Add tests
This commit is contained in:
parent
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commit
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18 changed files with 494 additions and 109 deletions
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@ -32,6 +32,12 @@ jobs:
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- name: Build (shared -> frontend -> backend)
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run: npm run build
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- name: Test
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run: npm test
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- name: Lint
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run: npm run lint:check
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- name: Deploy to host pages mount
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if: github.event_name == 'push' && github.ref == 'refs/heads/main'
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run: |
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@ -99,7 +99,8 @@ export class GameServer extends CommandReceiver {
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this.players.deletePlayer(player);
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this.sendServerStateUpdate();
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});
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} catch {
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} catch (e) {
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console.error('Failed to register joining player; disconnecting socket', e);
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socket.disconnect();
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}
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});
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@ -168,6 +169,9 @@ export class GameServer extends CommandReceiver {
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private timeSinceLastPointUpdate = 0;
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private physicsAccumulator = 0;
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// Frames since the last stats report where physics ran over budget (more
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// substeps than the cap). Surfaced by handleStats as a saturation signal.
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private saturatedFrames = 0;
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private handlePhysics() {
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const delta = this.deltaTimeCalculator.getNextDeltaTimeInSeconds({ setAsBase: true });
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@ -189,12 +193,24 @@ export class GameServer extends CommandReceiver {
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const fixedDelta = settings.targetPhysicsDeltaTimeInSeconds;
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const maxSubstepsPerFrame = 5;
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// Cap on retained physics backlog when saturated, so a long stall can't
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// accumulate an unrecoverable catch-up.
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const maxBacklogSeconds = 0.25;
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this.physicsAccumulator += delta;
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let substeps = Math.floor(this.physicsAccumulator / fixedDelta);
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if (substeps > maxSubstepsPerFrame) {
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// Saturated: run the cap's worth of substeps but KEEP the remaining
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// backlog (clamped) instead of zeroing it. Dropping it silently slowed
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// simulated time for everyone — and diverged client prediction, whose
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// wall-clock keeps running. Clamping bounds the catch-up so a transient
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// spike recovers without a death spiral.
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this.saturatedFrames++;
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this.physicsAccumulator = Math.min(
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this.physicsAccumulator - maxSubstepsPerFrame * fixedDelta,
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maxBacklogSeconds,
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);
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substeps = maxSubstepsPerFrame;
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this.physicsAccumulator = 0;
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} else {
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this.physicsAccumulator -= substeps * fixedDelta;
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}
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@ -237,6 +253,23 @@ export class GameServer extends CommandReceiver {
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console.info(
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`Memory used: ${(process.memoryUsage().rss / 1024 / 1024).toFixed(2)} MB`,
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);
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const rtts = this.players.connectedPlayerRttsMs.filter((r) => r > 0);
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if (rtts.length > 0) {
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rtts.sort((a, b) => a - b);
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console.info(
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`Player RTT median ${rtts[Math.floor(rtts.length / 2)].toFixed(0)} ms ` +
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`(min ${rtts[0].toFixed(0)}, max ${rtts[rtts.length - 1].toFixed(0)}, n=${rtts.length})`,
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);
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}
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if (this.saturatedFrames > 0) {
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console.warn(
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`Physics saturated on ${this.saturatedFrames} frame(s) since last report — shedding backlog`,
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);
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this.saturatedFrames = 0;
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}
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this.deltaTimes = [];
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}
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}
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@ -20,6 +20,12 @@ import {
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CharacterMovementState,
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CharacterWorld,
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GroundSurface,
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headRadius,
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feetRadius,
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headOffset,
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leftFootOffset,
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rightFootOffset,
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boundRadius,
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} from 'shared';
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import { DynamicPhysical } from '../physics/physicals/dynamic-physical';
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import { CirclePhysical } from './circle-physical';
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@ -38,48 +44,14 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
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public readonly canCollide = true;
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public readonly canMove = true;
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private static readonly headRadius = 50;
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private static readonly feetRadius = 20;
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private projectileStrength = settings.playerMaxStrength;
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// offsets are measured from (0, 0). The head sits this far above the feet,
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// which sets the leg length: kept short so the body reads as a compact head on
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// stubby legs rather than a long-legged strider.
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private static readonly desiredHeadOffset = vec2.fromValues(0, 55);
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private static readonly desiredLeftFootOffset = vec2.fromValues(-20, 0);
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private static readonly desiredRightFootOffset = vec2.fromValues(20, 0);
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private static readonly centerOfMass = vec2.scale(
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vec2.create(),
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vec2.add(
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vec2.create(),
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vec2.add(
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vec2.create(),
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CharacterPhysical.desiredHeadOffset,
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CharacterPhysical.desiredLeftFootOffset,
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),
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CharacterPhysical.desiredRightFootOffset,
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),
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1 / 3,
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);
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private static readonly headOffset = vec2.subtract(
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vec2.create(),
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CharacterPhysical.desiredHeadOffset,
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CharacterPhysical.centerOfMass,
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);
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private static readonly leftFootOffset = vec2.subtract(
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vec2.create(),
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CharacterPhysical.desiredLeftFootOffset,
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CharacterPhysical.centerOfMass,
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);
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private static readonly rightFootOffset = vec2.subtract(
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vec2.create(),
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CharacterPhysical.desiredRightFootOffset,
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CharacterPhysical.centerOfMass,
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);
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public static readonly boundRadius =
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(CharacterPhysical.headRadius + CharacterPhysical.feetRadius * 2) * 2;
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// Body geometry (head/foot radii, posture offsets, bound radius) is defined
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// once in the shared movement module and imported here, so the authoritative
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// body and the client's predicted body are bit-identical by construction
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// instead of by a hand-synced "copied verbatim" duplicate. Re-exposed as a
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// static only because external callers reference CharacterPhysical.boundRadius.
