Add server screen

This commit is contained in:
schmelczerandras 2020-10-16 23:26:03 +02:00
parent 89fafeafd3
commit e2129bbb26
20 changed files with 672 additions and 174 deletions

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@ -1,20 +1,24 @@
{
"name": "decla.red-server",
"private": true,
"name": "declared-server",
"description": "Game server for decla.red",
"keywords": [],
"author": "András Schmelczer <andras@schmelczer.dev> (https://schmelczer.dev/)",
"main": "index.js",
"version": "0.0.1",
"main": "dist/main.js",
"scripts": {
"build": "npx webpack --mode production",
"initialize": "npm install",
"start": "concurrently --kill-others \"npx webpack --mode development -w\" \"nodemon --legacy-watch dist/main.js\"",
"try-build": "npm run build && node dist/main.js"
"start": "concurrently --kill-others \"npx webpack --mode development -w\" \"cd dist && nodemon --legacy-watch main.js\"",
"try-build": "npm run build && cd dist && node main.js && cd -"
},
"bin": {
"declared-server": "./dist/main.js"
},
"dependencies": {
"@types/config": "0.0.36",
"cors": "^2.8.5",
"express": "^4.17.1",
"http": "0.0.1-security",
"minimist": "^1.2.5",
"socket.io": "^2.3.0",
"uws": "^10.148.1",
"webpack-node-externals": "^2.5.2"

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@ -0,0 +1,8 @@
import { Options } from './options';
export const defaultOptions: Options = {
port: 3000,
name: 'Localhost',
playerLimit: 16,
seed: 51,
};

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@ -0,0 +1,88 @@
import { PhysicalContainer } from './physics/containers/physical-container';
import { Player } from './players/player';
import ioserver from 'socket.io';
import { TransportEvents, deserialize, settings, ServerInformation } from 'shared';
import { createWorld } from './map/create-world';
import { DeltaTimeCalculator } from './helper/delta-time-calculator';
import { Options } from './options';
export class GameServer {
private objects = new PhysicalContainer();
private players: Array<Player> = [];
private deltaTimes: Array<number> = [];
private deltaTimeCalculator = new DeltaTimeCalculator();
private serverName: string;
private playerLimit: number;
constructor(io: ioserver.Server, options: Options) {
this.serverName = options.name;
this.playerLimit = options.playerLimit;
createWorld(this.objects);
this.objects.initialize();
io.on('connection', (socket: SocketIO.Socket) => {
socket.on(TransportEvents.PlayerJoining, () => {
const player = new Player(this.objects, socket);
this.players.push(player);
socket.on(TransportEvents.PlayerToServer, (json: string) => {
const command = deserialize(json);
player.sendCommand(command);
});
socket.on('disconnect', () => {
player.destroy();
this.players = this.players.filter((p) => p !== player);
});
});
socket.on('join', (room_name: string) => {
socket.join(room_name);
});
});
}
public start() {
this.handlePhysics();
}
private handlePhysics() {
const delta = this.deltaTimeCalculator.getNextDeltaTimeInMilliseconds();
this.deltaTimes.push(delta);
const framesBetweenDeltaTimeCalculation = 1000;
if (this.deltaTimes.length > framesBetweenDeltaTimeCalculation) {
this.deltaTimes.sort((a, b) => a - b);
console.log(
`Median physics time: ${this.deltaTimes[
framesBetweenDeltaTimeCalculation
].toFixed(2)} ms`,
);
console.log(
`Memory used: ${(process.memoryUsage().rss / 1024 / 1024).toFixed(2)} MB`,
);
this.deltaTimes = [];
console.log(this.players.map((p) => p.latency));
}
this.objects.stepObjects(delta / 1000);
this.players.forEach((p) => p.step(delta / 1000));
const physicsDelta = this.deltaTimeCalculator.getDeltaTimeInMilliseconds();
this.deltaTimes.push(physicsDelta);
const sleepTime = settings.targetPhysicsDeltaTimeInMilliseconds - physicsDelta;
if (sleepTime >= settings.minPhysicsSleepTime) {
setTimeout(this.handlePhysics.bind(this), sleepTime);
} else {
setImmediate(this.handlePhysics.bind(this));
}
}
public get serverInfo(): ServerInformation {
return {
serverName: this.serverName,
playerCount: this.players.length,
playerLimit: this.playerLimit,
};
}
}

