ai
Some checks failed
Build & deploy / Build & publish server image (pull_request) Has been skipped
Build & deploy / Build & deploy website (pull_request) Failing after 4m40s

This commit is contained in:
Andras Schmelczer 2026-06-20 11:30:49 +01:00
parent b6db7e8dc7
commit d9b80b92ca
22 changed files with 563 additions and 62 deletions

View file

@ -332,6 +332,26 @@ body {
&::after {
content: '\25C9';
}
// Twin-stick aim indicator: drawn from the button centre toward the
// current drag direction while aiming a shot (see TouchListener).
.aim-line {
position: absolute;
left: 50%;
top: 50%;
width: 130px;
height: 3px;
border-radius: 2px;
transform-origin: left center;
transform: translateY(-50%) rotate(0rad);
background: linear-gradient(90deg,
rgba(255, 255, 255, 0.85),
rgba(255, 255, 255, 0));
box-shadow: 0 0 6px rgba(0, 0, 0, 0.6);
opacity: 0;
pointer-events: none;
transition: opacity 80ms;
}
}
&.leap {
@ -717,6 +737,34 @@ body {
}
}
}
// Centred "Eliminated" overlay shown while the local player is dead; the
// respawn countdown is the server-driven "Reviving in N…" announcement.
.elimination {
position: absolute;
top: 42%;
left: 50%;
transform: translate(-50%, -50%);
text-align: center;
animation: elimination-in 220ms ease-out;
.elimination-title {
font-weight: 800;
font-size: 3.4rem;
letter-spacing: 0.04em;
color: $accent;
text-shadow:
0 0 12px rgba(0, 0, 0, 0.9),
0 0 28px rgba($accent, 0.6);
}
.elimination-sub {
margin-top: 6px;
font-size: 1.3rem;
opacity: 0.85;
text-shadow: 0 0 8px rgba(0, 0, 0, 0.9);
}
}
}
@keyframes contested-pulse {
@ -877,4 +925,16 @@ body {
100% {
opacity: 0;
}
}
@keyframes elimination-in {
0% {
opacity: 0;
transform: translate(-50%, -42%) scale(0.9);
}
100% {
opacity: 1;
transform: translate(-50%, -50%) scale(1);
}
}

View file

@ -1,7 +1,6 @@
import { holdDurationToCharge } from 'shared';
import { Pointer } from './helper/pointer';
export abstract class ChargeIndicator {
private static element?: HTMLElement;
private static heldSince = 0;
@ -41,8 +40,9 @@ export abstract class ChargeIndicator {
(performance.now() - ChargeIndicator.heldSince) / 1000,
);
element.style.opacity = charge < 0.12 ? '0' : '1';
element.style.background = `conic-gradient(rgba(255, 255, 255, 0.85) ${charge * 360
}deg, rgba(255, 255, 255, 0.15) 0deg)`;
element.style.background = `conic-gradient(rgba(255, 255, 255, 0.85) ${
charge * 360
}deg, rgba(255, 255, 255, 0.15) 0deg)`;
element.classList.toggle('full', charge >= 1);
if (ChargeIndicator.followPointer) {

