --nginx -m schmelczerandras@gmail.com -d "$domain".decla.red --agree-tos --non-interactive
mv nginx.conf /etc/nginx/nginx.conf
sed -i "s/serverName/$domain/g" /etc/nginx/nginx.conf
nginx -s reload
chmod +x /root/declared-servers.sh
chown root:root /root/declared-servers.sh
cp declared-servers.service /etc/systemd/system/declared-servers.service
systemctl enable declared-servers.service
systemctl start declared-servers

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@ -1,12 +1,12 @@
{
"name": "declared-server",
"name": "doppler-server",
"version": "0.1.0",
"description": "Game server for decla.red",
"description": "Game server for doppler",
"keywords": [],
"author": "András Schmelczer <andras@schmelczer.dev> (https://schmelczer.dev/)",
"main": "dist/main.js",
"bin": {
"declared-server": "dist/main.js"
"doppler-server": "dist/main.js"
},
"scripts": {
"build": "npx webpack --mode production",

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@ -2,7 +2,7 @@ import { Command } from 'shared';
export class GeneratePointsCommand extends Command {
public constructor(
public readonly decla: number,
public readonly blue: number,
public readonly red: number,
) {
super();

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@ -30,7 +30,7 @@ export class GameServer extends CommandReceiver {
private deltaTimes!: Array<number>;
private deltaTimeCalculator!: DeltaTimeCalculator;
private declaPoints = 0;
private bluePoints = 0;
private redPoints = 0;
private matchPointAnnounced: Partial<Record<CharacterTeam, boolean>> = {};
@ -52,7 +52,7 @@ export class GameServer extends CommandReceiver {
);
this.deltaTimeCalculator = new DeltaTimeCalculator();
this.deltaTimes = [];
this.declaPoints = 0;
this.bluePoints = 0;
this.redPoints = 0;
this.matchPointAnnounced = {};
this.isInEndGame = false;
@ -118,19 +118,19 @@ export class GameServer extends CommandReceiver {
this.handlePhysics();
}
private addPoints({ decla, red }: GeneratePointsCommand) {
private addPoints({ blue, red }: GeneratePointsCommand) {
if (this.isInEndGame) {
return;
}
this.declaPoints += decla;
this.bluePoints += blue;
this.redPoints += red;
if (this.declaPoints >= this.options.scoreLimit) {
this.endGame(CharacterTeam.decla);
if (this.bluePoints >= this.options.scoreLimit) {
this.endGame(CharacterTeam.blue);
} else if (this.redPoints >= this.options.scoreLimit) {
this.endGame(CharacterTeam.red);
} else {
this.announceMatchPointOnce(CharacterTeam.decla, this.declaPoints);
this.announceMatchPointOnce(CharacterTeam.blue, this.bluePoints);
this.announceMatchPointOnce(CharacterTeam.red, this.redPoints);
}
}
@ -179,7 +179,7 @@ export class GameServer extends CommandReceiver {
if ((this.timeSinceLastPointUpdate += delta) > 0.5) {
this.timeSinceLastPointUpdate = 0;
this.players.queueCommandForEachClient(
new UpdateGameState(this.declaPoints, this.redPoints, this.options.scoreLimit),
new UpdateGameState(this.bluePoints, this.redPoints, this.options.scoreLimit),
);
}
@ -224,7 +224,7 @@ export class GameServer extends CommandReceiver {
}
private get gameProgress(): number {
return (Math.max(this.declaPoints, this.redPoints) / this.options.scoreLimit) * 100;
return (Math.max(this.bluePoints, this.redPoints) / this.options.scoreLimit) * 100;
}
public get serverInfo(): ServerInformation {