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@ -1,31 +0,0 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<script src="https://cdnjs.cloudflare.com/ajax/libs/socket.io/2.3.1/socket.io.js"
integrity="sha512-AcZyhRP/tbAEsXCCGlziPun5iFvcSUpEz2jKkx0blkYKbxU81F+iq8FURwPn1sYFeksJ+sDDrI5XujsqSobWdQ=="
crossorigin="anonymous"></script>
<title>Server info</title>
</head>
<body></body>
<script>
const socket = io({
transports: ['websocket'],
});
socket.on('reconnect_attempt', () => {
socket.io.opts.transports = ['polling', 'websocket'];
});
socket.emit('join', 'insights');
socket.on('insights', (message) => {
document.body.innerText += message;
});
</script>
</html>

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@ -1,36 +1,32 @@
import ioserver, { Socket } from 'socket.io';
import ioserver from 'socket.io';
import express from 'express';
import { Server } from 'http';
import cors from 'cors';
import {
applyArrayPlugins,
Random,
TransportEvents,
deserialize,
settings,
} from 'shared';
import './index.html';
import { Player } from './players/player';
import { PhysicalContainer } from './physics/containers/physical-container';
import { createDungeon } from './map/create-dungeon';
import { applyArrayPlugins, Random, serverInformationEndpoint } from 'shared';
import minimist from 'minimist';
import { glMatrix } from 'gl-matrix';
import { DeltaTimeCalculator } from './helper/delta-time-calculator';
import { GameServer } from './game-server';
import { defaultOptions } from './default-options';
glMatrix.setMatrixArrayType(Array);
applyArrayPlugins();
Random.seed = 44;
const optionOverrides = minimist(process.argv.slice(2));
const options = {
...defaultOptions,
...optionOverrides,
};
const objects = new PhysicalContainer();
createDungeon(objects);
objects.initialize();
let players: Array<Player> = [];
Random.seed = options.seed;
const app = express();
const deltaTimeCalculator = new DeltaTimeCalculator();
const server = new Server(app);
const io = ioserver(server);
const gameServer = new GameServer(io, options);
app.use(
cors({
@ -41,70 +37,12 @@ app.use(
}),
);
const port = 3000;
const server = new Server(app);
const io = ioserver(server);
/*
const log = (text: string) => {
io.to('insights').emit('insights', text + '\n');
};
*/
app.get('/', function (req, res) {
res.sendFile('dist/index.html', { root: '.' });
app.get(serverInformationEndpoint, (req, res) => {
res.json(gameServer.serverInfo);
});
io.on('connection', (socket: SocketIO.Socket) => {
socket.on(TransportEvents.PlayerJoining, () => {
const player = new Player(objects, socket);
players.push(player);
socket.on(TransportEvents.PlayerToServer, (json: string) => {
const command = deserialize(json);
player.sendCommand(command);
});
socket.on('disconnect', () => {
player.destroy();
players = players.filter((p) => p !== player);
});
});
socket.on('join', (room_name: string) => {
socket.join(room_name);
});
server.listen(options.port, () => {
console.log(`server started at http://localhost:${options.port}`);
});
server.listen(port, () => {
console.log(`server started at http://localhost:${port}`);
});
let deltas: Array<number> = [];
const handlePhysics = () => {
const delta = deltaTimeCalculator.getNextDeltaTimeInMilliseconds();
deltas.push(delta);
if (deltas.length > 1000) {
deltas.sort((a, b) => a - b);
console.log(`Median physics time: ${deltas[50].toFixed(2)} ms`);
console.log(
`Memory used: ${(process.memoryUsage().rss / 1024 / 1024).toFixed(2)} MB`,
);
deltas = [];
console.log(players.map((p) => p.latency));
}
objects.stepObjects(delta / 1000);
players.forEach((p) => p.step(delta / 1000));
const physicsDelta = deltaTimeCalculator.getDeltaTimeInMilliseconds();
deltas.push(physicsDelta);
const sleepTime = settings.targetPhysicsDeltaTimeInMilliseconds - physicsDelta;
if (sleepTime >= settings.minPhysicsSleepTime) {
setTimeout(handlePhysics, sleepTime);
} else {
setImmediate(handlePhysics);
}
};
handlePhysics();
gameServer.start();

