This commit is contained in:
Andras Schmelczer 2026-06-14 20:58:42 +01:00
parent a1fb6755c7
commit fc9df09ee1
36 changed files with 2011 additions and 251 deletions

View file

@ -14,13 +14,18 @@ import {
CommandReceiver,
mix,
clamp01,
stepCharacterMovement,
applyLeapImpulse,
decayMomentum,
CharacterMovementState,
CharacterWorld,
GroundSurface,
} from 'shared';
import { DynamicPhysical } from '../physics/physicals/dynamic-physical';
import { CirclePhysical } from './circle-physical';
import { PhysicalContainer } from '../physics/containers/physical-container';
import { BoundingBoxBase } from '../physics/bounding-boxes/bounding-box-base';
import { ProjectilePhysical } from './projectile-physical';
import { interpolateAngles } from '../helper/interpolate-angles';
import { forceAtPosition } from '../physics/functions/force-at-position';
import { getBoundingBoxOfCircle } from '../physics/functions/get-bounding-box-of-circle';
import { PlanetPhysical } from './planet-physical';
@ -92,10 +97,16 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
private currentPlanet?: PlanetPhysical;
private secondsSinceOnSurface = settings.planetDetachmentSeconds;
private bodyVelocity = vec2.create();
private timeSinceLastLeap = settings.leapCooldownSeconds;
public head: CirclePhysical;
public leftFoot: CirclePhysical;
public rightFoot: CirclePhysical;
private movementState!: CharacterMovementState;
private movementWorld!: CharacterWorld;
private movementActions: Array<MoveActionCommand> = [];
private lastMovementAction: MoveActionCommand = new MoveActionCommand(vec2.create());
@ -138,6 +149,51 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
container.addObject(this.head);
container.addObject(this.leftFoot);
container.addObject(this.rightFoot);
this.initMovementBridge();
}
private initMovementBridge() {
const self = this;
this.movementState = {
head: this.head,
leftFoot: this.leftFoot,
rightFoot: this.rightFoot,
get direction() {
return self.direction;
},
set direction(value: number) {
self.direction = value;
},
get currentPlanet() {
return self.currentPlanet;
},
set currentPlanet(value: GroundSurface | undefined) {
// On the server every ground is a PlanetPhysical (the world only ever
// hands back planets), so this narrowing is safe.
self.currentPlanet = value as PlanetPhysical | undefined;
},
get secondsSinceOnSurface() {
return self.secondsSinceOnSurface;
},
set secondsSinceOnSurface(value: number) {
self.secondsSinceOnSurface = value;
},
bodyVelocity: this.bodyVelocity,
};
this.movementWorld = {
// Same set and order forceAtPosition used: planets in the force field,
// in container-traversal order (so the f64 gravity sum is unchanged).
groundsNear: (center, radius) =>
self.container
.findIntersecting(getBoundingBoxOfCircle(new Circle(center, radius)))
.filter((o): o is PlanetPhysical => o instanceof PlanetPhysical),
stepBody: (body, deltaTimeInSeconds) => {
const { hitObject } = (body as CirclePhysical).stepManually(deltaTimeInSeconds);
return hitObject instanceof PlanetPhysical ? hitObject : undefined;
},
};
}
private get isSpawnProtected(): boolean {
@ -170,7 +226,13 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
return this.currentPlanet;
}
public addKill(victimName: string) {
// Persistent launch momentum, streamed to the owning client so its predictor
// can reproduce a leap/slingshot/recoil flight instead of only snapping to it.
public get launchMomentum(): vec2 {
return this.bodyVelocity;
}
public addKill(victimName: string, charge = 0) {
this.killCount++;
this.killStreak++;
this.remoteCall('setKillCount', this.killCount);
@ -180,11 +242,11 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
this.health + settings.playerKillHealthReward,
);
this.syncHealth();
this.remoteCall('onKillConfirmed', victimName, this.killStreak);
this.remoteCall('onKillConfirmed', victimName, this.killStreak, charge);
}
public registerHit() {
this.remoteCall('onHitConfirmed');
public registerHit(charge = 0) {
this.remoteCall('onHitConfirmed', charge);
}
private syncHealth() {
@ -197,6 +259,9 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
public onCollision({ other }: ReactToCollisionCommand) {
if (
// A corpse keeps its collidable circles for the despawn animation; the
// isAlive guard stops a flying corpse from eating shots aimed past it.
this.isAlive &&
other instanceof ProjectilePhysical &&
other.team !== this.team &&
other.isAlive
@ -213,10 +278,17 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
this.remoteCall('setHealth', this.health);
if (this.health <= 0 && this.isAlive) {
// Throw the corpse along the killing shot, harder for charged hits.
vec2.scaleAndAdd(
this.bodyVelocity,
this.bodyVelocity,
other.direction,
mix(settings.deathImpulseMin, settings.deathImpulseMax, other.charge),
);
this.onDie();
other.originator.addKill(this.name);
other.originator.addKill(this.name, other.charge);
} else {
other.originator.registerHit();
other.originator.registerHit(other.charge);
}
}
}
@ -246,6 +318,8 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
const direction = vec2.subtract(vec2.create(), position, this.center);
vec2.normalize(direction, direction);
// Keep the unit direction before vec2.scale repurposes it as the velocity.
const shotDirection = vec2.clone(direction);
const velocity = vec2.scale(direction, direction, speed);
const projectile = new ProjectilePhysical(
vec2.clone(this.center),
@ -255,12 +329,42 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
velocity,
this,
this.container,
c,
);
this.container.addObject(projectile);
if (c > 0) {
vec2.scaleAndAdd(
this.bodyVelocity,
this.bodyVelocity,
shotDirection,
-settings.chargeShotRecoilMax * c,
);
}
this.remoteCall('onShoot', strength);
}
public leap() {
if (
!this.isAlive ||
this.hasJustBorn ||
!this.currentPlanet ||
this.timeSinceLastLeap < settings.leapCooldownSeconds ||
this.projectileStrength < settings.leapStrengthCost
) {
return;
}
this.timeSinceLastLeap = 0;
this.projectileStrength -= settings.leapStrengthCost;
// Same impulse the client predicts with (shared), so a leap launches
// identically on both sides.
applyLeapImpulse(this.movementState, this.lastMovementAction.direction);
this.remoteCall('onLeap');
}
public get boundingBox(): BoundingBoxBase {
return getBoundingBoxOfCircle(new Circle(this.center, CharacterPhysical.boundRadius));
}
@ -363,6 +467,7 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
private step({ deltaTimeInSeconds, game }: StepCommand) {
this.getPoints(game);
this.timeAlive += deltaTimeInSeconds;
this.timeSinceLastLeap += deltaTimeInSeconds;
const oldHead = new Circle(vec2.clone(this.head.center), this.head.radius);
const oldLeftFoot = new Circle(
vec2.clone(this.leftFoot.center),
@ -377,6 +482,7 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
if ((this.timeSinceDying += deltaTimeInSeconds) > settings.spawnDespawnTime) {
this.destroy();
} else {
this.freeFallCorpse(deltaTimeInSeconds);
this.animateScaling(1 - this.timeSinceDying / settings.spawnDespawnTime);
}
this.setPropertyUpdates(oldHead, oldLeftFoot, oldRightFoot, deltaTimeInSeconds);
@ -410,9 +516,28 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
this.regenerateHealth(deltaTimeInSeconds);
this.currentPlanet?.takeControl(this.team, deltaTimeInSeconds);
// The planet tallies who is standing on it and resolves capture itself, so
// a contested rock can freeze instead of two squads silently cancelling.
this.currentPlanet?.registerPresence(this);
const intersectingWithForceField = this.container.findIntersecting(
// The whole walking model — gravity gather, movement force, on/off-planet
// branch, posture springs, body-momentum, and stepping the three parts —
// is the shared simulation the client predicts with, so the two can never
// drift. Server-only concerns (scoring, health, shooting, spawn/death,
// ownership) stay here around it.
const direction = this.averageAndResetMovementActions();
stepCharacterMovement(
this.movementState,
this.movementWorld,
direction,
deltaTimeInSeconds,
);
this.setPropertyUpdates(oldHead, oldLeftFoot, oldRightFoot, deltaTimeInSeconds);
}
private freeFallCorpse(deltaTime: number) {
const intersecting = this.container.findIntersecting(
getBoundingBoxOfCircle(
new Circle(
this.center,
@ -420,151 +545,20 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
),
),
);
const direction = this.averageAndResetMovementActions();
const movementForce = vec2.scale(direction, direction, settings.maxAcceleration);
this.leftFoot.applyForce(movementForce, deltaTimeInSeconds);
this.rightFoot.applyForce(movementForce, deltaTimeInSeconds);
if (!this.currentPlanet) {
const leftFootGravity = forceAtPosition(
this.leftFoot.center,
intersectingWithForceField,
);
const rightFootGravity = forceAtPosition(
this.rightFoot.center,
intersectingWithForceField,
);
this.leftFoot.applyForce(leftFootGravity, deltaTimeInSeconds);
this.rightFoot.applyForce(rightFootGravity, deltaTimeInSeconds);
const sumForce = vec2.subtract(vec2.create(), leftFootGravity, movementForce);
this.setDirection(vec2.length(sumForce) === 0 ? vec2.fromValues(0, -1) : sumForce);
} else {
this.carryWithRotatingPlanet(deltaTimeInSeconds);
const leftFootGravity = this.currentPlanet!.getForce(this.leftFoot.center);
const rightFootGravity = this.currentPlanet!.getForce(this.rightFoot.center);
vec2.add(leftFootGravity, leftFootGravity, rightFootGravity);
const gravity = vec2.scale(leftFootGravity, leftFootGravity, 0.5);
if (
vec2.dot(movementForce, gravity) <
-vec2.length(movementForce) * settings.climbDotThreshold
) {
vec2.scale(gravity, gravity, settings.climbGravityScale);
let grounded = false;
for (const part of [this.leftFoot, this.rightFoot, this.head]) {
part.applyForce(forceAtPosition(part.center, intersecting), deltaTime);
vec2.add(part.velocity, part.velocity, this.bodyVelocity);
const { hitObject } = part.stepManually(deltaTime);
if (hitObject instanceof PlanetPhysical) {
grounded = true;
}
const scaledLeftFootGravity = vec2.scale(
vec2.create(),
this.leftFoot.lastNormal,
vec2.dot(this.leftFoot.lastNormal, gravity),
);
this.leftFoot.applyForce(scaledLeftFootGravity, deltaTimeInSeconds);
const scaledRightFootGravity = vec2.scale(
vec2.create(),
this.rightFoot.lastNormal,
vec2.dot(this.rightFoot.lastNormal, gravity),
);
this.rightFoot.applyForce(scaledRightFootGravity, deltaTimeInSeconds);
if (vec2.length(gravity) <= settings.planetDetachmentForceThreshold) {
this.currentPlanet = undefined;
}
this.setDirection(gravity);
}
this.keepPosture();
this.stepBodyPart(this.leftFoot, deltaTimeInSeconds);
this.stepBodyPart(this.rightFoot, deltaTimeInSeconds);
this.stepBodyPart(this.head, deltaTimeInSeconds);
this.setPropertyUpdates(oldHead, oldLeftFoot, oldRightFoot, deltaTimeInSeconds);
}
private setDirection(direction: vec2) {
this.direction = interpolateAngles(
this.direction,
Math.atan2(direction.y, direction.x) + Math.PI / 2,
0.2,
);
}
// While standing on a planet, ride its spin: rigidly rotate the whole body
// around the planet centre by the same per-tick angle the renderer and the
// collision SDF use, so the player is carried around and turned with the
// surface instead of it sliding frictionlessly underneath. The positional
// change becomes velocity in setPropertyUpdates, keeping the streamed
// rate-of-change consistent with the streamed positions.
private carryWithRotatingPlanet(deltaTimeInSeconds: number) {
const planet = this.currentPlanet;
if (!planet) {
return;
}
// Negative: the rendered/collidable surface turns by R(-rotation) — see
// PlanetPhysical.distance (toLocalFrame) and planet-shape.ts.
const angle = -planet.angularVelocity * deltaTimeInSeconds;
const center = planet.center;
this.head.center = vec2.rotate(vec2.create(), this.head.center, center, angle);
this.leftFoot.center = vec2.rotate(
vec2.create(),
this.leftFoot.center,
center,
angle,
);
this.rightFoot.center = vec2.rotate(
vec2.create(),
this.rightFoot.center,
center,
angle,
);
}
private keepPosture() {
const center = this.center;
this.springMove(
this.leftFoot,
center,
CharacterPhysical.leftFootOffset,
settings.postureFeetStiffness,
);
this.springMove(
this.rightFoot,
center,
CharacterPhysical.rightFootOffset,
settings.postureFeetStiffness,
);
this.springMove(
this.head,
center,
CharacterPhysical.headOffset,
settings.postureHeadStiffness,
);
}
private springMove(
object: CirclePhysical,
center: vec2,
offset: vec2,
stiffness: number,
) {
const desiredPosition = vec2.add(vec2.create(), center, offset);
vec2.rotate(desiredPosition, desiredPosition, center, this.direction);
const positionDelta = vec2.subtract(vec2.create(), desiredPosition, object.center);
// First-order velocity relaxation toward the desired posture position,
// added to (not replacing) the gravity/movement velocity accumulated
// earlier this tick. stepManually applies it over deltaTime, so the
// per-tick displacement is positionDelta * stiffness * deltaTime.
vec2.scaleAndAdd(object.velocity, object.velocity, positionDelta, stiffness);
// Brake with the exact shared model the living body uses: stiff on contact
// so the corpse skids to rest, gentle in the air, plus the constant stop and
// the speed cap — so a flung corpse comes to a definite stop instead of
// sliding forever.
decayMomentum(this.bodyVelocity, grounded, deltaTime);
}
private regenerateHealth(deltaTimeInSeconds: number) {
@ -581,14 +575,6 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
}
}
private stepBodyPart(part: CirclePhysical, deltaTime: number) {
const { hitObject } = part.stepManually(deltaTime);
if (hitObject instanceof PlanetPhysical) {
this.secondsSinceOnSurface = 0;
this.currentPlanet = hitObject;
}
}
public onDie() {
this.isDestroyed = true;
this.remoteCall('onDie');