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public static readonly boundRadius = boundRadius;
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private timeSinceDying = 0;
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private isDestroyed = false;
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@ -129,20 +101,20 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
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) {
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super(id(), name, killCount, deathCount, team, settings.playerMaxHealth);
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this.head = new CirclePhysical(
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vec2.add(vec2.create(), startPosition, CharacterPhysical.headOffset),
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CharacterPhysical.headRadius,
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vec2.add(vec2.create(), startPosition, headOffset),
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headRadius,
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this,
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container,
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);
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this.leftFoot = new CirclePhysical(
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vec2.add(vec2.create(), startPosition, CharacterPhysical.leftFootOffset),
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CharacterPhysical.feetRadius,
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vec2.add(vec2.create(), startPosition, leftFootOffset),
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feetRadius,
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this,
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container,
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);
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this.rightFoot = new CirclePhysical(
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vec2.add(vec2.create(), startPosition, CharacterPhysical.rightFootOffset),
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CharacterPhysical.feetRadius,
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vec2.add(vec2.create(), startPosition, rightFootOffset),
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feetRadius,
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this,
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container,
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);
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@ -411,8 +383,8 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
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}
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private animateScaling(q: number) {
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this.head.radius = CharacterPhysical.headRadius * q;
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this.leftFoot.radius = this.rightFoot.radius = CharacterPhysical.feetRadius * q;
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this.head.radius = headRadius * q;
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this.leftFoot.radius = this.rightFoot.radius = feetRadius * q;
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}
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public getPropertyUpdates(): PropertyUpdatesForObject {
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@ -57,6 +57,12 @@ export class PlayerContainer {
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return this._players.length;
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}
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// Measured round-trip times (ms) of the real connected players, for
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// server-side latency stats. NPCs have no socket and are excluded.
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public get connectedPlayerRttsMs(): Array<number> {
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return this._players.map((p) => p.rttMs);
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}
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public step(deltaTimeInSeconds: number) {
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this.players.forEach((p) => p.step(deltaTimeInSeconds));
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}
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@ -32,6 +32,9 @@ import { PhysicalContainer } from '../physics/containers/physical-container';
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import { PlayerContainer } from './player-container';
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import { PlayerBase } from './player-base';
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// How often the server pings each client to measure round-trip time.
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const pingIntervalSeconds = 1;
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export class Player extends PlayerBase {
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// default, until the clients sends its real value
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private aspectRatio: number = 16 / 9;
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@ -41,6 +44,12 @@ export class Player extends PlayerBase {
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private lastInputClientTimeMs = 0;
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private lastLeapClientTimeMs = 0;
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// Measured round-trip time to this client (ms) — the latency primitive that
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// lag compensation, a latency HUD, and adaptive interpolation build on.
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public rttMs = 0;
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private timeSinceLastPing = 0;
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private lastPingSentMs = 0;
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protected commandExecutors: CommandExecutors = {
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[SetAspectRatioActionCommand.type]: (v: SetAspectRatioActionCommand) =>
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(this.aspectRatio = v.aspectRatio),
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@ -71,6 +80,15 @@ export class Player extends PlayerBase {
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super(playerInfo, playerContainer, objectContainer, team);
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this.createCharacter();
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this.step(0);
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// The client already echoes a Pong for every Ping (see game.ts). Only one
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// ping is ever in flight, so RTT is simply now − send-time; no payload
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// needed and no client change required.
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this.socket.on(TransportEvents.Pong, () => {
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if (this.lastPingSentMs > 0) {
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this.rttMs = performance.now() - this.lastPingSentMs;
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}
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});
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}
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protected createCharacter() {
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@ -191,6 +209,12 @@ export class Player extends PlayerBase {
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this.queueCommandSend(new RemoteCallsForObjects(remoteCalls));
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}
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if ((this.timeSinceLastPing += deltaTime) > pingIntervalSeconds) {
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this.timeSinceLastPing = 0;
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this.lastPingSentMs = performance.now();
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this.socket.emit(TransportEvents.Ping);
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}
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if ((this.timeSinceLastMessage += deltaTime) > settings.updateMessageInterval) {
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this.handleAnnouncements();
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this.handleViewAreaUpdate();
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@ -594,8 +594,8 @@ body {
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.hitmarker {
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position: absolute;
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transform: translate(-50%, -50%);
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@include square(26px);
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opacity: 0.9;
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@include square(34px);
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opacity: 0.95;
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&::before,
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&::after {
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@ -603,10 +603,13 @@ body {
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position: absolute;
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top: 50%;
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left: 50%;
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width: 12px;
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height: 2px;
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width: 16px;
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height: 3px;
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border-radius: 2px;
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background-color: white;
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box-shadow: 0 0 4px rgba(0, 0, 0, 0.8);
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box-shadow:
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0 0 6px rgba(255, 255, 255, 0.9),
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0 0 3px rgba(0, 0, 0, 0.9);
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transform-origin: center;
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}
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@ -618,31 +621,58 @@ body {
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transform: translate(-50%, -50%) rotate(-45deg);
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}
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animation: hitmarker-pop 250ms ease-out forwards;
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animation: hitmarker-pop 220ms cubic-bezier(0.2, 0.9, 0.3, 1) forwards;
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&.charged {
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@include square(44px);
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&::before,
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&::after {
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width: 18px;
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height: 3px;
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width: 24px;
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height: 4px;
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background-color: $accent;
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box-shadow:
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0 0 10px rgba($accent, 0.9),
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0 0 4px rgba(0, 0, 0, 0.9);
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}
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}
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}
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.kill-flash {
