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Author SHA1 Message Date
Schmelczer András
cd75bdbfde WIP 2020-10-11 20:32:56 +02:00
241 changed files with 2062 additions and 17226 deletions

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.devcontainer/.zshrc Normal file
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# Path to your oh-my-zsh installation.
export ZSH="/root/.oh-my-zsh"
# https://typewritten.dev/#/git_status_indicators
ZSH_THEME="typewritten"
# Which plugins would you like to load?
# plugins=(zsh-autosuggestions nvm git)
source $ZSH/oh-my-zsh.sh

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.devcontainer/Dockerfile Normal file
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ARG VARIANT="14-buster"
FROM mcr.microsoft.com/vscode/devcontainers/typescript-node:0-${VARIANT}
RUN apt update && export DEBIAN_FRONTEND=noninteractive \
&& apt -y install --no-install-recommends git-lfs \
&& rm -rf /var/lib/apt/lists/*
RUN git lfs install
ENV ZSH_CUSTOM /root/.oh-my-zsh/
RUN git clone https://github.com/reobin/typewritten.git $ZSH_CUSTOM/themes/typewritten
RUN ln -s "$ZSH_CUSTOM/themes/typewritten/typewritten.zsh-theme" "$ZSH_CUSTOM/themes/typewritten.zsh-theme"
RUN ln -s "$ZSH_CUSTOM/themes/typewritten/async.zsh" "$ZSH_CUSTOM/themes/async"
COPY .zshrc /root/.zshrc

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{
"name": "Node.js & TypeScript",
"build": {
"dockerfile": "Dockerfile",
"args": {
"VARIANT": "14"
}
},
"settings": {
"terminal.integrated.shell.linux": "/bin/zsh",
"files.exclude": {
"**/node_modules": true,
"**/package-lock.json": true,
"**/dist": true,
"**/lib": true,
"**/.firebase": true
},
"editor.tabSize": 2,
"editor.detectIndentation": false,
"editor.formatOnSave": true,
"editor.defaultFormatter": "esbenp.prettier-vscode",
"eslint.enable": true,
"editor.codeActionsOnSave": {
"source.fixAll.eslint": true
},
"eslint.validate": ["json"],
"markdown.extension.toc.levels": "2..4",
// <style>
"workbench.iconTheme": "material-icon-theme",
"workbench.colorTheme": "Community Material Theme Palenight High Contrast",
"editor.fontFamily": "'Fira Code'",
"editor.fontLigatures": true
// </style>
},
"extensions": [
"dbaeumer.vscode-eslint",
"esbenp.prettier-vscode",
"yzhang.markdown-all-in-one",
"hediet.vscode-drawio",
"pkief.material-icon-theme",
"equinusocio.vsc-community-material-theme"
],
"workspaceMount": "source=${localWorkspaceFolder},target=/workspace,type=bind,consistency=cached",
"workspaceFolder": "/workspace",
"mounts": [
"source=decla-red-root-node_modules-volume,target=/workspace/node_modules,type=volume",
"source=decla-red-frontend-node_modules-volume,target=/workspace/frontend/node_modules,type=volume",
"source=decla-red-backend-node_modules-volume,target=/workspace/backend/node_modules,type=volume",
"source=decla-red-shared-node_modules-volume,target=/workspace/shared/node_modules,type=volume"
],
"forwardPorts": [3000, 8080],
"postCreateCommand": "chown node:node ./**/node_modules && npm install && npm run initialize && npm run build"
}

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# The server image only needs `shared/` and `backend/`.
**/node_modules
**/dist
**/lib
.git
.github
.forgejo
.devcontainer
.vscode
frontend
media
*.log
Dockerfile
.dockerignore

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.eslintignore Normal file
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**/node_modules/**/*.js
node_modules/**/*.js
**/package-lock.json
package-lock.json

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.eslintrc.json Normal file
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{
"root": true,
"env": {
"browser": true,
"es2020": true
},
"extends": [
"plugin:@typescript-eslint/recommended",
"prettier/@typescript-eslint",
"plugin:prettier/recommended"
],
"parser": "@typescript-eslint/parser",
"parserOptions": {
"ecmaVersion": 2020,
"sourceType": "module"
},
"plugins": ["unused-imports", "@typescript-eslint", "json-format", "prettier"],
"settings": {
"json/sort-package-json": true
},
"rules": {
"prettier/prettier": "error",
"no-unused-vars": "off",
"unused-imports/no-unused-imports-ts": "error",
"@typescript-eslint/no-unused-vars": [
"warn",
{
"argsIgnorePattern": "^_"
}
],
"@typescript-eslint/no-explicit-any": "off",
"@typescript-eslint/explicit-module-boundary-types": "off",
"@typescript-eslint/no-non-null-assertion": "off",
"@typescript-eslint/no-empty-function": "off",
"@typescript-eslint/no-var-requires": "off"
}
}