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@ -1,12 +1,12 @@
import { vec2, vec3 } from 'gl-matrix';
import { Random, settings } from 'shared';
import { Random, settings, PlanetBase } from 'shared';
import { LampPhysical } from '../objects/lamp-physical';
import { PlanetPhysical } from '../objects/planet-physical';
import { PhysicalContainer } from '../physics/containers/physical-container';
import { evaluateSdf } from '../physics/functions/evaluate-sdf';
import { Physical } from '../physics/physicals/physical';
export const createDungeon = (objectContainer: PhysicalContainer) => {
export const createWorld = (objectContainer: PhysicalContainer) => {
const objects: Array<Physical> = [];
const lights: Array<Physical> = [];
@ -33,12 +33,14 @@ export const createDungeon = (objectContainer: PhysicalContainer) => {
);
objects.push(
createBlob(
new PlanetPhysical(
PlanetBase.createPlanetVertices(
position,
Random.getRandomInRange(300, 800),
Random.getRandomInRange(300, 800),
Random.getRandomInRange(20, 40),
),
),
);
}
@ -72,26 +74,3 @@ export const createDungeon = (objectContainer: PhysicalContainer) => {
[...objects, ...lights].forEach((o) => objectContainer.addObject(o));
};
const createBlob = (
center: vec2,
width: number,
height: number,
randomness: number,
): PlanetPhysical => {
const vertices = [];
for (let i = 0; i < settings.polygonEdgeCount; i++) {
vertices.push(
vec2.fromValues(
center.x +
(width / 2) * Math.cos((i / settings.polygonEdgeCount) * -Math.PI * 2) +
Random.getRandomInRange(-randomness, randomness),
center.y +
(height / 2) * Math.sin((i / settings.polygonEdgeCount) * -Math.PI * 2) +
Random.getRandomInRange(-randomness, randomness),
),
);
}
return new PlanetPhysical(vertices);
};

6
backend/src/options.ts Normal file
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@ -0,0 +1,6 @@
export interface Options {
port: number;
name: string;
playerLimit: number;
seed: number;
}

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@ -15,10 +15,33 @@
</head>
<body>
<!--h1>Decla.red</h1>
<section id="servers"></section-->
<article id="landing-ui">
<h1>decla.<span class="red">red</span></h1>
<form id="join-game-form">
<fieldset class="content">
<legend>Join a game</legend>
<div class="name-group">
<input
required
minlength="1"
maxlength="20"
placeholder=" "
id="playerName"
name="playerName"
type="text"
/>
<label for="playerName">Choose a name</label>
</div>
<div id="server-container"></div>
<button id="join-game" type="submit">Join</button>
</fieldset>
</form>
</article>
<noscript>Javascript is required for this website.</noscript>
<div id="overlay"></div>
<canvas id="main"></canvas>
<canvas></canvas>
</body>
</html>

