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4 commits

Author SHA1 Message Date
ec579650d7 Even more improvements 2026-06-11 21:43:49 +01:00
e3c44f775b More improvements 2026-06-11 21:33:08 +01:00
3848e460cd Improve UI 2026-06-11 21:02:06 +01:00
793d9a81e8 Improve gameplay 2026-06-11 20:26:44 +01:00
43 changed files with 2184 additions and 561 deletions

View file

@ -46,5 +46,5 @@ HEALTHCHECK --interval=30s --timeout=5s --start-period=15s --retries=3 \
CMD node -e "require('http').get('http://localhost:3000/state',r=>process.exit(r.statusCode===200?0:1)).on('error',()=>process.exit(1))"
ENTRYPOINT ["node", "dist/main.js"]
# Override these to tune the server, e.g. `--name`, `--playerLimit`, `--worldSize`.
# Override these to tune the server, e.g. `--name`, `--playerLimit`, `--scoreLimit`.
CMD ["--port", "3000"]

View file

@ -6,11 +6,11 @@ import { PhysicalContainer } from './physics/containers/physical-container';
import { evaluateSdf } from './physics/functions/evaluate-sdf';
import { Physical } from './physics/physicals/physical';
export const createWorld = (objectContainer: PhysicalContainer, worldRadius: number) => {
export const createWorld = (objectContainer: PhysicalContainer) => {
const objects: Array<Physical> = [];
const lights: Array<Physical> = [];
for (let r = 0; r < worldRadius; r += settings.radiusSteps) {
for (let r = 0; r < settings.worldRadius; r += settings.radiusSteps) {
const circumference = 2 * Math.PI * r;
const stepCount = circumference * settings.objectsOnCircleLength;
for (let rad = 0; rad < 2 * Math.PI; rad += (2 * Math.PI) / stepCount) {
@ -67,8 +67,29 @@ export const createWorld = (objectContainer: PhysicalContainer, worldRadius: num
}
}
}
console.info('Generated planet count', objects.length);
console.info('Generated light count', lights.length);
console.info(`Generated ${objects.length} planets`);
console.info(`Generated ${lights.length} light`);
// Associate each lamp with its NEAREST planet, so a planet can repaint "its"
// lamps to the owning team's colour when it flips. Lamps are already placed by
// proximity during world-gen, so the nearest planet is the one whose capture
// they should advertise. Distances use the planet SDF (negative inside), which
// is exactly the "closest planet" metric we want.
const planets = objects.filter((o): o is PlanetPhysical => o instanceof PlanetPhysical);
lights
.filter((l): l is LampPhysical => l instanceof LampPhysical)
.forEach((lamp) => {
let nearest: PlanetPhysical | undefined;
let nearestDistance = Infinity;
planets.forEach((planet) => {
const distance = planet.distance(lamp.center);
if (distance < nearestDistance) {
nearestDistance = distance;
nearest = planet;
}
});
nearest?.addLamp(lamp);
});
[...objects, ...lights].forEach((o) => objectContainer.addObject(o));
};

View file

@ -4,8 +4,7 @@ export const defaultOptions: Options = {
port: 3000,
name: 'Test server',
playerLimit: 16,
npcCount: 16,
npcCount: 8,
seed: Math.random(),
scoreLimit: 1000,
worldSize: 8000,
scoreLimit: 2500,
};

View file

@ -13,6 +13,7 @@ import {
Command,
CommandReceiver,
CommandExecutors,
ServerAnnouncement,
} from 'shared';
import { createWorld } from './create-world';
import { DeltaTimeCalculator } from './helper/delta-time-calculator';
@ -31,6 +32,7 @@ export class GameServer extends CommandReceiver {
private declaPoints = 0;
private redPoints = 0;
private matchPointAnnounced: Partial<Record<CharacterTeam, boolean>> = {};
private isInEndGame = false;
private timeScaling = 1;
@ -41,7 +43,7 @@ export class GameServer extends CommandReceiver {
private initialize() {
const previousPlayers = this.players;
this.objects = new PhysicalContainer();
createWorld(this.objects, this.options.worldSize);
createWorld(this.objects);
this.objects.initialize();
this.players = new PlayerContainer(
this.objects,
@ -52,6 +54,7 @@ export class GameServer extends CommandReceiver {
this.deltaTimes = [];
this.declaPoints = 0;
this.redPoints = 0;
this.matchPointAnnounced = {};
this.isInEndGame = false;
this.timeScaling = 1;
previousPlayers?.queueCommandForEachClient(new GameStartCommand());
@ -126,6 +129,23 @@ export class GameServer extends CommandReceiver {
this.endGame(CharacterTeam.decla);
} else if (this.redPoints >= this.options.scoreLimit) {
this.endGame(CharacterTeam.red);
} else {
this.announceMatchPointOnce(CharacterTeam.decla, this.declaPoints);
this.announceMatchPointOnce(CharacterTeam.red, this.redPoints);
}
}
private announceMatchPointOnce(team: CharacterTeam, points: number) {
if (
!this.matchPointAnnounced[team] &&
points >= this.options.scoreLimit * settings.matchPointScoreRatio
) {
this.matchPointAnnounced[team] = true;
this.players.queueCommandForEachClient(
new ServerAnnouncement(
`Match point — team <span class="${team}">${team}</span>!`,
),
);
}
}

View file

@ -12,6 +12,8 @@ import {
UpdatePropertyCommand,
CommandExecutors,
CommandReceiver,
mix,
clamp01,
} from 'shared';
import { DynamicPhysical } from '../physics/physicals/dynamic-physical';
import { CirclePhysical } from './circle-physical';
@ -35,8 +37,10 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
private static readonly feetRadius = 20;
private projectileStrength = settings.playerMaxStrength;
// offsets are measured from (0, 0)
private static readonly desiredHeadOffset = vec2.fromValues(0, 65);
// offsets are measured from (0, 0). The head sits this far above the feet,
// which sets the leg length: kept short so the body reads as a compact head on
// stubby legs rather than a long-legged strider.
private static readonly desiredHeadOffset = vec2.fromValues(0, 55);
private static readonly desiredLeftFootOffset = vec2.fromValues(-20, 0);
private static readonly desiredRightFootOffset = vec2.fromValues(20, 0);
private static readonly centerOfMass = vec2.scale(
@ -76,15 +80,21 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
private isDestroyed = false;
private timeSinceBorn = 0;
private hasJustBorn = true;
private timeAlive = 0;
private timeSinceLastShot = settings.projectileCreationInterval;
private timeSinceLastDamage = settings.playerOutOfCombatDelaySeconds;
private lastSyncedHealth = settings.playerMaxHealth;
private killStreak = 0;
private direction = 0;
private currentPlanet?: PlanetPhysical;
private secondsSinceOnSurface = 1000;
private secondsSinceOnSurface = settings.planetDetachmentSeconds;
public head: CirclePhysical;
public leftFoot: CirclePhysical;
public rightFoot: CirclePhysical;
public bound: CirclePhysical;
private movementActions: Array<MoveActionCommand> = [];
private lastMovementAction: MoveActionCommand = new MoveActionCommand(vec2.create());
@ -128,12 +138,12 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
container.addObject(this.head);
container.addObject(this.leftFoot);
container.addObject(this.rightFoot);
}
this.bound = new CirclePhysical(
vec2.create(),
CharacterPhysical.boundRadius,
this,
container,
private get isSpawnProtected(): boolean {
return (
this.timeAlive <
settings.spawnDespawnTime + settings.spawnInvulnerabilityExtraSeconds
);
}
@ -156,9 +166,33 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
this.movementActions.push(c);
}
public addKill() {
public get groundPlanet(): PlanetPhysical | undefined {
return this.currentPlanet;
}
public addKill(victimName: string) {
this.killCount++;
this.killStreak++;
this.remoteCall('setKillCount', this.killCount);
this.health = Math.min(
settings.playerMaxHealth,
this.health + settings.playerKillHealthReward,
);
this.syncHealth();
this.remoteCall('onKillConfirmed', victimName, this.killStreak);
}
public registerHit() {
this.remoteCall('onHitConfirmed');
}
private syncHealth() {
const rounded = Math.round(this.health);
if (rounded !== this.lastSyncedHealth) {
this.lastSyncedHealth = rounded;
this.remoteCall('setHealth', this.health);
}
}
public onCollision({ other }: ReactToCollisionCommand) {
@ -168,28 +202,54 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
other.isAlive
) {
other.destroy();
this.health -= other.strength;
this.remoteCall('setHealth', this.health);
if (this.health <= 0 && this.isAlive) {
this.onDie();
other.originator.addKill();
}
}
}
public shootTowards(position: vec2) {
if (!this.isAlive) {
if (this.isSpawnProtected) {
return;
}
this.timeSinceLastDamage = 0;
this.health -= other.strength;
this.lastSyncedHealth = Math.round(this.health);
this.remoteCall('setHealth', this.health);
if (this.health <= 0 && this.isAlive) {
this.onDie();
other.originator.addKill(this.name);
} else {
other.originator.registerHit();
}
}
}
public shootTowards(position: vec2, charge = 0) {
if (
!this.isAlive ||
this.timeSinceLastShot < settings.projectileCreationInterval ||
this.projectileStrength < settings.chargeShotStrengthMin
) {
return;
}
this.timeSinceLastShot = 0;
const c = clamp01(charge);
const desiredStrength = mix(
settings.chargeShotStrengthMin,
settings.chargeShotStrengthMax,
c,
);
const strength = Math.min(desiredStrength, this.projectileStrength);
this.projectileStrength -= strength;
const radius = mix(settings.chargeShotRadiusMin, settings.chargeShotRadiusMax, c);
const speed = mix(settings.chargeShotSpeedMin, settings.chargeShotSpeedMax, c);
const direction = vec2.subtract(vec2.create(), position, this.center);
vec2.normalize(direction, direction);
const velocity = vec2.scale(direction, direction, settings.projectileSpeed);
const strength = this.projectileStrength / 2;
this.projectileStrength -= strength;
const velocity = vec2.scale(direction, direction, speed);
const projectile = new ProjectilePhysical(
vec2.clone(this.center),
20,
radius,
strength,
this.team,
velocity,
@ -202,8 +262,7 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
}
public get boundingBox(): BoundingBoxBase {
this.bound.center = this.head.center;
return this.bound.boundingBox;
return getBoundingBoxOfCircle(new Circle(this.center, CharacterPhysical.boundRadius));
}
public get gameObject(): this {
@ -257,6 +316,11 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
new UpdatePropertyCommand('head', this.head, this.headVelocity),
new UpdatePropertyCommand('leftFoot', this.leftFoot, this.leftFootVelocity),
new UpdatePropertyCommand('rightFoot', this.rightFoot, this.rightFootVelocity),
new UpdatePropertyCommand(
'strength',
this.projectileStrength,
settings.playerStrengthRegenerationPerSeconds,
),
]);
}
@ -298,6 +362,7 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
private step({ deltaTimeInSeconds, game }: StepCommand) {
this.getPoints(game);
this.timeAlive += deltaTimeInSeconds;
const oldHead = new Circle(vec2.clone(this.head.center), this.head.radius);
const oldLeftFoot = new Circle(
vec2.clone(this.leftFoot.center),
@ -328,16 +393,23 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
return;
}
if ((this.secondsSinceOnSurface += deltaTimeInSeconds) > 0.5) {
if (
(this.secondsSinceOnSurface += deltaTimeInSeconds) >
settings.planetDetachmentSeconds
) {
this.currentPlanet = undefined;
}
this.timeSinceLastShot += deltaTimeInSeconds;
this.projectileStrength = Math.min(
settings.playerMaxStrength,
this.projectileStrength +
settings.playerStrengthRegenerationPerSeconds * deltaTimeInSeconds,
);
this.regenerateHealth(deltaTimeInSeconds);
this.currentPlanet?.takeControl(this.team, deltaTimeInSeconds);
const intersectingWithForceField = this.container.findIntersecting(
@ -351,8 +423,8 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
const direction = this.averageAndResetMovementActions();
const movementForce = vec2.scale(direction, direction, settings.maxAcceleration);
this.applyForce(this.leftFoot, movementForce, deltaTimeInSeconds);
this.applyForce(this.rightFoot, movementForce, deltaTimeInSeconds);
this.leftFoot.applyForce(movementForce, deltaTimeInSeconds);
this.rightFoot.applyForce(movementForce, deltaTimeInSeconds);
if (!this.currentPlanet) {
const leftFootGravity = forceAtPosition(
@ -364,8 +436,8 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
intersectingWithForceField,
);
this.applyForce(this.leftFoot, leftFootGravity, deltaTimeInSeconds);
this.applyForce(this.rightFoot, rightFootGravity, deltaTimeInSeconds);
this.leftFoot.applyForce(leftFootGravity, deltaTimeInSeconds);
this.rightFoot.applyForce(rightFootGravity, deltaTimeInSeconds);
const sumForce = vec2.subtract(vec2.create(), leftFootGravity, movementForce);
@ -377,8 +449,11 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
vec2.add(leftFootGravity, leftFootGravity, rightFootGravity);
const gravity = vec2.scale(leftFootGravity, leftFootGravity, 0.5);
if (vec2.dot(movementForce, gravity) < -vec2.length(movementForce) * 0.8) {
vec2.scale(gravity, gravity, 0.35);
if (
vec2.dot(movementForce, gravity) <
-vec2.length(movementForce) * settings.climbDotThreshold
) {
vec2.scale(gravity, gravity, settings.climbGravityScale);
}
const scaledLeftFootGravity = vec2.scale(
@ -386,7 +461,7 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
this.leftFoot.lastNormal,
vec2.dot(this.leftFoot.lastNormal, gravity),
);
this.applyForce(this.leftFoot, scaledLeftFootGravity, deltaTimeInSeconds);
this.leftFoot.applyForce(scaledLeftFootGravity, deltaTimeInSeconds);
const scaledRightFootGravity = vec2.scale(
vec2.create(),
@ -394,15 +469,15 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
vec2.dot(this.rightFoot.lastNormal, gravity),
);
this.applyForce(this.rightFoot, scaledRightFootGravity, deltaTimeInSeconds);
this.rightFoot.applyForce(scaledRightFootGravity, deltaTimeInSeconds);
if (vec2.length(gravity) <= 100) {
if (vec2.length(gravity) <= settings.planetDetachmentForceThreshold) {
this.currentPlanet = undefined;
}
this.setDirection(gravity);
}
this.keepPosture(deltaTimeInSeconds);
this.keepPosture();
this.stepBodyPart(this.leftFoot, deltaTimeInSeconds);
this.stepBodyPart(this.rightFoot, deltaTimeInSeconds);
this.stepBodyPart(this.head, deltaTimeInSeconds);
@ -418,56 +493,57 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
);
}
private keepPosture(deltaTime: number) {
private keepPosture() {
const center = this.center;
this.springMove(
this.leftFoot,
center,
CharacterPhysical.leftFootOffset,
deltaTime,
3000,
settings.postureFeetStiffness,
);
this.springMove(
this.rightFoot,
center,
CharacterPhysical.rightFootOffset,
deltaTime,
3000,
settings.postureFeetStiffness,
);
this.springMove(this.head, center, CharacterPhysical.headOffset, deltaTime, 7000);
this.springMove(
this.head,
center,
CharacterPhysical.headOffset,
settings.postureHeadStiffness,
);
}
private springMove(
object: CirclePhysical,
center: vec2,
offset: vec2,
deltaTime: number,
strength: number,
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);
const positionDeltaLength = vec2.length(positionDelta);
if (positionDeltaLength > 0) {
const positionDeltaDirection = vec2.normalize(vec2.create(), positionDelta);
vec2.scale(
positionDelta,
positionDeltaDirection,
positionDeltaLength ** 2 * deltaTime * strength,
);
if (vec2.length(positionDelta) * deltaTime * deltaTime > positionDeltaLength) {
vec2.scale(
positionDelta,
positionDelta,
positionDeltaLength / (vec2.length(positionDelta) * deltaTime * deltaTime),
);
// 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);
}
object.applyForce(positionDelta, deltaTime);
private regenerateHealth(deltaTimeInSeconds: number) {
this.timeSinceLastDamage += deltaTimeInSeconds;
if (
this.timeSinceLastDamage > settings.playerOutOfCombatDelaySeconds &&
this.health < settings.playerMaxHealth
) {
this.health = Math.min(
settings.playerMaxHealth,
this.health + settings.playerHealthRegenerationPerSeconds * deltaTimeInSeconds,
);
this.syncHealth();
}
}
@ -479,14 +555,6 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
}
}
public applyForce(circle: CirclePhysical, force: vec2, timeInSeconds: number) {
vec2.add(
circle.velocity,
circle.velocity,
vec2.scale(vec2.create(), force, timeInSeconds),
);
}
public onDie() {
this.isDestroyed = true;
this.remoteCall('onDie');

