Change gameplay
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d79900e3ea
commit
34dae300da
56 changed files with 906 additions and 400 deletions
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@ -1,156 +1,95 @@
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import { vec2 } from 'gl-matrix';
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import {
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CircleLight,
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ColorfulCircle,
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FilteringOptions,
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Flashlight,
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Renderer,
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renderNoise,
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runAnimation,
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WrapOptions,
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} from 'sdf-2d';
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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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settings,
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TransportEvents,
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SetAspectRatioActionCommand,
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PlayerInformation,
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PlayerDiedCommand,
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UpdateGameState,
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UpdateOtherPlayerDirections,
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clamp,
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UpdateGameState,
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GameEnd,
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CharacterTeam,
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ServerAnnouncement,
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GameStart,
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CommandReceiver,
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CommandExecutors,
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Command,
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} from 'shared';
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import io from 'socket.io-client';
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import { KeyboardListener } from './commands/generators/keyboard-listener';
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import { MouseListener } from './commands/generators/mouse-listener';
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import { TouchJoystickListener } from './commands/generators/touch-joystick-listener';
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import { CommandReceiverSocket } from './commands/receivers/command-receiver-socket';
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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 { BlobShape } from './shapes/blob-shape';
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import { PlanetShape } from './shapes/planet-shape';
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export class Game {
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public readonly gameObjects = new GameObjectContainer(this);
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export class Game extends CommandReceiver {
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public gameObjects = new GameObjectContainer(this);
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public renderer?: Renderer;
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private socket!: SocketIOClient.Socket;
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private deadTimeout = 0;
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private isBetweenGames = false;
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public started: Promise<void>;
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private resolveStarted!: () => unknown;
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private declaPlanetCountElement = document.createElement('div');
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private redPlanetCountElement = document.createElement('div');
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private neutralPlanetCountElement = 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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constructor(
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private readonly playerDecision: PlayerDecision,
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private readonly canvas: HTMLCanvasElement,
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private readonly overlay: HTMLElement,
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) {
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super();
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this.started = new Promise((r) => (this.resolveStarted = r));
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this.announcementText.className = 'announcement';
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const progressBar = document.createElement('div');
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progressBar.className = 'planet-progress';
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overlay.appendChild(progressBar);
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progressBar.appendChild(this.declaPlanetCountElement);
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progressBar.appendChild(this.neutralPlanetCountElement);
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progressBar.appendChild(this.redPlanetCountElement);
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this.progressBar.className = 'planet-progress';
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this.progressBar.appendChild(this.declaPlanetCountElement);
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this.progressBar.appendChild(this.redPlanetCountElement);
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}
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private arrowElements: Array<HTMLElement> = [];
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private async setupCommunication(serverUrl: string): Promise<void> {
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this.socket = io(serverUrl, {
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private initialize() {
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this.isBetweenGames = true;
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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.overlay.appendChild(this.progressBar);
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this.announcementText.innerText = '';
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this.overlay.appendChild(this.announcementText);
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this.socket = io(this.playerDecision.server, {
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reconnectionDelayMax: 10000,
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transports: ['websocket'],
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forceNew: true,
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});
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this.socket.on('reconnect_attempt', () => {
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this.socket.io.opts.transports = ['polling', 'websocket'];
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});
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this.socket.on('disconnect', this.destroy.bind(this));
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this.socket.on(TransportEvents.ServerToPlayer, (serialized: string) => {
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const command = deserialize(serialized);
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if (command instanceof PlayerDiedCommand) {
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this.deadTimeout = command.timeout;
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if (OptionsHandler.options.vibrationEnabled) {
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navigator.vibrate(150);
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}
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this.overlay.appendChild(this.announcementText);
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} else if (command instanceof UpdateGameState) {
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const all = command.declaCount + command.redCount + command.neutralCount;
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this.declaPlanetCountElement.style.width = (command.declaCount / all) * 100 + '%';
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this.neutralPlanetCountElement.style.width =
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(command.neutralCount / all) * 100 + '%';
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this.redPlanetCountElement.style.width = (command.redCount / all) * 100 + '%';
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if (command.declaCount > all * 0.5) {
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this.overlay.appendChild(this.announcementText);
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this.announcementText.innerText = 'Decla team won 🎉';
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}
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if (command.redCount > all * 0.5) {
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this.overlay.appendChild(this.announcementText);
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this.announcementText.innerText = 'Red team won 🎉';
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}
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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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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 angle = Math.atan2(direction.y, direction.x);
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e.className = 'other-player-arrow ' + team;
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const { width, height } = this.overlay.getBoundingClientRect();
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const aspectRatio = width / height;
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const directionRatio = direction.x / direction.y;
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let deltaX: number, deltaY: number;
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if (aspectRatio < Math.abs(directionRatio)) {
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deltaX = (width / 2) * Math.sign(direction.x);
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deltaY = deltaX / directionRatio;
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} else {
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deltaY = (height / 2) * Math.sign(direction.y);
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deltaX = deltaY * directionRatio;
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}
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const delta = vec2.fromValues(deltaX, deltaY);
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const center = vec2.fromValues(width / 2, height / 2);
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const p = vec2.add(center, center, delta);
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const arrowPadding = 24;
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vec2.set(
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p,
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clamp(p.x, arrowPadding, width - arrowPadding),
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clamp(height - p.y, arrowPadding, height - arrowPadding),
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);
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e.style.transform = `translateX(${p.x}px) translateY(${