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name: Build & deploy
on:
push:
branches: [main]
tags: ['v*']
pull_request:
branches: [main]
workflow_dispatch:
concurrency:
group: ${{ gitea.workflow }}-${{ gitea.ref }}
cancel-in-progress: true
jobs:
# ---- Static website -> /pages mount on the runner host --------------------
website:
name: Build & deploy website
runs-on: docker
steps:
- uses: actions/checkout@v4
- name: Setup Node
uses: actions/setup-node@v4
with:
node-version-file: .nvmrc
- name: Install dependencies
# No lockfiles are committed (see .gitignore), so use `npm install`.
run: npm install && npm run init
- name: Build (shared -> frontend -> backend)
run: npm run build
- name: Test
run: npm test
- name: Lint
run: npm run lint:check
- name: Deploy to host pages mount
if: github.event_name == 'push' && github.ref == 'refs/heads/main'
uses: http://forgejo:3000/andras/ci-actions/deploy-pages@main
with:
source: frontend/dist
target: declared
# ---- Server Docker image -> Forgejo container registry --------------------
server-image:
name: Build & publish server image
runs-on: docker
# No registry push on PRs; build validation still happens in the website job.
if: github.event_name != 'pull_request'
steps:
- name: Checkout
uses: actions/checkout@v4
- name: Build and publish server image
uses: http://forgejo:3000/andras/ci-actions/docker-publish@main
with:
context: .
image-suffix: -server
token: ${{ secrets.FORGEJO_PACKAGE_TOKEN }}

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.github/workflows/main.yaml vendored Normal file
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name: Build and deploy project
on:
push:
branches:
- main
env:
CONTAINER_REGISTRY: schmelczera
DOMAIN: '174.138.103.56'
jobs:
build-project:
runs-on: ubuntu-latest
steps:
- name: Checkout current branch with lfs
uses: actions/checkout@master
with:
lfs: true
- name: Build project
run: |
npm install
npm run initialize
npm run build
- name: Deploy frontend
uses: w9jds/firebase-action@master
with:
args: deploy --only hosting --project decla-red
env:
FIREBASE_TOKEN: ${{ secrets.FIREBASE_TOKEN }}
PROJECT_PATH: frontend
- name: Authenticate with dockerhub
run: |
docker login -u ${{ secrets.DOCKER_USER }} -p ${{ secrets.DOCKER_PASSWORD }}
- name: Install buildx
id: buildx
uses: crazy-max/ghaction-docker-buildx@v1
with:
version: latest
- name: Build and push server image
run: |
docker buildx build \
--tag $CONTAINER_REGISTRY/decla-red-server:latest \
--platform linux/amd64,linux/arm/v7,linux/arm64 . --push
working-directory: backend
- name: Setup auth tokens
run: |
mkdir ~/.ssh
echo "${{ secrets.SSH_PRIVATE_KEY }}" > ~/.ssh/id_ed25519
chmod 400 ~/.ssh/id_ed25519
ssh -o StrictHostKeyChecking=no root@$DOMAIN uptime
- name: Stack deploy
run: |
DOCKER_HOST=ssh://root@$DOMAIN docker login -u ${{ secrets.DOCKER_USER }} -p ${{ secrets.DOCKER_PASSWORD }}
DOCKER_HOST=ssh://root@$DOMAIN docker stack deploy decla-red-server -c docker-compose.yml --with-registry-auth
working-directory: backend

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.gitignore vendored
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dist
lib
node_modules
.firebase
yarm-error.log
yarn.lock
package-lock.json
.DS_Store
.firebase

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22

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.nvmrc
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22

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.vscode/launch.json vendored
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{
// Use IntelliSense to learn about possible attributes.
// Hover to view descriptions of existing attributes.
// For more information, visit: https://go.microsoft.com/fwlink/?linkid=830387
"version": "0.2.0",
"configurations": [
{
"type": "node",
"request": "launch",
"name": "Launch Program",
"skipFiles": ["<node_internals>/**"],
"program": "${workspaceFolder}/backend/dist/main.js",
"outFiles": ["${workspaceFolder}/**/*.js"]
}
]
}