View file

@ -32,6 +32,10 @@ export class LampPhysical extends LampBase implements StaticPhysical {
return this;
}
public queueSetLight(color: vec3, lightness: number) {
this.remoteCall('setLight', color, lightness);
}
public distance(target: vec2): number {
return vec2.distance(this.center, target);
}

View file

@ -4,6 +4,7 @@ import {
clamp,
clamp01,
id,
mix,
serializesTo,
settings,
PlanetBase,
@ -18,20 +19,38 @@ 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';
@serializesTo(PlanetBase)
export class PlanetPhysical extends PlanetBase implements StaticPhysical {
public readonly canCollide = true;
public readonly canMove = false;
public readonly sizePointMultiplier: number;
private _boundingBox?: ImmutableBoundingBox;
private readonly lamps: Array<LampPhysical> = [];
private lastTeam: CharacterTeam = CharacterTeam.neutral;
protected commandExecutors: CommandExecutors = {
[StepCommand.type]: this.step.bind(this),
};
public addLamp(lamp: LampPhysical) {
this.lamps.push(lamp);
}
constructor(vertices: Array<vec2>) {
super(id(), vertices);
const sizeClass = clamp01(
(this.radius - settings.planetMinReferenceRadius) /
(settings.planetMaxReferenceRadius - settings.planetMinReferenceRadius),
);
this.sizePointMultiplier = mix(1, settings.planetSizePointMultiplierMax, sizeClass);
}
public distance(target: vec2): number {
@ -80,14 +99,14 @@ export class PlanetPhysical extends PlanetBase implements StaticPhysical {
private getPoints(game: CommandReceiver) {
if (this.timeSinceLastPointGeneration > settings.planetPointGenerationInterval) {
this.timeSinceLastPointGeneration = 0;
if (this.team !== CharacterTeam.neutral) {
this.remoteCall('generatedPoints', settings.planetPointGenerationValue);
}
const value = Math.round(
settings.planetPointGenerationValue * this.sizePointMultiplier,
);
game.handleCommand(
new GeneratePointsCommand(
this.team === CharacterTeam.decla ? settings.planetPointGenerationValue : 0,
this.team === CharacterTeam.red ? settings.planetPointGenerationValue : 0,
this.team === CharacterTeam.decla ? value : 0,
this.team === CharacterTeam.red ? value : 0,
),
);
}
@ -95,9 +114,40 @@ export class PlanetPhysical extends PlanetBase implements StaticPhysical {
private step({ deltaTimeInSeconds, game }: StepCommand) {
this.timeSinceLastPointGeneration += deltaTimeInSeconds;
// In reverse order, so that teams can achieve a 100% control.
this.getPoints(game);
this.takeControl(CharacterTeam.neutral, deltaTimeInSeconds);
this.detectFlip(game);
}
private detectFlip(game: CommandReceiver) {
const currentTeam = this.team;
if (currentTeam === this.lastTeam) {
return;
}
this.lastTeam = currentTeam;
if (currentTeam !== CharacterTeam.neutral) {
const reward = Math.round(
settings.captureFlipPointReward * this.sizePointMultiplier,
);
this.remoteCall('generatedPoints', reward);
game.handleCommand(
new GeneratePointsCommand(
currentTeam === CharacterTeam.decla ? reward : 0,
currentTeam === CharacterTeam.red ? reward : 0,
),
);
}
const control = Math.abs(this.ownership - 0.5) / 0.5;
const lightness = mix(settings.lampMinLightness, settings.lampMaxLightness, control);
const color = settings.palette[settings.colorIndices[currentTeam]];
this.lamps.forEach((lamp) => lamp.queueSetLight(color, lightness));
this.remoteCall('onFlipped', currentTeam);
}
public getPropertyUpdates(): PropertyUpdatesForObject {
@ -153,7 +203,7 @@ export class PlanetPhysical extends PlanetBase implements StaticPhysical {
public getForce(position: vec2): vec2 {
const diff = vec2.subtract(vec2.create(), this.center, position);
const dist = Math.max(0, vec2.length(diff) - this.radius);
const dist = Math.max(settings.minGravityDistance, vec2.length(diff) - this.radius);
vec2.normalize(diff, diff);
const scale = clamp(
settings.maxGravityQ * ((settings.maxGravityDistance / dist) ** 1.5 - 1),

View file

@ -53,6 +53,13 @@ export class ProjectilePhysical extends ProjectileBase implements DynamicPhysica
return !this.isDestroyed;
}
public get direction(): vec2 {
const direction = vec2.clone(this.velocity);
return vec2.length(direction) > 0
? vec2.normalize(direction, direction)
: vec2.fromValues(0, -1);
}
private moveOutsideOfObject() {
let wasCollision = true;
const delta = vec2.scale(

View file

@ -5,5 +5,4 @@ export interface Options {
scoreLimit: number;
npcCount: number;
seed: number;
worldSize: number;
}

View file

@ -6,6 +6,7 @@ import {
Random,
MoveActionCommand,
CharacterTeam,
Id,
} from 'shared';
import { PhysicalContainer } from '../physics/containers/physical-container';
import { PlayerContainer } from './player-container';
@ -13,16 +14,77 @@ import { PlayerBase } from './player-base';
import { getBoundingBoxOfCircle } from '../physics/functions/get-bounding-box-of-circle';
import { CharacterPhysical } from '../objects/character-physical';
import { PlanetPhysical } from '../objects/planet-physical';
import { ProjectilePhysical } from '../objects/projectile-physical';
import { Physical } from '../physics/physicals/physical';
const npcTuning = {
planIntervalSeconds: 1,
shootIntervalSeconds: 1.5,
reactionIntervalSeconds: 1 / 10,
reactionObserveRadius: 1400,
planScanRadius: 3500,
aggressionMin: 0.25,
aggressionMax: 1,
wanderReconsiderSeconds: 5,
wanderProbability: 0.4,
wanderTurn: 0.3,
fleeBaseRange: 240,
fleeAggressionFalloff: 1.4,
chaseBaseRange: 700,
chaseAggressionRange: 1600,
captureHoldEnemyDistance: 500,
dodgeThreatRange: 450,
dodgeApproachDot: 0.6,
dodgeBaseChance: 0.25,
dodgeAggressionChance: 0.35,
dodgeCommitSeconds: 0.35,
dodgeCooldownSeconds: 0.5,
lineOfSightClearance: 20,
lineOfSightStartOffset: 100,
fireBaseChance: 0.45,
fireAggressionChance: 0.45,
chargeRangeThreshold: 500,
chargeBaseChance: 0.3,
chargeAggressionChance: 0.4,
chargeMin: 0.6,
spreadBase: 60,
spreadPerDistance: 0.08,
spreadAggressionFalloff: 1.3,
};
export class NPC extends PlayerBase {
private direction: vec2 = vec2.fromValues(Random.getRandom(), Random.getRandom());
private timeSinceLastFindTarget = 10000;
private timeSinceLastFindShootTarget = 10000;
private direction = vec2.fromValues(Random.getRandom() - 0.5, Random.getRandom() - 0.5);
private timeSinceLastPlan = 10000;
private timeSinceLastShoot = 10000;
private isWandering = false;
private timeSinceLastWanderingConsideration = 0;
private isComingBack = false;
private readonly aggression = Random.getRandomInRange(
npcTuning.aggressionMin,
npcTuning.aggressionMax,
);
private aimTargetId: Id = null;
private readonly aimTargetLastPosition = vec2.create();
private readonly dodgeDirection = vec2.create();
private dodgeCommitRemaining = 0;
private dodgeCooldownRemaining = 0;
private timeSinceObserve = npcTuning.reactionIntervalSeconds;
private nearObjects: Array<Physical> = [];
constructor(
playerInfo: PlayerInformation,
playerContainer: PlayerContainer,
@ -34,172 +96,305 @@ export class NPC extends PlayerBase {
this.step(0);
}
private findTarget() {
if (
(!this.isComingBack && vec2.length(this.center) > settings.worldRadius) ||
(this.isComingBack && vec2.length(this.center) > settings.worldRadius / 2)
) {
this.isComingBack = true;
vec2.subtract(this.direction, vec2.fromValues(0, 0), this.center);
return;
}
this.isComingBack = false;
const observableArea = getBoundingBoxOfCircle(new Circle(this.center, 2000));
const nearObjects = this.objectContainer.findIntersecting(observableArea);
const characters = this.findNearCharactersSorted(nearObjects);
if (characters.length > 0) {
const nearest = characters[0];
if (nearest.distance < 200) {
vec2.subtract(this.direction, this.center, nearest.character.center);
return;
}
}
const enemies = characters.filter((o) => o.character.team !== this.team);
if (enemies.length > 0) {
const nearest = enemies[0];
if (nearest.distance < 500) {
vec2.subtract(this.direction, this.center, nearest.character.center);
return;
}
}
if (enemies.length > 0) {
const nearest = enemies[0];
if (nearest.distance > 1000) {
vec2.subtract(this.direction, nearest.character.center, this.center);
return;
}
}
if (this.isWandering) {
vec2.rotate(
this.direction,
this.direction,
vec2.create(),
Random.getRandomInRange(-0.2, 0.2),
);
} else {
const planets = this.findNearPlanetsSorted(nearObjects).filter(
(p) => p.planet.team !== this.team,
);
if (planets.length > 0) {
vec2.subtract(this.direction, planets[0].planet.center, this.center);
} else {
this.isWandering = true;
}
}
}
private findNearCharactersSorted(
nearObjects: Array<Physical>,
): Array<{ character: CharacterPhysical; distance: number }> {
const characters = Array.from(
new Set(
nearObjects.filter(
(o) =>
o.gameObject instanceof CharacterPhysical && o.gameObject !== this.character,
),
),
).map((c) => ({
character: c.gameObject,
distance: vec2.distance(this.center, (c.gameObject as CharacterPhysical).center),
})) as Array<{ character: CharacterPhysical; distance: number }>;
characters.sort((a, b) => a.distance - b.distance);
return characters;
}
private findNearPlanetsSorted(
nearObjects: Array<Physical>,
): Array<{ planet: PlanetPhysical; distance: number }> {
const planets = nearObjects
.filter((o) => o.gameObject instanceof PlanetPhysical)
.map((c) => ({
planet: c.gameObject,
distance: vec2.distance(this.center, (c.gameObject as PlanetPhysical).center),
})) as Array<{ planet: PlanetPhysical; distance: number }>;
planets.sort((a, b) => a.distance - b.distance);
return planets;
}
private findShootTarget(): vec2 | undefined {
const observableArea = getBoundingBoxOfCircle(new Circle(this.center, 1000));
const nearObjects = this.objectContainer.findIntersecting(observableArea);
const enemies = nearObjects.filter(
(o) => o.gameObject instanceof CharacterPhysical && o.gameObject.team !== this.team,
);
if (enemies.length > 0) {
return (enemies[0].gameObject as CharacterPhysical).center;
}
}
private timeUntilRespawn = 0;
public step(deltaTimeInSeconds: number) {
if (this.character) {
this.center = this.character?.center;
this.center = this.character.center;
if (!this.character.isAlive) {
this.sumDeaths++;
this.sumKills = this.character.killCount;
this.character = null;
this.timeUntilRespawn = settings.playerDiedTimeout;
return;
}
} else {
if ((this.timeUntilRespawn -= deltaTimeInSeconds) < 0) {
this.createCharacter();
this.center = this.character!.center;
}
return;
}
if ((this.timeSinceLastWanderingConsideration += deltaTimeInSeconds) > 3) {
if (
(this.timeSinceLastWanderingConsideration += deltaTimeInSeconds) >
npcTuning.wanderReconsiderSeconds
) {
this.timeSinceLastWanderingConsideration = 0;
this.isWandering = Random.getRandom() > 0.5;
this.isWandering = Random.getRandom() < npcTuning.wanderProbability;
}
if ((this.timeSinceLastFindTarget += deltaTimeInSeconds) > 1) {
this.timeSinceLastFindTarget = 0;
this.findTarget();
if ((this.timeSinceLastPlan += deltaTimeInSeconds) > npcTuning.planIntervalSeconds) {
this.timeSinceLastPlan = 0;
this.plan();
}
if ((this.timeSinceLastFindShootTarget += deltaTimeInSeconds) > 0.5) {
if (Random.getRandom() > 0.5) {
const shootTarget = this.findShootTarget();
if (shootTarget) {
vec2.add(
shootTarget,
shootTarget,
vec2.fromValues(
Random.getRandomInRange(-200, 200),
Random.getRandomInRange(-200, 200),
),
);
this.character?.shootTowards(shootTarget);
if (
(this.timeSinceObserve += deltaTimeInSeconds) > npcTuning.reactionIntervalSeconds
) {
this.timeSinceObserve = 0;
this.nearObjects = this.observe(npcTuning.reactionObserveRadius);
}
this.dodgeCommitRemaining -= deltaTimeInSeconds;
this.dodgeCooldownRemaining -= deltaTimeInSeconds;
const movement = this.decideMovement(this.nearObjects);
this.character.handleMovementAction(new MoveActionCommand(movement));
if (
(this.timeSinceLastShoot += deltaTimeInSeconds) > npcTuning.shootIntervalSeconds
) {
this.timeSinceLastShoot = 0;
this.tryShoot(this.nearObjects);
}
}
this.timeSinceLastFindShootTarget = 0;
private plan() {
const distanceFromCentre = vec2.length(this.center);
if (
(!this.isComingBack && distanceFromCentre > settings.worldRadius) ||
(this.isComingBack && distanceFromCentre > settings.worldRadius / 2)
) {
this.isComingBack = true;
vec2.negate(this.direction, this.center);
return;
}
this.isComingBack = false;
const nearObjects = this.observe(npcTuning.planScanRadius);
const enemies = this.enemiesByDistance(nearObjects);
if (enemies.length > 0) {
const nearest = enemies[0];
const fleeRange =
npcTuning.fleeBaseRange * (npcTuning.fleeAggressionFalloff - this.aggression);
if (nearest.distance < fleeRange) {
vec2.subtract(this.direction, this.center, nearest.character.center);
return;
}
}
this.character?.handleMovementAction(new MoveActionCommand(this.direction));
if (enemies.length > 0) {
const nearest = enemies[0];
const chaseRange =
npcTuning.chaseBaseRange + npcTuning.chaseAggressionRange * this.aggression;
if (nearest.distance < chaseRange) {
vec2.subtract(this.direction, nearest.character.center, this.center);
return;
}
}
protected createCharacter() {
const randomPoint = vec2.rotate(
if (!this.isWandering) {
const planet = this.capturablePlanetsByDistance(nearObjects)[0];
if (planet) {
vec2.subtract(this.direction, planet.planet.center, this.center);
return;
}
}
vec2.rotate(
this.direction,
this.direction,
vec2.create(),
vec2.fromValues(Random.getRandomInRange(0, settings.worldRadius), 0),
vec2.create(),
Random.getRandomInRange(0, Math.PI * 2),
Random.getRandomInRange(-npcTuning.wanderTurn, npcTuning.wanderTurn),
);
super.createCharacter(randomPoint);
}
private decideMovement(nearObjects: Array<Physical>): vec2 {
if (this.dodgeCommitRemaining > 0) {
return vec2.clone(this.dodgeDirection);
}
if (this.dodgeCooldownRemaining <= 0) {
const dodge = this.dodgeVector(nearObjects);
if (dodge) {
if (
Random.getRandom() <
npcTuning.dodgeBaseChance + npcTuning.dodgeAggressionChance * this.aggression
) {
vec2.copy(this.dodgeDirection, dodge);
this.dodgeCommitRemaining = npcTuning.dodgeCommitSeconds;
return vec2.clone(this.dodgeDirection);
}
this.dodgeCooldownRemaining = npcTuning.dodgeCooldownSeconds;
}
}
const planet = this.character!.groundPlanet;
if (planet && planet.team !== this.team) {
const enemies = this.enemiesByDistance(nearObjects);
if (
enemies.length === 0 ||
enemies[0].distance > npcTuning.captureHoldEnemyDistance
) {
return vec2.create();
}
}
return vec2.normalize(vec2.create(), this.direction);
}
private dodgeVector(nearObjects: Array<Physical>): vec2 | undefined {
let threat: ProjectilePhysical | undefined;
let threatDistance = Infinity;
for (const o of nearObjects) {
const p = o.gameObject;
if (!(p instanceof ProjectilePhysical) || p.team === this.team || !p.isAlive) {
continue;
}
const toMe = vec2.subtract(vec2.create(), this.center, p.center);
const distance = vec2.length(toMe);
if (distance > npcTuning.dodgeThreatRange || distance === 0) {
continue;
}
vec2.normalize(toMe, toMe);
if (
vec2.dot(p.direction, toMe) > npcTuning.dodgeApproachDot &&
distance < threatDistance
) {
threatDistance = distance;
threat = p;
}
}
if (!threat) {
return undefined;
}
const perpendicular = vec2.fromValues(-threat.direction.y, threat.direction.x);
const toMe = vec2.subtract(vec2.create(), this.center, threat.center);
if (vec2.dot(perpendicular, toMe) < 0) {
vec2.negate(perpendicular, perpendicular);
}
vec2.normalize(perpendicular, perpendicular);
return perpendicular;
}
private tryShoot(nearObjects: Array<Physical>) {
const enemies = this.enemiesByDistance(nearObjects);
const visible = enemies.find((e) =>
this.hasLineOfSightTo(e.character.center, nearObjects),
);
if (!visible) {
this.aimTargetId = null;
return;
}
const target = visible.character;
const distance = visible.distance;
const velocity = vec2.create();
if (this.aimTargetId === target.id) {
vec2.subtract(velocity, target.center, this.aimTargetLastPosition);
vec2.scale(velocity, velocity, 1 / npcTuning.shootIntervalSeconds);
}
this.aimTargetId = target.id;
vec2.copy(this.aimTargetLastPosition, target.center);
if (
Random.getRandom() >
npcTuning.fireBaseChance + npcTuning.fireAggressionChance * this.aggression
) {
return;
}
const charge =
distance > npcTuning.chargeRangeThreshold &&
Random.getRandom() <
npcTuning.chargeBaseChance + npcTuning.chargeAggressionChance * this.aggression
? Random.getRandomInRange(npcTuning.chargeMin, 1)
: 0;
const projectileSpeed =
charge > 0 ? settings.chargeShotSpeedMax : settings.chargeShotSpeedMin;
const leadTime = distance / projectileSpeed;
const aim = vec2.scaleAndAdd(vec2.create(), target.center, velocity, leadTime);
const spread =
(npcTuning.spreadBase + distance * npcTuning.spreadPerDistance) *
(npcTuning.spreadAggressionFalloff - this.aggression);
aim.x += Random.getRandomInRange(-spread, spread);
aim.y += Random.getRandomInRange(-spread, spread);
this.character!.shootTowards(aim, charge);
}
private hasLineOfSightTo(target: vec2, nearObjects: Array<Physical>): boolean {
const planets: Array<PlanetPhysical> = [];
for (const o of nearObjects) {
if (o.gameObject instanceof PlanetPhysical) {
planets.push(o.gameObject);
}
}
if (planets.length === 0) {
return true;
}
const direction = vec2.subtract(vec2.create(), target, this.center);
const totalDistance = vec2.length(direction);
if (totalDistance <= npcTuning.lineOfSightStartOffset) {
return true;
}
vec2.normalize(direction, direction);
let traveled = npcTuning.lineOfSightStartOffset;
const position = vec2.scaleAndAdd(vec2.create(), this.center, direction, traveled);
while (traveled < totalDistance) {
let sdf = Infinity;
for (const planet of planets) {
sdf = Math.min(sdf, planet.distance(position));
}
if (sdf < npcTuning.lineOfSightClearance) {
return false;
}
traveled += sdf;
vec2.scaleAndAdd(position, position, direction, sdf);
}
return true;
}
private observe(radius: number): Array<Physical> {
return this.objectContainer.findIntersecting(
getBoundingBoxOfCircle(new Circle(this.center, radius)),
);
}
private enemiesByDistance(
nearObjects: Array<Physical>,
): Array<{ character: CharacterPhysical; distance: number }> {
const seen = new Set<CharacterPhysical>();
const enemies: Array<{ character: CharacterPhysical; distance: number }> = [];
for (const o of nearObjects) {
const c = o.gameObject;
if (
c instanceof CharacterPhysical &&
c !== this.character &&
c.isAlive &&
c.team !== this.team &&
!seen.has(c)
) {
seen.add(c);
enemies.push({ character: c, distance: vec2.distance(this.center, c.center) });
}
}
enemies.sort((a, b) => a.distance - b.distance);
return enemies;
}
private capturablePlanetsByDistance(
nearObjects: Array<Physical>,
): Array<{ planet: PlanetPhysical; distance: number }> {
const planets = nearObjects
.filter(
(o): o is Physical =>
o.gameObject instanceof PlanetPhysical && o.gameObject.team !== this.team,
)
.map((o) => ({
planet: o.gameObject as PlanetPhysical,
distance: vec2.distance(this.center, (o.gameObject as PlanetPhysical).center),
}));
planets.sort((a, b) => a.distance - b.distance);
return planets;
}
}