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@ -1,12 +1,15 @@
import { glMatrix } from 'gl-matrix';
import { CharacterBase, LampBase, overrideDeserialization, PlanetBase } from 'shared';
import { ProjectileBase } from 'shared/src/objects/types/projectile-base';
import { Game } from './scripts/game';
import { CharacterView } from './scripts/objects/character-view';
import { LampView } from './scripts/objects/lamp-view';
import { ProjectileView } from './scripts/objects/projectile-view';
import { PlanetView } from './scripts/objects/planet-view';
import './styles/main.scss';
import { LandingPageBackground } from './scripts/landing-page-background';
import { JoinFormHandler } from './scripts/join-form-handler';
import { Game } from './scripts/game';
glMatrix.setMatrixArrayType(Array);
@ -15,9 +18,35 @@ overrideDeserialization(PlanetBase, PlanetView);
overrideDeserialization(LampBase, LampView);
overrideDeserialization(ProjectileBase, ProjectileView);
const addSupportForTabNavigation = () =>
(document.onkeydown = (e) => {
if (e.key === ' ') {
(document.activeElement as HTMLElement)?.click();
e.preventDefault();
}
});
/*const removeUnnecessaryOutlines = () =>
(document.onclick = (e) => {
(e.target as HTMLElement)?.blur();
});
*/
addSupportForTabNavigation();
//removeUnnecessaryOutlines();
const main = async () => {
try {
await new Game().start();
const landingUI = document.querySelector('#landing-ui') as HTMLElement;
const background = new LandingPageBackground();
const joinHandler = new JoinFormHandler(
document.querySelector('#join-game-form') as HTMLFormElement,
document.querySelector('#server-container') as HTMLElement,
);
const playerDecision = await joinHandler.getPlayerDecision();
landingUI.style.display = 'none';
console.log(playerDecision);
background.destroy();
await new Game(playerDecision).start();
} catch (e) {
console.error(e);
alert(e);

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@ -23,8 +23,8 @@ import { MouseListener } from './commands/generators/mouse-listener';
import { TouchListener } from './commands/generators/touch-listener';
import { CommandReceiverSocket } from './commands/receivers/command-receiver-socket';
import { Configuration } from './config/configuration';
import { DeltaTimeCalculator } from './helper/delta-time-calculator';
import { PlayerDecision } from './join-form-handler';
import { GameObjectContainer } from './objects/game-object-container';
import { BlobShape } from './shapes/blob-shape';
import { Circle } from './shapes/circle';
@ -32,18 +32,23 @@ import { Polygon } from './shapes/polygon';
export class Game {
public readonly gameObjects = new GameObjectContainer(this);
private readonly canvas: HTMLCanvasElement = document.querySelector(
'canvas#main',
) as HTMLCanvasElement;
private readonly canvas = document.querySelector('canvas') as HTMLCanvasElement;
private renderer!: Renderer;
private socket!: SocketIOClient.Socket;
private promises: Promise<[void, void]>;
private deltaTimeCalculator = new DeltaTimeCalculator();
private overlay: HTMLElement = document.querySelector('#overlay') as HTMLDivElement;
private async setupCommunication(): Promise<void> {
await Configuration.initialize();
constructor(playerDecision: PlayerDecision) {
console.log(playerDecision.server);
this.promises = Promise.all([
this.setupCommunication(playerDecision.server),
this.setupRenderer(),
]);
}
this.socket = io(Configuration.servers[1], {
private async setupCommunication(serverUrl: string): Promise<void> {
this.socket = io(serverUrl, {
reconnectionDelayMax: 10000,
transports: ['websocket'],
});
@ -81,7 +86,7 @@ export class Game {
[
{
...Polygon.descriptor,
shaderCombinationSteps: [0, 2, 6, 16],
shaderCombinationSteps: [0, 1, 2, 3],
},
{
...BlobShape.descriptor,
@ -93,11 +98,11 @@ export class Game {
},
{
...CircleLight.descriptor,
shaderCombinationSteps: [0, 1, 2, 4, 8],
shaderCombinationSteps: [0, 1, 2, 4, 8, 16],
},
{
...Flashlight.descriptor,
shaderCombinationSteps: [0, 1],
shaderCombinationSteps: [0],
},
],
{
@ -131,7 +136,7 @@ export class Game {
}
public async start(): Promise<void> {
await Promise.all([this.setupCommunication(), this.setupRenderer()]);
await this.promises;
requestAnimationFrame(this.gameLoop.bind(this));
}