View file

@ -4,14 +4,14 @@ import {
CommandExecutors,
CommandReceiver,
GameObject,
resolveCircleMovement,
serializesTo,
} from 'shared';
import { BoundingBox } from '../physics/bounding-boxes/bounding-box';
import { BoundingBoxBase } from '../physics/bounding-boxes/bounding-box-base';
import { depenetrateCircle } from '../physics/functions/depenetrate-circle';
import { moveCircle } from '../physics/functions/move-circle';
import { PhysicalContainer } from '../physics/containers/physical-container';
import { DynamicPhysical } from '../physics/physicals/dynamic-physical';
import { Physical } from '../physics/physicals/physical';
import { ReactToCollisionCommand } from '../commands/react-to-collision';
@serializesTo(Circle)
@ -33,7 +33,9 @@ export class CirclePhysical extends CommandReceiver implements Circle, DynamicPh
private _radius: number,
public owner: GameObject,
private readonly container: PhysicalContainer,
private restitution = 0,
// Public + readonly so a CirclePhysical structurally satisfies the shared
// PhysicsBody interface the movement simulation operates on.
public readonly restitution = 0,
) {
super();
this._boundingBox = new BoundingBox();
@ -89,45 +91,49 @@ export class CirclePhysical extends CommandReceiver implements Circle, DynamicPh
);
}
public stepManually(deltaTimeInSeconds: number): {
// Position-resolution for one tick. Delegates to the shared
// resolveCircleMovement so the server integrates a body with the exact same
// geometry the client predictor runs (shared/physics) — no parallel copy to
// keep in sync. The onHit callback dispatches the collision reactions at the
// same points the old inline move-circle did (both the initial march and the
// post-bounce slide). `possibleIntersectors`, when supplied, lets a caller
// that already broadphased (e.g. a projectile's gravity query) avoid a second
// container query; otherwise it is self-gathered from the swept bounding box.
public stepManually(
deltaTimeInSeconds: number,
possibleIntersectors?: Array<Physical>,
): {
hitObject: GameObject | undefined;
velocity: vec2;
} {
let delta = vec2.scale(vec2.create(), this.velocity, deltaTimeInSeconds);
const intersecting = (
possibleIntersectors ?? this.sweptBroadphase(deltaTimeInSeconds)
).filter((b) => b.gameObject !== this.gameObject && b.canCollide);
this.radius += vec2.length(delta);
const intersecting = this.container
.findIntersecting(this.boundingBox)
.filter((b) => b.gameObject !== this.gameObject && b.canCollide);
this.radius -= vec2.length(delta);
depenetrateCircle(this, intersecting);
const { normal, hitSurface, hitObject } = moveCircle(this, delta, intersecting);
if (hitSurface) {
vec2.copy(this.lastNormal, normal!);
vec2.subtract(
this.velocity,
this.velocity,
vec2.scale(
normal!,
normal!,
(1 + this.restitution) * vec2.dot(normal!, this.velocity),
),
const { hitObject, velocity } = resolveCircleMovement(
this,
deltaTimeInSeconds,
intersecting,
(intersected) => {
const physical = intersected as Physical;
physical.handleCommand(new ReactToCollisionCommand(this.gameObject));
this.handleCommand(new ReactToCollisionCommand(physical.gameObject));
},
);
if (vec2.length(this.velocity) > 50) {
delta = vec2.scale(vec2.create(), this.velocity, deltaTimeInSeconds);
moveCircle(this, delta, intersecting);
}
return { hitObject: (hitObject as Physical | undefined)?.gameObject, velocity };
}
const lastVelocity = vec2.clone(this.velocity);
vec2.zero(this.velocity);
return { hitObject, velocity: lastVelocity };
// Query the container with the bounding box grown by this tick's travel, so a
// fast-moving body still sees what it is about to sweep into.
private sweptBroadphase(deltaTimeInSeconds: number): Array<Physical> {
const sweep = vec2.length(
vec2.scale(vec2.create(), this.velocity, deltaTimeInSeconds),
);
this.radius += sweep;
const intersecting = this.container.findIntersecting(this.boundingBox);
this.radius -= sweep;
return intersecting;
}
public toArray(): Array<any> {

View file

@ -16,16 +16,21 @@ import {
CommandReceiver,
} from 'shared';
import { GeneratePointsCommand } from '../commands/generate-points';
import { AnnounceCommand } from '../commands/announce';
import { StepCommand } from '../commands/step';
import { ImmutableBoundingBox } from '../physics/bounding-boxes/immutable-bounding-box';
import { StaticPhysical } from '../physics/physicals/static-physical';
import { LampPhysical } from './lamp-physical';
import type { CharacterPhysical } from './character-physical';
@serializesTo(PlanetBase)
export class PlanetPhysical extends PlanetBase implements StaticPhysical {
public readonly canCollide = true;
public readonly canMove = false;
// Marks this as standable ground for the shared movement simulation (a body
// landing on it latches it as currentPlanet). See shared GroundSurface.
public readonly isGround = true;
public readonly sizePointMultiplier: number;
@ -45,6 +50,12 @@ export class PlanetPhysical extends PlanetBase implements StaticPhysical {
private lastTeam: CharacterTeam = CharacterTeam.neutral;
// Characters standing on the planet this tick. Filled by registerPresence as
// each grounded character steps, drained when the planet resolves capture in
// its own step(). Drives the head-count tug-of-war.
private presentCharacters: Array<CharacterPhysical> = [];
private isContested = false;
protected commandExecutors: CommandExecutors = {
[StepCommand.type]: this.step.bind(this),
};
@ -53,8 +64,8 @@ export class PlanetPhysical extends PlanetBase implements StaticPhysical {
this.lamps.push(lamp);
}
constructor(vertices: Array<vec2>) {
super(id(), vertices);
constructor(vertices: Array<vec2>, isKeystone = false) {
super(id(), vertices, 0.5, isKeystone);
const sizeClass = clamp01(
(this.radius - settings.planetMinReferenceRadius) /
@ -67,6 +78,12 @@ export class PlanetPhysical extends PlanetBase implements StaticPhysical {
(0.05 + Random.getRandom() * 0.07) * (Random.getRandom() < 0.5 ? -1 : 1);
}
// A grounded character announces itself each tick so the planet can resolve
// contested capture from the net head-count.
public registerPresence(character: CharacterPhysical) {
this.presentCharacters.push(character);
}
public distance(target: vec2): number {
// Evaluate the SDF in the planet's own rotating frame so this collision
// outline turns in lockstep with the rendered planet (see planet-shape.ts).
@ -124,13 +141,13 @@ export class PlanetPhysical extends PlanetBase implements StaticPhysical {
}
// Signed angular velocity in rad/s, exposed so a character standing on the
// planet can ride its spin (see CharacterPhysical.carryWithRotatingPlanet).
// planet can ride its spin (see carryWithRotatingPlanet in shared).
public get angularVelocity(): number {
return this.rotationSpeed;
}
public get team(): CharacterTeam {
return Math.abs(this.ownership - 0.5) < 0.1
return Math.abs(this.ownership - 0.5) < settings.planetControlThreshold
? CharacterTeam.neutral
: this.ownership < 0.5
? CharacterTeam.blue
@ -160,8 +177,49 @@ export class PlanetPhysical extends PlanetBase implements StaticPhysical {
// In reverse order, so that teams can achieve a 100% control.
this.getPoints(game);
this.takeControl(CharacterTeam.neutral, deltaTimeInSeconds);
this.resolveCapture(deltaTimeInSeconds);
this.detectFlip(game);
this.presentCharacters = [];
}
// One capture step per tick driven by the net team head-count, so grouping up
// pays off and an equal standoff freezes the planet (contested) instead of
// both sides silently cancelling with no feedback.
private resolveCapture(deltaTime: number) {
let blue = 0;
let red = 0;
for (const c of this.presentCharacters) {
if (c.team === CharacterTeam.blue) {
blue++;
} else if (c.team === CharacterTeam.red) {
red++;
}
}
const net = red - blue;
const occupied = blue + red > 0;
if (net !== 0) {
const lead = Math.min(Math.abs(net), settings.maxContestLeadMultiplier);
this.takeControl(
net > 0 ? CharacterTeam.red : CharacterTeam.blue,
deltaTime * lead,
);
} else if (!occupied) {
// Empty planets drift back to neutral; the keystone drifts much slower so
// it lingers as a live flashpoint.
this.takeControl(
CharacterTeam.neutral,
this.isKeystone ? deltaTime / settings.keystoneLoseControlScale : deltaTime,
);
}
// occupied tie -> frozen tug-of-war: no ownership change, ring pulses.
const contested = occupied && net === 0;
if (contested !== this.isContested) {
this.isContested = contested;
this.remoteCall('setContested', contested);
}
}
private detectFlip(game: CommandReceiver) {
@ -182,6 +240,14 @@ export class PlanetPhysical extends PlanetBase implements StaticPhysical {
currentTeam === CharacterTeam.red ? reward : 0,
),
);
if (this.isKeystone) {
game.handleCommand(
new AnnounceCommand(
`Team <span class="${currentTeam}">${currentTeam}</span> captured the Heart`,
),
);
}
}
const control = Math.abs(this.ownership - 0.5) / 0.5;
@ -196,8 +262,8 @@ export class PlanetPhysical extends PlanetBase implements StaticPhysical {
public getPropertyUpdates(): PropertyUpdatesForObject {
return new PropertyUpdatesForObject(this.id, [
new UpdatePropertyCommand('ownership', this.ownership, 0),
// Stream rotation with rotationSpeed as the rate-of-change so the client
// can keep the angle moving when snapshots run late (see planet-view.ts).
// Stream the spin rate as the rate-of-change so the client can keep the
// angle moving when snapshots run late (see planet-view.ts).
new UpdatePropertyCommand('rotation', this.rotation, this.rotationSpeed),
]);
}
@ -257,6 +323,11 @@ export class PlanetPhysical extends PlanetBase implements StaticPhysical {
return vec2.scale(diff, diff, scale);
}
// GroundSurface alias the shared movement simulation calls for gravity.
public gravityAt(position: vec2): vec2 {
return this.getForce(position);
}
public get gameObject(): this {
return this;
}

View file

@ -8,13 +8,16 @@ import {
PropertyUpdatesForObject,
UpdatePropertyCommand,
CommandExecutors,
Circle,
marchCircle,
} from 'shared';
import { ImmutableBoundingBox } from '../physics/bounding-boxes/immutable-bounding-box';
import { CirclePhysical } from './circle-physical';
import { DynamicPhysical } from '../physics/physicals/dynamic-physical';
import { PhysicalContainer } from '../physics/containers/physical-container';
import { CharacterPhysical } from './character-physical';
import { moveCircle } from '../physics/functions/move-circle';
import { forceAtPosition } from '../physics/functions/force-at-position';
import { getBoundingBoxOfCircle } from '../physics/functions/get-bounding-box-of-circle';
import { StepCommand } from '../commands/step';
import { ReactToCollisionCommand } from '../commands/react-to-collision';
@ -42,6 +45,9 @@ export class ProjectilePhysical extends ProjectileBase implements DynamicPhysica
private velocity: vec2,
public readonly originator: CharacterPhysical,
readonly container: PhysicalContainer,
// Normalised charge (0..1) of the shot that fired this, used by the victim
// to scale hit/kill feedback and the death fling.
public readonly charge: number = 0,
) {
super(id(), center, radius, team, strength);
this.object = new CirclePhysical(center, radius, this, container, 0.9);
@ -71,7 +77,7 @@ export class ProjectilePhysical extends ProjectileBase implements DynamicPhysica
const intersecting = this.container
.findIntersecting(this.boundingBox)
.filter((g) => g instanceof CharacterPhysical && g.team === this.team);
const { hitSurface } = moveCircle(this.object, delta, intersecting, true);
const { hitSurface } = marchCircle(this.object, delta, intersecting, true);
wasCollision = hitSurface;
}
vec2.add(this.center, this.center, delta);
@ -124,8 +130,31 @@ export class ProjectilePhysical extends ProjectileBase implements DynamicPhysica
return;
}
// Curveball: the same planetary gravity that pulls on a free-falling
// character bends the shot, so slower (charged) shots arc and can be lobbed
// over a planet's horizon. Scale is tiny — near-surface gravity is huge.
// This single broadphase is reused for the step below: the gravity radius
// (maxGravityDistance) dwarfs one tick's travel, so the set is a superset of
// the swept-collision box and the step needn't query the container again.
const intersecting = settings.projectileGravityEnabled
? this.container.findIntersecting(
getBoundingBoxOfCircle(
new Circle(this.center, this.object.radius + settings.maxGravityDistance),
),
)
: undefined;
if (intersecting) {
vec2.scaleAndAdd(
this.velocity,
this.velocity,
forceAtPosition(this.center, intersecting),
settings.projectileGravityScale * deltaTimeInSeconds,
);
}
vec2.copy(this.object.velocity, this.velocity);
const { velocity } = this.object.stepManually(deltaTimeInSeconds);
const { velocity } = this.object.stepManually(deltaTimeInSeconds, intersecting);
vec2.copy(this.velocity, velocity);
}
}