View file

@ -1,9 +1,17 @@
import { vec2 } from 'gl-matrix';
import { CommandReceiver, Circle, PlayerInformation, CharacterTeam } from 'shared';
import {
CommandReceiver,
Circle,
PlayerInformation,
CharacterTeam,
Random,
settings,
} from 'shared';
import { PhysicalContainer } from '../physics/containers/physical-container';
import { getBoundingBoxOfCircle } from '../physics/functions/get-bounding-box-of-circle';
import { isCircleIntersecting } from '../physics/functions/is-circle-intersecting';
import { CharacterPhysical } from '../objects/character-physical';
import { PlanetPhysical } from '../objects/planet-physical';
import { PlayerContainer } from './player-container';
export abstract class PlayerBase extends CommandReceiver {
@ -22,14 +30,14 @@ export abstract class PlayerBase extends CommandReceiver {
super();
}
protected createCharacter(preferredCenter: vec2) {
protected createCharacter() {
this.character = new CharacterPhysical(
this.playerInfo.name.slice(0, 20),
this.sumKills,
this.sumDeaths,
this.team,
this.objectContainer,
this.findEmptyPositionForPlayer(preferredCenter),
this.findEmptyPositionForPlayer(this.findSpawnCenter()),
);
this.objectContainer.addObject(this.character);
@ -37,11 +45,34 @@ export abstract class PlayerBase extends CommandReceiver {
public abstract step(deltaTimeInSeconds: number): void;
protected findEmptyPositionForPlayer(preferredCenter: vec2): vec2 {
if (!preferredCenter) {
preferredCenter = vec2.create();
private findSpawnCenter(): vec2 {
const planets = this.objectContainer
.findIntersecting(
getBoundingBoxOfCircle(new Circle(vec2.create(), settings.worldRadius * 2)),
)
.filter((o): o is PlanetPhysical => o instanceof PlanetPhysical);
const friendly = planets.filter((p) => p.team === this.team);
const neutral = planets.filter((p) => p.team === CharacterTeam.neutral);
const candidates = friendly.length ? friendly : neutral.length ? neutral : planets;
if (candidates.length === 0) {
return vec2.create();
}
const isContested = (planet: PlanetPhysical) =>
this.playerContainer.players.some(
(p) =>
p.team !== this.team &&
p.character?.isAlive &&
vec2.distance(p.center, planet.center) < settings.spawnSafetyDistance,
);
const safe = candidates.filter((p) => !isContested(p));
// candidates is non-empty here, so choose() always returns a planet.
return vec2.clone(Random.choose(safe.length ? safe : candidates)!.center);
}
protected findEmptyPositionForPlayer(preferredCenter: vec2): vec2 {
let rotation = 0;
let radius = 0;
for (; ;) {

View file

@ -42,9 +42,8 @@ export class Player extends PlayerBase {
(this.aspectRatio = v.aspectRatio),
[MoveActionCommand.type]: (c: MoveActionCommand) =>
this.character?.handleMovementAction(c),
[PrimaryActionCommand.type]: (c: PrimaryActionCommand) => {
this.character?.shootTowards(c.position);
},
[PrimaryActionCommand.type]: (c: PrimaryActionCommand) =>
this.character?.shootTowards(c.position, c.charge),
};
constructor(
@ -60,11 +59,7 @@ export class Player extends PlayerBase {
}
protected createCharacter() {
const preferredCenter = this.playerContainer.players.find(
(p) => p.character?.isAlive && p.team === this.team,
)?.center;
super.createCharacter(preferredCenter ?? vec2.create());
super.createCharacter();
this.objectsPreviouslyInViewArea.push(this.character!);
this.queueCommandSend(new CreatePlayerCommand(this.character!));
@ -206,8 +201,4 @@ export class Player extends PlayerBase {
this.queueCommandSend(new ServerAnnouncement(announcement));
}
}
public destroy() {
super.destroy();
}
}

View file

@ -1,7 +0,0 @@
import { Command, GameObject } from 'shared';
export class ReactToCollisionCommand extends Command {
public constructor(public readonly other: GameObject) {
super();
}
}

View file

@ -23,7 +23,7 @@
"resize-observer-polyfill": "^1.5.1",
"sass": "^1.100.0",
"sass-loader": "^17.0.0",
"sdf-2d": "^0.7.6",
"sdf-2d": "file:../../sdf-2d",
"shared": "file:../shared",
"socket.io-client": "^4.8.3",
"socket.io-msgpack-parser": "^3.0.2",
@ -36,6 +36,40 @@
"webpack-dev-server": "^5.2.4"
}
},
"../../sdf-2d": {
"version": "0.7.6",
"dev": true,
"license": "ISC",
"dependencies": {
"gl-matrix": "^3.4.4",
"resize-observer-polyfill": "^1.5.1"
},
"devDependencies": {
"@eslint/js": "^10.0.1",
"@typescript-eslint/eslint-plugin": "^8.60.1",
"@typescript-eslint/parser": "^8.60.1",
"eslint": "^10.4.1",
"eslint-config-prettier": "^10.1.8",
"eslint-plugin-prettier": "^5.5.6",
"eslint-plugin-unused-imports": "^4.4.1",
"globals": "^17.6.0",
"prettier": "^3.8.3",
"raw-loader": "^4.0.2",
"terser-webpack-plugin": "^5.6.1",
"ts-loader": "^9.6.0",
"typedoc": "^0.28.19",
"typedoc-plugin-extras": "^4.0.1",
"typescript": "^6.0.3",
"webpack": "^5.107.2",
"webpack-cli": "^7.0.3"
}
},
"../../sdf-2d/dist": {
"extraneous": true
},
"../../sdf-2d/lib": {
"extraneous": true
},
"../shared": {
"version": "0.0.0",
"dev": true,
@ -5409,15 +5443,8 @@
}
},
"node_modules/sdf-2d": {
"version": "0.7.6",
"resolved": "https://registry.npmjs.org/sdf-2d/-/sdf-2d-0.7.6.tgz",
"integrity": "sha512-aBJUjwYjWP+/fSvLHH6vhpFyWeSJNCSEHpE0XBX69s2bQlo/NOUr3nq/KuhRZ6A3FeXrGU4lzyurHJ1N8f4rFg==",
"dev": true,
"license": "ISC",
"dependencies": {
"gl-matrix": "^3.3.0",
"resize-observer-polyfill": "^1.5.1"
}
"resolved": "../../sdf-2d",
"link": true
},
"node_modules/select-hose": {
"version": "2.0.0",

View file

@ -37,7 +37,7 @@
"resize-observer-polyfill": "^1.5.1",
"sass": "^1.100.0",
"sass-loader": "^17.0.0",
"sdf-2d": "^0.7.6",
"sdf-2d": "^0.8.0",
"shared": "file:../shared",
"socket.io-client": "^4.8.3",
"socket.io-msgpack-parser": "^3.0.2",