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.vscode/settings.json vendored
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{
"cSpell.words": [
"Deserializable",
"Deserialization",
"Respawn",
"doppler",
"overridable",
"serializable"
]
}

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# syntax=docker/dockerfile:1
FROM node:14.13.0-alpine3.10 as base
# doppler game server (the `doppler-server` package).
# The frontend is a static site and is NOT built here — see .forgejo/workflows.
COPY . .
# ---- Stage 1: build the shared lib, then bundle the server -------------------
# Node 22 (current LTS) matches the project toolchain (webpack 5 / TypeScript 6,
# see .devcontainer). The full (non-slim) image carries the build tools that
# socket.io's optional native deps (bufferutil/utf-8-validate) compile against.
FROM node:22-bookworm AS build
WORKDIR /app
RUN npm install && npm run initialize && npm run build
# `shared` is consumed by the backend as `file:../shared` and is bundled into
# the server bundle by webpack, so it must be installed and built first.
COPY shared/package.json shared/
RUN cd shared && npm install
COPY shared/ shared/
RUN cd shared && npm run build
FROM node:14.13.0-alpine3.10
# Install the backend deps. `file:../shared` now resolves to the built /app/shared.
COPY backend/package.json backend/
RUN cd backend && npm install
COPY backend/ backend/
RUN cd backend && npm run build
COPY backend/package.json .
# Drop devDependencies; the runtime only needs the production deps that webpack
# left external (express, socket.io, cors, gl-matrix, minimist, msgpack parser).
RUN cd backend && npm prune --production
RUN npm install --production
# ---- Stage 2: minimal runtime ----------------------------------------------
FROM node:22-bookworm-slim
WORKDIR /app
ENV NODE_ENV=production
COPY --from=base backend/dist/main.js main.js
# Run as an unprivileged user.
RUN groupadd -r app && useradd -r -g app -d /app app
COPY --from=build /app/backend/dist ./dist
COPY --from=build /app/backend/node_modules ./node_modules
USER app
EXPOSE 3000
# Hits the same /state endpoint the website polls (see serverInformationEndpoint).
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`, `--scoreLimit`.
CMD ["--port", "3000"]
CMD [ "node", "main.js" ]

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# doppler
# decla.red
A 2-dimensional multiplayer game utilising ray tracing.
> **Available at [doppler.schmelczer.dev](https://doppler.schmelczer.dev).**
![screenshot of in-game fight](media/game-pc.png)
![three screenshots taken at iPhone SE screen size](media/collage-iphone.png)
For optimised 2D ray tracing, [SDF-2D](https://github.com/schmelczerandras/sdf-2d) is used.
## Deployment
CI/CD runs on Forgejo Actions (`.forgejo/workflows/deploy.yml`). On a push to
`main` it:
- builds the static frontend and rsyncs `frontend/dist/` to the `/pages/declared`
mount on the runner host (the mount keeps its pre-rebrand name), and
- builds the server image from the root `Dockerfile` and pushes it to the Forgejo
container registry as `<registry>/<owner>/<repo>-server`.
The registry job needs a `FORGEJO_PACKAGE_TOKEN` secret (with package write
scope) and, optionally, a `CONTAINER_REGISTRY_HOST` variable to override the
registry host.
The website's server list is hardcoded in
[`frontend/src/scripts/configuration.ts`](frontend/src/scripts/configuration.ts) —
edit it to add or remove game-server origins.
Run the server image locally:
```sh
docker build -t doppler-server .
docker run -p 3000:3000 doppler-server --name "My server" --playerLimit 16
```
![Deploy everything](https://github.com/schmelczerandras/decla.red/workflows/Deploy%20everything/badge.svg)

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backend/.dockerignore Normal file
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.dockerignore
Dockerfile
node_modules

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backend/Dockerfile Normal file
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FROM node:14.13.0-alpine3.10
COPY package.json .
RUN npm install --production
COPY dist/main.js main.js
EXPOSE 3000
CMD [ "node", "main.js" ]

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version: '3.8'
services:
decla-red-server:
init: true
image: schmelczera/decla-red-server
networks:
- network
deploy:
resources:
limits:
cpus: '1.0'
memory: 256M
reservations:
cpus: '0.25'
memory: 256M
restart_policy:
condition: on-failure
window: 30s
networks:
network:

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{
"name": "doppler-server",
"version": "0.1.0",
"description": "Game server for doppler",
"name": "decla.red-server",
"private": true,
"description": "Game server for decla.red",
"keywords": [],
"author": "András Schmelczer <andras@schmelczer.dev> (https://schmelczer.dev/)",
"main": "dist/main.js",
"bin": {
"doppler-server": "dist/main.js"
},
"engines": {
"node": ">=20"
},
"main": "index.js",
"scripts": {
"build": "npx webpack --mode production",
"dev": "concurrently --kill-others-on-fail \"webpack --mode development -w\" \"nodemon --legacy-watch dist/main.js\"",
"try-build": "npm run build && cd dist && node main.js && cd -"
"initialize": "npm install",
"start": "concurrently --kill-others \"npx webpack --mode development -w\" \"nodemon --legacy-watch dist/main.js\"",
"try-build": "npm run build && node dist/main.js"
},
"dependencies": {
"cors": "^2.8.6",
"express": "^5.2.1",
"gl-matrix": "3.3.0",
"minimist": "^1.2.8",
"socket.io": "^4.8.3",
"socket.io-msgpack-parser": "^3.0.2"
"cors": "^2.8.5",
"express": "^4.17.1",
"http": "0.0.1-security",
"socket.io": "^2.3.0",
"uws": "^10.148.1",
"webpack-node-externals": "^2.5.2"
},
"devDependencies": {
"@types/cors": "^2.8.19",
"@types/express": "^5.0.6",
"@types/minimist": "^1.2.5",
"@types/node": "^22.0.0",
"clean-webpack-plugin": "^4.0.0",
"concurrently": "^10.0.3",
"nodemon": "^3.1.14",
"shared": "file:../shared",
"terser-webpack-plugin": "^5.6.1",
"ts-loader": "^9.6.0",
"typescript": "^6.0.3",
"webpack": "^5.107.2",
"webpack-cli": "^7.0.3",
"webpack-node-externals": "^3.0.0"
"clean-webpack-plugin": "^3.0.0",
"concurrently": "^5.3.0",
"esbuild-loader": "^2.4.0",
"nodemon": "^2.0.4",
"raw-loader": "^4.0.1",
"resolve-url-loader": "^3.1.1",
"terser-webpack-plugin": "^2.3.5",
"typescript": "^4.0.3",
"webpack": "^4.43.0",
"webpack-cli": "^3.3.11",
"webpack-dev-server": "^3.10.3"
}
}

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import { Command } from 'shared';
// Internal request from a game object (e.g. a keystone planet flipping) asking
// the GameServer to broadcast a one-off announcement to every connected client.
export class AnnounceCommand extends Command {
public constructor(public readonly text: string) {
super();
}
}

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import { Command } from 'shared';
export class GeneratePointsCommand extends Command {
public constructor(
public readonly blue: number,
public readonly red: number,
) {
super();
}
}

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import { Command, GameObject } from 'shared';
export class ReactToCollisionCommand extends Command {
public constructor(public readonly other: GameObject) {
super();
}
}

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import { Command, CommandReceiver } from 'shared';
export class StepCommand extends Command {
public constructor(
public readonly deltaTimeInSeconds: number,
public readonly game: CommandReceiver,
) {
super();
}
}

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import { vec2 } from 'gl-matrix';
import { Random, PlanetBase, hsl, settings, evaluateSdf } from 'shared';
import { LampPhysical } from './objects/lamp-physical';
import { PlanetPhysical } from './objects/planet-physical';
import { PhysicalContainer } from './physics/containers/physical-container';
import { Physical } from './physics/physicals/physical';
export const createWorld = (objectContainer: PhysicalContainer) => {
const objects: Array<Physical> = [];
const lights: Array<Physical> = [];
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) {
const position = vec2.rotate(
vec2.create(),
vec2.fromValues(r, 0),
vec2.create(),
rad,
);
if (objects.length !== 0 && Random.getRandom() > 0.5) {
if (
evaluateSdf(position, objects) > 200 &&
!lights.find((l) => l.distance(position) < 2500)
) {
lights.push(
new LampPhysical(
position,
hsl(
(rad / (2 * Math.PI)) * 360,
Random.getRandomInRange(50, 100),
Random.getRandomInRange(40, 50),
),
Random.getRandomInRange(0.35, 1),
),
);
}
} else {
if (
evaluateSdf(position, objects) > 1400 &&
!lights.find((l) => l.distance(position) < 1700)
) {
const planet =
objects.length === 0
? // The first, central giant is the keystone "Heart": a named,
// always-contested focal objective the whole match orbits.
new PlanetPhysical(
PlanetBase.createPlanetVertices(
position,
Random.getRandomInRange(1600, 2400),
Random.getRandomInRange(1600, 2400),
Random.getRandomInRange(80, 300),
),
true,
)
: new PlanetPhysical(
PlanetBase.createPlanetVertices(
position,
Random.getRandomInRange(300, 1600),
Random.getRandomInRange(300, 1600),
Random.getRandomInRange(20, 100),
),
);
objects.push(planet);
}
}
}
}
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));
};