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@ -151,10 +151,10 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
private getPoints(game: CommandReceiver) {
if (!this.isAlive && !this.hasGeneratedPoints) {
this.hasGeneratedPoints = true;
const decla = this.team === CharacterTeam.decla ? 0 : settings.playerKillPoint;
const blue = this.team === CharacterTeam.blue ? 0 : settings.playerKillPoint;
const red = this.team === CharacterTeam.red ? 0 : settings.playerKillPoint;
game.handleCommand(new GeneratePointsCommand(decla, red));
game.handleCommand(new GeneratePointsCommand(blue, red));
}
}
@ -443,6 +443,8 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
this.setDirection(vec2.length(sumForce) === 0 ? vec2.fromValues(0, -1) : sumForce);
} else {
this.carryWithRotatingPlanet(deltaTimeInSeconds);
const leftFootGravity = this.currentPlanet!.getForce(this.leftFoot.center);
const rightFootGravity = this.currentPlanet!.getForce(this.rightFoot.center);
@ -493,6 +495,38 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
);
}
// While standing on a planet, ride its spin: rigidly rotate the whole body
// around the planet centre by the same per-tick angle the renderer and the
// collision SDF use, so the player is carried around and turned with the
// surface instead of it sliding frictionlessly underneath. The positional
// change becomes velocity in setPropertyUpdates, so the motion syncs and the
// client extrapolates it smoothly.
private carryWithRotatingPlanet(deltaTimeInSeconds: number) {
const planet = this.currentPlanet;
if (!planet) {
return;
}
// Negative: the rendered/collidable surface turns by R(-rotation) — see
// PlanetPhysical.distance (toLocalFrame) and planet-shape.ts.
const angle = -planet.angularVelocity * deltaTimeInSeconds;
const center = planet.center;
this.head.center = vec2.rotate(vec2.create(), this.head.center, center, angle);
this.leftFoot.center = vec2.rotate(
vec2.create(),
this.leftFoot.center,
center,
angle,
);
this.rightFoot.center = vec2.rotate(
vec2.create(),
this.rightFoot.center,
center,
angle,
);
}
private keepPosture() {
const center = this.center;
this.springMove(

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@ -8,6 +8,7 @@ import {
} from 'shared';
import { BoundingBox } from '../physics/bounding-boxes/bounding-box';
import { BoundingBoxBase } from '../physics/bounding-boxes/bounding-box-base';
import { depenetrateCircle } from '../physics/functions/depenetrate-circle';
import { moveCircle } from '../physics/functions/move-circle';
import { PhysicalContainer } from '../physics/containers/physical-container';
import { DynamicPhysical } from '../physics/physicals/dynamic-physical';
@ -100,6 +101,8 @@ export class CirclePhysical extends CommandReceiver implements Circle, DynamicPh
.filter((b) => b.gameObject !== this.gameObject && b.canCollide);
this.radius -= vec2.length(delta);
depenetrateCircle(this, intersecting);
const { normal, hitSurface, hitObject } = moveCircle(this, delta, intersecting);
if (hitSurface) {

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@ -79,11 +79,11 @@ export class PlayerContainer {
private getTeamOfNextPlayer(isNpc = false): CharacterTeam {
const players = isNpc ? this.players : this._players;
const declaCount = players.filter((p) => p.team === CharacterTeam.decla).length;
const blueCount = players.filter((p) => p.team === CharacterTeam.blue).length;
const redCount = players.filter((p) => p.team === CharacterTeam.red).length;
if ((declaCount === redCount && Random.getRandom() >= 0.5) || declaCount < redCount) {
return CharacterTeam.decla;
if ((blueCount === redCount && Random.getRandom() >= 0.5) || blueCount < redCount) {
return CharacterTeam.blue;
} else {
return CharacterTeam.red;
}

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@ -1,5 +0,0 @@
{
"projects": {
"default": "decla-red
}
}

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@ -1,16 +0,0 @@
{
"hosting": {
"public": "dist",
"ignore": [
"firebase.json",
"**/.*",
"**/node_modules/**"
],
"rewrites": [
{
"source": "**",
"destination": "/index.html"
}
]
}
}

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@ -1,11 +1,11 @@
{
"name": "decla.red-frontend",
"name": "doppler-frontend",
"version": "0.0.0",
"lockfileVersion": 3,
"requires": true,
"packages": {
"": {
"name": "decla.red-frontend",
"name": "doppler-frontend",
"version": "0.0.0",
"devDependencies": {
"@plausible-analytics/tracker": "^0.4.5",