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@ -0,0 +1,72 @@
import { ServerInformation, serverInformationEndpoint } from 'shared';
import { Configuration } from './config/configuration';
export type PlayerDecision = {
playerName: string;
server: string;
};
export class JoinFormHandler {
private waitingForDecision: Promise<PlayerDecision>;
private resolvePlayerDecision!: (d: PlayerDecision) => void;
constructor(form: HTMLFormElement, private readonly container: HTMLElement) {
this.waitingForDecision = new Promise((r) => (this.resolvePlayerDecision = r));
new FormData(form);
document.addEventListener('keyup', (e) => {
if (e.key === 'enter') {
form.submit();
}
});
form.onsubmit = (e) => {
const result: PlayerDecision = (Array.from(
(new FormData(form) as any).entries(),
) as Array<[string, any]>).reduce((result, [name, value]) => {
(result as any)[name] = value;
return result;
}, {}) as any;
this.resolvePlayerDecision(result);
e.preventDefault();
};
this.loadServers();
}
private async loadServers() {
await Configuration.initialize();
const serverList = Configuration.servers;
serverList.map(async (url) => {
const response = await fetch(url + serverInformationEndpoint);
if (response.ok) {
const content: ServerInformation = await response.json();
this.displayNewServerInfo(content, url);
}
});
}
public async getPlayerDecision(): Promise<PlayerDecision> {
return this.waitingForDecision;
}
private isFirstServer = true;
private displayNewServerInfo(content: ServerInformation, url: string) {
this.container.innerHTML += `
<div>
<input required ${
this.isFirstServer ? 'checked' : ''
} type="radio" id="${url}" name="server" value="${url}" />
<label for="${url}">${content.serverName} - ${content.playerCount}/${
content.playerLimit
} players</label>
</div>
`;
this.isFirstServer = false;
}
}