View file

@ -1,5 +1,4 @@
import { Circle } from 'shared';
import { evaluateSdf } from './evaluate-sdf';
import { Circle, evaluateSdf } from 'shared';
import { PhysicalBase } from '../physicals/physical-base';
export const isCircleIntersecting = (

View file

@ -60,6 +60,10 @@ const npcTuning = {
spreadBase: 60,
spreadPerDistance: 0.08,
spreadAggressionFalloff: 1.3,
// Per-second chance to hop while grounded and on the move, so bots use the
// leap verb too instead of being grounded targets.
leapChancePerSecond: 0.35,
};
export class NPC extends PlayerBase {
@ -141,6 +145,16 @@ export class NPC extends PlayerBase {
const movement = this.decideMovement(this.nearObjects);
this.character.handleMovementAction(new MoveActionCommand(movement));
if (
!this.isComingBack &&
this.character.groundPlanet &&
vec2.length(movement) > 0 &&
Random.getRandom() <
npcTuning.leapChancePerSecond * this.aggression * deltaTimeInSeconds
) {
this.character.leap();
}
if (
(this.timeSinceLastShoot += deltaTimeInSeconds) > npcTuning.shootIntervalSeconds
) {

View file

@ -23,6 +23,8 @@ import {
PropertyUpdatesForObjects,
PropertyUpdatesForObject,
PrimaryActionCommand,
LeapActionCommand,
InputAcknowledgement,
} from 'shared';
import { Socket } from 'socket.io';
import { BoundingBox } from '../physics/bounding-boxes/bounding-box';
@ -37,14 +39,27 @@ export class Player extends PlayerBase {
private timeUntilRespawn = 0;
private timeSinceLastMessage = 0;
private objectsPreviouslyInViewArea: Array<GameObject> = [];
private lastInputClientTimeMs = 0;
private lastLeapClientTimeMs = 0;
protected commandExecutors: CommandExecutors = {
[SetAspectRatioActionCommand.type]: (v: SetAspectRatioActionCommand) =>
(this.aspectRatio = v.aspectRatio),
[MoveActionCommand.type]: (c: MoveActionCommand) =>
this.character?.handleMovementAction(c),
[MoveActionCommand.type]: (c: MoveActionCommand) => {
// Remember how far into this client's input timeline we've consumed, to
// echo back for client-side prediction reconciliation.
this.lastInputClientTimeMs = c.clientTimeMs;
this.character?.handleMovementAction(c);
},
[PrimaryActionCommand.type]: (c: PrimaryActionCommand) =>
this.character?.shootTowards(c.position, c.charge),
[LeapActionCommand.type]: (c: LeapActionCommand) => {
// Record receipt (whether or not leap() accepts it): either way its effect
// on bodyVelocity is now reflected in the streamed launch momentum, so the
// predictor must stop replaying this leap.
this.lastLeapClientTimeMs = c.clientTimeMs;
this.character?.leap();
},
};
constructor(
@ -100,6 +115,13 @@ export class Player extends PlayerBase {
new Set(this.objectContainer.findIntersecting(bb).map((o) => o.gameObject)),
);
// The owning character must always be in its own snapshot, regardless of the
// view-area query, so the client predictor never loses its authoritative
// anchor (the body can ride a fast spinner to the very edge of the box).
if (this.character && !objectsInViewArea.includes(this.character)) {
objectsInViewArea.push(this.character);
}
const newlyIntersecting = objectsInViewArea.filter(
(o) => !this.objectsPreviouslyInViewArea.includes(o),
);
@ -130,6 +152,19 @@ export class Player extends PlayerBase {
performance.now() / 1000,
),
);
// Tell the client how much of its own input is reflected in the snapshot it
// just received, so its predictor can replay the rest. Only while alive —
// a dead player isn't predicting.
if (this.character) {
this.queueCommandSend(
new InputAcknowledgement(
this.lastInputClientTimeMs,
this.character.launchMomentum,
this.lastLeapClientTimeMs,
),
);
}
}
private getOtherPlayers(): Array<OtherPlayerDirection> {

View file

@ -207,6 +207,14 @@ body {
@include square(50px);
border-radius: 1000px;
mask-image: url('../static/mask.svg');
&.contested {
animation: contested-pulse 0.7s ease-in-out infinite;
}
&.keystone {
@include square(72px);
}
}
.falling-point {
@ -244,6 +252,34 @@ body {
}
}
// Off-screen pointer to the keystone "Heart", tinted by its current owner.
.keystone-arrow {
transition: transform 150ms;
opacity: 0.9;
@include square($large-icon);
@media (max-width: $breakpoint) {
@include square($small-icon);
}
mask-image: url('../static/chevron.svg');
mask-size: contain;
background-color: $bright-neutral;
&.blue {
background-color: $bright-blue;
}
&.red {
background-color: $bright-red;
}
&.neutral {
background-color: $bright-neutral;
}
}
.joystick {
@include square($large-icon * 1.3);
background-color: white;
@ -296,6 +332,15 @@ body {
}
}
&.leap {
right: $medium-padding;
bottom: $medium-padding + $large-icon * 1.6 + $small-padding;
&::after {
content: '\25B2';
}
}
.strength-ring {
position: absolute;
top: -3px;
@ -572,6 +617,16 @@ body {
}
animation: hitmarker-pop 250ms ease-out forwards;
&.charged {
&::before,
&::after {
width: 18px;
height: 3px;
background-color: $accent;
}
}
}
.kill-popup {
@ -584,6 +639,10 @@ body {
text-shadow: 0 0 6px rgba(0, 0, 0, 0.9);
animation: kill-popup-rise 1200ms ease-out forwards;
&.charged {
color: $accent;
}
.heal {
color: #6fcf6f;
}
@ -626,6 +685,18 @@ body {
}
}
@keyframes contested-pulse {
0%,
100% {
opacity: 1;
}
50% {
opacity: 0.35;
}
}
.charge-ring {
position: fixed;
@include square(56px);
@ -649,6 +720,7 @@ body {
}
@keyframes match-point-pulse {
0%,
100% {
box-shadow: 0 0 4px 0 currentColor;

View file

@ -1,5 +1,6 @@
import { vec2 } from 'gl-matrix';
import { CommandGenerator, MoveActionCommand } from 'shared';
import { CommandGenerator, LeapActionCommand, MoveActionCommand } from 'shared';
import { localCharacterPredictor } from '../helper/prediction/local-character-predictor';
export class KeyboardListener extends CommandGenerator {
private keysDown: Set<string> = new Set();
@ -13,7 +14,14 @@ export class KeyboardListener extends CommandGenerator {
}
private keyDownListener = (event: KeyboardEvent) => {
this.keysDown.add(event.key.toLowerCase());
const key = event.key.toLowerCase();
// Space leaps (W / ArrowUp already cover walking up). Edge-triggered so a
// held key's auto-repeat doesn't spam leaps.
if ((key === ' ' || key === 'shift') && !this.keysDown.has(key)) {
const clientTimeMs = localCharacterPredictor.recordLeap();
this.sendCommandToSubscribers(new LeapActionCommand(clientTimeMs));
}
this.keysDown.add(key);
this.generateCommands();
};
@ -28,11 +36,7 @@ export class KeyboardListener extends CommandGenerator {
};
private generateCommands() {
const up = ~~(
this.keysDown.has('w') ||
this.keysDown.has('arrowup') ||
this.keysDown.has(' ')
);
const up = ~~(this.keysDown.has('w') || this.keysDown.has('arrowup'));
const down = ~~(this.keysDown.has('s') || this.keysDown.has('arrowdown'));
const left = ~~(this.keysDown.has('a') || this.keysDown.has('arrowleft'));
const right = ~~(this.keysDown.has('d') || this.keysDown.has('arrowright'));
@ -42,7 +46,8 @@ export class KeyboardListener extends CommandGenerator {
vec2.normalize(movement, movement);
}
this.sendCommandToSubscribers(new MoveActionCommand(movement));
const clientTimeMs = localCharacterPredictor.recordInput(movement);
this.sendCommandToSubscribers(new MoveActionCommand(movement, clientTimeMs));
}
public destroy() {

View file

@ -4,11 +4,13 @@ import {
MoveActionCommand,
last,
PrimaryActionCommand,
LeapActionCommand,
holdDurationToCharge,
settings,
} from 'shared';
import { Game } from '../game';
import { ChargeIndicator } from '../charge-indicator';
import { localCharacterPredictor } from '../helper/prediction/local-character-predictor';
export class TouchListener extends CommandGenerator {
private static readonly deadZone = 8;
@ -22,6 +24,7 @@ export class TouchListener extends CommandGenerator {
private fireButton: HTMLElement;
private fireStrengthRing: HTMLElement;
private leapButton: HTMLElement;
private fireDownAt: number | null = null;
@ -46,7 +49,12 @@ export class TouchListener extends CommandGenerator {
this.fireButton.addEventListener('touchstart', this.fireButtonDownListener);
this.fireButton.addEventListener('touchend', this.fireButtonUpListener);
this.leapButton = document.createElement('div');
this.leapButton.className = 'touch-button leap';
this.leapButton.addEventListener('touchstart', this.leapButtonListener);
this.overlay.appendChild(this.fireButton);
this.overlay.appendChild(this.leapButton);
target.addEventListener('touchstart', this.touchStartListener);
target.addEventListener('touchmove', this.touchMoveListener);
@ -101,12 +109,17 @@ export class TouchListener extends CommandGenerator {
vec2.set(delta, delta.x, -delta.y);
if (deltaLength > TouchListener.deadZone) {
const direction = vec2.normalize(delta, delta);
this.sendCommandToSubscribers(new MoveActionCommand(direction));
this.sendMove(direction);
} else {
this.sendCommandToSubscribers(new MoveActionCommand(vec2.create()));
this.sendMove(vec2.create());
}
};
private sendMove(direction: vec2) {
const clientTimeMs = localCharacterPredictor.recordInput(direction);
this.sendCommandToSubscribers(new MoveActionCommand(direction, clientTimeMs));
}
private touchEndListener = (event: TouchEvent) => {
event.preventDefault();
@ -127,7 +140,7 @@ export class TouchListener extends CommandGenerator {
} else if (event.touches.length === 0) {
this.isJoystickActive = false;
this.joystick.parentElement?.removeChild(this.joystick);
this.sendCommandToSubscribers(new MoveActionCommand(vec2.create()));
this.sendMove(vec2.create());
}
};
@ -136,6 +149,12 @@ export class TouchListener extends CommandGenerator {
event.stopPropagation();
};
private leapButtonListener = (event: TouchEvent) => {
this.swallowTouch(event);
const clientTimeMs = localCharacterPredictor.recordLeap();
this.sendCommandToSubscribers(new LeapActionCommand(clientTimeMs));
};
private fireButtonDownListener = (event: TouchEvent) => {
this.swallowTouch(event);
this.fireDownAt = performance.now();
@ -170,6 +189,9 @@ export class TouchListener extends CommandGenerator {
if (!this.fireButton.parentElement) {
this.overlay.appendChild(this.fireButton);
}
if (!this.leapButton.parentElement) {
this.overlay.appendChild(this.leapButton);
}
const character = this.game.gameObjects.player;
if (character) {
@ -186,7 +208,9 @@ export class TouchListener extends CommandGenerator {
this.fireButton.removeEventListener('touchstart', this.fireButtonDownListener);
this.fireButton.removeEventListener('touchend', this.fireButtonUpListener);
this.leapButton.removeEventListener('touchstart', this.leapButtonListener);
this.fireButton.parentElement?.removeChild(this.fireButton);
this.leapButton.parentElement?.removeChild(this.leapButton);
}
}