View file

@ -20,6 +20,7 @@
html {
font-size: 0.85rem;
@media (max-width: $breakpoint) {
font-size: 0.6rem;
}
@ -30,17 +31,21 @@ img {
}
h1 {
&,
* {
font-family: 'Comfortaa', sans-serif;
font-weight: 400;
}
font-size: 6rem;
text-align: center;
padding-bottom: $medium-padding;
@media (max-width: $height-breakpoint) {
font-size: 4.5rem;
}
@media (max-height: $height-breakpoint) {
display: none;
}
@ -48,6 +53,7 @@ h1 {
.red {
color: $accent;
&::selection {
color: $accent;
background-color: white;
@ -75,8 +81,10 @@ body {
top: 0;
@include background;
#spinner {
@include square(20vmax);
@media (max-width: $breakpoint) {
@include square(20vmax);
}
@ -120,8 +128,10 @@ body {
&.decla {
color: $bright-decla;
div:first-child {
.health {
background-color: $bright-decla;
&:before {
background-color: $bright-decla;
opacity: 0.3;
@ -131,8 +141,10 @@ body {
&.red {
color: $bright-red;
div:first-child {
.health {
background-color: $bright-red;
&:before {
background-color: $bright-red;
opacity: 0.4;
@ -140,7 +152,7 @@ body {
}
}
div:first-child {
.health {
position: relative;
height: 5px;
border-radius: 1000px;
@ -155,9 +167,33 @@ body {
}
}
div:not(:first-child) {
letter-spacing: 2px;
.charge {
height: 3px;
margin-top: 2px;
border-radius: 1000px;
background-color: rgba(255, 255, 255, 0.65);
}
.stats {
display: flex;
align-items: center;
gap: 8px;
font-size: 0.8em;
font-weight: 700;
text-shadow: 0 0 4px rgba(0, 0, 0, 0.9);
.stat {
display: inline-flex;
align-items: center;
gap: 3px;
}
.icon {
width: 1.1em;
height: 1.1em;
fill: currentColor;
filter: drop-shadow(0 0 2px rgba(0, 0, 0, 0.9));
}
}
}
@ -172,9 +208,13 @@ body {
.falling-point {
font-size: 1.2em;
font-weight: 700;
animation: falling-point 2s ease-out forwards;
&.decla {
color: $bright-decla;
}
&.red {
color: $bright-red;
}
@ -184,6 +224,7 @@ body {
transition: transform 150ms;
@include square($large-icon);
@media (max-width: $breakpoint) {
@include square($small-icon);
}
@ -219,6 +260,56 @@ body {
}
}
.touch-button {
display: none;
pointer-events: auto;
touch-action: none;
cursor: pointer;
$size: $large-icon * 1.6;
@include square($size);
top: auto;
left: auto;
bottom: $medium-padding;
border-radius: 1000px;
background-color: rgba(255, 255, 255, 0.12);
box-shadow: inset 0 0 8px 3px rgba(0, 0, 0, 0.33);
border: $border-width solid rgba(255, 255, 255, 0.4);
font-size: 1.6rem;
line-height: $size - 2 * $border-width;
text-align: center;
text-shadow: 0 0 6px rgba(0, 0, 0, 0.8);
@media (hover: none) and (pointer: coarse) {
display: inline-block;
}
&.fire {
right: $medium-padding;
&::after {
content: '\25C9';
}
}
.strength-ring {
position: absolute;
top: -3px;
left: -3px;
width: calc(100% + 6px);
height: calc(100% + 6px);
border-radius: 1000px;
pointer-events: none;
-webkit-mask: radial-gradient(farthest-side,
transparent calc(100% - 5px),
#000 calc(100% - 5px));
mask: radial-gradient(farthest-side,
transparent calc(100% - 5px),
#000 calc(100% - 5px));
}
}
.announcement {
top: 25%;
transform: translateX(calc(-50% + 50vw)) translateY(-50%);
@ -242,20 +333,65 @@ body {
}
}
.tutorial-hint {
top: auto;
bottom: calc(#{$medium-padding} + #{$large-icon} * 1.6 + #{$medium-padding});
left: 50%;
transform: translateX(-50%);
white-space: nowrap;
font-size: 1.6rem;
@include background;
z-index: 1000;
padding: $small-padding $medium-padding;
border-radius: 1000px;
opacity: 0.9;
&:empty {
display: none;
}
}
.planet-progress {
top: $small-padding;
left: 50%;
transform: translateX(-50%);
width: 50%;
display: flex;
$height: 8px;
$height: 20px;
height: $height;
justify-content: space-between;
box-shadow: inset 0 0 3px 0px rgba(0, 0, 0, 0.2);
border-radius: 4px;
z-index: 100;
pointer-events: none;
background-color: rgba(0, 0, 0, 0.35);
box-shadow: inset 0 0 3px 0px rgba(0, 0, 0, 0.4);
border-radius: 1000px;
.fill {
position: absolute;
top: 0;
height: $height;
transition: width $animation-time;
}
.fill.decla {
right: 50%;
background: $bright-decla;
color: $bright-decla;
border-radius: 1000px 0 0 1000px;
}
.fill.red {
left: 50%;
background: $bright-red;
color: $bright-red;
border-radius: 0 1000px 1000px 0;
}
.fill.match-point {
z-index: 1;
animation: match-point-pulse 1.2s ease-in-out infinite;
}
&::before {
content: '';
@ -263,38 +399,87 @@ body {
left: 50%;
top: 50%;
transform: translateX(-50%) translateY(-50%);
background-color: #888;
height: 24px;
width: 4px;
background-color: #fff;
height: $height + 8px;
width: 3px;
border-radius: 1000px;
z-index: 2;
}
.score {
position: absolute;
top: 50%;
transform: translateY(-50%);
z-index: 3;
font-size: 0.95rem;
font-weight: 700;
line-height: 1;
color: #fff;
text-shadow:
0 0 3px rgba(0, 0, 0, 0.95),
0 0 6px rgba(0, 0, 0, 0.8);
opacity: 0.8;
transition:
opacity $animation-time,
text-shadow $animation-time,
font-size $animation-time;
}
.score.decla {
right: calc(50% + #{$small-padding});
}
.score.red {
left: calc(50% + #{$small-padding});
}
.score.leading {
opacity: 1;
font-size: 1.2rem;
}
.score.decla.leading {
text-shadow:
0 0 3px rgba(0, 0, 0, 0.95),
0 0 8px $bright-decla;
}
.score.red.leading {
text-shadow:
0 0 3px rgba(0, 0, 0, 0.95),
0 0 8px $bright-red;
}
.you-marker {
position: absolute;
top: 100%;
margin-top: 4px;
font-size: 0.7rem;
font-weight: 700;
letter-spacing: 0.08em;
white-space: nowrap;
text-shadow: 0 0 4px rgba(0, 0, 0, 0.9);
&::after {
content: '';
position: absolute;
left: 50%;
top: 50%;
transform: translateX(-50%) translateY(50%);
@include square(24px);
background-image: url('../static/flag.svg');
background-size: contain;
bottom: 100%;
transform: translateX(-50%);
border-left: 4px solid transparent;
border-right: 4px solid transparent;
border-bottom: 5px solid currentColor;
}
div {
height: $height;
box-shadow: inset 0 0 3px 0px rgba(0, 0, 0, 0.2);
&.decla {
right: calc(50% + #{$small-padding});
color: $bright-decla;
}
div:nth-child(1) {
background: $bright-decla;
border-radius: 100px 0 0 100px;
&.red {
left: calc(50% + #{$small-padding});
color: $bright-red;
}
div:nth-child(2) {
background: $bright-red;
border-radius: 0 100px 100px 0;
}
}
}
@ -308,6 +493,7 @@ body {
background-color: transparent;
width: 3px;
}
&::-webkit-scrollbar-thumb {
background-color: $accent;
border-radius: $border-radius;
@ -321,6 +507,10 @@ body {
bottom: 0;
left: 0;
@media (hover: none) and (pointer: coarse) {
display: none;
}
box-sizing: content-box;
user-select: none;
@ -328,6 +518,7 @@ body {
padding: $medium-padding;
@include square($large-icon);
@media (max-width: $breakpoint) {
@include square($small-icon);
padding: $small-padding;
@ -338,3 +529,217 @@ body {
}
}
}
.feedback-hud {
position: fixed;
top: 0;
left: 0;
width: 100%;
height: 100%;
pointer-events: none;
user-select: none;
z-index: 2000;
overflow: hidden;
.hitmarker {
position: absolute;
transform: translate(-50%, -50%);
@include square(26px);
opacity: 0.9;
&::before,
&::after {
content: '';
position: absolute;
top: 50%;
left: 50%;
width: 12px;
height: 2px;
background-color: white;
box-shadow: 0 0 4px rgba(0, 0, 0, 0.8);
transform-origin: center;
}
&::before {
transform: translate(-50%, -50%) rotate(45deg);
}
&::after {
transform: translate(-50%, -50%) rotate(-45deg);
}
animation: hitmarker-pop 250ms ease-out forwards;
}
.kill-popup {
position: absolute;
transform: translate(-50%, -50%);
font-weight: 700;
font-size: 1.4rem;
white-space: nowrap;
color: $bright-neutral;
text-shadow: 0 0 6px rgba(0, 0, 0, 0.9);
animation: kill-popup-rise 1200ms ease-out forwards;
.heal {
color: #6fcf6f;
}
}
.streak-callout {
position: absolute;
top: 33%;
left: 50%;
transform: translateX(-50%);
font-weight: 700;
font-size: 2.6rem;
color: $accent;
text-shadow: 0 0 12px rgba(0, 0, 0, 0.9);
white-space: nowrap;
animation: streak-pop 1400ms ease-out forwards;
}
.killfeed {
position: absolute;
top: calc(#{$small-padding} + 36px);
right: $medium-padding;
display: flex;
flex-direction: column;
align-items: flex-end;
gap: 6px;
.kill-entry {
font-size: 1rem;
padding: 4px 10px;
border-radius: 1000px;
@include background;
text-shadow: 0 0 4px rgba(0, 0, 0, 0.9);
animation: kill-entry-fade 4500ms ease-out forwards;
b {
color: $accent;
}
}
}
}
.charge-ring {
position: fixed;
@include square(56px);
margin: -28px 0 0 -28px;
border-radius: 1000px;
pointer-events: none;
user-select: none;
z-index: 2000;
opacity: 0;
transition: opacity 100ms;
-webkit-mask: radial-gradient(farthest-side,
transparent calc(100% - 6px),
#000 calc(100% - 6px));
mask: radial-gradient(farthest-side,
transparent calc(100% - 6px),
#000 calc(100% - 6px));
&.full {
filter: drop-shadow(0 0 6px rgba(255, 255, 255, 0.8));
}
}
@keyframes match-point-pulse {
0%,
100% {
box-shadow: 0 0 4px 0 currentColor;
}
50% {
box-shadow: 0 0 14px 3px currentColor;
}
}
@keyframes falling-point {
0% {
opacity: 1;
transform: translate(-50%, -50%);
}
100% {
opacity: 0;
transform: translate(-50%, calc(-50% - 90px));
}
}
@keyframes hitmarker-pop {
0% {
opacity: 0;
transform: translate(-50%, -50%) scale(1.6);
}
25% {
opacity: 1;
transform: translate(-50%, -50%) scale(1);
}
100% {
opacity: 0;
transform: translate(-50%, -50%) scale(0.9);
}
}
@keyframes kill-popup-rise {
0% {
opacity: 0;
transform: translate(-50%, -30%) scale(0.8);
}
20% {
opacity: 1;
transform: translate(-50%, -60%) scale(1);
}
100% {
opacity: 0;
transform: translate(-50%, -160%) scale(1);
}
}
@keyframes streak-pop {
0% {
opacity: 0;
transform: translateX(-50%) scale(0.6);
}
20% {
opacity: 1;
transform: translateX(-50%) scale(1.1);
}
70% {
opacity: 1;
transform: translateX(-50%) scale(1);
}
100% {
opacity: 0;
transform: translateX(-50%) scale(1);
}
}
@keyframes kill-entry-fade {
0% {
opacity: 0;
transform: translateX(20px);
}
10% {
opacity: 1;
transform: translateX(0);
}
80% {
opacity: 1;
}
100% {
opacity: 0;
}
}

View file

@ -0,0 +1,58 @@
import { holdDurationToCharge } from 'shared';
import { Pointer } from './helper/pointer';
export abstract class ChargeIndicator {
private static element?: HTMLElement;
private static heldSince = 0;
private static raf = 0;
private static followPointer = false;
public static begin(x: number, y: number, followPointer = false) {
this.end();
const element = document.createElement('div');
element.className = 'charge-ring';
element.style.left = `${x}px`;
element.style.top = `${y}px`;
document.body.appendChild(element);
this.element = element;
this.heldSince = performance.now();
this.followPointer = followPointer;
this.raf = requestAnimationFrame(this.update);
}
public static end() {
if (this.element) {
cancelAnimationFrame(this.raf);
this.element.parentElement?.removeChild(this.element);
this.element = undefined;
}
}
private static update = () => {
const element = ChargeIndicator.element;
if (!element) {
return;
}
const charge = holdDurationToCharge(
(performance.now() - ChargeIndicator.heldSince) / 1000,
);
element.style.opacity = charge < 0.12 ? '0' : '1';
element.style.background = `conic-gradient(rgba(255, 255, 255, 0.85) ${charge * 360
}deg, rgba(255, 255, 255, 0.15) 0deg)`;
element.classList.toggle('full', charge >= 1);
if (ChargeIndicator.followPointer) {
const cursor = Pointer.getDisplayPosition();
if (cursor) {
element.style.left = `${cursor.x}px`;
element.style.top = `${cursor.y}px`;
}
}
ChargeIndicator.raf = requestAnimationFrame(ChargeIndicator.update);
};
}

View file

@ -1,8 +1,14 @@
import { vec2 } from 'gl-matrix';
import { CommandGenerator, PrimaryActionCommand, SecondaryActionCommand } from 'shared';
import { CommandGenerator, PrimaryActionCommand, holdDurationToCharge } from 'shared';
import { Game } from '../game';
import { ChargeIndicator } from '../charge-indicator';
import { Pointer } from '../helper/pointer';
export class MouseListener extends CommandGenerator {
// Timestamp (ms) of the primary press, or null when not held. On release the
// held duration is mapped to the charge scalar; a quick tap reads as ~0.
private primaryDownAt: number | null = null;
constructor(
private target: HTMLElement,
private readonly game: Game,
@ -10,22 +16,43 @@ export class MouseListener extends CommandGenerator {
super();
target.addEventListener('mousedown', this.mouseDownListener);
target.addEventListener('mouseup', this.mouseUpListener);
target.addEventListener('mousemove', this.mouseMoveListener);
target.addEventListener('contextmenu', this.contextMenuListener);
}
private mouseDownListener = (event: MouseEvent) => {
const position = this.positionFromEvent(event);
// Only the screen position is stored; it is reprojected to world space each
// frame so the gaze stays correct even while the camera pans under a still
// cursor.
private mouseMoveListener = (event: MouseEvent) => {
Pointer.setDisplayPosition(event.clientX, event.clientY);
};
private mouseDownListener = (event: MouseEvent) => {
if (event.button === 0) {
this.sendCommandToSubscribers(new PrimaryActionCommand(position));
this.primaryDownAt = performance.now();
// The ring follows the cursor and only fades in once this press has
// clearly become a hold.
ChargeIndicator.begin(event.clientX, event.clientY, true);
}
};
private mouseUpListener = (event: MouseEvent) => {
if (event.button !== 0 || this.primaryDownAt === null) {
return;
}
ChargeIndicator.end();
const charge = holdDurationToCharge((performance.now() - this.primaryDownAt) / 1000);
this.primaryDownAt = null;
this.sendCommandToSubscribers(
new PrimaryActionCommand(this.positionFromEvent(event), charge),
);
};
// Suppress the browser context menu on the canvas; right-click has no action.
private contextMenuListener = (event: MouseEvent) => {
event.preventDefault();
const position = this.positionFromEvent(event);
this.sendCommandToSubscribers(new SecondaryActionCommand(position));
};
private positionFromEvent(event: MouseEvent): vec2 {
@ -35,7 +62,10 @@ export class MouseListener extends CommandGenerator {
}
public destroy() {
ChargeIndicator.end();
this.target.removeEventListener('mousedown', this.mouseDownListener);
this.target.removeEventListener('mouseup', this.mouseUpListener);
this.target.removeEventListener('mousemove', this.mouseMoveListener);
this.target.removeEventListener('contextmenu', this.contextMenuListener);
}
}