View file

@ -15,6 +15,9 @@ import { localCharacterPredictor } from '../helper/prediction/local-character-pr
export class TouchListener extends CommandGenerator {
private static readonly deadZone = 8;
private static readonly deltaScaling = 0.4;
// Min screen drag (px) from the fire button before a shot is aimed by the
// drag direction instead of firing straight ahead.
private static readonly aimDeadZone = 18;
private joystick: HTMLElement;
private joystickButton: HTMLElement;
@ -24,9 +27,12 @@ export class TouchListener extends CommandGenerator {
private fireButton: HTMLElement;
private fireStrengthRing: HTMLElement;
private fireAimLine!: HTMLElement;
private leapButton: HTMLElement;
private fireDownAt: number | null = null;
private fireButtonCenter: vec2 | null = null;
private fireAimScreen: vec2 | null = null;
constructor(
private target: HTMLElement,
@ -45,8 +51,12 @@ export class TouchListener extends CommandGenerator {
this.fireStrengthRing = document.createElement('div');
this.fireStrengthRing.className = 'strength-ring';
this.fireButton.appendChild(this.fireStrengthRing);
this.fireAimLine = document.createElement('div');
this.fireAimLine.className = 'aim-line';
this.fireButton.appendChild(this.fireAimLine);
this.fireButton.addEventListener('touchstart', this.fireButtonDownListener);
this.fireButton.addEventListener('touchmove', this.fireButtonMoveListener);
this.fireButton.addEventListener('touchend', this.fireButtonUpListener);
this.leapButton = document.createElement('div');
@ -159,12 +169,41 @@ export class TouchListener extends CommandGenerator {
this.swallowTouch(event);
this.fireDownAt = performance.now();
const rect = this.fireButton.getBoundingClientRect();
ChargeIndicator.begin(rect.left + rect.width / 2, rect.top + rect.height / 2);
this.fireButtonCenter = vec2.fromValues(
rect.left + rect.width / 2,
rect.top + rect.height / 2,
);
this.fireAimScreen = null;
ChargeIndicator.begin(this.fireButtonCenter[0], this.fireButtonCenter[1]);
};
// Dragging from the fire button aims the shot: the drag vector sets the
// direction, decoupling aim from movement so a touch player can fire one way
// while walking another. A tap with no meaningful drag fires straight ahead.
private fireButtonMoveListener = (event: TouchEvent) => {
this.swallowTouch(event);
if (this.fireDownAt === null || !this.fireButtonCenter) {
return;
}
const touch = event.targetTouches[0] ?? event.changedTouches[0];
if (!touch) {
return;
}
this.fireAimScreen = vec2.fromValues(touch.clientX, touch.clientY);
const dx = this.fireAimScreen[0] - this.fireButtonCenter[0];
const dy = this.fireAimScreen[1] - this.fireButtonCenter[1];
if (dx * dx + dy * dy > TouchListener.aimDeadZone * TouchListener.aimDeadZone) {
this.fireAimLine.style.opacity = '1';
this.fireAimLine.style.transform = `translateY(-50%) rotate(${Math.atan2(dy, dx)}rad)`;
} else {
this.fireAimLine.style.opacity = '0';
}
};
private fireButtonUpListener = (event: TouchEvent) => {
this.swallowTouch(event);
ChargeIndicator.end();
this.fireAimLine.style.opacity = '0';
if (this.fireDownAt === null) {
return;
}
@ -174,12 +213,28 @@ export class TouchListener extends CommandGenerator {
const character = this.game.gameObjects.player;
if (!character) {
this.fireButtonCenter = null;
this.fireAimScreen = null;
return;
}
// Screen drag → world aim direction (flip Y: screen +y is down). Below the
// dead-zone it's a tap, so fall back to firing along the facing direction.
let direction = character.facingDirection;
if (this.fireButtonCenter && this.fireAimScreen) {
const dx = this.fireAimScreen[0] - this.fireButtonCenter[0];
const dy = this.fireAimScreen[1] - this.fireButtonCenter[1];
if (dx * dx + dy * dy > TouchListener.aimDeadZone * TouchListener.aimDeadZone) {
direction = vec2.normalize(vec2.create(), vec2.fromValues(dx, -dy));
}
}
this.fireButtonCenter = null;
this.fireAimScreen = null;
const aim = vec2.scaleAndAdd(
vec2.create(),
character.bodyCenter,
character.facingDirection,
direction,
settings.touchAimRange,
);
this.sendCommandToSubscribers(new PrimaryActionCommand(aim, charge));
@ -195,8 +250,9 @@ export class TouchListener extends CommandGenerator {
const character = this.game.gameObjects.player;
if (character) {
this.fireStrengthRing.style.background = `conic-gradient(rgba(255, 255, 255, 0.75) ${character.strengthFraction * 360
}deg, transparent 0deg)`;
this.fireStrengthRing.style.background = `conic-gradient(rgba(255, 255, 255, 0.75) ${
character.strengthFraction * 360
}deg, transparent 0deg)`;
}
}
@ -207,6 +263,7 @@ export class TouchListener extends CommandGenerator {
this.target.removeEventListener('touchend', this.touchEndListener);
this.fireButton.removeEventListener('touchstart', this.fireButtonDownListener);
this.fireButton.removeEventListener('touchmove', this.fireButtonMoveListener);
this.fireButton.removeEventListener('touchend', this.fireButtonUpListener);
this.leapButton.removeEventListener('touchstart', this.leapButtonListener);

View file

@ -4,6 +4,7 @@ import { Pointer } from './helper/pointer';
export abstract class FeedbackHud {
private static root?: HTMLElement;
private static killfeed?: HTMLElement;
private static elimination?: HTMLElement;
private static ensureRoot(): { root: HTMLElement; killfeed: HTMLElement } {
if (!this.root || !this.killfeed) {
@ -75,6 +76,29 @@ export abstract class FeedbackHud {
}
}
// Persistent centred overlay shown while the local player is dead and waiting
// to respawn. The countdown itself is the server-driven "Reviving in N…"
// announcement; this makes the death state unmistakable and stays up until
// hideElimination() is called on respawn.
public static showElimination(): void {
if (this.elimination) {
return;
}
const { root } = this.ensureRoot();
const el = document.createElement('div');
el.className = 'elimination';
el.innerHTML =
'<div class="elimination-title">Eliminated</div>' +
'<div class="elimination-sub">Respawning…</div>';
root.appendChild(el);
this.elimination = el;
}
public static hideElimination(): void {
this.elimination?.parentElement?.removeChild(this.elimination);
this.elimination = undefined;
}
private static streakName(streak: number): string | undefined {
switch (streak) {
case 2:

View file

@ -17,6 +17,14 @@ import { InputHistory } from './input-history';
const stepMs = 1000 / 200; // match the server's 200 Hz fixed tick
const stepSeconds = 1 / 200;
// Clock source for the predictor. Injectable so deterministic reconciliation
// tests can drive prediction without real time passing; defaults to the
// browser wall clock in production.
let nowMs: () => number = () => performance.now();
export const setPredictorClockForTesting = (clock: () => number): void => {
nowMs = clock;
};
// Don't replay more than this far back: if the last acknowledged input is older
// (a stall, or a backgrounded tab catching up) snap to the authoritative pose
// instead of grinding through hundreds of steps.
@ -74,6 +82,12 @@ export class LocalCharacterPredictor {
// Latest streamed shooting-strength, to gate predicted leaps as the server does.
private currentStrength = settings.playerMaxStrength;
// Whether the local body is alive on the server. While dead (awaiting respawn)
// prediction is suppressed so the corpse/ghost can't keep walking in response
// to input — the server ignores a dead player's movement, so a predicted body
// that still moved would be a pure client-side desync.
private alive = true;
// Continuous state carried between replays (the snapshot carries only poses).
// The facing direction is NOT carried — it is re-derived from the pose each
// frame (see directionFromPose / simulate); only the latched planet and the
@ -100,7 +114,7 @@ export class LocalCharacterPredictor {
// Stamp a movement command and record it for replay. Returns the wall-clock
// time the command should carry so the server can echo it back.
public recordInput(direction: vec2): number {
const timeMs = Math.round(performance.now());
const timeMs = Math.round(nowMs());
this.inputHistory.record(direction, timeMs);
return timeMs;
}
@ -112,7 +126,10 @@ export class LocalCharacterPredictor {
): void {
// Inputs only advance the acknowledgement forward; the launch momentum and
// leap boundary always adopt the latest authoritative values.
if (this.lastAckClientTimeMs === undefined || clientTimeMs > this.lastAckClientTimeMs) {
if (
this.lastAckClientTimeMs === undefined ||
clientTimeMs > this.lastAckClientTimeMs
) {
this.lastAckClientTimeMs = clientTimeMs;
}
vec2.set(this.authoritativeBodyVelocity, bodyVelocity[0], bodyVelocity[1]);
@ -121,7 +138,7 @@ export class LocalCharacterPredictor {
public setAuthoritative(head: Circle, leftFoot: Circle, rightFoot: Circle): void {
this.authoritative = { head, leftFoot, rightFoot };
this.authReceiptMs = Math.round(performance.now());
this.authReceiptMs = Math.round(nowMs());
}
// The player pressed leap; remember when, so the replay applies the same
@ -129,7 +146,7 @@ export class LocalCharacterPredictor {
// it — a rejected leap (no strength/cooldown) self-corrects via the streamed
// authoritative momentum.
public recordLeap(): number {
const timeMs = Math.round(performance.now());
const timeMs = Math.round(nowMs());
this.leapHistory.push(timeMs);
const cutoff = timeMs - 1500;
while (this.leapHistory.length > 0 && this.leapHistory[0] <= cutoff) {
@ -142,6 +159,10 @@ export class LocalCharacterPredictor {
this.currentStrength = strength;
}
public setAlive(alive: boolean): void {
this.alive = alive;
}
public reset(): void {
this.inputHistory.reset();
this.leapHistory = [];
@ -154,6 +175,7 @@ export class LocalCharacterPredictor {
this.carriedPlanetId = undefined;
this.carriedSecondsSinceSurface = 1;
this.hasRender = false;
this.alive = true;
}
public get canPredict(): boolean {
@ -175,7 +197,7 @@ export class LocalCharacterPredictor {
// caller should use (otherwise fall back to interpolation). `planets` is the
// current collision world; `frameSeconds` is the render delta.
public update(planets: Array<PredictablePlanet>, frameSeconds: number): boolean {
if (!this.canPredict || this.isAnimatingInOrOut) {
if (!this.alive || !this.canPredict || this.isAnimatingInOrOut) {
// Resume from the authoritative pose with a snap rather than gliding from
// a stale rendered one.
this.hasRender = false;
@ -209,7 +231,7 @@ export class LocalCharacterPredictor {
private simulate(): CharacterMovementState {
const auth = this.authoritative!;
const now = Math.round(performance.now());
const now = Math.round(nowMs());
// Predict forward from the latest snapshot by its age, clamped so a stall
// (or a backgrounded tab catching up) snaps instead of grinding hundreds of
// steps. This advances with wall-clock time even while a held key sends no