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position: absolute;
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inset: 0;
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pointer-events: none;
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background: radial-gradient(ellipse at center,
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transparent 42%,
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rgba($accent, 0) 56%,
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rgba($accent, 0.55) 100%);
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animation: kill-flash 420ms ease-out forwards;
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&.charged {
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background: radial-gradient(ellipse at center,
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transparent 36%,
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rgba($accent, 0) 50%,
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rgba($accent, 0.8) 100%);
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}
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}
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.kill-popup {
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position: absolute;
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transform: translate(-50%, -50%);
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font-weight: 700;
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font-size: 1.4rem;
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font-weight: 800;
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font-size: 1.7rem;
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white-space: nowrap;
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color: $bright-neutral;
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text-shadow: 0 0 6px rgba(0, 0, 0, 0.9);
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animation: kill-popup-rise 1200ms ease-out forwards;
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text-shadow:
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0 0 10px rgba(0, 0, 0, 0.9),
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0 0 18px rgba(255, 255, 255, 0.35);
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animation: kill-popup-rise 1200ms cubic-bezier(0.18, 0.9, 0.3, 1) forwards;
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&.charged {
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color: $accent;
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text-shadow:
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0 0 10px rgba(0, 0, 0, 0.9),
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0 0 18px rgba($accent, 0.6);
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}
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.heal {
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@ -655,12 +685,14 @@ body {
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top: 33%;
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left: 50%;
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transform: translateX(-50%);
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font-weight: 700;
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font-size: 2.6rem;
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font-weight: 800;
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font-size: 3rem;
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color: $accent;
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text-shadow: 0 0 12px rgba(0, 0, 0, 0.9);
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text-shadow:
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0 0 12px rgba(0, 0, 0, 0.9),
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0 0 24px rgba($accent, 0.7);
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white-space: nowrap;
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animation: streak-pop 1400ms ease-out forwards;
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animation: streak-pop 1400ms cubic-bezier(0.18, 0.9, 0.3, 1) forwards;
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}
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.killfeed {
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@ -748,46 +780,72 @@ body {
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@keyframes hitmarker-pop {
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0% {
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opacity: 0;
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transform: translate(-50%, -50%) scale(1.6);
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transform: translate(-50%, -50%) scale(2);
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}
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25% {
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18% {
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opacity: 1;
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transform: translate(-50%, -50%) scale(0.82);
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}
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36% {
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transform: translate(-50%, -50%) scale(1.06);
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}
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100% {
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opacity: 0;
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transform: translate(-50%, -50%) scale(0.95);
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}
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}
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@keyframes kill-flash {
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0% {
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opacity: 0;
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}
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12% {
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opacity: 1;
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transform: translate(-50%, -50%) scale(1);
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}
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100% {
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opacity: 0;
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transform: translate(-50%, -50%) scale(0.9);
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}
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}
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@keyframes kill-popup-rise {
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0% {
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opacity: 0;
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transform: translate(-50%, -30%) scale(0.8);
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transform: translate(-50%, -20%) scale(0.6);
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}
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20% {
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12% {
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opacity: 1;
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transform: translate(-50%, -60%) scale(1);
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transform: translate(-50%, -56%) scale(1.25);
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}
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28% {
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transform: translate(-50%, -62%) scale(1);
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}
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100% {
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opacity: 0;
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transform: translate(-50%, -160%) scale(1);
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transform: translate(-50%, -170%) scale(1);
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}
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}
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@keyframes streak-pop {
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0% {
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opacity: 0;
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transform: translateX(-50%) scale(0.6);
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transform: translateX(-50%) scale(0.5);
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}
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20% {
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16% {
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opacity: 1;
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transform: translateX(-50%) scale(1.1);
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transform: translateX(-50%) scale(1.25);
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}
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32% {
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transform: translateX(-50%) scale(0.95);
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}
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70% {
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|
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@ -47,6 +47,11 @@ export abstract class FeedbackHud {
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const { killfeed } = this.ensureRoot();
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const charged = charge >= settings.chargedHitThreshold;
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// A quick crimson vignette pulse around the whole frame to punctuate the kill.
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const flash = document.createElement('div');
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flash.className = 'kill-flash' + (charged ? ' charged' : '');
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this.addTransient(flash, 420);
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const entry = document.createElement('div');
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entry.className = 'kill-entry';
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entry.innerHTML = `Eliminated <b>${this.escape(victimName ?? 'enemy')}</b>`;
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|
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@ -39,6 +39,7 @@ import { localCharacterPredictor } from './helper/prediction/local-character-pre
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import { Tutorial } from './tutorial';
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import { Scoreboard } from './scoreboard';
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import { Minimap } from './minimap';
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import { ScreenShake } from './screen-shake';
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export class Game extends CommandReceiver {
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public gameObjects = new GameObjectContainer(this);
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@ -80,6 +81,9 @@ export class Game extends CommandReceiver {
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this.socket?.close();
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serverTimeline.reset();
|
||||
localCharacterPredictor.reset();
|
||||
// Clear any leftover shake/zoom so a kill at the end of one match can't bleed
|
||||
// its camera impact into the next.
|
||||
ScreenShake.reset();
|
||||
this.gameObjects = new GameObjectContainer(this);
|
||||
this.overlay.innerHTML = '';
|
||||
this.keystoneArrow = undefined;
|
||||
|
|
@ -232,6 +236,11 @@ export class Game extends CommandReceiver {
|
|||
this.resolveStarted();
|
||||
deltaTime /= 1000;
|
||||
|
||||
// Decay the camera impact effects on raw wall-clock time, before any of the
|
||||
// end-game slow-motion scaling below. These only adjust the rendered view,
|
||||
// never the simulation, so they stay decoupled from prediction and netcode.