View file

@ -33,17 +33,19 @@ export abstract class FeedbackHud {
setTimeout(() => element.parentElement?.removeChild(element), lifetimeMs);
}
public static hitMarker() {
public static hitMarker(charge = 0) {
const { x, y } = this.focusPoint();
const marker = document.createElement('div');
marker.className = 'hitmarker';
marker.className =
'hitmarker' + (charge >= settings.chargedHitThreshold ? ' charged' : '');
marker.style.left = `${x}px`;
marker.style.top = `${y}px`;
this.addTransient(marker, 250);
}
public static killConfirmed(victimName?: string, streak = 1) {
public static killConfirmed(victimName?: string, streak = 1, charge = 0) {
const { killfeed } = this.ensureRoot();
const charged = charge >= settings.chargedHitThreshold;
const entry = document.createElement('div');
entry.className = 'kill-entry';
@ -53,13 +55,13 @@ export abstract class FeedbackHud {
const { x, y } = this.focusPoint();
const popup = document.createElement('div');
popup.className = 'kill-popup';
popup.className = 'kill-popup' + (charged ? ' charged' : '');
popup.innerHTML = `+${settings.playerKillPoint} <span class="heal">+${settings.playerKillHealthReward}❤</span>`;
popup.style.left = `${x}px`;
popup.style.top = `${y}px`;
this.addTransient(popup, 1200);
const callout = this.streakName(streak);
const callout = this.streakName(streak) ?? (charged ? 'Charged Kill!' : undefined);
if (callout) {
const el = document.createElement('div');
el.className = 'streak-callout';

View file

@ -21,6 +21,7 @@ import {
CommandExecutors,
Command,
settings,
InputAcknowledgement,
} from 'shared';
import { io, Socket } from 'socket.io-client';
import { KeyboardListener } from './commands/keyboard-listener';
@ -35,6 +36,7 @@ import { PlanetShape } from './shapes/planet-shape';
import { RenderCommand } from './commands/types/render';
import { StepCommand } from './commands/types/step';
import { serverTimeline } from './helper/server-timeline';
import { localCharacterPredictor } from './helper/prediction/local-character-predictor';
import { Tutorial } from './tutorial';
import { Scoreboard } from './scoreboard';
@ -54,6 +56,7 @@ export class Game extends CommandReceiver {
private scoreboard = new Scoreboard();
private announcementText = document.createElement('h2');
private arrows: { [id: number]: HTMLElement } = {};
private keystoneArrow?: HTMLElement;
private socketReceiver!: CommandSocket;
private tutorial!: Tutorial;
@ -76,9 +79,11 @@ export class Game extends CommandReceiver {
this.socket?.close();
serverTimeline.reset();
localCharacterPredictor.reset();
this.gameObjects = new GameObjectContainer(this);
this.overlay.innerHTML = '';
this.arrows = {};
this.keystoneArrow = undefined;
this.isEnding = false;
this.lastAnnouncementText = '';
this.overlay.appendChild(this.scoreboard.element);
@ -148,6 +153,12 @@ export class Game extends CommandReceiver {
this.timeSinceLastAnnouncement = 0;
},
[UpdateGameState.type]: (c: UpdateGameState) => (this.lastGameState = c),
[InputAcknowledgement.type]: (c: InputAcknowledgement) =>
localCharacterPredictor.acknowledge(
c.clientTimeMs,
c.bodyVelocity,
c.lastLeapClientTimeMs,
),
[GameEndCommand.type]: () => (this.isEnding = true),
[UpdateOtherPlayerDirections.type]: (c: UpdateOtherPlayerDirections) =>
(this.lastOtherPlayerDirections = c),
@ -325,6 +336,71 @@ export class Game extends CommandReceiver {
this.handleOtherPlayerDirections(this.lastOtherPlayerDirections);
}
this.handleKeystoneArrow();
this.announcementText.innerHTML = this.lastAnnouncementText;
}
// Points an off-screen chevron toward the keystone "Heart" planet, tinted by
// who currently holds it, so the match's focal objective is always findable.
private handleKeystoneArrow() {
if (!this.renderer) {
return;
}
const keystone = this.gameObjects.planets.find((p) => p.isKeystone);
if (!keystone) {
if (this.keystoneArrow) {
this.keystoneArrow.style.display = 'none';
}
return;
}
if (!this.keystoneArrow) {
this.keystoneArrow = document.createElement('div');
this.overlay.appendChild(this.keystoneArrow);
}
const width = this.renderer.canvasSize.x;
const height = this.renderer.canvasSize.y;
const display = this.renderer.worldToDisplayCoordinates(keystone.center);
const margin = 48;
const onScreen =
display.x >= margin &&
display.x <= width - margin &&
display.y >= margin &&
display.y <= height - margin;
const control = Math.abs(keystone.ownership - 0.5);
const team =
control < settings.planetControlThreshold
? 'neutral'
: keystone.ownership < 0.5
? 'blue'
: 'red';
this.keystoneArrow.className = 'keystone-arrow ' + team;
if (onScreen) {
this.keystoneArrow.style.display = 'none';
return;
}
this.keystoneArrow.style.display = 'block';
const center = vec2.fromValues(width / 2, height / 2);
const dir = vec2.fromValues(display.x - center.x, display.y - center.y);
const angle = Math.atan2(dir.y, dir.x);
const aspectRatio = width / height;
const directionRatio = dir.x / dir.y;
let deltaX: number, deltaY: number;
if (aspectRatio < Math.abs(directionRatio)) {
deltaX = (width / 2 - margin) * Math.sign(dir.x);
deltaY = deltaX / directionRatio;
} else {
deltaY = (height / 2 - margin) * Math.sign(dir.y);
deltaX = deltaY * directionRatio;
}
const p = vec2.add(center, center, vec2.fromValues(deltaX, deltaY));
this.keystoneArrow.style.transform = `translateX(${p.x}px) translateY(${p.y}px) translateX(-50%) translateY(-50%) rotate(${angle + Math.PI / 2}rad)`;
}
}

View file

@ -0,0 +1,138 @@
import { vec2 } from 'gl-matrix';
import {
CharacterWorld,
GroundSurface,
Id,
PhysicsBody,
planetDistance,
planetGravity,
resolveCircleMovement,
} from 'shared';
// What the predictor needs to know about a planet to collide and be pulled by
// it. The client reads this off its PlanetViews.
export interface PredictablePlanet {
id: Id;
vertices: Array<vec2>;
center: vec2;
radius: number;
rotation: number;
rotationSpeed: number;
}
// A planet collision/gravity surface whose rotation can be advanced during
// replay, so its outline turns in lockstep with the body the carry term moves —
// exactly as the server steps the planet before the character each tick.
class PlanetSurface implements GroundSurface {
public readonly canCollide = true;
public readonly isGround = true;
public readonly id: Id;
public center: vec2;
public angularVelocity: number;
private vertices: Array<vec2>;
private radius: number;
private rotation = 0;
private cos = 1;
private sin = 0;
constructor(planet: PredictablePlanet) {
this.id = planet.id;
this.center = planet.center;
this.vertices = planet.vertices;
this.radius = planet.radius;
this.angularVelocity = planet.rotationSpeed;
this.setRotation(planet.rotation);
}
public sync(planet: PredictablePlanet) {
this.center = planet.center;
this.vertices = planet.vertices;
this.radius = planet.radius;
this.angularVelocity = planet.rotationSpeed;
this.setRotation(planet.rotation);
}
private setRotation(rotation: number) {
this.rotation = rotation;
this.cos = Math.cos(rotation);
this.sin = Math.sin(rotation);
}
public advance(deltaTimeInSeconds: number) {
this.setRotation(this.rotation + this.angularVelocity * deltaTimeInSeconds);
}
public distance(target: vec2): number {
return planetDistance(target, this.vertices, this.center, this.cos, this.sin);
}
public gravityAt(target: vec2): vec2 {
return planetGravity(this.center, this.radius, target);
}
}
// The planets-only collision world the local predictor runs against. It holds
// persistent surfaces keyed by planet id (so a `currentPlanet` reference stays
// valid across frames) and never dispatches collision reactions — damage,
// scoring and the like are server-authoritative.
export class ClientCharacterWorld implements CharacterWorld {
private surfaces = new Map<Id, PlanetSurface>();
private ordered: Array<PlanetSurface> = [];
// Refresh from the current PlanetViews. Far planets contribute zero gravity
// (the falloff clamps to 0 past maxGravityDistance) and never collide, so the
// whole set can be handed to every query without a range filter. Ordered by
// id so the (rare) two-surface contact picks a stable surface.
public sync(planets: Array<PredictablePlanet>) {
const seen = new Set<Id>();
for (const planet of planets) {
seen.add(planet.id);
const existing = this.surfaces.get(planet.id);
if (existing) {
existing.sync(planet);
} else {
this.surfaces.set(planet.id, new PlanetSurface(planet));
}
}
for (const id of [...this.surfaces.keys()]) {
if (!seen.has(id)) {
this.surfaces.delete(id);
}
}
this.ordered = [...this.surfaces.entries()]
.sort((a, b) => Number(a[0]) - Number(b[0]))
.map((e) => e[1]);
}
// Advance every planet's collision frame by one replay substep, so surfaces
// and the carried body rotate together. The surfaces are re-synced to the
// newest snapshot rotation each frame (see sync), so the replay only ever
// steps forward from there.
public advance(deltaTimeInSeconds: number) {
for (const surface of this.ordered) {
surface.advance(deltaTimeInSeconds);
}
}
public surfaceById(id: Id | undefined): GroundSurface | undefined {
return id == null ? undefined : this.surfaces.get(id);
}
public idOf(surface: GroundSurface | undefined): Id | undefined {
return surface instanceof PlanetSurface ? surface.id : undefined;
}
public groundsNear(): Array<GroundSurface> {
return this.ordered;
}
public stepBody(
body: PhysicsBody,
deltaTimeInSeconds: number,
): GroundSurface | undefined {
const { hitObject } = resolveCircleMovement(body, deltaTimeInSeconds, this.ordered);
return hitObject && (hitObject as GroundSurface).isGround
? (hitObject as GroundSurface)
: undefined;
}
}

View file

@ -0,0 +1,47 @@
import { vec2 } from 'gl-matrix';
interface InputSample {
timeMs: number;
direction: vec2;
}
// Keep a little over a second of input — far more than any sane reconciliation
// window — so a brief stall (or a backgrounded tab catching up) can still be
// replayed, while old samples are pruned to bound memory.
const retainMs = 1500;
// A timeline of the local player's movement directions in client-clock time.
// Each generated MoveActionCommand is stamped with the time this hands out, and
// the same sample is recorded here so the predictor replays exactly the input
// the server will eventually receive. Direction is piecewise-constant: the
// active direction at any instant is the most recent sample at or before it.
export class InputHistory {
private samples: Array<InputSample> = [];
public record(direction: vec2, timeMs: number): void {
this.samples.push({ timeMs, direction: vec2.clone(direction) });
const cutoff = timeMs - retainMs;
while (this.samples.length > 1 && this.samples[1].timeMs <= cutoff) {
this.samples.shift();
}
}
// The held direction at `timeMs`: the latest sample at or before it, or zero
// before any input exists.
public directionAt(timeMs: number): vec2 {
let direction = vec2.create();
for (const sample of this.samples) {
if (sample.timeMs <= timeMs) {
direction = sample.direction;
} else {
break;
}
}
return vec2.clone(direction);
}
public reset(): void {
this.samples = [];
}
}