View file

@ -1,6 +1,14 @@
import { vec2 } from 'gl-matrix';
import { CommandGenerator, MoveActionCommand, last, PrimaryActionCommand } from 'shared';
import {
CommandGenerator,
MoveActionCommand,
last,
PrimaryActionCommand,
holdDurationToCharge,
settings,
} from 'shared';
import { Game } from '../game';
import { ChargeIndicator } from '../charge-indicator';
export class TouchListener extends CommandGenerator {
private static readonly deadZone = 8;
@ -10,6 +18,12 @@ export class TouchListener extends CommandGenerator {
private joystickButton: HTMLElement;
private isJoystickActive = false;
private touchStartPosition!: vec2;
private primaryDownAt: number | null = null;
private fireButton: HTMLElement;
private fireStrengthRing: HTMLElement;
private fireDownAt: number | null = null;
constructor(
private target: HTMLElement,
@ -23,6 +37,17 @@ export class TouchListener extends CommandGenerator {
this.joystickButton = document.createElement('div');
this.joystick.appendChild(this.joystickButton);
this.fireButton = document.createElement('div');
this.fireButton.className = 'touch-button fire';
this.fireStrengthRing = document.createElement('div');
this.fireStrengthRing.className = 'strength-ring';
this.fireButton.appendChild(this.fireStrengthRing);
this.fireButton.addEventListener('touchstart', this.fireButtonDownListener);
this.fireButton.addEventListener('touchend', this.fireButtonUpListener);
this.overlay.appendChild(this.fireButton);
target.addEventListener('touchstart', this.touchStartListener);
target.addEventListener('touchmove', this.touchMoveListener);
target.addEventListener('touchend', this.touchEndListener);
@ -43,6 +68,8 @@ export class TouchListener extends CommandGenerator {
event.touches[0].clientX,
event.touches[0].clientY,
);
this.primaryDownAt = performance.now();
ChargeIndicator.begin(this.touchStartPosition.x, this.touchStartPosition.y);
}
};
@ -60,6 +87,8 @@ export class TouchListener extends CommandGenerator {
if (!this.isJoystickActive && deltaLength > TouchListener.deadZone) {
this.isJoystickActive = true;
this.primaryDownAt = null;
ChargeIndicator.end();
this.overlay.appendChild(this.joystick);
this.joystickButton.style.transform = `translateX(-50%) translateY(-50%)`;
this.joystick.style.transform = `translateX(${this.touchStartPosition.x}px) translateY(${this.touchStartPosition.y}px) translateX(-50%) translateY(-50%)`;
@ -71,7 +100,8 @@ export class TouchListener extends CommandGenerator {
vec2.set(delta, delta.x, -delta.y);
if (deltaLength > TouchListener.deadZone) {
this.sendCommandToSubscribers(new MoveActionCommand(vec2.normalize(delta, delta)));
const direction = vec2.normalize(delta, delta);
this.sendCommandToSubscribers(new MoveActionCommand(direction));
} else {
this.sendCommandToSubscribers(new MoveActionCommand(vec2.create()));
}
@ -81,12 +111,18 @@ export class TouchListener extends CommandGenerator {
event.preventDefault();
if (!this.isJoystickActive) {
ChargeIndicator.end();
const charge =
this.primaryDownAt === null
? 0
: holdDurationToCharge((performance.now() - this.primaryDownAt) / 1000);
this.primaryDownAt = null;
const center = vec2.fromValues(
event.changedTouches[0].clientX,
event.changedTouches[0].clientY,
);
this.sendCommandToSubscribers(
new PrimaryActionCommand(this.game.displayToWorldCoordinates(center)),
new PrimaryActionCommand(this.game.displayToWorldCoordinates(center), charge),
);
} else if (event.touches.length === 0) {
this.isJoystickActive = false;
@ -95,9 +131,62 @@ export class TouchListener extends CommandGenerator {
}
};
private swallowTouch = (event: TouchEvent) => {
event.preventDefault();
event.stopPropagation();
};
private fireButtonDownListener = (event: TouchEvent) => {
this.swallowTouch(event);
this.fireDownAt = performance.now();
const rect = this.fireButton.getBoundingClientRect();
ChargeIndicator.begin(rect.left + rect.width / 2, rect.top + rect.height / 2);
};
private fireButtonUpListener = (event: TouchEvent) => {
this.swallowTouch(event);
ChargeIndicator.end();
if (this.fireDownAt === null) {
return;
}
const charge = holdDurationToCharge((performance.now() - this.fireDownAt) / 1000);
this.fireDownAt = null;
const character = this.game.gameObjects.player;
if (!character) {
return;
}
const aim = vec2.scaleAndAdd(
vec2.create(),
character.bodyCenter,
character.facingDirection,
settings.touchAimRange,
);
this.sendCommandToSubscribers(new PrimaryActionCommand(aim, charge));
};
public update(_deltaTimeInSeconds: number) {
if (!this.fireButton.parentElement) {
this.overlay.appendChild(this.fireButton);
}
const character = this.game.gameObjects.player;
if (character) {
this.fireStrengthRing.style.background = `conic-gradient(rgba(255, 255, 255, 0.75) ${character.strengthFraction * 360
}deg, transparent 0deg)`;
}
}
public destroy() {
ChargeIndicator.end();
this.target.removeEventListener('touchstart', this.touchStartListener);
this.target.removeEventListener('touchmove', this.touchMoveListener);
this.target.removeEventListener('touchend', this.touchEndListener);
this.fireButton.removeEventListener('touchstart', this.fireButtonDownListener);
this.fireButton.removeEventListener('touchend', this.fireButtonUpListener);
this.fireButton.parentElement?.removeChild(this.fireButton);
}
}

View file

@ -0,0 +1,89 @@
import { settings } from 'shared';
import { Pointer } from './helper/pointer';
export abstract class FeedbackHud {
private static root?: HTMLElement;
private static killfeed?: HTMLElement;
private static ensureRoot(): { root: HTMLElement; killfeed: HTMLElement } {
if (!this.root || !this.killfeed) {
this.root = document.createElement('div');
this.root.className = 'feedback-hud';
this.killfeed = document.createElement('div');
this.killfeed.className = 'killfeed';
this.root.appendChild(this.killfeed);
document.body.appendChild(this.root);
}
return { root: this.root, killfeed: this.killfeed };
}
private static focusPoint(): { x: number; y: number } {
const cursor = Pointer.getDisplayPosition();
if (cursor) {
return { x: cursor.x, y: cursor.y };
}
return { x: window.innerWidth / 2, y: window.innerHeight / 2 };
}
private static addTransient(element: HTMLElement, lifetimeMs: number) {
const { root } = this.ensureRoot();
root.appendChild(element);
setTimeout(() => element.parentElement?.removeChild(element), lifetimeMs);
}
public static hitMarker() {
const { x, y } = this.focusPoint();
const marker = document.createElement('div');
marker.className = 'hitmarker';
marker.style.left = `${x}px`;
marker.style.top = `${y}px`;
this.addTransient(marker, 250);
}
public static killConfirmed(victimName?: string, streak = 1) {
const { killfeed } = this.ensureRoot();
const entry = document.createElement('div');
entry.className = 'kill-entry';
entry.innerHTML = `Eliminated <b>${this.escape(victimName ?? 'enemy')}</b>`;
killfeed.insertBefore(entry, killfeed.firstChild);
setTimeout(() => entry.parentElement?.removeChild(entry), 4500);
const { x, y } = this.focusPoint();
const popup = document.createElement('div');
popup.className = 'kill-popup';
popup.innerHTML = `+${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);
if (callout) {
const el = document.createElement('div');
el.className = 'streak-callout';
el.innerText = callout;
this.addTransient(el, 1400);
}
}
private static streakName(streak: number): string | undefined {
switch (streak) {
case 2:
return 'Double Kill!';
case 3:
return 'Triple Kill!';
case 4:
return 'Quad Kill!';
default:
return streak >= 5 ? 'Rampage!' : undefined;
}
}
private static escape(text: string): string {
const div = document.createElement('div');
div.innerText = text;
return div.innerHTML;
}
}

View file

@ -30,10 +30,12 @@ import { CommandSocket } from './commands/command-socket';
import { PlayerDecision } from './join-form-handler';
import { GameObjectContainer } from './objects/game-object-container';
import parser from 'socket.io-msgpack-parser';
import { BlobShape } from './shapes/blob-shape';
import { CharacterShape } from './shapes/character-shape';
import { PlanetShape } from './shapes/planet-shape';
import { RenderCommand } from './commands/types/render';
import { StepCommand } from './commands/types/step';
import { Tutorial } from './tutorial';
import { Scoreboard } from './scoreboard';
export class Game extends CommandReceiver {
public gameObjects = new GameObjectContainer(this);
@ -48,12 +50,11 @@ export class Game extends CommandReceiver {
private mouseListener: MouseListener;
private touchListener: TouchListener;
private declaPlanetCountElement = document.createElement('div');
private redPlanetCountElement = document.createElement('div');
private scoreboard = new Scoreboard();
private announcementText = document.createElement('h2');
private progressBar = document.createElement('div');
private arrows: { [id: number]: HTMLElement } = {};
private socketReceiver!: CommandSocket;
private tutorial!: Tutorial;
constructor(
private readonly playerDecision: PlayerDecision,
@ -63,9 +64,6 @@ export class Game extends CommandReceiver {
super();
this.started = new Promise((r) => (this.resolveStarted = r));
this.announcementText.className = 'announcement';
this.progressBar.className = 'planet-progress';
this.progressBar.appendChild(this.declaPlanetCountElement);
this.progressBar.appendChild(this.redPlanetCountElement);
this.keyboardListener = new KeyboardListener();
this.mouseListener = new MouseListener(this.canvas, this);
@ -78,12 +76,14 @@ export class Game extends CommandReceiver {
this.socket?.close();
this.gameObjects = new GameObjectContainer(this);
this.overlay.innerHTML = '';
this.arrows = {};
this.isEnding = false;
this.lastAnnouncementText = '';
this.overlay.appendChild(this.progressBar);
this.overlay.appendChild(this.scoreboard.element);
this.announcementText.innerText = '';
this.timeScaling = 1;
this.overlay.appendChild(this.announcementText);
this.tutorial = new Tutorial(this.overlay);
this.socket = io(this.playerDecision.server, {
reconnectionDelayMax: 10000,
@ -114,12 +114,17 @@ export class Game extends CommandReceiver {
});
this.socketReceiver = new CommandSocket(this.socket);
// The tutorial listens to the same input streams as the socket, so its
// stages clear off the player's own commands without any server involvement.
this.keyboardListener.clearSubscribers();
this.keyboardListener.subscribe(this.socketReceiver);
this.keyboardListener.subscribe(this.tutorial);
this.mouseListener.clearSubscribers();
this.mouseListener.subscribe(this.socketReceiver);
this.mouseListener.subscribe(this.tutorial);
this.touchListener.clearSubscribers();
this.touchListener.subscribe(this.socketReceiver);
this.touchListener.subscribe(this.tutorial);
this.isBetweenGames = false;
@ -189,8 +194,7 @@ export class Game extends CommandReceiver {
clamp(p.x, arrowPadding, width - arrowPadding),
clamp(height - p.y, arrowPadding, height - arrowPadding),
);
e.style.transform = `translateX(${p.x}px) translateY(${
p.y
e.style.transform = `translateX(${p.x}px) translateY(${p.y
}px) translateX(-50%) translateY(-50%) rotate(${-angle + Math.PI / 2}rad) `;
});
@ -214,7 +218,7 @@ export class Game extends CommandReceiver {
this.canvas,
[
PlanetShape.descriptor,
BlobShape.descriptor,
CharacterShape.descriptor,
{
...CircleLight.descriptor,
shaderCombinationSteps: [0, 1, 2, 4, 8, 16],
@ -223,10 +227,11 @@ export class Game extends CommandReceiver {
this.gameLoop.bind(this),
{
shadowTraceCount: 16,
paletteSize: settings.palette.length,
colorPalette: settings.palette,
paletteSize: settings.paletteDim.length,
colorPalette: settings.paletteDim,
enableHighDpiRendering: true,
lightCutoffDistance: settings.lightCutoffDistance,
lightOverlapReduction: settings.lightOverlapReduction,
textures: {
noiseTexture: {
source: noiseTexture,
@ -276,7 +281,9 @@ export class Game extends CommandReceiver {
this.draw();
}
if ((this.timeSinceLastAnnouncement += deltaTime) > 0.5) {
if (
(this.timeSinceLastAnnouncement += deltaTime) > settings.announcementVisibleSeconds
) {
this.lastAnnouncementText = '';
}
@ -292,6 +299,10 @@ export class Game extends CommandReceiver {
new RenderCommand(this.renderer, this.overlay, shouldChangeLayout),
);
this.touchListener.update(deltaTime);
this.tutorial.step(this.gameObjects);
this.socketReceiver.sendQueuedCommands();
return this.isActive;
@ -299,10 +310,8 @@ export class Game extends CommandReceiver {
private draw() {
if (this.lastGameState) {
this.declaPlanetCountElement.style.width =
(this.lastGameState.declaCount / this.lastGameState.limit) * 50 + '%';
this.redPlanetCountElement.style.width =
(this.lastGameState.redCount / this.lastGameState.limit) * 50 + '%';
// The local player's team is read off the main character once it exists.
this.scoreboard.update(this.lastGameState, this.gameObjects.player?.team);
}
if (this.lastOtherPlayerDirections) {

View file

@ -0,0 +1,13 @@
import { vec2 } from 'gl-matrix';
export class Pointer {
private static displayPosition: vec2 | null = null;
public static setDisplayPosition(x: number, y: number): void {
Pointer.displayPosition = vec2.fromValues(x, y);
}
public static getDisplayPosition(): vec2 | null {
return Pointer.displayPosition;
}
}

View file

@ -102,7 +102,7 @@ export class JoinFormHandler {
private removeServer(server: ServerChooserOption) {
this.servers = this.servers.filter((s) => s !== server);
if (this.servers.length) {
if (!this.servers.length) {
this.joinButton.disabled = true;
}
}
@ -143,16 +143,17 @@ class ServerChooserOption {
this.setServerInfoLabelText();
this.socket = io(url, {
reconnection: false,
reconnection: true,
reconnectionAttempts: 5,
timeout: 4000,
parser,
} as any);
// `connect_timeout` was removed in socket.io-client v3+; connection
// timeouts now surface through `connect_error` (reconnection is disabled).
this.socket.on('connect_error', this.destroy.bind(this));
this.socket.on('disconnect', this.destroy.bind(this));
this.socket.emit(TransportEvents.SubscribeForServerInfoUpdates);
this.socket.io.on('reconnect_failed', this.destroy.bind(this));
this.socket.on('connect', () =>
this.socket.emit(TransportEvents.SubscribeForServerInfoUpdates),
);
this.socket.on(
TransportEvents.ServerInfoUpdate,
([playerCount, gameState]: [number, number]) => {

View file

@ -15,6 +15,7 @@ import { StepCommand } from '../commands/types/step';
import { Game } from '../game';
import { Camera } from './types/camera';
import { CharacterView } from './types/character-view';
import { PlanetView } from './types/planet-view';
export class GameObjectContainer extends CommandReceiver {
protected objects: Map<Id, GameObject> = new Map();
@ -57,6 +58,16 @@ export class GameObjectContainer extends CommandReceiver {
super();
}
public get planets(): Array<PlanetView> {
const planets: Array<PlanetView> = [];
this.objects.forEach((o) => {
if (o instanceof PlanetView) {
planets.push(o);
}
});
return planets;
}
protected defaultCommandExecutor(c: Command) {
this.objects.forEach((o) => o.handleCommand(c));
this.camera.handleCommand(c);