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@ -1,5 +1,5 @@
{
"name": "decla.red-frontend",
"name": "doppler-frontend",
"version": "0.0.0",
"description": "",
"keywords": [],

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@ -9,13 +9,13 @@
/>
<meta name="theme-color" content="#b7455e" />
<meta property="og:url" content="https://decla.red" />
<meta property="og:image" content="https://decla.red/og-image.png" />
<meta property="og:url" content="https://doppler.schmelczer.dev" />
<meta property="og:image" content="https://doppler.schmelczer.dev/og-image.png" />
<meta property="og:image:width" content="2086" />
<meta property="og:image:height" content="940" />
<meta
property="og:image:alt"
content="Dimly lit planets surrounding a text saying 'decla.red'"
content="Dimly lit planets surrounding a text saying 'doppler'"
/>
<meta name="theme-color" content="#b33951" />
<meta
@ -27,7 +27,7 @@
<link rel="icon" type="image/png" sizes="32x32" href="static/favicon-32x32.png" />
<link rel="icon" type="image/png" sizes="16x16" href="static/favicon-16x16.png" />
<title>decla.red</title>
<title>doppler</title>
</head>
<body>
@ -37,7 +37,7 @@
<div id="overlay"></div>
<section id="landing-ui">
<h1>decla.<span class="red">red</span></h1>
<h1>doppler</h1>
<form id="join-game-form">
<fieldset class="content">
<legend>Join a game</legend>

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@ -41,6 +41,18 @@ h1 {
font-size: 6rem;
text-align: center;
padding-bottom: $medium-padding;
width: fit-content;
margin-inline: auto;
background: linear-gradient(90deg, $bright-blue, $bright-red);
background-clip: text;
-webkit-background-clip: text;
color: transparent;
&::selection {
color: white;
-webkit-text-fill-color: white;
background-color: $accent;
}
@media (max-width: $height-breakpoint) {
font-size: 4.5rem;
@ -51,15 +63,6 @@ h1 {
}
}
.red {
color: $accent;
&::selection {
color: $accent;
background-color: white;
}
}
html,
body,
canvas {
@ -126,14 +129,14 @@ body {
border-radius: 1000px;
transition: transform 200ms;
&.decla {
color: $bright-decla;
&.blue {
color: $bright-blue;
.health {
background-color: $bright-decla;
background-color: $bright-blue;
&:before {
background-color: $bright-decla;
background-color: $bright-blue;
opacity: 0.3;
}
}
@ -211,8 +214,8 @@ body {
font-weight: 700;
animation: falling-point 2s ease-out forwards;
&.decla {
color: $bright-decla;
&.blue {
color: $bright-blue;
}
&.red {
@ -232,8 +235,8 @@ body {
mask-image: url('../static/chevron.svg');
mask-size: contain;
&.decla {
background-color: $bright-decla;
&.blue {
background-color: $bright-blue;
}
&.red {
@ -324,8 +327,8 @@ body {
display: none;
}
.decla {
color: $bright-decla;
.blue {
color: $bright-blue;
}
.red {
@ -374,10 +377,10 @@ body {
transition: width $animation-time;
}
.fill.decla {
.fill.blue {
right: 50%;
background: $bright-decla;
color: $bright-decla;
background: $bright-blue;
color: $bright-blue;
border-radius: 1000px 0 0 1000px;
}
@ -425,7 +428,7 @@ body {
font-size $animation-time;
}
.score.decla {
.score.blue {
right: calc(50% + #{$small-padding});
}
@ -438,10 +441,10 @@ body {
font-size: 1.2rem;
}
.score.decla.leading {
.score.blue.leading {
text-shadow:
0 0 3px rgba(0, 0, 0, 0.95),
0 0 8px $bright-decla;
0 0 8px $bright-blue;
}
.score.red.leading {
@ -471,9 +474,9 @@ body {
border-bottom: 5px solid currentColor;
}
&.decla {
&.blue {
right: calc(50% + #{$small-padding});
color: $bright-decla;
color: $bright-blue;
}
&.red {