View file

@ -0,0 +1,328 @@
import { vec2 } from 'gl-matrix';
import {
Circle,
CharacterMovementState,
Id,
PhysicsBody,
settings,
stepCharacterMovement,
applyLeapImpulse,
tickPlanetDetachment,
feetRadius,
headRadius,
} from 'shared';
import { ClientCharacterWorld, PredictablePlanet } from './client-character-world';
import { InputHistory } from './input-history';
const stepMs = 1000 / 200; // match the server's 200 Hz fixed tick
const stepSeconds = 1 / 200;
// 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.
const maxReplayMs = 300;
// Render-side easing of the correction the reconciliation produces each frame,
// so a snapshot that disagrees with the prediction is smoothed out instead of
// popping. Short, so the local player still feels immediate.
const smoothSeconds = 0.06;
// A correction bigger than this isn't prediction error — it's a respawn,
// teleport, or a server-side impulse (leap / slingshot / recoil / death throw)
// the predictor doesn't model. Snap to it rather than gliding across the gap.
const snapDistance = 250;
const makeBody = (center: vec2, radius: number): PhysicsBody => ({
center: vec2.clone(center),
radius,
velocity: vec2.create(),
lastNormal: vec2.fromValues(0, 1),
restitution: 0,
});
// Predicts the local player's character so it responds to input immediately,
// instead of lagging ~100 ms + RTT behind like the interpolated remote objects.
// Each frame it resets to the latest authoritative snapshot and replays the
// player's own un-acknowledged input through the SAME movement simulation the
// server runs (shared/stepCharacterMovement), then eases the rendered pose
// toward the result. Discrete server-side impulses it can't model show up as a
// large correction and snap rather than rubber-band.
export class LocalCharacterPredictor {
private readonly inputHistory = new InputHistory();
private readonly world = new ClientCharacterWorld();
private authoritative?: { head: Circle; leftFoot: Circle; rightFoot: Circle };
private lastAckClientTimeMs?: number;
// Wall-clock (client) time the latest authoritative snapshot was received. The
// replay predicts forward from HERE by the snapshot's age, so the local pose
// advances smoothly with real time between the 25 Hz snapshots. Anchoring to
// the last *acked input* time instead breaks when input is sent only on change
// (a held key sends nothing): that time freezes, the window pins to the
// maxReplayMs clamp, the replay displacement goes constant, and the pose
// stair-steps at the snapshot rate.
private authReceiptMs = 0;
// Authoritative launch momentum at the last snapshot — seeds each replay so a
// leap/slingshot/recoil flight is reproduced and continuously corrected.
private authoritativeBodyVelocity = vec2.create();
// Wall-clock times the player issued a leap, replayed (with the impulse
// applied locally) so the launch is felt immediately, not after a round trip.
private leapHistory: Array<number> = [];
// clientTimeMs of the last leap the server has folded into the streamed
// momentum. Leaps at or before this are already in authoritativeBodyVelocity;
// only newer ones are replayed, so a leap is never applied twice.
private lastLeapAckMs = -Infinity;
// Latest streamed shooting-strength, to gate predicted leaps as the server does.
private currentStrength = settings.playerMaxStrength;
// 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
// time-since-surface persist.
private carriedPlanetId?: Id;
private carriedSecondsSinceSurface = 1;
// The eased, rendered pose handed to the view.
private renderHead = new Circle(vec2.create(), headRadius);
private renderLeftFoot = new Circle(vec2.create(), feetRadius);
private renderRightFoot = new Circle(vec2.create(), feetRadius);
private hasRender = false;
public get head(): Circle {
return this.renderHead;
}
public get leftFoot(): Circle {
return this.renderLeftFoot;
}
public get rightFoot(): Circle {
return this.renderRightFoot;
}
// 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());
this.inputHistory.record(direction, timeMs);
return timeMs;
}
public acknowledge(
clientTimeMs: number,
bodyVelocity: vec2,
lastLeapClientTimeMs: number,
): 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) {
this.lastAckClientTimeMs = clientTimeMs;
}
vec2.set(this.authoritativeBodyVelocity, bodyVelocity[0], bodyVelocity[1]);
this.lastLeapAckMs = lastLeapClientTimeMs;
}
public setAuthoritative(head: Circle, leftFoot: Circle, rightFoot: Circle): void {
this.authoritative = { head, leftFoot, rightFoot };
this.authReceiptMs = Math.round(performance.now());
}
// The player pressed leap; remember when, so the replay applies the same
// impulse the server will. Recorded regardless of whether the server accepts
// it — a rejected leap (no strength/cooldown) self-corrects via the streamed
// authoritative momentum.
public recordLeap(): number {
const timeMs = Math.round(performance.now());
this.leapHistory.push(timeMs);
const cutoff = timeMs - 1500;
while (this.leapHistory.length > 0 && this.leapHistory[0] <= cutoff) {
this.leapHistory.shift();
}
return timeMs;
}
public setStrength(strength: number): void {
this.currentStrength = strength;
}
public reset(): void {
this.inputHistory.reset();
this.leapHistory = [];
this.lastLeapAckMs = -Infinity;
this.authoritative = undefined;
this.lastAckClientTimeMs = undefined;
this.authReceiptMs = 0;
vec2.zero(this.authoritativeBodyVelocity);
this.currentStrength = settings.playerMaxStrength;
this.carriedPlanetId = undefined;
this.carriedSecondsSinceSurface = 1;
this.hasRender = false;
}
public get canPredict(): boolean {
return this.authoritative !== undefined && this.lastAckClientTimeMs !== undefined;
}
// During spawn-in and death the server freezes walking and only scales the
// body (CharacterPhysical.step returns early), so its head radius is below
// nominal. Predicting then would walk the body off a position the server is
// holding still — let interpolation show the animation instead.
private get isAnimatingInOrOut(): boolean {
return (
this.authoritative !== undefined &&
this.authoritative.head.radius < headRadius - 0.5
);
}
// Run one frame of prediction. Returns true if it produced a rendered pose the
// 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) {
// Resume from the authoritative pose with a snap rather than gliding from
// a stale rendered one.
this.hasRender = false;
return false;
}
this.world.sync(planets);
const predicted = this.simulate();
if (!this.hasRender) {
this.snapRenderTo(predicted);
this.hasRender = true;
} else {
this.easeRenderTo(predicted, frameSeconds);
}
return true;
}
// The body's facing angle is encoded in the pose: each part is sprung toward
// center + R(direction)*offset and the head's offset points +y, so
// direction = atan2(head - center) - PI/2. Re-deriving it from the snapshot
// each frame (rather than carrying the previous frame's evolved value onto
// this past pose, re-evolved by a variable substep count) keeps the posture
// seed a pure function of the snapshot — carrying it fed a frame-rate-dependent
// loop that wobbled the rendered limbs.
private directionFromPose(head: Circle, leftFoot: Circle, rightFoot: Circle): number {
const cx = (head.center[0] + leftFoot.center[0] + rightFoot.center[0]) / 3;
const cy = (head.center[1] + leftFoot.center[1] + rightFoot.center[1]) / 3;
return Math.atan2(head.center[1] - cy, head.center[0] - cx) - Math.PI / 2;
}
private simulate(): CharacterMovementState {
const auth = this.authoritative!;
const now = Math.round(performance.now());
// 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
// fresh input, so the pose no longer pins to the 25 Hz snapshot cadence.
const startMs = Math.max(this.authReceiptMs, now - maxReplayMs);
const windowMs = Math.max(0, now - startMs);
const steps = Math.floor(windowMs / stepMs);
const remainderSeconds = (windowMs - steps * stepMs) / 1000;
const state: CharacterMovementState = {
head: makeBody(auth.head.center, auth.head.radius),
leftFoot: makeBody(auth.leftFoot.center, auth.leftFoot.radius),
rightFoot: makeBody(auth.rightFoot.center, auth.rightFoot.radius),
direction: this.directionFromPose(auth.head, auth.leftFoot, auth.rightFoot),
currentPlanet: this.world.surfaceById(this.carriedPlanetId),
secondsSinceOnSurface: this.carriedSecondsSinceSurface,
// Leaps before the replay window are already baked into this; leaps inside
// the window are re-applied below, so neither is double-counted.
bodyVelocity: vec2.clone(this.authoritativeBodyVelocity),
};
// The planet collision frames were synced (in update(), just before this)
// to the NEWEST snapshot's rotation — the same instant the authoritative
// body pose is from — so the body and the surface start the replay at the
// same phase. The loop below advances the surfaces FORWARD in lockstep with
// the body's carry from that shared phase, so no rewind is needed (and the
// persistent surfaces are re-synced next frame, so this never accumulates).
const cooldownMs = settings.leapCooldownSeconds * 1000;
// Mirror the server: each accepted leap spends leapStrengthCost, so a burst
// of leaps in one replay window is gated by the running strength rather than
// a single up-front affordability check.
let availableStrength = this.currentStrength;
let lastLeapMs = -Infinity;
let t = startMs;
for (let i = 0; i < steps; i++) {
const input = this.inputHistory.directionAt(t);
tickPlanetDetachment(state, stepSeconds);
stepCharacterMovement(state, this.world, input, stepSeconds);
this.world.advance(stepSeconds);
// A leap issued during this step launches now (the next step injects the
// momentum), gated like the server: on a surface, off cooldown, with
// strength. applyLeapImpulse is a no-op off-surface.
for (const leapMs of this.leapHistory) {
if (
leapMs >= t &&
leapMs < t + stepMs &&
// Only leaps the server hasn't yet folded into the seed, so a leap
// is never both seeded and replayed.
leapMs > this.lastLeapAckMs &&
state.currentPlanet &&
leapMs - lastLeapMs >= cooldownMs &&
availableStrength >= settings.leapStrengthCost
) {
applyLeapImpulse(state, this.inputHistory.directionAt(leapMs));
availableStrength -= settings.leapStrengthCost;
lastLeapMs = leapMs;
}
}
t += stepMs;
}
// Final sub-tick of the leftover (< stepMs) so the predicted pose is a
// continuous function of the window length rather than advancing in 5 ms
// quanta — the floor() above would otherwise surface that as a per-frame
// wobble on top of the ~16.7 ms render cadence.
if (remainderSeconds > 0) {
tickPlanetDetachment(state, remainderSeconds);
stepCharacterMovement(
state,
this.world,
this.inputHistory.directionAt(now),
remainderSeconds,
);
this.world.advance(remainderSeconds);
}
this.carriedPlanetId = this.world.idOf(state.currentPlanet);
this.carriedSecondsSinceSurface = state.secondsSinceOnSurface;
return state;
}
private snapRenderTo(state: CharacterMovementState): void {
this.renderHead = new Circle(vec2.clone(state.head.center), state.head.radius);
this.renderLeftFoot = new Circle(
vec2.clone(state.leftFoot.center),
state.leftFoot.radius,
);
this.renderRightFoot = new Circle(
vec2.clone(state.rightFoot.center),
state.rightFoot.radius,
);
}
private easeRenderTo(state: CharacterMovementState, frameSeconds: number): void {
const q = 1 - Math.exp(-frameSeconds / smoothSeconds);
this.easePart(this.renderHead, state.head, q);
this.easePart(this.renderLeftFoot, state.leftFoot, q);
this.easePart(this.renderRightFoot, state.rightFoot, q);
}
private easePart(render: Circle, target: PhysicsBody, q: number): void {
if (vec2.distance(render.center, target.center) > snapDistance) {
vec2.copy(render.center, target.center);
} else {
vec2.lerp(render.center, render.center, target.center, q);
}
render.radius = target.radius;
}
}
export const localCharacterPredictor = new LocalCharacterPredictor();

View file

@ -1,4 +1,5 @@
import {
Circle,
Command,
CommandExecutors,
CommandReceiver,
@ -9,11 +10,15 @@ import {
Id,
PropertyUpdatesForObjects,
RemoteCallsForObjects,
settings,
UpdatePropertyCommand,
} from 'shared';
import { BeforeDestroyCommand } from '../commands/types/before-destroy';
import { StepCommand } from '../commands/types/step';
import { Game } from '../game';
import { serverTimeline } from '../helper/server-timeline';
import { PredictablePlanet } from '../helper/prediction/client-character-world';
import { localCharacterPredictor } from '../helper/prediction/local-character-predictor';
import { Camera } from './types/camera';
import { CharacterView } from './types/character-view';
import { PlanetView } from './types/planet-view';
@ -28,6 +33,9 @@ export class GameObjectContainer extends CommandReceiver {
this.player = c.character as CharacterView;
this.player.isMainCharacter = true;
this.addObject(this.player);
// 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();
},
[CreateObjectsCommand.type]: (c: CreateObjectsCommand) =>
@ -37,6 +45,18 @@ export class GameObjectContainer extends CommandReceiver {
this.defaultCommandExecutor(c);
if (this.player) {
// 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.
localCharacterPredictor.setStrength(
this.player.strengthFraction * settings.playerMaxStrength,
);
if (localCharacterPredictor.update(this.predictablePlanets(), c.deltaTimeInSeconds)) {
this.player.head = localCharacterPredictor.head;
this.player.leftFoot = localCharacterPredictor.leftFoot;
this.player.rightFoot = localCharacterPredictor.rightFoot;
}
this.camera.follow(this.player.position, c.deltaTimeInSeconds);
}
},
@ -48,9 +68,12 @@ export class GameObjectContainer extends CommandReceiver {
[PropertyUpdatesForObjects.type]: (c: PropertyUpdatesForObjects) => {
serverTimeline.onSnapshot(c.timestamp);
c.updates.forEach((u) =>
u.updates.forEach((au) => this.objects.get(u.id)?.handleCommand(au)),
);
c.updates.forEach((u) => {
u.updates.forEach((au) => this.objects.get(u.id)?.handleCommand(au));
if (this.player && u.id === this.player.id) {
this.feedPredictor(u.updates);
}
});
},
[DeleteObjectsCommand.type]: (c: DeleteObjectsCommand) =>
@ -76,6 +99,34 @@ export class GameObjectContainer extends CommandReceiver {
this.camera.handleCommand(c);
}
// Hand the local player's raw authoritative pose to the predictor (the
// interpolated pose would already be ~100 ms stale). The three body parts
// arrive together in one snapshot.
private feedPredictor(updates: Array<UpdatePropertyCommand>) {
let head: Circle | undefined;
let leftFoot: Circle | undefined;
let rightFoot: Circle | undefined;
for (const u of updates) {
if (u.propertyKey === 'head') head = u.propertyValue as Circle;
else if (u.propertyKey === 'leftFoot') leftFoot = u.propertyValue as Circle;
else if (u.propertyKey === 'rightFoot') rightFoot = u.propertyValue as Circle;
}
if (head && leftFoot && rightFoot) {
localCharacterPredictor.setAuthoritative(head, leftFoot, rightFoot);
}
}
private predictablePlanets(): Array<PredictablePlanet> {
return this.planets.map((p) => ({
id: p.id,
vertices: p.vertices,
center: p.center,
radius: p.radius,
rotation: p.predictionRotation,
rotationSpeed: p.predictionRotationSpeed,
}));
}
private addObject(object: GameObject) {
this.objects.set(object.id, object);
}