View file

@ -1,4 +1,5 @@
import { vec2 } from 'gl-matrix';
import { CircleLight, Renderer } from 'sdf-2d';
import {
Circle,
@ -6,6 +7,9 @@ import {
CharacterBase,
CharacterTeam,
settings,
clamp,
clamp01,
mix,
CommandExecutors,
UpdatePropertyCommand,
} from 'shared';
@ -13,15 +17,36 @@ import { BeforeDestroyCommand } from '../../commands/types/before-destroy';
import { RenderCommand } from '../../commands/types/render';
import { StepCommand } from '../../commands/types/step';
import { CircleExtrapolator } from '../../helper/extrapolators/circle-extrapolator';
import { BlobShape } from '../../shapes/blob-shape';
import { LinearExtrapolator } from '../../helper/extrapolators/linear-extrapolator';
import { Pointer } from '../../helper/pointer';
import { CharacterShape } from '../../shapes/character-shape';
import { SoundHandler, Sounds } from '../../sound-handler';
import { VibrationHandler } from '../../vibration-handler';
import { FeedbackHud } from '../../feedback-hud';
const muzzleFlashDecaySeconds = 0.12;
const hitFlashDecaySeconds = 0.15;
const killIcon =
'<svg class="icon" viewBox="0 0 24 24" aria-hidden="true" focusable="false">' +
'<path d="M6.2,2.44L18.1,14.34L20.22,12.22L21.63,13.63L19.16,16.1L22.34,19.28C22.73,19.67 22.73,20.3 22.34,20.69L21.63,21.4C21.24,21.79 20.61,21.79 20.22,21.4L17,18.23L14.56,20.7L13.15,19.29L15.27,17.17L3.37,5.27V2.44H6.2M15.89,10L20.63,5.26V2.44H17.8L13.06,7.18L15.89,10M10.94,15L8.11,12.13L5.9,14.34L3.78,12.22L2.37,13.63L4.84,16.1L1.66,19.28C1.27,19.67 1.27,20.3 1.66,20.69L2.37,21.4C2.76,21.79 3.39,21.79 3.78,21.4L7,18.23L9.42,20.7L10.83,19.29L8.71,17.17L10.94,15Z"/></svg>';
const deathIcon =
'<svg class="icon" viewBox="0 0 24 24" aria-hidden="true" focusable="false">' +
'<path d="M12,2A9,9 0 0,0 3,11C3,14.03 4.53,16.82 7,18.47V22H9V19H11V22H13V19H15V18.46C17.47,16.81 19,14.03 19,11A9,9 0 0,0 12,2M8,11A2,2 0 0,1 10,13A2,2 0 0,1 8,15A2,2 0 0,1 6,13A2,2 0 0,1 8,11M16,11A2,2 0 0,1 18,13A2,2 0 0,1 16,15A2,2 0 0,1 14,13A2,2 0 0,1 16,11Z"/></svg>';
export class CharacterView extends CharacterBase {
private shape: BlobShape;
private shape: CharacterShape;
private muzzleFlash: CircleLight;
private muzzleFlashIntensity = 0;
private hitFlashIntensity = 0;
private strength = settings.playerMaxStrength;
private strengthExtrapolator = new LinearExtrapolator(settings.playerMaxStrength);
private nameElement: HTMLElement = document.createElement('div');
private statsElement: HTMLElement = document.createElement('div');
private killCountElement: HTMLElement = document.createElement('span');
private deathCountElement: HTMLElement = document.createElement('span');
private healthElement: HTMLElement = document.createElement('div');
private chargeElement: HTMLElement = document.createElement('div');
public isMainCharacter = false;
@ -48,7 +73,12 @@ export class CharacterView extends CharacterBase {
rightFoot?: Circle,
) {
super(id, name, killCount, deathCount, team, health, head, leftFoot, rightFoot);
this.shape = new BlobShape(settings.colorIndices[team]);
this.shape = new CharacterShape(settings.colorIndices[team]);
this.muzzleFlash = new CircleLight(
vec2.clone(this.head!.center),
settings.paletteDim[settings.colorIndices[team]],
0,
);
this.leftFootExtrapolator = new CircleExtrapolator(this.leftFoot!);
this.rightFootExtrapolator = new CircleExtrapolator(this.rightFoot!);
@ -56,7 +86,24 @@ export class CharacterView extends CharacterBase {
this.nameElement.className = 'player-tag ' + this.team;
this.nameElement.innerText = this.name;
this.healthElement.className = 'health';
this.chargeElement.className = 'charge';
this.statsElement.className = 'stats';
this.killCountElement.className = 'value';
this.deathCountElement.className = 'value';
const killStat = document.createElement('span');
killStat.className = 'stat kills';
killStat.innerHTML = killIcon;
killStat.appendChild(this.killCountElement);
const deathStat = document.createElement('span');
deathStat.className = 'stat deaths';
deathStat.innerHTML = deathIcon;
deathStat.appendChild(this.deathCountElement);
this.statsElement.append(killStat, deathStat);
this.nameElement.appendChild(this.healthElement);
this.nameElement.appendChild(this.chargeElement);
this.nameElement.appendChild(this.statsElement);
}
@ -64,6 +111,29 @@ export class CharacterView extends CharacterBase {
return this.head!.center;
}
public get bodyCenter(): vec2 {
const center = vec2.add(vec2.create(), this.head!.center, this.leftFoot!.center);
vec2.add(center, center, this.rightFoot!.center);
return vec2.scale(center, center, 1 / 3);
}
public get facingDirection(): vec2 {
const footAverage = vec2.add(
vec2.create(),
this.leftFoot!.center,
this.rightFoot!.center,
);
vec2.scale(footAverage, footAverage, 0.5);
const forward = vec2.subtract(footAverage, this.head!.center, footAverage);
return vec2.length(forward) > 0
? vec2.normalize(forward, forward)
: vec2.fromValues(0, 1);
}
public get strengthFraction(): number {
return clamp01(this.strength / settings.playerMaxStrength);
}
private updateProperty({
propertyKey,
propertyValue,
@ -78,18 +148,25 @@ export class CharacterView extends CharacterBase {
if (propertyKey === 'rightFoot') {
this.rightFootExtrapolator.addFrame(propertyValue, rateOfChange);
}
if (propertyKey === 'strength') {
this.strengthExtrapolator.addFrame(propertyValue, rateOfChange);
}
}
public setHealth(health: number) {
const previousHealth = this.health;
const damage = this.health - health;
super.setHealth(health);
if (damage > 0) {
SoundHandler.play(
Sounds.hit,
(0.4 * 2 * (previousHealth - health)) / settings.playerMaxStrength,
Math.min(1, (0.8 * damage) / settings.playerMaxStrength),
);
this.hitFlashIntensity = Math.min(1, 0.4 + damage / settings.playerMaxStrength);
if (this.isMainCharacter) {
VibrationHandler.vibrate(Math.min(200, (previousHealth - this.health) * 4));
VibrationHandler.vibrate(Math.min(200, damage * 4));
}
}
}
@ -99,14 +176,58 @@ export class CharacterView extends CharacterBase {
}
}
public onHitConfirmed() {
if (!this.isMainCharacter) {
return;
}
SoundHandler.play(Sounds.click, 0.4, 1.7);
FeedbackHud.hitMarker();
}
public onKillConfirmed(victimName?: string, streak = 1) {
if (!this.isMainCharacter) {
return;
}
SoundHandler.play(Sounds.click, 1, 0.7);
VibrationHandler.vibrate(60);
FeedbackHud.killConfirmed(victimName, streak);
}
private step({ deltaTimeInSeconds }: StepCommand): void {
this.head! = this.headExtrapolator.getValue(deltaTimeInSeconds);
this.leftFoot! = this.leftFootExtrapolator.getValue(deltaTimeInSeconds);
this.rightFoot! = this.rightFootExtrapolator.getValue(deltaTimeInSeconds);
this.strength = clamp(
this.strengthExtrapolator.getValue(deltaTimeInSeconds),
0,
settings.playerMaxStrength,
);
if (this.muzzleFlashIntensity > 0) {
this.muzzleFlashIntensity = Math.max(
0,
this.muzzleFlashIntensity - deltaTimeInSeconds / muzzleFlashDecaySeconds,
);
this.muzzleFlash.center = this.head!.center;
this.muzzleFlash.intensity = this.muzzleFlashIntensity;
}
if (this.hitFlashIntensity > 0) {
this.hitFlashIntensity = Math.max(
0,
this.hitFlashIntensity - deltaTimeInSeconds / hitFlashDecaySeconds,
);
}
}
public onShoot(strength: number) {
SoundHandler.play(Sounds.shoot, (0.6 * strength) / settings.playerMaxStrength);
const q = clamp01(
(strength - settings.chargeShotStrengthMin) /
(settings.chargeShotStrengthMax - settings.chargeShotStrengthMin),
);
SoundHandler.play(Sounds.shoot, mix(0.55, 1, q), mix(1.15, 0.8, q));
this.muzzleFlashIntensity = mix(0.35, 1, q);
}
private beforeDestroy(): void {
@ -127,15 +248,34 @@ export class CharacterView extends CharacterBase {
this.healthElement.style.width =
(50 * this.health) / settings.playerMaxHealth + 'px';
this.statsElement.innerText = this.getStatsText();
this.chargeElement.style.width =
(50 * this.strength) / settings.playerMaxStrength + 'px';
this.killCountElement.innerText = String(this.killCount);
this.deathCountElement.innerText = String(this.deathCount);
}
this.shape.hitFlash = this.hitFlashIntensity;
this.shape.gazeTarget = this.calculateGazeTarget(renderer);
this.shape.setCircles([this.head!, this.leftFoot!, this.rightFoot!]);
renderer.addDrawable(this.shape);
if (this.muzzleFlashIntensity > 0) {
renderer.addDrawable(this.muzzleFlash);
}
}
private getStatsText(): string {
return `${this.killCount}⚔/${this.deathCount}`;
private calculateGazeTarget(renderer: Renderer): vec2 {
const cursor = Pointer.getDisplayPosition();
if (this.isMainCharacter && cursor) {
return renderer.displayToWorldCoordinates(cursor);
}
return vec2.scaleAndAdd(
vec2.create(),
this.head!.center,
this.facingDirection,
this.head!.radius * 8,
);
}
private calculateTextPosition(): vec2 {

View file

@ -1,18 +1,36 @@
import { vec2, vec3 } from 'gl-matrix';
import { CircleLight } from 'sdf-2d';
import { CommandExecutors, Id, LampBase } from 'shared';
import { CommandExecutors, Id, LampBase, mixRgb, settings } from 'shared';
import { RenderCommand } from '../../commands/types/render';
import { StepCommand } from '../../commands/types/step';
export class LampView extends LampBase {
private light: CircleLight;
private targetColor: vec3;
private targetLightness: number;
protected commandExecutors: CommandExecutors = {
[RenderCommand.type]: this.draw.bind(this),
[StepCommand.type]: this.step.bind(this),
};
constructor(id: Id, center: vec2, color: vec3, lightness: number) {
super(id, center, color, lightness);
this.light = new CircleLight(center, color, lightness);
this.light = new CircleLight(vec2.clone(center), vec3.clone(color), lightness);
this.targetColor = vec3.clone(color);
this.targetLightness = lightness;
}
public setLight(color: vec3, lightness: number) {
this.targetColor = vec3.clone(color);
this.targetLightness = lightness;
}
private step({ deltaTimeInSeconds }: StepCommand): void {
const t = 1 - Math.exp(-deltaTimeInSeconds / settings.lampLerpSeconds);
this.light.color = mixRgb(this.light.color, this.targetColor, t);
this.light.intensity += (this.targetLightness - this.light.intensity) * t;
}
private draw({ renderer }: RenderCommand): void {

View file

@ -1,21 +1,49 @@
import { vec2 } from 'gl-matrix';
import { Id, Random, PlanetBase, UpdatePropertyCommand, CommandExecutors } from 'shared';
import { vec2, vec3 } from 'gl-matrix';
import { CircleLight } from 'sdf-2d';
import {
Id,
Random,
PlanetBase,
UpdatePropertyCommand,
CommandExecutors,
CharacterTeam,
settings,
} from 'shared';
import { BeforeDestroyCommand } from '../../commands/types/before-destroy';
import { RenderCommand } from '../../commands/types/render';
import { StepCommand } from '../../commands/types/step';
import { PlanetShape } from '../../shapes/planet-shape';
type FallingPoint = {
velocity: vec2;
position: vec2;
element: HTMLElement;
addedToOverlay: boolean;
timeToLive: number;
};
const fallingPointLifetimeMs = 2000;
// Global budget for simultaneously-lit capture flares, so a clustered wave of
// captures can never white out the SDF exposure — excess flips still pulse the
// ring and toast, they just skip the extra light. The acquire/release pair keeps
// the count in one place instead of being hand-maintained at every call site.
abstract class FlareBudget {
private static active = 0;
public static tryAcquire(): boolean {
if (FlareBudget.active >= settings.maxConcurrentFlipFlares) {
return false;
}
FlareBudget.active++;
return true;
}
public static release(): void {
FlareBudget.active = Math.max(0, FlareBudget.active - 1);
}
}
export class PlanetView extends PlanetBase {
private shape: PlanetShape;
private ownershipProgress: HTMLElement;
private readonly rotationSpeed: number;
private flareLight?: CircleLight;
private flareIntensity = 0;
private holdsFlareSlot = false;
protected commandExecutors: CommandExecutors = {
[RenderCommand.type]: this.draw.bind(this),
@ -27,45 +55,69 @@ export class PlanetView extends PlanetBase {
constructor(id: Id, vertices: Array<vec2>, ownership: number) {
super(id, vertices);
this.shape = new PlanetShape(vertices, ownership);
(this.shape as any).randomOffset = Random.getRandom();
this.shape.randomOffset = Random.getRandom();
this.rotationSpeed =
(0.05 + Random.getRandom() * 0.07) * (Random.getRandom() < 0.5 ? -1 : 1);
this.ownershipProgress = document.createElement('div');
this.ownershipProgress.className = 'ownership';
}
private step({ deltaTimeInSeconds }: StepCommand): void {
this.shape.randomOffset += deltaTimeInSeconds / 4;
this.shape.rotation += deltaTimeInSeconds * this.rotationSpeed;
this.shape.colorMixQ = this.ownership;
this.generatedPointElements.forEach((p) => {
vec2.add(
p.velocity,
p.velocity,
vec2.scale(vec2.create(), vec2.fromValues(0, 50), deltaTimeInSeconds),
if (this.flareIntensity > 0) {
this.flareIntensity = Math.max(
0,
this.flareIntensity - deltaTimeInSeconds / settings.lampFlareDecaySeconds,
);
vec2.add(
p.position,
p.position,
vec2.scale(vec2.create(), p.velocity, deltaTimeInSeconds),
);
p.timeToLive -= deltaTimeInSeconds;
});
if (this.flareLight) {
this.flareLight.intensity =
settings.lampFlareIntensity * this.flareIntensity * this.flareIntensity;
}
private generatedPointElements: Array<FallingPoint> = [];
if (this.flareIntensity === 0) {
this.releaseFlareSlot();
}
}
}
private releaseFlareSlot(): void {
if (this.holdsFlareSlot) {
this.holdsFlareSlot = false;
FlareBudget.release();
}
}
private lastGeneratedPoint?: number;
public generatedPoints(value: number) {
this.lastGeneratedPoint = value;
}
public onFlipped(team: CharacterTeam): void {
const color = settings.palette[settings.colorIndices[team]];
if (!this.flareLight) {
this.flareLight = new CircleLight(vec2.clone(this.center), vec3.clone(color), 0);
} else {
this.flareLight.color = vec3.clone(color);
}
if (!this.holdsFlareSlot) {
if (!FlareBudget.tryAcquire()) {
return;
}
this.holdsFlareSlot = true;
}
this.flareIntensity = 1;
}
private beforeDestroy(): void {
this.ownershipProgress.parentElement?.removeChild(this.ownershipProgress);
this.generatedPointElements.forEach((p) =>
p.element.parentElement?.removeChild(p.element),
);
this.releaseFlareSlot();
}
private updateProperty({ propertyValue }: UpdatePropertyCommand): void {
@ -80,26 +132,6 @@ export class PlanetView extends PlanetBase {
const screenPosition = renderer.worldToDisplayCoordinates(this.center);
this.generatedPointElements.forEach((p) => {
if (!p.addedToOverlay) {
overlay.appendChild(p.element);
}
p.element.style.transform = `translateX(${
screenPosition.x + p.position.x
}px) translateY(${screenPosition.y + p.position.y}px)`;
if (p.timeToLive <= 0) {
p.element.parentElement?.removeChild(p.element);
} else {
p.element.style.opacity = Math.min(1, p.timeToLive).toString();
}
});
this.generatedPointElements = this.generatedPointElements.filter(
(p) => p.timeToLive > 0,
);
this.ownershipProgress.style.transform = `translateX(${screenPosition.x}px) translateY(${screenPosition.y}px) translateX(-50%) translateY(-50%)`;
this.ownershipProgress.style.background = this.getGradient();
@ -107,19 +139,23 @@ export class PlanetView extends PlanetBase {
const element = document.createElement('div');
element.className = 'falling-point ' + (this.ownership < 0.5 ? 'decla' : 'red');
element.innerText = '+' + this.lastGeneratedPoint;
this.generatedPointElements.push({
element,
addedToOverlay: false,
timeToLive: Random.getRandomInRange(2, 3),
position: vec2.create(),
velocity: vec2.fromValues(Random.getRandomInRange(-30, 30), 0),
});
element.style.left = `${screenPosition.x}px`;
element.style.top = `${screenPosition.y}px`;
overlay.appendChild(element);
setTimeout(
() => element.parentElement?.removeChild(element),
fallingPointLifetimeMs,
);
this.lastGeneratedPoint = undefined;
}
}
renderer.addDrawable(this.shape);
if (this.flareIntensity > 0 && this.flareLight) {
renderer.addDrawable(this.flareLight);
}
}
private getGradient(): string {