|
||||
ScreenShake.step(deltaTime);
|
||||
|
||||
// Stepped before the end-game time scaling on purpose: the slow motion is
|
||||
// already baked into the snapshots the server sends, so the playback
|
||||
// cursor itself must keep running on wall-clock time.
|
||||
|
|
|
|||
|
|
@ -16,8 +16,12 @@ export class JoinFormHandler {
|
|||
private resolvePlayerDecision!: (d: PlayerDecision) => void;
|
||||
private pollServersTimer: any;
|
||||
private keyUpListener = (e: KeyboardEvent) => {
|
||||
if (e.key === 'enter') {
|
||||
this.form.submit();
|
||||
// KeyboardEvent.key for Return is 'Enter' (capital E); the old lowercase
|
||||
// comparison never matched, so pressing Enter silently did nothing.
|
||||
// requestSubmit() (unlike submit()) fires the form's onsubmit handler and
|
||||
// runs HTML5 validation, so Enter behaves exactly like clicking Join.
|
||||
if (e.key === 'Enter' && !this.joinButton.disabled) {
|
||||
this.form.requestSubmit();
|
||||
}
|
||||
};
|
||||
|
||||
|
|
|
|||
|
|
@ -3,19 +3,18 @@ import {
|
|||
CircleLight,
|
||||
FilteringOptions,
|
||||
hsl,
|
||||
NoisyPolygonFactory,
|
||||
Renderer,
|
||||
renderNoise,
|
||||
runAnimation,
|
||||
WrapOptions,
|
||||
} from 'sdf-2d';
|
||||
import { settings, rgb, PlanetBase, Random } from 'shared';
|
||||
import { PlanetShape } from './shapes/planet-shape';
|
||||
|
||||
const landingPageVertexCount = 9;
|
||||
const LandingPagePolygon = NoisyPolygonFactory(
|
||||
landingPageVertexCount,
|
||||
rgb(0.5, 0.4, 0.7),
|
||||
);
|
||||
// colorMixQ ends of PlanetShape's blue<->red gradient, so the two backdrop
|
||||
// planets read as the two in-game teams.
|
||||
const bluePlanet = 0;
|
||||
const redPlanet = 1;
|
||||
|
||||
export class LandingPageBackground {
|
||||
private isActive = true;
|
||||
|
|
@ -34,7 +33,7 @@ export class LandingPageBackground {
|
|||
canvas,
|
||||
[
|
||||
{
|
||||
...LandingPagePolygon.descriptor,
|
||||
...PlanetShape.descriptor,
|
||||
shaderCombinationSteps: [0, 1, 2],
|
||||
},
|
||||
{
|
||||
|
|
@ -74,34 +73,41 @@ export class LandingPageBackground {
|
|||
0.7 * renderer.canvasSize.y,
|
||||
);
|
||||
|
||||
const topPlanet = new LandingPagePolygon(
|
||||
const topPlanet = new PlanetShape(
|
||||
PlanetBase.createPlanetVertices(
|
||||
topPlanetPosition,
|
||||
Random.getRandomInRange(150, 400),
|
||||
Random.getRandomInRange(150, 400),
|
||||
Random.getRandomInRange(10, 20),
|
||||
landingPageVertexCount,
|
||||
),
|
||||
redPlanet,
|
||||
);
|
||||
|
||||
(topPlanet as any).randomOffset = 0.5 + time / 3500;
|
||||
// Fixed terrain phase (no longer animated -> no pulsing); the planet spins
|
||||
// instead, the same way in-game planets do: PlanetShape's rotation uniform
|
||||
// turns the whole body, terrain and outline together, in its own frame.
|
||||
// Speeds sit in the game's per-planet range (~0.05-0.12 rad/s) and
|
||||
// counter-rotate so the two planets don't drift in lockstep.
|
||||
topPlanet.randomOffset = Random.getRandom();
|
||||
topPlanet.rotation = (time / 1000) * 0.09;
|
||||
|
||||
const bottomPlanetPosition = vec2.fromValues(
|
||||
0.3 * renderer.canvasSize.x,
|
||||
0.3 * renderer.canvasSize.y,
|
||||
);
|
||||
|
||||
const bottomPlanet = new LandingPagePolygon(
|
||||
const bottomPlanet = new PlanetShape(
|
||||
PlanetBase.createPlanetVertices(
|
||||
bottomPlanetPosition,
|
||||
Random.getRandomInRange(150, 800),
|
||||
Random.getRandomInRange(150, 400),
|
||||
Random.getRandomInRange(10, 40),
|
||||
landingPageVertexCount,
|
||||
),
|
||||
bluePlanet,
|
||||
);
|
||||
|
||||
(bottomPlanet as any).randomOffset = time / 2500;
|
||||
bottomPlanet.randomOffset = Random.getRandom();
|
||||
bottomPlanet.rotation = (time / 1000) * -0.06;
|
||||
|
||||
const planetDistance = vec2.subtract(
|
||||
vec2.create(),
|
||||
|
|
|
|||
|
|
@ -8,6 +8,7 @@ import {
|
|||
} from 'shared';
|
||||
import { RenderCommand } from '../../commands/types/render';
|
||||
import { Game } from '../../game';
|
||||
import { ScreenShake } from '../../screen-shake';
|
||||
|
||||
export class Camera extends CommandReceiver {
|
||||
public center: vec2 = vec2.create();
|
||||
|
|
@ -46,7 +47,16 @@ export class Camera extends CommandReceiver {
|
|||
this.game.aspectRatioChanged(canvasAspectRatio);
|
||||
}
|
||||
|
||||
const viewArea = calculateViewArea(this.center, canvasAspectRatio);
|
||||
// Shake displaces only the rendered view centre and the zoom-punch shrinks
|
||||
// only the rendered view area — neither touches the followed position, so
|
||||
// impacts jolt the frame without nudging the camera off the player. Passing
|
||||
// the zoom as oversizeRatio scales the area about the (shaken) centre.