View file

@ -176,21 +176,32 @@ export class CharacterView extends CharacterBase {
}
}
public onHitConfirmed() {
public onHitConfirmed(charge = 0) {
if (!this.isMainCharacter) {
return;
}
SoundHandler.play(Sounds.click, 0.4, 1.7);
FeedbackHud.hitMarker();
// 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);
}
FeedbackHud.hitMarker(charge);
}
public onKillConfirmed(victimName?: string, streak = 1) {
public onKillConfirmed(victimName?: string, streak = 1, charge = 0) {
if (!this.isMainCharacter) {
return;
}
SoundHandler.play(Sounds.click, 1, 0.7);
VibrationHandler.vibrate(60);
FeedbackHud.killConfirmed(victimName, streak);
SoundHandler.play(Sounds.click, 1, mix(0.7, 0.5, charge));
VibrationHandler.vibrate(mix(60, 110, charge));
FeedbackHud.killConfirmed(victimName, streak, charge);
}
public onLeap() {
if (!this.isMainCharacter) {
return;
}
SoundHandler.play(Sounds.shoot, 0.3, 1.5);
}
private step({ deltaTimeInSeconds }: StepCommand): void {

View file

@ -56,17 +56,39 @@ export class PlanetView extends PlanetBase {
[UpdatePropertyCommand.type]: this.updateProperty.bind(this),
};
constructor(id: Id, vertices: Array<vec2>, ownership: number) {
super(id, vertices);
constructor(id: Id, vertices: Array<vec2>, ownership = 0.5, isKeystone = false) {
super(id, vertices, ownership, isKeystone);
this.shape = new PlanetShape(vertices, ownership);
this.shape.randomOffset = Random.getRandom();
this.ownershipProgress = document.createElement('div');
this.ownershipProgress.className = 'ownership';
this.ownershipProgress.className = 'ownership' + (isKeystone ? ' keystone' : '');
}
public setContested(contested: boolean) {
this.ownershipProgress.classList.toggle('contested', contested);
}
private renderedRotation = 0;
private rotationSpeed = 0;
// Newest streamed rotation VALUE — the server-current angle at the latest
// snapshot — as opposed to renderedRotation, which the interpolator holds
// ~interpolationDelaySeconds in the PAST for drawing. The predictor seeds the
// local body from the same snapshot's pose, so it must collide against the
// planet at THIS (newest) phase and advance forward from it; using the drawn
// lagged angle biases the body off the surface by omega*delay*radius and
// wobbles it whenever the spin or the interpolator's rate cursor varies.
private latestRotation = 0;
public get predictionRotation(): number {
return this.latestRotation;
}
public get predictionRotationSpeed(): number {
return this.rotationSpeed;
}
private step({ deltaTimeInSeconds }: StepCommand): void {
this.shape.rotation = this.rotationInterpolator.getValue(deltaTimeInSeconds);
this.renderedRotation = this.rotationInterpolator.getValue(deltaTimeInSeconds);
this.shape.rotation = this.renderedRotation;
this.shape.colorMixQ = this.ownership;
if (this.flareIntensity > 0) {
@ -129,6 +151,8 @@ export class PlanetView extends PlanetBase {
}: UpdatePropertyCommand): void {
if (propertyKey === 'rotation') {
this.rotationInterpolator.addFrame(propertyValue, rateOfChange);
this.latestRotation = propertyValue;
this.rotationSpeed = rateOfChange;
} else {
this.ownership = propertyValue;
}
@ -170,7 +194,12 @@ export class PlanetView extends PlanetBase {
private getGradient(): string {
const sideBlue = this.ownership < 0.5;
const sidePercent = (Math.abs(this.ownership - 0.5) / 0.5) * 100;
// Keep the ring neutral through the same dead-band that gates scoring
// (settings.planetControlThreshold), so "the ring fills" and "this planet
// pays my team" happen together rather than disagreeing.
const control = Math.abs(this.ownership - 0.5);
const t = settings.planetControlThreshold;
const sidePercent = control <= t ? 0 : ((control - t) / (0.5 - t)) * 100;
return sideBlue
? `conic-gradient(
var(--bright-blue) ${sidePercent}%,

View file

@ -129,11 +129,32 @@ export class PlanetShape extends PolygonFactory(settings.planetEdgeCount, 0) {
public randomOffset = 0;
public rotation = 0;
// Circle about the rotation centre (the vertex centroid, which is what the
// shader spins around — see planetMinDistance above). The vertices never
// change after construction, so cache it once.
private readonly cullCenter: vec2;
private readonly cullRadius: number;
constructor(
public vertices: Array<vec2>,
public colorMixQ: number,
) {
super(vertices);
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(
(max, v) => Math.max(max, vec2.distance(this.cullCenter, v)),
0,
);
}
public minDistance(target: vec2): number {
return vec2.distance(target, this.cullCenter) - this.cullRadius;
}
protected getObjectToSerialize(transform2d: mat2d, _: number): any {

View file

@ -4,17 +4,19 @@ import {
CommandExecutors,
CommandReceiver,
Id,
LeapActionCommand,
MoveActionCommand,
PrimaryActionCommand,
} from 'shared';
import { GameObjectContainer } from './objects/game-object-container';
import { PlanetView } from './objects/types/planet-view';
type StageTrigger = 'move' | 'shoot' | 'capture';
type StageTrigger = 'move' | 'shoot' | 'leap' | 'capture';
const stages: ReadonlyArray<{ hint: string; clearsOn: StageTrigger }> = [
{ hint: 'WASD / drag to walk', clearsOn: 'move' },
{ hint: 'Click / tap to shoot', clearsOn: 'shoot' },
{ hint: 'Space / leap button to launch off a planet', clearsOn: 'leap' },
{ hint: 'Stand on a planet to capture it', clearsOn: 'capture' },
];
@ -42,6 +44,11 @@ export class Tutorial extends CommandReceiver {
this.advance();
}
},
[LeapActionCommand.type]: () => {
if (this.clearsOn() === 'leap') {
this.advance();
}
},
};
constructor(overlay: HTMLElement) {

View file

@ -0,0 +1,19 @@
import { serializable } from '../../../serialization/serializable';
import { Command } from '../../command';
// Sent client -> server when the player triggers a leap (Space / leap button).
// The launch direction is derived server-side from the character's surface
// normal and current movement input. clientTimeMs is the client's wall-clock at
// the press, echoed back via InputAcknowledgement so the predictor knows which
// leaps the server has already folded into the streamed launch momentum and
// must not replay again.
@serializable
export class LeapActionCommand extends Command {
public constructor(public readonly clientTimeMs: number = 0) {
super();
}
public toArray(): Array<any> {
return [this.clientTimeMs];
}
}

View file

@ -4,11 +4,19 @@ import { Command } from '../../command';
@serializable
export class MoveActionCommand extends Command {
public constructor(public readonly direction: vec2) {
// clientTimeMs is the client's wall-clock (integer ms, survives the
// serializer's toFixed(3)) when the input was generated. The server echoes
// the latest one back via InputAcknowledgement so the client knows how much
// of its input timeline is already baked into a snapshot and can replay the
// rest for prediction. Defaults to 0 for inputs the server itself synthesises.
public constructor(
public readonly direction: vec2,
public readonly clientTimeMs: number = 0,
) {
super();
}
public toArray(): Array<any> {
return [this.direction];
return [this.direction, this.clientTimeMs];
}
}

View file

@ -0,0 +1,28 @@
import { vec2 } from 'gl-matrix';
import { serializable } from '../../serialization/serializable';
import { Command } from '../command';
// Sent server -> owning client only, alongside that client's own character
// snapshot. Carries the clientTimeMs of the most recent movement input the
// server had received when the snapshot was taken (so the client's predictor
// can reset to the snapshot and replay just the inputs the server hasn't seen
// yet) and the authoritative launch momentum (so the predictor reproduces a
// leap/slingshot/recoil flight rather than only snapping to it). See
// LocalCharacterPredictor.
@serializable
export class InputAcknowledgement extends Command {
public constructor(
public readonly clientTimeMs: number,
public readonly bodyVelocity: vec2,
// clientTimeMs of the most recent leap the server has received: any leap at
// or before it is already reflected in bodyVelocity, so the predictor must
// not replay it.
public readonly lastLeapClientTimeMs: number,
) {
super();
}
public toArray(): Array<any> {
return [this.clientTimeMs, this.bodyVelocity, this.lastLeapClientTimeMs];
}
}

View file

@ -15,6 +15,7 @@ export * from './commands/command-executors';
export * from './commands/command-generator';
export * from './commands/types/actions/move-action';
export * from './commands/types/actions/primary-action';
export * from './commands/types/actions/leap-action';
export * from './commands/types/actions/set-aspect-ratio-action';
export * from './helper/array';
export * from './helper/last';
@ -46,3 +47,13 @@ export * from './objects/types/planet-base';
export * from './objects/types/projectile-base';
export * from './settings';
export * from './communication/transport-events';
export * from './commands/types/input-acknowledgement';
export * from './physics/sdf';
export * from './physics/evaluate-sdf';
export * from './physics/sdf-normal';
export * from './physics/march-circle';
export * from './physics/depenetrate-circle';
export * from './physics/resolve-circle-movement';
export * from './physics/planet-sdf';
export * from './physics/interpolate-angles';
export * from './physics/character-movement';

View file

@ -28,9 +28,13 @@ export class CharacterBase extends GameObject {
// eslint-disable-next-line @typescript-eslint/no-unused-vars
public onShoot(strength: number) { }
public onHitConfirmed() { }
public onLeap() { }
public onKillConfirmed(victimName?: string, streak?: number) { }
// eslint-disable-next-line @typescript-eslint/no-unused-vars
public onHitConfirmed(charge?: number) { }
// eslint-disable-next-line @typescript-eslint/no-unused-vars
public onKillConfirmed(victimName?: string, streak?: number, charge?: number) { }
public setHealth(health: number) {
this.health = health;

View file

@ -15,6 +15,7 @@ export class PlanetBase extends GameObject {
id: Id,
public readonly vertices: Array<vec2>,
public ownership: number = 0.5,
public readonly isKeystone: boolean = false,
) {
super(id);
this.center = vertices.reduce((sum, v) => vec2.add(sum, sum, v), vec2.create());
@ -28,6 +29,8 @@ export class PlanetBase extends GameObject {
public generatedPoints(value: number) {}
// eslint-disable-next-line @typescript-eslint/no-unused-vars
public onFlipped(team: CharacterTeam) {}
// eslint-disable-next-line @typescript-eslint/no-unused-vars
public setContested(contested: boolean) {}
public static createPlanetVertices(
center: vec2,
@ -54,6 +57,6 @@ export class PlanetBase extends GameObject {
}
public toArray(): Array<any> {
return [this.id, this.vertices];
return [this.id, this.vertices, this.ownership, this.isKeystone];
}
}