View file

@ -48,7 +48,10 @@ export class ProjectileView extends ProjectileBase {
this.center = this.centerExtrapolator.getValue(deltaTimeInSeconds);
this.light.center = this.center;
this.light.intensity = (0.15 * this.strength) / settings.projectileMaxStrength;
this.light.intensity = Math.min(
0.1,
(0.15 * this.strength) / settings.projectileMaxStrength,
);
}
private draw({ renderer }: RenderCommand): void {

View file

@ -0,0 +1,71 @@
import { CharacterTeam, UpdateGameState, clamp, settings } from 'shared';
// Centred tug-of-war territory bar. The two fills meet at the bar's centre and
// grow outward by each team's share of the score limit, so the meeting point
// reads as the lead at a glance. Numeric scores are overlaid (the leader's is
// emphasised) and a "YOU" tick marks the local team's half. Owns its own DOM so
// the Game just appends `element` to the overlay and feeds it `update()`.
export class Scoreboard {
public readonly element = document.createElement('div');
private readonly declaFill = document.createElement('div');
private readonly redFill = document.createElement('div');
private readonly declaScore = document.createElement('span');
private readonly redScore = document.createElement('span');
private readonly youMarker = document.createElement('div');
constructor() {
this.element.className = 'planet-progress';
this.declaFill.className = 'fill decla';
this.redFill.className = 'fill red';
this.declaScore.className = 'score decla';
this.redScore.className = 'score red';
this.youMarker.className = 'you-marker';
this.youMarker.innerText = 'YOU';
this.element.append(
this.declaFill,
this.redFill,
this.declaScore,
this.redScore,
this.youMarker,
);
}
public update(
{ declaCount, redCount, limit }: UpdateGameState,
localTeam: CharacterTeam | undefined,
) {
const { scoreboardHalfWidthPercent, scoreboardMinFillPercent } = settings;
const fraction = (count: number) =>
Math.max(
count > 0 ? scoreboardMinFillPercent : 0,
clamp(count / limit, 0, 1) * scoreboardHalfWidthPercent,
);
this.declaFill.style.width = fraction(declaCount) + '%';
this.redFill.style.width = fraction(redCount) + '%';
const isMatchPoint = (count: number) =>
count / limit >= settings.matchPointScoreRatio;
this.declaFill.classList.toggle('match-point', isMatchPoint(declaCount));
this.redFill.classList.toggle('match-point', isMatchPoint(redCount));
this.declaScore.innerText = String(Math.round(declaCount));
this.redScore.innerText = String(Math.round(redCount));
this.declaScore.classList.toggle('leading', declaCount > redCount);
this.redScore.classList.toggle('leading', redCount > declaCount);
if (localTeam === CharacterTeam.decla || localTeam === CharacterTeam.red) {
this.youMarker.style.display = '';
this.youMarker.classList.toggle('decla', localTeam === CharacterTeam.decla);
this.youMarker.classList.toggle('red', localTeam === CharacterTeam.red);
} else {
this.youMarker.style.display = 'none';
}
}
}

View file

@ -1,125 +0,0 @@
import { mat2d, vec2 } from 'gl-matrix';
import { Drawable, DrawableDescriptor } from 'sdf-2d';
import { Circle } from 'shared';
export class BlobShape extends Drawable {
public static descriptor: DrawableDescriptor = {
sdf: {
shader: `
uniform vec2 headCenters[BLOB_COUNT];
uniform vec2 leftFootCenters[BLOB_COUNT];
uniform vec2 rightFootCenters[BLOB_COUNT];
uniform float headRadii[BLOB_COUNT];
uniform float footRadii[BLOB_COUNT];
uniform int blobColors[BLOB_COUNT];
float blobSmoothMin(float a, float b)
{
const highp float k = 300.0;
highp float res = exp2(-k * a) + exp2(-k * b);
return -log2(res) / k;
}
float circleDistance(vec2 circleCenter, float radius, vec2 target) {
return distance(target, circleCenter) - radius;
}
float blobMinDistance(vec2 target, out vec4 color) {
float minDistance = 1000.0;
for (int i = 0; i < BLOB_COUNT; i++) {
float headDistance = circleDistance(headCenters[i], headRadii[i], target);
float leftFootDistance = circleDistance(leftFootCenters[i], footRadii[i], target);
float rightFootDistance = circleDistance(rightFootCenters[i], footRadii[i], target);
float res = min(
blobSmoothMin(headDistance, leftFootDistance),
blobSmoothMin(headDistance, rightFootDistance)
);
vec2 leftEyeOffset = vec2(-headRadii[i] * 0.35, headRadii[i] * 0.2);
vec2 rightEyeOffset = vec2(headRadii[i] * 0.35, headRadii[i] * 0.2);
float eyeDistance = min(
circleDistance(headCenters[i] + rightEyeOffset, headRadii[i] * 0.25, target),
circleDistance(headCenters[i] + leftEyeOffset, headRadii[i] * 0.25, target)
);
eyeDistance = max(
eyeDistance,
-circleDistance(headCenters[i] + leftEyeOffset + vec2(0, -headRadii[i] * 0.175), headRadii[i] * 0.2, target)
);
eyeDistance = max(
eyeDistance,
-circleDistance(headCenters[i] + rightEyeOffset + vec2(0, -headRadii[i] * 0.175), headRadii[i] * 0.2, target)
);
if (res < minDistance) {
minDistance = res;
color = eyeDistance < 0.0 ? vec4(1.0) : readFromPalette(blobColors[i]);
}
}
return minDistance;
}
`,
distanceFunctionName: 'blobMinDistance',
},
propertyUniformMapping: {
footRadius: 'footRadii',
headRadius: 'headRadii',
rightFootCenter: 'rightFootCenters',
leftFootCenter: 'leftFootCenters',
headCenter: 'headCenters',
color: 'blobColors',
},
uniformCountMacroName: 'BLOB_COUNT',
shaderCombinationSteps: [0, 1, 2, 8],
empty: new BlobShape(0),
};
protected head!: Circle;
protected leftFoot!: Circle;
protected rightFoot!: Circle;
public constructor(private readonly color: number) {
super();
const circle = new Circle(vec2.create(), 200);
this.setCircles([circle, circle, circle]);
}
public setCircles([head, leftFoot, rightFoot]: [Circle, Circle, Circle]) {
this.head = head;
this.leftFoot = leftFoot;
this.rightFoot = rightFoot;
}
public minDistance(target: vec2): number {
return Math.min(
this.head.distance(target),
this.leftFoot.distance(target),
this.rightFoot.distance(target),
);
}
protected getObjectToSerialize(transform2d: mat2d, transform1d: number): any {
return {
headCenter: vec2.transformMat2d(vec2.create(), this.head.center, transform2d),
leftFootCenter: vec2.transformMat2d(
vec2.create(),
this.leftFoot.center,
transform2d,
),
rightFootCenter: vec2.transformMat2d(
vec2.create(),
this.rightFoot.center,
transform2d,
),
headRadius: this.head.radius * transform1d,
footRadius: this.leftFoot.radius * transform1d,
color: this.color,
};
}
}

View file

@ -0,0 +1,219 @@
import { mat2d, vec2 } from 'gl-matrix';
import { Drawable, DrawableDescriptor } from 'sdf-2d';
import { Circle } from 'shared';
// A single character silhouette shared by every team (teams differ only by
// colour): a circular head sitting on two thin line-legs that run down to the
// two feet.
export class CharacterShape extends Drawable {
public static descriptor: DrawableDescriptor = {
sdf: {
shader: `
uniform vec2 characterHeadCenters[CHARACTER_COUNT];
uniform vec2 characterLeftFeet[CHARACTER_COUNT];
uniform vec2 characterRightFeet[CHARACTER_COUNT];
uniform vec2 characterGazeTargets[CHARACTER_COUNT];
uniform float characterHeadRadii[CHARACTER_COUNT];
uniform float characterFootRadii[CHARACTER_COUNT];
uniform int characterColors[CHARACTER_COUNT];
uniform float characterFlash[CHARACTER_COUNT];
float circleDistance(vec2 circleCenter, float radius, vec2 target) {
return distance(target, circleCenter) - radius;
}
// Distance to the segment a->b; subtract a radius to get a capsule (a
// rounded thick line).
float segmentDistance(vec2 a, vec2 b, vec2 target) {
vec2 pa = target - a;
vec2 ba = b - a;
float h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0);
return length(pa - ba * h);
}
float characterMinDistance(vec2 target, out vec4 color) {
float minDistance = 1000.0;
for (int i = 0; i < CHARACTER_COUNT; i++) {
vec2 head = characterHeadCenters[i];
vec2 leftFoot = characterLeftFeet[i];
vec2 rightFoot = characterRightFeet[i];
float headRadius = characterHeadRadii[i];
float footRadius = characterFootRadii[i];
// The server rotates the whole posture toward travel, so the head
// leads: forward is the facing direction, perp its 90deg rotation, so
// the face sits on the leading side and reads at any rotation.
vec2 footAverage = (leftFoot + rightFoot) * 0.5;
vec2 toHead = head - footAverage;
float toHeadLength = length(toHead);
vec2 forward = toHeadLength > 0.001 ? toHead / toHeadLength : vec2(0.0, 1.0);
vec2 perp = vec2(-forward.y, forward.x);
// A circular head, drawn a bit smaller than the head->feet gap so the
// legs below it read as two distinct LINES rather than being swallowed
// by the head.
float renderRadius = headRadius * 0.75;
float headDistance = circleDistance(head, renderRadius, target);
// Legs as thin line-segments (capsules) from the head down to each
// foot, hard-min'd onto the head so the head stays a crisp circle.
float legThickness = footRadius * 0.35;
float leftLeg = segmentDistance(head, leftFoot, target) - legThickness;
float rightLeg = segmentDistance(head, rightFoot, target) - legThickness;
// Rounded feet at the ends of the lines, kept large enough to stay
// visible even when the leg is short and the head nearly reaches them.
float footRender = footRadius * 0.7;
float leftFootDistance = circleDistance(leftFoot, footRender, target);
float rightFootDistance = circleDistance(rightFoot, footRender, target);
float body = min(
headDistance,
min(min(leftLeg, rightLeg), min(leftFootDistance, rightFootDistance))
);
// Real eyes painted on the leading face — a bright white sclera with a
// dark pupil — rather than carved holes, so the character reads as
// alive instead of hollow-socketed.
// Big white sclera, small pupil: the eye must read as mostly white so
// it looks like an eye, not a dark socket. (An 8-bit albedo caps the
// sclera at pure white, so its area — not its colour — is what makes
// the eye read brighter against the body.)
vec2 eyeBase = head + forward * (renderRadius * 0.26);
vec2 leftEyeCenter = eyeBase + perp * (renderRadius * 0.38);
vec2 rightEyeCenter = eyeBase - perp * (renderRadius * 0.38);
float scleraRadius = renderRadius * 0.26;
float pupilRadius = renderRadius * 0.11;
// The pupil slides toward the gaze target (the cursor for the local
// player, otherwise the travel direction), kept well inside the rim so
// a generous ring of white always frames it. The normalize is guarded
// so a cursor resting exactly on an eye can't produce NaNs.
vec2 gazeTarget = characterGazeTargets[i];
float pupilReach = (scleraRadius - pupilRadius) * 0.6;
vec2 toLeftGaze = gazeTarget - leftEyeCenter;
vec2 toRightGaze = gazeTarget - rightEyeCenter;
vec2 leftGaze = length(toLeftGaze) > 0.001 ? normalize(toLeftGaze) : forward;
vec2 rightGaze = length(toRightGaze) > 0.001 ? normalize(toRightGaze) : forward;
float sclera = min(
circleDistance(leftEyeCenter, scleraRadius, target),
circleDistance(rightEyeCenter, scleraRadius, target)
);
float pupil = min(
circleDistance(leftEyeCenter + leftGaze * pupilReach, pupilRadius, target),
circleDistance(rightEyeCenter + rightGaze * pupilReach, pupilRadius, target)
);
// Soften each eye edge by at least one screen texel so the colour
// boundary antialiases instead of staircasing when the character is
// small on screen. The fixed world-space term sets a floor on the
// softness when zoomed in; fwidth widens the band to a texel as the
// head shrinks. Computed here in uniform control flow — NOT inside the
// body branch below — so the screen-space derivatives stay defined.
// fwidth needs WebGL2 derivatives (core in GLSL ES 3.00), so the
// WebGL1 fallback keeps the plain world-space band.
float eyeAaBase = renderRadius * 0.025;
#ifdef WEBGL2_IS_AVAILABLE
float scleraAa = max(eyeAaBase, fwidth(sclera));
float pupilAa = max(eyeAaBase, fwidth(pupil));
#else
float scleraAa = eyeAaBase;
float pupilAa = eyeAaBase;
#endif
if (body < minDistance) {
minDistance = body;
// Brief white punch when taking a hit.
color = mix(
readFromPalette(characterColors[i]),
vec4(1.0),
clamp(characterFlash[i], 0.0, 1.0)
);
// Paint the eyes over the body colour. The sclera albedo is HDR
// (>> 1): the shading pass multiplies it by the (often dim, reddish)
// scene light before clamping to the screen, so an over-bright white
// reads as a clean white eye everywhere instead of dimming into a
// dark socket. Needs the float colour buffer in sdf-2d; on 8-bit
// fallback it simply clamps back to plain white. The smoothstep
// widths (scleraAa / pupilAa, computed above) antialias the colour
// boundary in a zoom-aware way.
color = mix(color, vec4(10.0, 10.0, 10.0, 1.0), 1.0 - smoothstep(-scleraAa, scleraAa, sclera));
color = mix(color, vec4(0.04, 0.04, 0.07, 1.0), 1.0 - smoothstep(-pupilAa, pupilAa, pupil));
}
}
return minDistance;
}
`,
distanceFunctionName: 'characterMinDistance',
},
propertyUniformMapping: {
footRadius: 'characterFootRadii',
headRadius: 'characterHeadRadii',
rightFootCenter: 'characterRightFeet',
leftFootCenter: 'characterLeftFeet',
headCenter: 'characterHeadCenters',
gazeTarget: 'characterGazeTargets',
color: 'characterColors',
flash: 'characterFlash',
},
uniformCountMacroName: 'CHARACTER_COUNT',
shaderCombinationSteps: [0, 1, 2, 8],
empty: new CharacterShape(0),
};
protected head!: Circle;
protected leftFoot!: Circle;
protected rightFoot!: Circle;
// 0..1 transient white flash on taking a hit. Set per frame.
public hitFlash = 0;
// World point the eyes look at; the pupils slide toward it. Set per frame
// (the cursor for the local player, the travel direction for everyone else).
public gazeTarget = vec2.create();
public constructor(private readonly color: number) {
super();
const circle = new Circle(vec2.create(), 200);
this.setCircles([circle, circle, circle]);
}
public setCircles([head, leftFoot, rightFoot]: [Circle, Circle, Circle]) {
this.head = head;
this.leftFoot = leftFoot;
this.rightFoot = rightFoot;
}
public minDistance(target: vec2): number {
return Math.min(
this.head.distance(target),
this.leftFoot.distance(target),
this.rightFoot.distance(target),
);
}
protected getObjectToSerialize(transform2d: mat2d, transform1d: number): any {
return {
headCenter: vec2.transformMat2d(vec2.create(), this.head.center, transform2d),
leftFootCenter: vec2.transformMat2d(
vec2.create(),
this.leftFoot.center,
transform2d,
),
rightFootCenter: vec2.transformMat2d(
vec2.create(),
this.rightFoot.center,
transform2d,
),
gazeTarget: vec2.transformMat2d(vec2.create(), this.gazeTarget, transform2d),
headRadius: this.head.radius * transform1d,
footRadius: this.leftFoot.radius * transform1d,
color: this.color,
flash: this.hitFlash,
};
}
}