|
||||
const shakenCenter = vec2.fromValues(
|
||||
this.center[0] + ScreenShake.offsetX,
|
||||
this.center[1] + ScreenShake.offsetY,
|
||||
);
|
||||
const scale = ScreenShake.viewScale;
|
||||
const viewArea = calculateViewArea(shakenCenter, canvasAspectRatio, scale * scale);
|
||||
renderer.setViewArea(viewArea.topLeft, viewArea.size);
|
||||
|
||||
renderer.setRuntimeSettings({
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
import { vec2 } from 'gl-matrix';
|
||||
import { vec2, vec3 } from 'gl-matrix';
|
||||
import { CircleLight, Renderer } from 'sdf-2d';
|
||||
|
||||
import {
|
||||
|
|
@ -23,10 +23,18 @@ import { CharacterShape } from '../../shapes/character-shape';
|
|||
import { SoundHandler, Sounds } from '../../sound-handler';
|
||||
import { VibrationHandler } from '../../vibration-handler';
|
||||
import { FeedbackHud } from '../../feedback-hud';
|
||||
import { ScreenShake } from '../../screen-shake';
|
||||
|
||||
const muzzleFlashDecaySeconds = 0.12;
|
||||
const hitFlashDecaySeconds = 0.15;
|
||||
|
||||
// A white-hot pop of light thrown at the spot a character dies, seen by everyone
|
||||
// who can see the body. No radius knob on a CircleLight, so the burst is sold by
|
||||
// a bright (HDR) colour with a fast-decaying intensity envelope.
|
||||
const deathBurstDecaySeconds = 0.42;
|
||||
const deathBurstMaxIntensity = 1.7;
|
||||
const deathBurstColor = vec3.fromValues(2.5, 2.3, 2.1);
|
||||
|
||||
const killIcon =
|
||||
'<svg class="icon" viewBox="0 0 24 24" aria-hidden="true" focusable="false">' +
|
||||
'<path d="M6.2,2.44L18.1,14.34L20.22,12.22L21.63,13.63L19.16,16.1L22.34,19.28C22.73,19.67 22.73,20.3 22.34,20.69L21.63,21.4C21.24,21.79 20.61,21.79 20.22,21.4L17,18.23L14.56,20.7L13.15,19.29L15.27,17.17L3.37,5.27V2.44H6.2M15.89,10L20.63,5.26V2.44H17.8L13.06,7.18L15.89,10M10.94,15L8.11,12.13L5.9,14.34L3.78,12.22L2.37,13.63L4.84,16.1L1.66,19.28C1.27,19.67 1.27,20.3 1.66,20.69L2.37,21.4C2.76,21.79 3.39,21.79 3.78,21.4L7,18.23L9.42,20.7L10.83,19.29L8.71,17.17L10.94,15Z"/></svg>';
|
||||
|
|
@ -39,6 +47,8 @@ export class CharacterView extends CharacterBase {
|
|||
private muzzleFlash: CircleLight;
|
||||
private muzzleFlashIntensity = 0;
|
||||
private hitFlashIntensity = 0;
|
||||
private deathBurst: CircleLight;
|
||||
private deathBurstIntensity = 0;
|
||||
private strength = settings.playerMaxStrength;
|
||||
private strengthInterpolator = new LinearInterpolator(settings.playerMaxStrength);
|
||||
private nameElement: HTMLElement = document.createElement('div');
|
||||
|
|
@ -79,6 +89,7 @@ export class CharacterView extends CharacterBase {
|
|||
settings.paletteDim[settings.colorIndices[team]],
|
||||
0,
|
||||
);
|
||||
this.deathBurst = new CircleLight(vec2.clone(this.head!.center), deathBurstColor, 0);
|
||||
|
||||
this.leftFootInterpolator = new CircleInterpolator(this.leftFoot!);
|
||||
this.rightFootInterpolator = new CircleInterpolator(this.rightFoot!);
|
||||
|
|
@ -166,6 +177,9 @@ export class CharacterView extends CharacterBase {
|
|||
|
||||
if (this.isMainCharacter) {
|
||||
VibrationHandler.vibrate(Math.min(200, damage * 4));
|
||||
// Getting hit jolts the frame too, so taking fire has weight, not just
|
||||
// dealing it.
|
||||
ScreenShake.add(clamp01(0.12 + (0.5 * damage) / settings.playerMaxStrength));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -174,17 +188,23 @@ export class CharacterView extends CharacterBase {
|
|||
if (this.isMainCharacter) {
|
||||
VibrationHandler.vibrate(150);
|
||||
}
|
||||
// Visible to everyone who can see the body: a white-hot flash plus a
|
||||
// full-body whiteout, so a kill reads as a violent burst rather than the
|
||||
// character quietly blinking out.
|
||||
this.deathBurstIntensity = 1;
|
||||
this.hitFlashIntensity = 1;
|
||||
}
|
||||
|
||||
public onHitConfirmed(charge = 0) {
|
||||
if (!this.isMainCharacter) {
|
||||
return;
|
||||
}
|
||||
// A charged hit lands lower and harder than a panic tap.