View file

@ -0,0 +1,354 @@
import { vec2 } from 'gl-matrix';
import { settings } from '../settings';
import { GroundSurface, PhysicsBody } from './sdf';
import { interpolateAngles } from './interpolate-angles';
// Body layout, copied verbatim from CharacterPhysical so the predicted body
// matches the authoritative one to the bit. The head sits this far above the
// feet; offsets are measured from the centre of mass.
export const headRadius = 50;
export const feetRadius = 20;
const desiredHeadOffset = vec2.fromValues(0, 55);
const desiredLeftFootOffset = vec2.fromValues(-20, 0);
const desiredRightFootOffset = vec2.fromValues(20, 0);
const centerOfMass = vec2.scale(
vec2.create(),
vec2.add(
vec2.create(),
vec2.add(vec2.create(), desiredHeadOffset, desiredLeftFootOffset),
desiredRightFootOffset,
),
1 / 3,
);
export const headOffset = vec2.subtract(vec2.create(), desiredHeadOffset, centerOfMass);
export const leftFootOffset = vec2.subtract(
vec2.create(),
desiredLeftFootOffset,
centerOfMass,
);
export const rightFootOffset = vec2.subtract(
vec2.create(),
desiredRightFootOffset,
centerOfMass,
);
export const boundRadius = (headRadius + feetRadius * 2) * 2;
// The character's movement state: the three body parts plus the small amount of
// carried state the step reads and writes. Backend CharacterPhysical and the
// client predictor both expose this shape.
export interface CharacterMovementState {
readonly head: PhysicsBody;
readonly leftFoot: PhysicsBody;
readonly rightFoot: PhysicsBody;
direction: number;
currentPlanet: GroundSurface | undefined;
secondsSinceOnSurface: number;
// Persistent launch momentum (leap / slingshot / recoil / death throw).
// Walking rebuilds and zeroes each body part's velocity every tick,
// so anything that should carry accumulates here, is injected into the parts
// before they step, and decays by friction. Stays zero for ordinary walking.
// The client predictor leaves this zero and relies on the reconciliation snap
// to follow server-side impulses, but the field is here so the server can
// delegate its full movement to stepCharacterMovement unchanged.
bodyVelocity: vec2;
}
// The collision/gravity world the movement queries. The server backs this with
// its spatial container (planets + dynamics, dispatching collision reactions);
// the client backs it with the planets it knows about, dispatching nothing.
export interface CharacterWorld {
// Planets within `radius` of `center` that exert gravity / can be stood on.
groundsNear(center: vec2, radius: number): Array<GroundSurface>;
// Resolve one body part's motion this tick; returns the ground it landed on.
stepBody(body: PhysicsBody, deltaTimeInSeconds: number): GroundSurface | undefined;
}
const applyForce = (body: PhysicsBody, force: vec2, deltaTimeInSeconds: number) => {
vec2.add(
body.velocity,
body.velocity,
vec2.scale(vec2.create(), force, deltaTimeInSeconds),
);
};
// ((head + leftFoot) + rightFoot) / 3, in the exact association the server uses
// everywhere it reads the character centre — do not reassociate.
export const characterCenter = (state: CharacterMovementState): vec2 => {
const center = vec2.add(vec2.create(), state.head.center, state.leftFoot.center);
vec2.add(center, center, state.rightFoot.center);
return vec2.scale(center, center, 1 / 3);
};
const setDirection = (state: CharacterMovementState, direction: vec2) => {
state.direction = interpolateAngles(
state.direction,
Math.atan2(direction[1], direction[0]) + Math.PI / 2,
0.2,
);
};
const springMove = (
state: CharacterMovementState,
body: PhysicsBody,
center: vec2,
offset: vec2,
stiffness: number,
) => {
const desiredPosition = vec2.add(vec2.create(), center, offset);
vec2.rotate(desiredPosition, desiredPosition, center, state.direction);
const positionDelta = vec2.subtract(vec2.create(), desiredPosition, body.center);
// First-order velocity relaxation toward the desired posture position, added
// to the gravity/movement velocity already accumulated this tick. The dt
// arrives later when the body integrates velocity, so the per-tick
// displacement is positionDelta * stiffness * dt.
vec2.scaleAndAdd(body.velocity, body.velocity, positionDelta, stiffness);
};
const keepPosture = (state: CharacterMovementState) => {
const center = characterCenter(state);
springMove(state, state.leftFoot, center, leftFootOffset, settings.postureFeetStiffness);
springMove(
state,
state.rightFoot,
center,
rightFootOffset,
settings.postureFeetStiffness,
);
springMove(state, state.head, center, headOffset, settings.postureHeadStiffness);
};
// While standing on a planet, ride its spin: rigidly rotate the whole body
// about the planet centre by the same per-tick angle the collision SDF turns
// by (negative, matching R(-rotation)), so the player is carried with the
// surface instead of sliding across it.
const carryWithRotatingPlanet = (
state: CharacterMovementState,
deltaTimeInSeconds: number,
) => {
const planet = state.currentPlanet;
if (!planet) {
return;
}
const angle = -planet.angularVelocity * deltaTimeInSeconds;
const center = planet.center;
state.head.center = vec2.rotate(vec2.create(), state.head.center, center, angle);
state.leftFoot.center = vec2.rotate(vec2.create(), state.leftFoot.center, center, angle);
state.rightFoot.center = vec2.rotate(
vec2.create(),
state.rightFoot.center,
center,
angle,
);
};
// Launch off the current surface: directed by the foot contact normals plus
// the movement input, slingshotted by the planet's spin. Mutates bodyVelocity
// (which the next tick injects into the body) and detaches. Shared so the
// server's leap() and the client's prediction apply the exact same impulse.
// The caller does the gating (strength, cooldown, alive); this is a no-op when
// not on a surface.
export const applyLeapImpulse = (
state: CharacterMovementState,
moveDirection: vec2,
) => {
const planet = state.currentPlanet;
if (!planet) {
return;
}
const up = vec2.add(
vec2.create(),
state.leftFoot.lastNormal,
state.rightFoot.lastNormal,
);
if (vec2.length(up) === 0) {
vec2.set(up, 0, 1);
} else {
vec2.normalize(up, up);
}
const launch = vec2.scale(vec2.create(), up, settings.leapUpBias);
if (vec2.length(moveDirection) > 0) {
vec2.scaleAndAdd(
launch,
launch,
vec2.normalize(vec2.create(), moveDirection),
settings.leapMoveBias,
);
}
vec2.normalize(launch, launch);
vec2.scaleAndAdd(state.bodyVelocity, state.bodyVelocity, launch, settings.leapSpeed);
// Slingshot: add the tangential velocity of the spinning surface under the
// body (the same motion carryWithRotatingPlanet imparts).
const center = characterCenter(state);
const omega = planet.angularVelocity;
const surfaceVelocity = vec2.fromValues(
omega * (center[1] - planet.center[1]),
-omega * (center[0] - planet.center[0]),
);
vec2.scaleAndAdd(
state.bodyVelocity,
state.bodyVelocity,
surfaceVelocity,
settings.slingshotScale,
);
state.currentPlanet = undefined;
state.secondsSinceOnSurface = settings.planetDetachmentSeconds;
};
// Time-based detachment: a grounded body that hasn't touched a surface for a
// while floats free. Kept as its own step because on the server it runs before
// the ownership/scoring blocks; the client calls it at the head of each tick.
export const tickPlanetDetachment = (
state: CharacterMovementState,
deltaTimeInSeconds: number,
) => {
if ((state.secondsSinceOnSurface += deltaTimeInSeconds) > settings.planetDetachmentSeconds) {
state.currentPlanet = undefined;
}
};
// Inject the persistent launch momentum onto every body part right before they
// step, so the whole body translates rigidly without disturbing the posture
// springs (which only set up relative offsets). No-op while walking.
const applyBodyMomentum = (state: CharacterMovementState) => {
if (vec2.squaredLength(state.bodyVelocity) === 0) {
return;
}
vec2.add(state.leftFoot.velocity, state.leftFoot.velocity, state.bodyVelocity);
vec2.add(state.rightFoot.velocity, state.rightFoot.velocity, state.bodyVelocity);
vec2.add(state.head.velocity, state.head.velocity, state.bodyVelocity);
};
// Decay one launch-momentum vector in place by one tick. Stiff on the ground
// (skid to a stop), gentle in the air so a leap or slingshot still carries
// across the gaps. The gentle exponential only asymptotes, though, so on top of
// it a constant deceleration brakes the momentum to a definite stop in a couple
// of seconds instead of leaving a 15+ second drift, and a hard cap stops stacked
// impulses (rapid recoil, a leap into a slingshot) from building without bound.
// Shared so the living body, the client predictor, and the ragdoll corpse all
// brake identically.
export const decayMomentum = (
bodyVelocity: vec2,
onGround: boolean,
deltaTimeInSeconds: number,
) => {
const speed = vec2.length(bodyVelocity);
if (speed === 0) {
return;
}
const friction = onGround
? settings.groundMomentumFriction
: settings.airMomentumFriction;
const target = Math.min(
speed * Math.exp(-friction * deltaTimeInSeconds) -
settings.momentumStopDeceleration * deltaTimeInSeconds,
settings.maxBodyMomentum,
);
if (target <= 1) {
vec2.zero(bodyVelocity);
} else {
vec2.scale(bodyVelocity, bodyVelocity, target / speed);
}
};
const decayBodyMomentum = (
state: CharacterMovementState,
deltaTimeInSeconds: number,
) => {
decayMomentum(state.bodyVelocity, !!state.currentPlanet, deltaTimeInSeconds);
};
const sumGravity = (grounds: Array<GroundSurface>, position: vec2): vec2 =>
grounds.reduce(
(sum, ground) => vec2.add(sum, sum, ground.gravityAt(position)),
vec2.create(),
);
const latchGround = (
state: CharacterMovementState,
ground: GroundSurface | undefined,
) => {
if (ground) {
state.secondsSinceOnSurface = 0;
state.currentPlanet = ground;
}
};
// One tick of character movement. This is the exact movement block of the
// authoritative CharacterPhysical.step (gravity gather → movement force →
// on/off-planet branch → posture → step the three body parts), with all
// server-only concerns (scoring, health, shooting, spawn/death animation,
// ownership) left to the caller. `inputDirection` is the already-averaged,
// already-normalized movement direction for this tick and is consumed in place.
export const stepCharacterMovement = (
state: CharacterMovementState,
world: CharacterWorld,
inputDirection: vec2,
deltaTimeInSeconds: number,
) => {
const center = characterCenter(state);
const grounds = world.groundsNear(center, boundRadius + settings.maxGravityDistance);
const movementForce = vec2.scale(inputDirection, inputDirection, settings.maxAcceleration);
applyForce(state.leftFoot, movementForce, deltaTimeInSeconds);
applyForce(state.rightFoot, movementForce, deltaTimeInSeconds);
if (!state.currentPlanet) {
const leftFootGravity = sumGravity(grounds, state.leftFoot.center);
const rightFootGravity = sumGravity(grounds, state.rightFoot.center);
applyForce(state.leftFoot, leftFootGravity, deltaTimeInSeconds);
applyForce(state.rightFoot, rightFootGravity, deltaTimeInSeconds);
const sumForce = vec2.subtract(vec2.create(), leftFootGravity, movementForce);
setDirection(state, vec2.length(sumForce) === 0 ? vec2.fromValues(0, -1) : sumForce);
} else {
carryWithRotatingPlanet(state, deltaTimeInSeconds);
const leftFootGravity = state.currentPlanet.gravityAt(state.leftFoot.center);
const rightFootGravity = state.currentPlanet.gravityAt(state.rightFoot.center);
vec2.add(leftFootGravity, leftFootGravity, rightFootGravity);
const gravity = vec2.scale(leftFootGravity, leftFootGravity, 0.5);
if (
vec2.dot(movementForce, gravity) <
-vec2.length(movementForce) * settings.climbDotThreshold
) {
vec2.scale(gravity, gravity, settings.climbGravityScale);
}
const scaledLeftFootGravity = vec2.scale(
vec2.create(),
state.leftFoot.lastNormal,
vec2.dot(state.leftFoot.lastNormal, gravity),
);
applyForce(state.leftFoot, scaledLeftFootGravity, deltaTimeInSeconds);
const scaledRightFootGravity = vec2.scale(
vec2.create(),
state.rightFoot.lastNormal,
vec2.dot(state.rightFoot.lastNormal, gravity),
);
applyForce(state.rightFoot, scaledRightFootGravity, deltaTimeInSeconds);
if (vec2.length(gravity) <= settings.planetDetachmentForceThreshold) {
state.currentPlanet = undefined;
}
setDirection(state, gravity);
}
keepPosture(state);
applyBodyMomentum(state);
latchGround(state, world.stepBody(state.leftFoot, deltaTimeInSeconds));
latchGround(state, world.stepBody(state.rightFoot, deltaTimeInSeconds));
latchGround(state, world.stepBody(state.head, deltaTimeInSeconds));
decayBodyMomentum(state, deltaTimeInSeconds);
};

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@ -0,0 +1,36 @@
import { vec2 } from 'gl-matrix';
import { PhysicsBody, Sdf } from './sdf';
import { evaluateSdf } from './evaluate-sdf';
import { sdfNormal } from './sdf-normal';
// Planet collision outlines rotate (see PlanetPhysical.distance), so a surface
// can sweep into a circle that hasn't itself moved. marchCircle assumes an
// overlap-free start — beginning inside, it registers a zero-distance hit and
// never moves again — so any overlap must be resolved here, before marching.
// Iterating handles concave spots, where leaving one face pushes into another;
// if no overlap-free position exists nearby (a crevice narrower than the
// circle), it gives up and leaves the rest to a later tick.
export const depenetrateCircle = (
body: PhysicsBody,
possibleIntersectors: Array<Sdf>,
) => {
for (let i = 0; i < 4; i++) {
const distance = evaluateSdf(body.center, possibleIntersectors);
if (distance >= body.radius) {
return;
}
const normal = sdfNormal(body.center, possibleIntersectors);
if (vec2.squaredLength(normal) === 0) {
return;
}
vec2.copy(body.lastNormal, normal);
body.center = vec2.scaleAndAdd(
vec2.create(),
body.center,
normal,
body.radius - distance + 0.01,
);
}
};