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@ -0,0 +1,165 @@
import { vec2 } from 'gl-matrix';
import {
CircleLight,
compile,
FilteringOptions,
hsl,
NoisyPolygonFactory,
Renderer,
renderNoise,
WrapOptions,
} from 'sdf-2d';
import { settings, rgb, PlanetBase, Random } from 'shared';
const landingPageVertexCount = 9;
const LangindPagePolygon = NoisyPolygonFactory(
landingPageVertexCount,
rgb(0.5, 0.4, 0.7),
);
export class LandingPageBackground {
private readonly canvas = document.querySelector('canvas') as HTMLCanvasElement;
private renderer!: Renderer;
constructor() {
this.start();
}
private async start(): Promise<void> {
const noiseTexture = await renderNoise([256, 256], 1.2, 2);
this.renderer = await compile(
this.canvas,
[
{
...LangindPagePolygon.descriptor,
shaderCombinationSteps: [0, 1, 2],
},
{
...CircleLight.descriptor,
shaderCombinationSteps: [0, 2],
},
],
{
shadowTraceCount: 16,
paletteSize: 1,
},
);
this.renderer.setRuntimeSettings({
ambientLight: rgb(0, 0, 0),
lightCutoffDistance: settings.lightCutoffDistance,
textures: {
noiseTexture: {
source: noiseTexture,
overrides: {
maxFilter: FilteringOptions.LINEAR,
wrapS: WrapOptions.MIRRORED_REPEAT,
wrapT: WrapOptions.MIRRORED_REPEAT,
},
},
},
});
requestAnimationFrame(this.gameLoop.bind(this));
}
public destroy() {
this.renderer.destroy();
}
private gameLoop(time: DOMHighResTimeStamp) {
Random.seed = 42;
this.renderer.setViewArea(
vec2.fromValues(0, this.renderer.canvasSize.y),
this.renderer.canvasSize,
);
const topPlanetPosition = vec2.fromValues(
0.7 * this.renderer.canvasSize.x,
0.7 * this.renderer.canvasSize.y,
);
const topPlanet = new LangindPagePolygon(
PlanetBase.createPlanetVertices(
topPlanetPosition,
Random.getRandomInRange(150, 400),
Random.getRandomInRange(150, 400),
Random.getRandomInRange(10, 20),
landingPageVertexCount,
),
);
(topPlanet as any).randomOffset = 0.5 + time / 3500;
const bottomPlanetPosition = vec2.fromValues(
0.3 * this.renderer.canvasSize.x,
0.3 * this.renderer.canvasSize.y,
);
const bottomPlanet = new LangindPagePolygon(
PlanetBase.createPlanetVertices(
bottomPlanetPosition,
Random.getRandomInRange(150, 800),
Random.getRandomInRange(150, 400),
Random.getRandomInRange(10, 40),
landingPageVertexCount,
),
);
(bottomPlanet as any).randomOffset = time / 2500;
const planetDistance = vec2.subtract(
vec2.create(),
topPlanetPosition,
bottomPlanetPosition,
);
const planetDistanceLength = vec2.length(planetDistance);
const planetDirection = vec2.normalize(planetDistance, planetDistance);
const planetAngle = Math.atan2(planetDirection.y, planetDirection.x);
this.renderer.addDrawable(topPlanet);
this.renderer.addDrawable(bottomPlanet);
this.renderer.addDrawable(
new CircleLight(
this.calculateLightPosition(
planetAngle,
planetDistanceLength * 1.2,
-time / 3000,
),
hsl(25, 75, 60),
0.75,
),
);
this.renderer.addDrawable(
new CircleLight(
this.calculateLightPosition(
planetAngle,
planetDistanceLength * 1.2,
time / 2000 + Math.PI,
),
hsl(249, 79, 70),
0.25,
),
);
this.renderer.renderDrawables();
requestAnimationFrame(this.gameLoop.bind(this));
}
private calculateLightPosition(angle: number, length: number, t: number): vec2 {
const lightPosition = vec2.fromValues(
length * Math.sin(t),
length * Math.sin(t) * Math.cos(t),
);
const canvasCenter = vec2.scale(vec2.create(), this.renderer.canvasSize, 0.5);
vec2.add(lightPosition, lightPosition, canvasCenter);
vec2.rotate(lightPosition, lightPosition, canvasCenter, angle);
return lightPosition;
}
}

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@ -0,0 +1,124 @@
@import './vars.scss';
form {
backdrop-filter: blur(24px);
background-color: rgba(0, 0, 0, 0.15);
padding: $small-padding / 2 $small-padding $small-padding $small-padding;
input,
label {
font-size: 1.5rem;
}
fieldset {
border: $border;
padding: 0 $medium-padding $medium-padding $medium-padding;
border-radius: $border-radius;
div {
// disable margin collapse
overflow: auto;
}
legend {
font-family: 'Comfortaa', sans-serif;
font-size: 2rem;
}
.name-group {
position: relative;
padding: 15px 0 0;
margin-top: 10px;
margin: 10px 0 $small-padding 0;
input {
font-family: inherit;
border: none;
border-bottom: $border;
color: white;
padding: 10px 0 0px 0;
background: transparent;
margin-bottom: $border-width-focused - $border-width;
&::placeholder {
color: transparent;
}
&:placeholder-shown ~ label {
font-size: 1.3rem;
cursor: text;
top: 20px;
}
}
label {
position: absolute;
top: 0;
display: block;
transition: $animation-time;
color: $gray;
}
input:focus,
input:not(:placeholder-shown) {
outline: none;
margin-bottom: 0;
border-width: $border-width-focused;
border-color: $accent;
~ label {
position: absolute;
top: 0;
display: block;
transition: $animation-time;
}
}
}
input[type='radio'] {
width: 0;
height: 0;
+ label {
display: block;
border-radius: $border-radius;
padding: $small-padding;
border: $border;
cursor: pointer;
margin: $border-width-focused - $border-width;
}
&:focus {
outline: none;
}
&:focus + label,
&:checked + label {
border-color: $accent;
border-width: $border-width-focused;
margin: 0;
}
}
}
button {
border: none;
background: none;
font-size: 2rem;
font-family: 'Comfortaa', sans-serif;
cursor: pointer;
display: block;
margin: auto;
padding-top: $medium-padding;
transition: transform $animation-time;
&:hover,
&:focus {
outline: none;
color: $accent;
transform: translateY(-8px);
}
}
border-radius: $border-radius;
}