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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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} else this.gameObjects.sendCommand(command);
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this.socket.on('disconnect', () => {
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if (!this.isBetweenGames) {
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this.destroy();
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}
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});
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this.socket.on(TransportEvents.Ping, () => {
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this.socket.emit(TransportEvents.Pong);
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});
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this.socket.emit(TransportEvents.PlayerJoining, {
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name: this.playerDecision.playerName,
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} as PlayerInformation);
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this.socket.on(TransportEvents.ServerToPlayer, (serialized: string) =>
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this.sendCommand(deserialize(serialized)),
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);
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broadcastCommands(
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[
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@ -160,57 +99,94 @@ export class Game {
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],
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[this.gameObjects, new CommandReceiverSocket(this.socket)],
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);
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this.isBetweenGames = false;
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this.socket.emit(TransportEvents.PlayerJoining, {
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name: this.playerDecision.playerName,
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} as PlayerInformation);
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}
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protected defaultCommandExecutor(c: Command) {
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this.gameObjects.sendCommand(c);
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}
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protected commandExecutors: CommandExecutors = {
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[ServerAnnouncement.type]: (c: ServerAnnouncement) =>
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(this.announcementText.innerText = c.text),
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[PlayerDiedCommand.type]: (c: PlayerDiedCommand) => {
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if (OptionsHandler.options.vibrationEnabled) {
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navigator.vibrate(150);
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}
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},
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[UpdateGameState.type]: (c: UpdateGameState) => {
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this.declaPlanetCountElement.style.width = (c.declaCount / c.limit) * 50 + '%';
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this.redPlanetCountElement.style.width = (c.redCount / c.limit) * 50 + '%';
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},
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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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this.announcementText.innerHTML = `Team ${team} won 🎉`;
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},
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[UpdateOtherPlayerDirections.type]: this.handleOtherPlayerDirections.bind(this),
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[GameStart.type]: this.initialize.bind(this),
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};
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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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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 angle = Math.atan2(direction.y, direction.x);
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e.className = 'other-player-arrow ' + team;
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const { width, height } = this.overlay.getBoundingClientRect();
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const aspectRatio = width / height;
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const directionRatio = direction.x / direction.y;
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let deltaX: number, deltaY: number;
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if (aspectRatio < Math.abs(directionRatio)) {
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deltaX = (width / 2) * Math.sign(direction.x);
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deltaY = deltaX / directionRatio;
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} else {
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deltaY = (height / 2) * Math.sign(direction.y);
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deltaX = deltaY * directionRatio;
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}
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const delta = vec2.fromValues(deltaX, deltaY);
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const center = vec2.fromValues(width / 2, height / 2);
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const p = vec2.add(center, center, delta);
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const arrowPadding = 24;
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vec2.set(
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p,
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clamp(p.x, arrowPadding, width - arrowPadding),
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clamp(height - p.y, arrowPadding, height - arrowPadding),
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);
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e.style.transform = `translateX(${p.x}px) translateY(${
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p.y
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}px) translateX(-50%) translateY(-50%) rotate(${-angle + Math.PI / 2}rad) `;
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});
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}
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public async start(): Promise<void> {
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const noiseTexture = await renderNoise([256, 256], 2, 1);
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this.setupCommunication(this.playerDecision.server);
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await runAnimation(
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this.canvas,
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[
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{
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...PlanetShape.descriptor,
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shaderCombinationSteps: [0, 1, 2, 3],
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},
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{
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...BlobShape.descriptor,
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shaderCombinationSteps: [0, 1, 2, 8],
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},
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{
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...ColorfulCircle.descriptor,
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shaderCombinationSteps: [0, 2, 16],
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},
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{
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...CircleLight.descriptor,
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shaderCombinationSteps: [0, 1, 2, 4, 8, 16],
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},
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{
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...Flashlight.descriptor,
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shaderCombinationSteps: [0],
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},
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],
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this.gameLoop.bind(this),
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{
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shadowTraceCount: 16,
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paletteSize: settings.palette.length,
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//enableStopwatch: true,
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},
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{
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colorPalette: settings.palette,
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enableHighDpiRendering: true,
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lightCutoffDistance: settings.lightCutoffDistance,
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textures: {
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noiseTexture: {
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source: noiseTexture,
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overrides: {
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maxFilter: FilteringOptions.LINEAR,
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wrapS: WrapOptions.MIRRORED_REPEAT,
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wrapT: WrapOptions.MIRRORED_REPEAT,
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},
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},
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},
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},
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);
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this.initialize();
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await startAnimation(this.canvas, this.gameLoop.bind(this), noiseTexture);
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this.socket.close();
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this.overlay.innerHTML = '';
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}
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@ -237,17 +213,13 @@ export class Game {
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private gameLoop(
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renderer: Renderer,
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currentTime: DOMHighResTimeStamp,
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_: DOMHighResTimeStamp,
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deltaTime: DOMHighResTimeStamp,
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): boolean {
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this.resolveStarted();
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deltaTime /= 1000;
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this.renderer = renderer;
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if ((this.deadTimeout -= deltaTime / 1000) > 0) {
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this.announcementText.innerText = `Reviving in ${Math.floor(this.deadTimeout)}…`;
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} else {
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this.announcementText.parentElement?.removeChild(this.announcementText);
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}
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this.gameObjects.stepObjects(deltaTime);
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this.gameObjects.drawObjects(this.renderer, this.overlay);
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