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@ -0,0 +1,7 @@
import { vec2 } from 'gl-matrix';
import { Sdf } from './sdf';
export const evaluateSdf = (target: vec2, objects: Array<Sdf>) =>
objects
.filter((i) => i.canCollide)
.reduce((min, i) => (min = Math.min(min, i.distance(target))), 1000000);

View file

@ -0,0 +1,6 @@
export const interpolateAngles = (from: number, to: number, q: number) => {
const max = Math.PI * 2;
const possibleDistance = (to - from) % max;
const shorterDistance = ((2 * possibleDistance) % max) - possibleDistance;
return from + shorterDistance * q;
};

View file

@ -0,0 +1,80 @@
import { vec2 } from 'gl-matrix';
import { PhysicsBody, Sdf } from './sdf';
import { evaluateSdf } from './evaluate-sdf';
import { sdfNormal } from './sdf-normal';
export interface MarchResult {
hitSurface: boolean;
normal?: vec2;
hitObject?: Sdf;
}
// Raymarch a circle by `delta`, stopping at the first surface it would overlap.
// Extracted verbatim from the backend's move-circle so server and client
// resolve motion identically. The collision *reaction* is no longer dispatched
// here: on a real (non-ignored) hit, `onHit(intersecting)` is invoked at the
// exact point the backend used to dispatch its ReactToCollisionCommands, and
// the backend wrapper supplies that callback. The client passes none.
export const marchCircle = (
body: PhysicsBody,
delta: vec2,
possibleIntersectors: Array<Sdf>,
ignoreCollision = false,
onHit?: (intersecting: Sdf) => void,
): MarchResult => {
const direction = vec2.clone(delta);
if (vec2.length(delta) > 0) {
vec2.normalize(direction, direction);
}
const deltaLength = vec2.length(delta);
let travelled = 0;
const rayEnd = vec2.create();
let prevMinDistance = 0;
while (travelled < deltaLength) {
travelled += prevMinDistance;
vec2.add(
rayEnd,
body.center,
vec2.scale(vec2.create(), direction, Math.min(travelled, deltaLength)),
);
const minDistance = evaluateSdf(rayEnd, possibleIntersectors);
if (minDistance < body.radius) {
const intersecting = possibleIntersectors.find(
(i) => i.distance(rayEnd) <= body.radius,
)!;
if (ignoreCollision) {
body.center = vec2.add(body.center, body.center, delta);
} else {
onHit?.(intersecting);
}
vec2.add(
rayEnd,
body.center,
vec2.scale(vec2.create(), direction, travelled - prevMinDistance),
);
vec2.copy(body.center, rayEnd);
const normal = sdfNormal(rayEnd, [intersecting]);
return {
hitSurface: true,
normal,
hitObject: intersecting,
};
}
prevMinDistance = minDistance;
}
vec2.add(body.center, body.center, delta);
return {
hitSurface: false,
};
};

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@ -0,0 +1,80 @@
import { vec2 } from 'gl-matrix';
import { clamp, clamp01 } from '../helper/clamp';
import { settings } from '../settings';
// Rotate a world point into the planet's own frame: R(-rotation) about the
// centre, matching the shader's localTarget = center + R(rotation)*(target-center).
// cos/sin are passed in so the server can keep memoising them per angle.
export const toPlanetLocalFrame = (
target: vec2,
center: vec2,
cos: number,
sin: number,
): vec2 => {
const dx = target[0] - center[0];
const dy = target[1] - center[1];
return vec2.fromValues(
center[0] + cos * dx - sin * dy,
center[1] + sin * dx + cos * dy,
);
};
// Signed distance to the (smooth, noise-free) planet polygon, evaluated in the
// planet's rotating frame. Extracted verbatim from PlanetPhysical.distance so
// the client collides against the exact same outline the server does. Indexed
// vector access keeps it independent of the .x/.y prototype plugin.
export const planetDistance = (
target: vec2,
vertices: Array<vec2>,
center: vec2,
cos: number,
sin: number,
): number => {
const local = toPlanetLocalFrame(target, center, cos, sin);
const startEnd = vertices[0];
let vb = startEnd;
let d = vec2.dist(local, vb);
let sign = 1;
for (let i = 1; i <= vertices.length; i++) {
const va = vb;
vb = i === vertices.length ? startEnd : vertices[i];
const targetFromDelta = vec2.subtract(vec2.create(), local, va);
const toFromDelta = vec2.subtract(vec2.create(), vb, va);
const h = clamp01(
vec2.dot(targetFromDelta, toFromDelta) / vec2.squaredLength(toFromDelta),
);
const ds = vec2.fromValues(
vec2.dist(targetFromDelta, vec2.scale(vec2.create(), toFromDelta, h)),
toFromDelta[0] * targetFromDelta[1] - toFromDelta[1] * targetFromDelta[0],
);
if (
(local[1] >= va[1] && local[1] < vb[1] && ds[1] > 0) ||
(local[1] < va[1] && local[1] >= vb[1] && ds[1] <= 0)
) {
sign *= -1;
}
d = Math.min(d, ds[0]);
}
return sign * d;
};
// Gravity a planet exerts at a world position. Verbatim from
// PlanetPhysical.getForce.
export const planetGravity = (center: vec2, radius: number, position: vec2): vec2 => {
const diff = vec2.subtract(vec2.create(), center, position);
const dist = Math.max(settings.minGravityDistance, vec2.length(diff) - radius);
vec2.normalize(diff, diff);
const scale = clamp(
settings.maxGravityQ * ((settings.maxGravityDistance / dist) ** 1.5 - 1),
0,
settings.maxGravityStrength,
);
return vec2.scale(diff, diff, scale);
};

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@ -0,0 +1,58 @@
import { vec2 } from 'gl-matrix';
import { PhysicsBody, Sdf } from './sdf';
import { depenetrateCircle } from './depenetrate-circle';
import { marchCircle } from './march-circle';
// The position-resolution half of the backend's CirclePhysical.stepManually,
// extracted so server and client integrate a body identically. The caller is
// responsible for the broadphase (gathering `possibleIntersectors`, including
// the swept-radius bump) because that depends on each side's spatial structure;
// everything from depenetration onward lives here.
//
// `onHit` is threaded through to marchCircle so the backend can dispatch its
// collision reactions at the same points as before (including the second,
// post-bounce slide march); the client passes none. Velocity is reset to zero
// at the end — the character re-applies all forces from zero every tick, so a
// body that retained velocity would double-integrate and diverge.
export const resolveCircleMovement = (
body: PhysicsBody,
deltaTimeInSeconds: number,
possibleIntersectors: Array<Sdf>,
onHit?: (intersecting: Sdf) => void,
): { hitObject?: Sdf; velocity: vec2 } => {
let delta = vec2.scale(vec2.create(), body.velocity, deltaTimeInSeconds);
depenetrateCircle(body, possibleIntersectors);
const { normal, hitSurface, hitObject } = marchCircle(
body,
delta,
possibleIntersectors,
false,
onHit,
);
if (hitSurface) {
vec2.copy(body.lastNormal, normal!);
vec2.subtract(
body.velocity,
body.velocity,
vec2.scale(
normal!,
normal!,
(1 + body.restitution) * vec2.dot(normal!, body.velocity),
),
);
if (vec2.length(body.velocity) > 50) {
delta = vec2.scale(vec2.create(), body.velocity, deltaTimeInSeconds);
marchCircle(body, delta, possibleIntersectors, false, onHit);
}
}
const lastVelocity = vec2.clone(body.velocity);
vec2.zero(body.velocity);
return { hitObject, velocity: lastVelocity };
};

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@ -0,0 +1,19 @@
import { vec2 } from 'gl-matrix';
import { Sdf } from './sdf';
import { evaluateSdf } from './evaluate-sdf';
// Central-difference gradient of the combined SDF. Can be zero where the
// samples cancel out (e.g. on the medial axis of a shape) — callers must
// handle that case. Uses indexed access so it never depends on the vec2 .x/.y
// prototype plugin (identical numerically: .x === [0]).
export const sdfNormal = (target: vec2, objects: Array<Sdf>): vec2 => {
const dx =
evaluateSdf(vec2.fromValues(target[0] + 0.01, target[1]), objects) -
evaluateSdf(vec2.fromValues(target[0] - 0.01, target[1]), objects);
const dy =
evaluateSdf(vec2.fromValues(target[0], target[1] + 0.01), objects) -
evaluateSdf(vec2.fromValues(target[0], target[1] - 0.01), objects);
const normal = vec2.fromValues(dx, dy);
return vec2.squaredLength(normal) > 0 ? vec2.normalize(normal, normal) : normal;
};

31
shared/src/physics/sdf.ts Normal file
View file

@ -0,0 +1,31 @@
import { vec2 } from 'gl-matrix';
// Minimal signed-distance collider the geometry functions need. Backend
// Physicals and the client's planet surfaces both satisfy this structurally.
export interface Sdf {
readonly canCollide: boolean;
// Planets set this true so a body landing on one can latch it as ground;
// everything else leaves it falsy. Replaces the server's
// `instanceof PlanetPhysical` check with a structural flag both sides share.
readonly isGround?: boolean;
distance(target: vec2): number;
}
// A movable circle the geometry resolves in place. Backend CirclePhysical and
// the client predictor's plain bodies both satisfy this.
export interface PhysicsBody {
center: vec2;
radius: number;
velocity: vec2;
lastNormal: vec2;
readonly restitution: number;
}
// A planet-like surface: collidable, exerts gravity, and spins. Drives the
// character's on-surface movement branch.
export interface GroundSurface extends Sdf {
readonly isGround: true;
readonly center: vec2;
readonly angularVelocity: number;
gravityAt(target: vec2): vec2;
}

View file

@ -33,7 +33,11 @@ export const settings = {
maxGravityDistance: 800,
minGravityDistance: 1,
maxGravityQ: 5000,
planetControlThreshold: 0.2,
// Half-width of the neutral dead-band around 50% ownership. A planet only
// counts as captured (team(), point generation, flip) once |ownership-0.5|
// exceeds this, and the rendered ownership ring stays neutral until the same
// point — so what you see matches what scores.
planetControlThreshold: 0.12,
playerMaxHealth: 100,
maxGravityStrength: 50000,
planetMinReferenceRadius: 150,
@ -141,4 +145,65 @@ export const settings = {
lampFlareDecaySeconds: 0.6,
maxConcurrentFlipFlares: 3,
announcementVisibleSeconds: 2,
chargedHitThreshold: 0.6,
// Projectiles fall through planetary gravity like a free-falling character,
// so slower (charged) shots arc. Scale kept tiny: near a surface gravity is
// maxGravityStrength=50000, which at full strength would corkscrew a shot into
// the planet — 0.04 gives a readable bend instead.
projectileGravityEnabled: true,
projectileGravityScale: 0.04,
// Speed the corpse is flung at along the killing shot's direction, lerped by
// that shot's charge. Added to whatever momentum the victim already carried.
deathImpulseMin: 280,
deathImpulseMax: 1300,
// A planet's net team head-count drives a single capture step per tick; the
// lead multiplier is capped so a zerg can't flip instantly. Equal head-counts
// freeze the planet (contested) instead of silently cancelling.
maxContestLeadMultiplier: 2,
// Persistent body momentum decays per second by these exponents. Airborne is
// near-frictionless so leaps and slingshots carry across the gaps; grounded is
// stiff so you skid to a stop on landing rather than sliding forever.
airMomentumFriction: 0.4,
groundMomentumFriction: 7,
// On top of the exponential frictions above, a constant deceleration (u/s^2)
// applied to body momentum. The exponential alone only asymptotes toward zero,
// so a fast launch keeps a slow tail for 15+ seconds — it reads as drifting
// forever with nothing slowing you. This constant brake brings the momentum to
// a definite stop in a couple of seconds, while the gentle exponential still
// lets the launch cover its distance first.
momentumStopDeceleration: 400,
// Hard ceiling (u/s) on body momentum, so stacked impulses — rapid charged-shot
// recoil, or a leap chained into a spin slingshot — can't build speed without
// bound. Kept above the overcharge fling (1700) so single launches survive.
maxBodyMomentum: 2000,
// Leap: a charged-cost launch off a surface, paid from the shared shooting
// strength pool so it trades against firepower.
leapStrengthCost: 32,
leapSpeed: 1350,
leapUpBias: 1,
leapMoveBias: 0.65,
leapCooldownSeconds: 0.35,
// Fraction of the planet's tangential surface velocity you keep when you leave
// it (slingshot). Leap off a fast spinner to be flung far.
slingshotScale: 1,
// Recoil speed imparted opposite a shot, scaled by its charge (0 for taps).
chargeShotRecoilMax: 650,
// The central giant is a named, always-contested focus. Its neutral decay is
// slowed so control lingers and teams keep fighting over it; flips are
// announced to everyone and an off-screen arrow points the way.
keystoneLoseControlScale: 2.5,
};