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@ -1,27 +1,64 @@
$breakpoint: 800px;
@import './vars.scss';
@import './form.scss';
@import url('https://fonts.googleapis.com/css2?family=Comfortaa:wght@300&family=Open+Sans&display=swap');
* {
margin: 0;
box-sizing: border-box;
color: white;
font-family: 'Open Sans', sans-serif;
&::selection {
color: white;
background-color: $accent;
}
}
html {
background-color: linear-gradient(45deg, #103783, #9bafd9);
font-size: 0.85rem;
@media (max-width: $breakpoint) {
font-size: 0.7rem;
font-size: 0.6rem;
}
}
h1 {
&,
* {
font-family: 'Comfortaa', sans-serif;
}
font-size: 6rem;
text-align: center;
padding-bottom: $medium-padding;
}
.red {
color: $red;
&::selection {
color: $accent;
background-color: white;
}
}
html,
body,
canvas#main {
canvas {
height: 100%;
width: 100%;
background: black;
}
body {
#landing-ui {
position: absolute;
width: 100%;
height: 100%;
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
}
#overlay {
margin: 0.5rem 1.25rem;
position: absolute;

View file

@ -0,0 +1,12 @@
$gray: #ccc;
$red: #b33951;
$accent: #b33951;
$border-width: 1.5px;
$border-width-focused: 3px;
$border: $border-width solid white;
$small-padding: 12px;
$medium-padding: 24px;
$large-padding: 64px;
$border-radius: 15px;
$animation-time: 200ms;
$breakpoint: 700px;

View file

@ -0,0 +1,3 @@
export interface PlayerInformation {
name: string;
}

View file

@ -0,0 +1,7 @@
export interface ServerInformation {
playerLimit: number;
playerCount: number;
serverName: string;
}
export const serverInformationEndpoint = '/stats';

View file

@ -25,6 +25,8 @@ export * from './helper/rectangle';
export * from './helper/mix';
export * from './helper/random';
export * from './helper/id';
export * from './communication/server-information';
export * from './communication/player-information';
export * from './helper/rotate-90-deg';
export * from './helper/rotate-minus-90-deg';
export * from './objects/game-object';

View file

@ -1,4 +1,6 @@
import { vec2 } from 'gl-matrix';
import { Random } from '../../helper/random';
import { settings } from '../../settings';
import { Id } from '../../transport/identity';
import { serializable } from '../../transport/serialization/serializable';
import { GameObject } from '../game-object';
@ -9,6 +11,30 @@ export class PlanetBase extends GameObject {
super(id);
}
public static createPlanetVertices(
center: vec2,
width: number,
height: number,
randomness: number,
vertexCount = settings.polygonEdgeCount,
): Array<vec2> {
const vertices = [];
for (let i = 0; i < vertexCount; i++) {
vertices.push(
vec2.fromValues(
center.x +
(width / 2) * Math.cos((i / vertexCount) * -Math.PI * 2) +
Random.getRandomInRange(-randomness, randomness),
center.y +
(height / 2) * Math.sin((i / vertexCount) * -Math.PI * 2) +
Random.getRandomInRange(-randomness, randomness),
),
);
}
return vertices;
}
public toArray(): Array<any> {
return [this.id, this.vertices];
}

View file

@ -13,5 +13,6 @@
"module": "commonjs",
"composite": true,
"lib": ["dom", "es2017"]
}
},
"include": ["src/**/*.ts"]
}