View file

@ -14,6 +14,7 @@ export class PlanetShape extends PolygonFactory(settings.planetEdgeCount, 0) {
uniform float planetLengths[PLANET_COUNT];
uniform float planetRandoms[PLANET_COUNT];
uniform float planetColorMixQ[PLANET_COUNT];
uniform float planetRotations[PLANET_COUNT];
uniform sampler2D noiseTexture;
@ -52,12 +53,20 @@ export class PlanetShape extends PolygonFactory(settings.planetEdgeCount, 0) {
vec2 center = planetCenters[j];
float l = planetLengths[j];
float randomOffset = planetRandoms[j];
float rotation = planetRotations[j];
vec2 targetCenterDelta = target - center;
float targetDistance = length(targetCenterDelta);
vec2 targetTangent = targetCenterDelta / clamp(targetDistance, 0.01, 1000.0);
float cr = cos(rotation);
float sr = sin(rotation);
vec2 rotatedTangent = vec2(
cr * targetTangent.x - sr * targetTangent.y,
sr * targetTangent.x + cr * targetTangent.y
);
vec2 noisyTarget = target - (
targetTangent * planetTerrain(vec2(
l * abs(atan(targetTangent.y, targetTangent.x)),
l * abs(atan(rotatedTangent.y, rotatedTangent.x)),
randomOffset
)) / 12.0
);
@ -105,6 +114,7 @@ export class PlanetShape extends PolygonFactory(settings.planetEdgeCount, 0) {
center: 'planetCenters',
vertices: 'planetVertices',
colorMixQ: 'planetColorMixQ',
rotation: 'planetRotations',
},
uniformCountMacroName: `PLANET_COUNT`,
shaderCombinationSteps: [0, 1, 2, 3],
@ -112,6 +122,7 @@ export class PlanetShape extends PolygonFactory(settings.planetEdgeCount, 0) {
};
public randomOffset = 0;
public rotation = 0;
constructor(
public vertices: Array<vec2>,
@ -142,6 +153,7 @@ export class PlanetShape extends PolygonFactory(settings.planetEdgeCount, 0) {
length,
random: this.randomOffset,
colorMixQ: this.colorMixQ,
rotation: this.rotation,
};
}

View file

@ -52,7 +52,7 @@ export abstract class SoundHandler {
return sound;
}
public static play(sound: Sounds, volume = 1) {
public static play(sound: Sounds, volume = 1, playbackRate = 1) {
if (!this.initialized || !OptionsHandler.options.soundsEnabled) {
return;
}
@ -61,7 +61,8 @@ export abstract class SoundHandler {
this.sounds[sound].currentTime > 0
? (this.sounds[sound].cloneNode(true) as HTMLAudioElement)
: this.sounds[sound];
audio.volume = volume;
audio.volume = Math.max(0, Math.min(1, volume));
audio.playbackRate = playbackRate;
audio.play();
}

View file

@ -0,0 +1,105 @@
import { vec2 } from 'gl-matrix';
import {
CharacterTeam,
CommandExecutors,
CommandReceiver,
Id,
MoveActionCommand,
PrimaryActionCommand,
} from 'shared';
import { GameObjectContainer } from './objects/game-object-container';
import { PlanetView } from './objects/types/planet-view';
type StageTrigger = 'move' | 'shoot' | 'capture';
const stages: ReadonlyArray<{ hint: string; clearsOn: StageTrigger }> = [
{ hint: 'WASD / drag to walk', clearsOn: 'move' },
{ hint: 'Click / tap to shoot', clearsOn: 'shoot' },
{ hint: 'Stand on a planet to capture it', clearsOn: 'capture' },
];
const captureProgressThreshold = 0.05;
const standingSlack = 200;
export class Tutorial extends CommandReceiver {
private stage = 0;
private element = document.createElement('div');
private characterId?: Id;
private standingPlanet?: PlanetView;
private standingBaseline = 0;
protected commandExecutors: CommandExecutors = {
[MoveActionCommand.type]: (c: MoveActionCommand) => {
if (this.clearsOn() === 'move' && vec2.length(c.direction) > 0) {
this.advance();
}
},
[PrimaryActionCommand.type]: () => {
if (this.clearsOn() === 'shoot') {
this.advance();
}
},
};
constructor(overlay: HTMLElement) {
super();
this.element.className = 'tutorial-hint';
this.element.innerText = stages[0].hint;
overlay.appendChild(this.element);
}
private clearsOn(): StageTrigger | undefined {
return stages[this.stage]?.clearsOn;
}
private advance() {
this.setStage(this.stage + 1);
}
public step(gameObjects: GameObjectContainer) {
if (this.stage >= stages.length) {
return;
}
const player = gameObjects.player;
if (!player) {
return;
}
if (this.characterId === undefined) {
this.characterId = player.id;
} else if (player.id !== this.characterId) {
this.finish();
return;
}
if (this.clearsOn() === 'capture') {
const standing = gameObjects.planets.find(
(p) => vec2.distance(p.center, player.bodyCenter) < p.radius + standingSlack,
);
if (standing !== this.standingPlanet) {
this.standingPlanet = standing;
this.standingBaseline = standing?.ownership ?? 0;
}
if (standing) {
const drift = standing.ownership - this.standingBaseline;
const progress = player.team === CharacterTeam.decla ? -drift : drift;
if (progress > captureProgressThreshold) {
this.finish();
}
}
}
}
private finish() {
this.setStage(stages.length);
}
private setStage(stage: number) {
this.stage = stage;
this.element.innerText = stages[stage]?.hint ?? '';
}
}

View file

@ -137,12 +137,6 @@ module.exports = (env, argv) => {
},
resolve: {
extensions: ['.ts', '.js', '.json'],
alias: {
// sdf-2d's package.json `exports` only declares an `import` condition,
// which webpack 5 cannot resolve for the production (require) build.
// Point straight at its entry to bypass package exports resolution.
'sdf-2d$': path.resolve(__dirname, 'node_modules/sdf-2d/lib/main.js'),
},
},
};
};

View file

@ -4,11 +4,14 @@ import { Command } from '../../command';
@serializable
export class PrimaryActionCommand extends Command {
public constructor(public readonly position: vec2) {
public constructor(
public readonly position: vec2,
public readonly charge: number = 0,
) {
super();
}
public toArray(): Array<any> {
return [this.position];
return [this.position, this.charge];
}
}

View file

@ -1,14 +0,0 @@
import { vec2 } from 'gl-matrix';
import { serializable } from '../../../serialization/serializable';
import { Command } from '../../command';
@serializable
export class SecondaryActionCommand extends Command {
public constructor(public readonly position: vec2) {
super();
}
public toArray(): Array<any> {
return [this.position];
}
}

View file

@ -0,0 +1,5 @@
import { clamp01 } from './clamp';
import { settings } from '../settings';
export const holdDurationToCharge = (heldSeconds: number): number =>
clamp01(heldSeconds / settings.chargeShotFullHoldSeconds);

View file

@ -16,7 +16,6 @@ export * from './commands/command-generator';
export * from './commands/types/actions/move-action';
export * from './commands/types/actions/primary-action';
export * from './commands/types/actions/set-aspect-ratio-action';
export * from './commands/types/actions/secondary-action';
export * from './helper/array';
export * from './helper/last';
export * from './helper/rgb';
@ -24,6 +23,7 @@ export * from './helper/hsl';
export * from './helper/rgb255';
export * from './helper/mix-rgb';
export * from './helper/clamp';
export * from './helper/charge';
export * from './helper/calculate-view-area';
export * from './helper/circle';
export * from './helper/rectangle';

View file

@ -28,6 +28,10 @@ export class CharacterBase extends GameObject {
// eslint-disable-next-line @typescript-eslint/no-unused-vars
public onShoot(strength: number) { }
public onHitConfirmed() { }
public onKillConfirmed(victimName?: string, streak?: number) { }
public setHealth(health: number) {
this.health = health;
}

View file

@ -13,6 +13,11 @@ export class LampBase extends GameObject {
super(id);
}
// Overridden by LampView (which lerps toward the new colour/brightness); a
// no-op on the wire base.
// eslint-disable-next-line @typescript-eslint/no-unused-vars
public setLight(color: vec3, lightness: number) {}
public toArray(): Array<any> {
const { id, center, color, lightness } = this;
return [id, center, color, lightness];

View file

@ -4,6 +4,7 @@ import { settings } from '../../settings';
import { serializable } from '../../serialization/serializable';
import { GameObject } from '../game-object';
import { Id } from '../../communication/id';
import { CharacterTeam } from './character-base';
@serializable
export class PlanetBase extends GameObject {
@ -25,6 +26,8 @@ export class PlanetBase extends GameObject {
// eslint-disable-next-line @typescript-eslint/no-unused-vars
public generatedPoints(value: number) {}
// eslint-disable-next-line @typescript-eslint/no-unused-vars
public onFlipped(team: CharacterTeam) {}
public static createPlanetVertices(
center: vec2,

View file

@ -6,39 +6,62 @@ const neutralColor = rgb255(82, 165, 64);
const redColor = rgb255(209, 86, 82);
const q = 2.5;
const declaColorDim = rgb255(64 * q, 105 * q, 165 * q);
const redColorDim = rgb255(209 * q, 8 * q, 82 * q);
const redColorDim = rgb255(209 * q, 86 * q, 82 * q);
const declaPlanetColor = declaColorDim;
const redPlanetColor = redColorDim;
export const settings = {
lightCutoffDistance: 600,
lightOverlapReduction: 0.85,
radiusSteps: 500,
spawnDespawnTime: 0.7,
worldRadius: 10000,
worldRadius: 4000,
objectsOnCircleLength: 0.002,
updateMessageInterval: 1 / 25,
planetEdgeCount: 7,
playerKillPoint: 10,
takeControlTimeInSeconds: 4,
loseControlTimeInSeconds: 24,
playerKillPoint: 25,
takeControlTimeInSeconds: 2.5,
loseControlTimeInSeconds: 16,
planetPointGenerationInterval: 1.5,
planetPointGenerationValue: 1,
planetSizePointMultiplierMax: 4,
captureFlipPointReward: 12,
maxGravityDistance: 800,
minGravityDistance: 1,
maxGravityQ: 5000,
planetControlThreshold: 0.2,
playerMaxHealth: 100,
maxGravityStrength: 50000,
planetMinReferenceRadius: 150,
planetMaxReferenceRadius: 1200,
maxAcceleration: 120000,
playerMaxStrength: 80,
endGameDeltaScaling: 2,
playerDiedTimeout: 5,
playerStrengthRegenerationPerSeconds: 80,
playerOutOfCombatDelaySeconds: 5,
playerHealthRegenerationPerSeconds: 8,
playerKillHealthReward: 25,
spawnInvulnerabilityExtraSeconds: 0.4,
spawnSafetyDistance: 2000,
touchAimRange: 1000,
postureHeadStiffness: 12,
postureFeetStiffness: 10,
planetDetachmentSeconds: 0.5,
planetDetachmentForceThreshold: 100,
climbDotThreshold: 0.8,
climbGravityScale: 0.35,
projectileMaxStrength: 40,
projectileSpeed: 2500,
projectileMaxBounceCount: 2,
projectileTimeout: 3,
projectileFadeSpeed: 20,
projectileCreationInterval: 0.1,
chargeShotFullHoldSeconds: 0.7,
chargeShotStrengthMin: 40,
chargeShotStrengthMax: 100,
chargeShotRadiusMin: 20,
chargeShotRadiusMax: 32,
chargeShotSpeedMin: 2500,
chargeShotSpeedMax: 3400,
playerColorIndexOffset: 3,
backgroundGradient: [rgb255(90, 38, 43), rgb255(43, 39, 73)],
declaColor,
@ -104,4 +127,14 @@ export const settings = {
paletteDim: [declaColorDim, neutralColor, redColorDim],
targetPhysicsDeltaTimeInSeconds: 1 / 200,
inViewAreaSize: 1920 * 1080 * 4,
scoreboardHalfWidthPercent: 50,
scoreboardMinFillPercent: 1.5,
matchPointScoreRatio: 0.9,
lampLerpSeconds: 0.5,
lampMinLightness: 0.4,
lampMaxLightness: 1,
lampFlareIntensity: 1.2,
lampFlareDecaySeconds: 0.6,
maxConcurrentFlipFlares: 3,
announcementVisibleSeconds: 2,
};