View file

@ -11,10 +11,11 @@ import {
import { settings, rgb, PlanetBase, Random } from 'shared';
import { PlanetShape } from './shapes/planet-shape';
// colorMixQ ends of PlanetShape's blue<->red gradient, so the two backdrop
// planets read as the two in-game teams.
// PlanetShape colours by mixing blue (0) -> red (1). The two backdrop planets
// read as the two in-game teams; the red planet is pulled a little off the
// pure-red end so it shows as a more muted, less saturated red.
const bluePlanet = 0;
const redPlanet = 1;
const redPlanet = 0.85;
export class LandingPageBackground {
private isActive = true;

View file

@ -16,6 +16,7 @@ import {
} from 'shared';
import { BeforeDestroyCommand } from '../commands/types/before-destroy';
import { StepCommand } from '../commands/types/step';
import { FeedbackHud } from '../feedback-hud';
import { Game } from '../game';
import { serverTimeline } from '../helper/server-timeline';
import { PredictablePlanet } from '../helper/prediction/client-character-world';
@ -28,6 +29,7 @@ export class GameObjectContainer extends CommandReceiver {
protected objects: Map<Id, GameObject> = new Map();
public player!: CharacterView;
public camera: Camera = new Camera(this.game);
private wasLocalPlayerAlive = false;
protected commandExecutors: CommandExecutors = {
[CreatePlayerCommand.type]: (c: CreatePlayerCommand) => {
@ -37,6 +39,9 @@ export class GameObjectContainer extends CommandReceiver {
// Fresh character (first spawn or respawn at a far planet): drop any
// prediction state so it snaps to the new body instead of gliding across.
localCharacterPredictor.reset();
// Respawned — clear the elimination overlay.
FeedbackHud.hideElimination();
this.wasLocalPlayerAlive = true;
},
[CreateObjectsCommand.type]: (c: CreateObjectsCommand) =>
@ -45,15 +50,32 @@ export class GameObjectContainer extends CommandReceiver {
[StepCommand.type]: (c: StepCommand) => {
this.defaultCommandExecutor(c);
if (this.player) {
// The local body is alive only while its object still exists (the server
// deletes it on death) and its health is above zero — `player` keeps
// pointing at the now-stale view after death, so both checks are needed.
const bodyPresent = !!this.player && this.objects.has(this.player.id);
const alive = bodyPresent && this.player.health > 0;
// Show the elimination overlay on the alive→dead edge; CreatePlayerCommand
// clears it on respawn.
if (this.wasLocalPlayerAlive && !alive) {
FeedbackHud.showElimination();
}
this.wasLocalPlayerAlive = alive;
if (bodyPresent) {
// Override the interpolated pose of the local player with the predicted
// one so it responds to input immediately. Remote objects keep
// interpolating. A large correction (respawn / death) snaps inside the
// predictor rather than rubber-banding.
// one so it responds to input immediately. Suppressed while dead so the
// corpse can't be walked around (the server ignores a dead player's
// input — a moving predicted body would be a pure client-side desync).
// A large correction (respawn / death) snaps inside the predictor.
localCharacterPredictor.setAlive(alive);
localCharacterPredictor.setStrength(
this.player.strengthFraction * settings.playerMaxStrength,
);
if (localCharacterPredictor.update(this.predictablePlanets(), c.deltaTimeInSeconds)) {
if (
localCharacterPredictor.update(this.predictablePlanets(), c.deltaTimeInSeconds)
) {
this.player.head = localCharacterPredictor.head;
this.player.leftFoot = localCharacterPredictor.leftFoot;
this.player.rightFoot = localCharacterPredictor.rightFoot;

View file

@ -103,8 +103,8 @@ export class PlanetShape extends PolygonFactory(settings.planetEdgeCount, 0) {
if (dist < minDistance) {
minDistance = dist;
color = mix(${colorToString(settings.bluePlanetColor)}, ${colorToString(
settings.redPlanetColor,
)}, planetColorMixQ[j]);
settings.redPlanetColor,
)}, planetColorMixQ[j]);
}
}
@ -141,10 +141,7 @@ export class PlanetShape extends PolygonFactory(settings.planetEdgeCount, 0) {
) {
super(vertices);
this.cullCenter = vertices.reduce(
(sum, v) => vec2.add(sum, sum, v),
vec2.create(),
);
this.cullCenter = vertices.reduce((sum, v) => vec2.add(sum, sum, v), vec2.create());
vec2.scale(this.cullCenter, this.cullCenter, 1 / vertices.length);
this.cullRadius = vertices.reduce(