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@ -1,7 +1,7 @@
import { init as plausibleInit } from '@plausible-analytics/tracker';
const ANALYTICS_AUTO_CAPTURE_PAGEVIEWS = true;
const ANALYTICS_DOMAIN = 'decla.red';
const ANALYTICS_DOMAIN = 'doppler.schmelczer.dev';
const ANALYTICS_ENDPOINT = 'https://stats.schmelczer.dev/status';
const ANALYTICS_LOGGING = process.env.NODE_ENV !== 'production';

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@ -1,18 +1,20 @@
/**
* Hardcoded list of game servers the landing page offers to players.
*
* Each entry is the public origin of a dockerized `declared-server` instance.
* Each entry is the public origin of a dockerized `doppler-server` instance.
* The join screen polls `<origin>/state` (see `serverInformationEndpoint`) and
* only shows a server once it responds, so listing an offline origin here is
* harmless. Add or remove origins as you deploy more server containers.
*/
// This origin predates the rebrand; update it once the game server is
// redeployed under a doppler subdomain.
const productionServers: Array<string> = ['https://declared.schmelczer.dev'];
/**
* When the page is served from localhost (i.e. the webpack-dev-server), also
* offer the local backend so a `npm start` server can be joined during
* development. The backend's default port is 3000 (see backend/src/options.ts).
* In production the hostname is `declared.schmelczer.dev`, so this never leaks.
* In production the page is served from its own hostname, so this never leaks.
*/
const isDevelopment =
typeof location !== 'undefined' &&

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@ -8,35 +8,35 @@ import { CharacterTeam, UpdateGameState, clamp, settings } from 'shared';
export class Scoreboard {
public readonly element = document.createElement('div');
private readonly declaFill = document.createElement('div');
private readonly blueFill = document.createElement('div');
private readonly redFill = document.createElement('div');
private readonly declaScore = document.createElement('span');
private readonly blueScore = document.createElement('span');
private readonly redScore = document.createElement('span');
private readonly youMarker = document.createElement('div');
constructor() {
this.element.className = 'planet-progress';
this.declaFill.className = 'fill decla';
this.blueFill.className = 'fill blue';
this.redFill.className = 'fill red';
this.declaScore.className = 'score decla';
this.blueScore.className = 'score blue';
this.redScore.className = 'score red';
this.youMarker.className = 'you-marker';
this.youMarker.innerText = 'YOU';
this.element.append(
this.declaFill,
this.blueFill,
this.redFill,
this.declaScore,
this.blueScore,
this.redScore,
this.youMarker,
);
}
public update(
{ declaCount, redCount, limit }: UpdateGameState,
{ blueCount, redCount, limit }: UpdateGameState,
localTeam: CharacterTeam | undefined,
) {
const { scoreboardHalfWidthPercent, scoreboardMinFillPercent } = settings;
@ -46,23 +46,23 @@ export class Scoreboard {
clamp(count / limit, 0, 1) * scoreboardHalfWidthPercent,
);
this.declaFill.style.width = fraction(declaCount) + '%';
this.blueFill.style.width = fraction(blueCount) + '%';
this.redFill.style.width = fraction(redCount) + '%';
const isMatchPoint = (count: number) =>
count / limit >= settings.matchPointScoreRatio;
this.declaFill.classList.toggle('match-point', isMatchPoint(declaCount));
this.blueFill.classList.toggle('match-point', isMatchPoint(blueCount));
this.redFill.classList.toggle('match-point', isMatchPoint(redCount));
this.declaScore.innerText = String(Math.round(declaCount));
this.blueScore.innerText = String(Math.round(blueCount));
this.redScore.innerText = String(Math.round(redCount));
this.declaScore.classList.toggle('leading', declaCount > redCount);
this.redScore.classList.toggle('leading', redCount > declaCount);
this.blueScore.classList.toggle('leading', blueCount > redCount);
this.redScore.classList.toggle('leading', redCount > blueCount);
if (localTeam === CharacterTeam.decla || localTeam === CharacterTeam.red) {
if (localTeam === CharacterTeam.blue || localTeam === CharacterTeam.red) {
this.youMarker.style.display = '';
this.youMarker.classList.toggle('decla', localTeam === CharacterTeam.decla);
this.youMarker.classList.toggle('blue', localTeam === CharacterTeam.blue);
this.youMarker.classList.toggle('red', localTeam === CharacterTeam.red);
} else {
this.youMarker.style.display = 'none';