|
||||
SoundHandler.play(Sounds.click, mix(0.4, 0.75, charge), mix(1.7, 1.05, charge));
|
||||
if (charge >= settings.chargedHitThreshold) {
|
||||
VibrationHandler.vibrate(25);
|
||||
}
|
||||
// Layer a meaty thud under the crisp confirmation tick; a charged hit lands
|
||||
// lower and harder than a panic tap.
|
||||
SoundHandler.play(Sounds.hit, mix(0.35, 0.7, charge), mix(1.3, 0.95, charge));
|
||||
SoundHandler.play(Sounds.click, mix(0.4, 0.75, charge), mix(1.7, 1.1, charge));
|
||||
ScreenShake.add(mix(0.22, 0.5, charge));
|
||||
VibrationHandler.vibrate(Math.round(mix(12, 35, charge)));
|
||||
FeedbackHud.hitMarker(charge);
|
||||
}
|
||||
|
||||
|
|
@ -192,8 +212,14 @@ export class CharacterView extends CharacterBase {
|
|||
if (!this.isMainCharacter) {
|
||||
return;
|
||||
}
|
||||
SoundHandler.play(Sounds.click, 1, mix(0.7, 0.5, charge));
|
||||
VibrationHandler.vibrate(mix(60, 110, charge));
|
||||
// A heavy low thud for the kill with a brighter confirmation over the top,
|
||||
// a hard frame jolt, a zoom-punch toward the action for weight, and a
|
||||
// double-thump rumble.
|
||||
SoundHandler.play(Sounds.hit, 1, mix(0.62, 0.5, charge));
|
||||
SoundHandler.play(Sounds.click, 0.9, mix(0.6, 0.45, charge));
|
||||
ScreenShake.add(mix(0.75, 1, charge));
|
||||
ScreenShake.addPunch(mix(0.7, 1, charge));
|
||||
VibrationHandler.vibrate([45, 35, Math.round(mix(80, 130, charge))]);
|
||||
FeedbackHud.killConfirmed(victimName, streak, charge);
|
||||
}
|
||||
|
||||
|
|
@ -230,6 +256,18 @@ export class CharacterView extends CharacterBase {
|
|||
this.hitFlashIntensity - deltaTimeInSeconds / hitFlashDecaySeconds,
|
||||
);
|
||||
}
|
||||
|
||||
if (this.deathBurstIntensity > 0) {
|
||||
this.deathBurstIntensity = Math.max(
|
||||
0,
|
||||
this.deathBurstIntensity - deltaTimeInSeconds / deathBurstDecaySeconds,
|
||||
);
|
||||
this.deathBurst.center = this.bodyCenter;
|
||||
// Square the envelope so the flash blooms then drops off sharply rather
|
||||
// than fading out in a flat ramp.
|
||||
this.deathBurst.intensity =
|
||||
deathBurstMaxIntensity * this.deathBurstIntensity * this.deathBurstIntensity;
|
||||
}
|
||||
}
|
||||
|
||||
public onShoot(strength: number) {
|
||||
|
|
@ -273,6 +311,10 @@ export class CharacterView extends CharacterBase {
|
|||
if (this.muzzleFlashIntensity > 0) {
|
||||
renderer.addDrawable(this.muzzleFlash);
|
||||
}
|
||||
|
||||
if (this.deathBurstIntensity > 0) {
|
||||
renderer.addDrawable(this.deathBurst);
|
||||
}
|
||||
}
|
||||
|
||||
private calculateGazeTarget(renderer: Renderer): vec2 {
|
||||
|
|
|
|||
84
frontend/src/scripts/screen-shake.ts
Normal file
84
frontend/src/scripts/screen-shake.ts
Normal file
|
|
@ -0,0 +1,84 @@
|
|||
// Camera impact effects fed by combat hits, sampled by the camera at render
|
||||
// time. Kept as a process-wide singleton so any view can feed it without
|
||||
// threading a camera reference through the deserialized object graph. Both
|
||||
// effects touch only the *rendered* view (centre offset + view-area zoom), never
|
||||
// the followed position or the simulation clock — so they can't drift the camera
|
||||
// off the player, and they're completely decoupled from prediction/netcode.
|
||||
//
|
||||
// Two effects:
|
||||
// - shake: a trauma model (Eiserloh) — the felt shake is trauma SQUARED so
|
||||
// small taps stay subtle while a kill punches hard; it bleeds off linearly.
|
||||
// - punch: a brief zoom-in on a kill that snaps back fast, for "weight".
|
||||
//
|
||||
// Honours prefers-reduced-motion: callers can fire freely and it simply no-ops
|
||||
// for players who have asked the OS to minimise motion.
|
||||
export abstract class ScreenShake {
|
||||
private static trauma = 0;
|
||||
private static punch = 0;
|
||||
|
||||
// Peak translation, in world units, at full trauma. The visible world is
|
||||
// ~3800 units wide, so this tops out at a few percent of the screen.
|
||||
private static readonly maxTranslation = 150;
|
||||
// Fraction the view zooms in at full punch (smaller view area = zoomed in).
|
||||
private static readonly maxZoom = 0.07;
|
||||
private static readonly traumaDecayPerSecond = 1.7;
|
||||
// Snaps back quickly so the punch reads as a sharp bite, not a slow drift.