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@ -86,7 +86,7 @@ export class Tutorial extends CommandReceiver {
}
if (standing) {
const drift = standing.ownership - this.standingBaseline;
const progress = player.team === CharacterTeam.decla ? -drift : drift;
const progress = player.team === CharacterTeam.blue ? -drift : drift;
if (progress > captureProgressThreshold) {
this.finish();
}

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@ -11,12 +11,12 @@ $breakpoint: 700px;
$height-breakpoint: 500px;
$large-icon: 48px;
$small-icon: 32px;
$bright-decla: #4069a5;
$bright-blue: #4069a5;
$bright-red: #d15652;
$bright-neutral: #ccc;
:root {
--bright-decla: #{$bright-decla};
--bright-blue: #{$bright-blue};
--bright-red: #{$bright-red};
--bright-neutral: #{$bright-neutral};
}

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@ -4,7 +4,7 @@ import { Command } from '../command';
@serializable
export class UpdateGameState extends Command {
public constructor(
public readonly declaCount: number,
public readonly blueCount: number,
public readonly redCount: number,
public readonly limit: number,
) {
@ -12,6 +12,6 @@ export class UpdateGameState extends Command {
}
public toArray(): Array<any> {
return [this.declaCount, this.redCount, this.limit];
return [this.blueCount, this.redCount, this.limit];
}
}

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@ -4,7 +4,7 @@ import { serializable } from '../../serialization/serializable';
import { GameObject } from '../game-object';
export enum CharacterTeam {
decla = 'decla',
blue = 'blue',
neutral = 'neutral',
red = 'red',
}

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@ -1,13 +1,13 @@
import { rgb255 } from './helper/rgb255';
import { CharacterTeam } from './objects/types/character-base';
const declaColor = rgb255(64, 105, 165);
const blueColor = rgb255(64, 105, 165);
const neutralColor = rgb255(82, 165, 64);
const redColor = rgb255(209, 86, 82);
const q = 2.5;
const declaColorDim = rgb255(64 * q, 105 * q, 165 * q);
const blueColorDim = rgb255(64 * q, 105 * q, 165 * q);
const redColorDim = rgb255(209 * q, 86 * q, 82 * q);
const declaPlanetColor = declaColorDim;
const bluePlanetColor = blueColorDim;
const redPlanetColor = redColorDim;
export const settings = {
@ -64,8 +64,8 @@ export const settings = {
chargeShotSpeedMax: 3400,
playerColorIndexOffset: 3,
backgroundGradient: [rgb255(90, 38, 43), rgb255(43, 39, 73)],
declaColor,
declaPlanetColor,
blueColor,
bluePlanetColor,
npcNames: [
'Adam',
'Andrew',
@ -119,12 +119,12 @@ export const settings = {
redColor,
redPlanetColor,
colorIndices: {
[CharacterTeam.decla]: 0,
[CharacterTeam.blue]: 0,
[CharacterTeam.neutral]: 1,
[CharacterTeam.red]: 2,
},
palette: [declaColor, neutralColor, redColor],
paletteDim: [declaColorDim, neutralColor, redColorDim],
palette: [blueColor, neutralColor, redColor],
paletteDim: [blueColorDim, neutralColor, redColorDim],
targetPhysicsDeltaTimeInSeconds: 1 / 200,
inViewAreaSize: 1920 * 1080 * 4,
scoreboardHalfWidthPercent: 50,