|
||||
private static readonly punchDecayPerSecond = 6;
|
||||
|
||||
private static offsetXValue = 0;
|
||||
private static offsetYValue = 0;
|
||||
|
||||
private static get reducedMotion(): boolean {
|
||||
return (
|
||||
typeof window !== 'undefined' &&
|
||||
typeof window.matchMedia === 'function' &&
|
||||
window.matchMedia('(prefers-reduced-motion: reduce)').matches
|
||||
);
|
||||
}
|
||||
|
||||
public static add(trauma: number): void {
|
||||
if (this.reducedMotion) {
|
||||
return;
|
||||
}
|
||||
this.trauma = Math.min(1, this.trauma + trauma);
|
||||
}
|
||||
|
||||
public static addPunch(amount: number): void {
|
||||
if (this.reducedMotion) {
|
||||
return;
|
||||
}
|
||||
this.punch = Math.min(1, this.punch + amount);
|
||||
}
|
||||
|
||||
public static step(deltaTimeInSeconds: number): void {
|
||||
this.trauma = Math.max(
|
||||
0,
|
||||
this.trauma - this.traumaDecayPerSecond * deltaTimeInSeconds,
|
||||
);
|
||||
this.punch = Math.max(0, this.punch - this.punchDecayPerSecond * deltaTimeInSeconds);
|
||||
const shake = this.trauma * this.trauma;
|
||||
this.offsetXValue = this.maxTranslation * shake * (Math.random() * 2 - 1);
|
||||
this.offsetYValue = this.maxTranslation * shake * (Math.random() * 2 - 1);
|
||||
}
|
||||
|
||||
public static get offsetX(): number {
|
||||
return this.offsetXValue;
|
||||
}
|
||||
|
||||
public static get offsetY(): number {
|
||||
return this.offsetYValue;
|
||||
}
|
||||
|
||||
// Multiplier for the view-area size: <1 zooms in. Squared so the punch bites
|
||||
// sharply near its peak rather than ramping linearly.
|
||||
public static get viewScale(): number {
|
||||
return 1 - this.maxZoom * this.punch * this.punch;
|
||||
}
|
||||
|
||||
public static reset(): void {
|
||||
this.trauma = 0;
|
||||
this.punch = 0;
|
||||
this.offsetXValue = 0;
|
||||
this.offsetYValue = 0;
|
||||
}
|
||||
}
|
||||
|
|
@ -1,9 +1,11 @@
|
|||
import { OptionsHandler } from './options-handler';
|
||||
|
||||
export abstract class VibrationHandler {
|
||||
public static vibrate(time: number): void {
|
||||
// Accepts either a single duration or an on/off pattern (e.g. a double-thump
|
||||
// [40, 30, 90] for a kill).
|
||||
public static vibrate(pattern: number | number[]): void {
|
||||
if (OptionsHandler.options.vibrationEnabled && this.isVibrationEnabled) {
|
||||
navigator.vibrate(time);
|
||||
navigator.vibrate(pattern);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -12,11 +12,15 @@
|
|||
"eslint-plugin-unused-imports": "^4.4.1",
|
||||
"prettier": "^3.8.3",
|
||||
"typescript": "^6.0.3",
|
||||
"typescript-eslint": "^8.60.1"
|
||||
"typescript-eslint": "^8.60.1",
|
||||
"vitest": "^4.1.9"
|
||||
},
|
||||
"scripts": {
|
||||
"build": "cd shared && npm run build && cd ../frontend && npm run build && cd ../backend && npm run build",
|
||||
"lint": "eslint ./**/src/**/*.{js,ts} --fix && prettier --write ./**/src/**/*.{js,ts,json}",
|
||||
"lint:check": "eslint ./**/src/**/*.{js,ts} && prettier --check ./**/src/**/*.{js,ts,json}",
|
||||
"test": "vitest run",
|
||||
"test:watch": "vitest",
|
||||
"init": "cd shared && npm install && cd ../frontend && npm install && cd ../backend && npm install",
|
||||
"dev": "concurrently --kill-others-on-fail \"cd shared && npm dev\" \"cd backend && npm dev\" \"cd frontend && npm dev\""
|
||||
}
|
||||
|
|
|
|||
|
|
@ -7,6 +7,9 @@
|
|||
"files": [
|
||||
"lib"
|
||||
],
|
||||
"engines": {
|
||||
"node": ">=20"
|
||||
},
|
||||
"scripts": {
|
||||
"build": "npx webpack --mode production",
|
||||
"dev": "npx webpack --mode development --watch",
|
||||
|
|
|
|||
|
|
@ -45,16 +45,40 @@ export class PropertyUpdatesForObject {
|
|||
export abstract class GameObject extends CommandReceiver {
|
||||
private remoteCalls: Array<RemoteCall> = [];
|
||||
|
||||
// The only methods a peer may invoke over the wire. processRemoteCalls
|
||||
// dispatches by a raw string taken straight off the network, so without this
|
||||
// gate a malformed or hostile packet could call ANY method on the object
|
||||
// (toArray, resetRemoteCalls, even prototype methods). Keep in sync with the
|
||||
// remoteCall() emitters on the *-physical classes.
|
||||
private static readonly allowedRemoteCalls: ReadonlySet<string> = new Set([
|
||||
'onShoot',
|
||||
'onLeap',
|
||||
'onDie',
|
||||
'onHitConfirmed',
|
||||
'onKillConfirmed',
|
||||
'setHealth',
|
||||
'setKillCount',
|
||||
'onFlipped',
|
||||
'setContested',
|
||||
'generatedPoints',
|
||||
'setLight',
|
||||
]);
|
||||
|
||||
constructor(public readonly id: Id) {
|
||||
super();
|
||||
}
|
||||
|
||||
public processRemoteCalls(remoteCalls: Array<RemoteCall>) {
|
||||
remoteCalls.forEach((r) =>
|
||||
(this[r.functionName as keyof this] as unknown as (...args: Array<any>) => unknown)(
|
||||
...r.args,
|
||||
),
|
||||
);
|
||||
remoteCalls.forEach((r) => {
|
||||
if (!GameObject.allowedRemoteCalls.has(r.functionName)) {
|
||||
console.warn(`Dropped disallowed remote call: ${r.functionName}`);
|
||||
return;
|
||||
}
|
||||
const fn = this[r.functionName as keyof this];
|
||||
if (typeof fn === 'function') {
|
||||
(fn as (...args: Array<any>) => unknown).apply(this, r.args);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
public getPropertyUpdates(): PropertyUpdatesForObject | void {}
|
||||
|
|
|
|||
93
test/serialization.test.mjs
Normal file
93
test/serialization.test.mjs
Normal file
|
|
@ -0,0 +1,93 @@
|
|||
// Round-trip tests for the custom wire serializer — the single most fragile,
|
||||
// highest-blast-radius mechanism in the codebase (every networked message goes
|
||||
// through it, and dispatch is keyed on class name). We exercise the BUILT shared
|
||||
// bundle (shared/lib/main.js) rather than the TS source, so the decorators are
|
||||
// already applied exactly as they ship and there is no transform/ESM ambiguity.
|
||||
import { describe, it, expect } from 'vitest';
|
||||
import { createRequire } from 'node:module';
|
||||
|
||||
const require = createRequire(import.meta.url);
|
||||
const shared = require('../shared/lib/main.js');
|
||||
|
||||
const {
|
||||
serialize,
|
||||
deserialize,
|
||||
Circle,
|
||||
ServerAnnouncement,
|
||||
MoveActionCommand,
|
||||
UpdatePropertyCommand,
|
||||
PropertyUpdatesForObject,
|
||||
// geometry — single source of truth shared by server & client prediction
|
||||
headRadius,
|
||||
feetRadius,
|
||||
boundRadius,
|
||||
headOffset,
|
||||
leftFootOffset,
|
||||
rightFootOffset,
|
||||
} = shared;
|
||||
|
||||
describe('serialization round-trip (built shared lib)', () => {
|
||||
it('reconstructs a ServerAnnouncement as the right class with its payload', () => {
|
||||
const [out] = deserialize(serialize([new ServerAnnouncement('Hello <b>world</b>')]));
|
||||
expect(out).toBeInstanceOf(ServerAnnouncement);
|
||||
expect(out.text).toBe('Hello <b>world</b>');
|
||||
});
|
||||
|
||||
it('round-trips a Circle and rounds floats to 3 decimals', () => {
|
||||
const out = deserialize(serialize(new Circle([12.34567, -7.1], 5.43219)));
|
||||
expect(out).toBeInstanceOf(Circle);
|
||||
// serialize.ts rounds every float via toFixed(3)
|
||||
expect(out.center[0]).toBeCloseTo(12.346, 6);
|
||||
expect(out.center[1]).toBeCloseTo(-7.1, 6);
|
||||
expect(out.radius).toBeCloseTo(5.432, 6);
|
||||
});
|
||||
|
||||
it('keeps integer clientTimeMs exact (the predictor matches on it)', () => {
|
||||
const t = 1718000000123;
|
||||
const out = deserialize(serialize(new MoveActionCommand([1, 0], t)));
|
||||
expect(out).toBeInstanceOf(MoveActionCommand);
|
||||
expect(out.clientTimeMs).toBe(t);
|
||||
});
|
||||
|
||||
it('round-trips nested property-update commands', () => {
|
||||
const out = deserialize(
|
||||
serialize(
|
||||
new PropertyUpdatesForObject(42, [new UpdatePropertyCommand('strength', 80, 8)]),
|
||||
),
|
||||
);
|
||||
expect(out).toBeInstanceOf(PropertyUpdatesForObject);
|
||||
expect(out.id).toBe(42);
|
||||
expect(out.updates[0]).toBeInstanceOf(UpdatePropertyCommand);
|
||||
expect(out.updates[0].propertyKey).toBe('strength');
|
||||
expect(out.updates[0].propertyValue).toBe(80);
|
||||
});
|
||||
|
||||
it('preserves per-item class identity across a mixed batch', () => {
|
||||
// A clobbered name→constructor mapping (two classes sharing a name) would
|
||||
// surface here as an item deserializing to the wrong class.
|
||||
const batch = [
|
||||
new ServerAnnouncement('a'),
|
||||
new MoveActionCommand([0, 1], 5),
|
||||
new Circle([1, 2], 3),
|
||||
];
|
||||
const out = deserialize(serialize(batch));
|
||||
expect(out[0]).toBeInstanceOf(ServerAnnouncement);
|
||||
expect(out[1]).toBeInstanceOf(MoveActionCommand);
|
||||
expect(out[2]).toBeInstanceOf(Circle);
|
||||
});
|
||||
});
|
||||
|
||||
describe('shared character geometry — single source of truth', () => {
|
||||
it('matches the known body layout', () => {
|
||||
expect(headRadius).toBe(50);
|
||||
expect(feetRadius).toBe(20);
|
||||
expect(boundRadius).toBe((headRadius + feetRadius * 2) * 2); // 180
|
||||
});
|
||||
|
||||
it('posture offsets are measured from the centre of mass (they sum to ~0)', () => {
|
||||
const sx = headOffset[0] + leftFootOffset[0] + rightFootOffset[0];
|
||||
const sy = headOffset[1] + leftFootOffset[1] + rightFootOffset[1];
|
||||
expect(sx).toBeCloseTo(0, 4);
|
||||
expect(sy).toBeCloseTo(0, 4);
|
||||
});
|
||||
});
|
||||
Loading…
Add table
Add a link
Reference in a new issue