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import { Options } from './options';
export const defaultOptions: Options = {
port: 3000,
name: 'Test server',
playerLimit: 16,
npcCount: 8,
seed: Math.random(),
scoreLimit: 2500,
};

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import { PhysicalContainer } from './physics/containers/physical-container';
import { Server, Socket } from 'socket.io';
import {
TransportEvents,
deserialize,
settings,
ServerInformation,
PlayerInformation,
UpdateGameState,
CharacterTeam,
GameEndCommand,
GameStartCommand,
Command,
CommandReceiver,
CommandExecutors,
ServerAnnouncement,
} from 'shared';
import { createWorld } from './create-world';
import { DeltaTimeCalculator } from './helper/delta-time-calculator';
import { Options } from './options';
import { PlayerContainer } from './players/player-container';
import { StepCommand } from './commands/step';
import { GeneratePointsCommand } from './commands/generate-points';
import { AnnounceCommand } from './commands/announce';
const gameStateSubscribedRoom = 'gameStateSubscribedRoom';
export class GameServer extends CommandReceiver {
private objects!: PhysicalContainer;
private players!: PlayerContainer;
private deltaTimes!: Array<number>;
private deltaTimeCalculator!: DeltaTimeCalculator;
private bluePoints = 0;
private redPoints = 0;
private matchPointAnnounced: Partial<Record<CharacterTeam, boolean>> = {};
private isInEndGame = false;
private timeScaling = 1;
private serverName: string;
private playerLimit: number;
private initialize() {
const previousPlayers = this.players;
this.objects = new PhysicalContainer();
createWorld(this.objects);
this.objects.initialize();
this.players = new PlayerContainer(
this.objects,
this.options.playerLimit,
this.options.npcCount,
);
this.deltaTimeCalculator = new DeltaTimeCalculator();
this.deltaTimes = [];
this.bluePoints = 0;
this.redPoints = 0;
this.matchPointAnnounced = {};
this.isInEndGame = false;
this.timeScaling = 1;
previousPlayers?.queueCommandForEachClient(new GameStartCommand());
previousPlayers?.sendQueuedCommands();
}
protected commandExecutors: CommandExecutors = {
[GeneratePointsCommand.type]: this.addPoints.bind(this),
[AnnounceCommand.type]: ({ text }: AnnounceCommand) =>
this.players.queueCommandForEachClient(new ServerAnnouncement(text)),
};
constructor(
private readonly io: Server,
private options: Options,
) {
super();
this.serverName = options.name;
this.playerLimit = options.playerLimit;
this.initialize();
io.on('connection', (socket: Socket) => {
socket.on(TransportEvents.PlayerJoining, (playerInfo: PlayerInformation) => {
try {
const player = this.players.createPlayer(playerInfo, socket);
socket.on(TransportEvents.PlayerToServer, (json: string) => {
try {
const commands: Array<Command> = deserialize(json);
commands.forEach((c) => player.handleCommand(c));
} catch (e) {
console.error('Error while processing command', e);
}
});
this.sendServerStateUpdate();
socket.on('disconnect', () => {
player.destroy();
this.players.deletePlayer(player);
this.sendServerStateUpdate();
});
} catch (e) {
console.error('Failed to register joining player; disconnecting socket', e);
socket.disconnect();
}
});
socket.on(TransportEvents.SubscribeForServerInfoUpdates, () => {
socket.join(gameStateSubscribedRoom);
});
});
}
private timeSinceLastServerStateUpdate = 0;
public sendServerStateUpdate() {
this.io
.to(gameStateSubscribedRoom)
.emit(TransportEvents.ServerInfoUpdate, [this.players.count, this.gameProgress]);
}
public start() {
this.handlePhysics();
}
private addPoints({ blue, red }: GeneratePointsCommand) {
if (this.isInEndGame) {
return;
}
this.bluePoints += blue;
this.redPoints += red;
if (this.bluePoints >= this.options.scoreLimit) {
this.endGame(CharacterTeam.blue);
} else if (this.redPoints >= this.options.scoreLimit) {
this.endGame(CharacterTeam.red);
} else {
this.announceMatchPointOnce(CharacterTeam.blue, this.bluePoints);
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>!`,
),
);
}
}
private endGame(winningTeam: CharacterTeam) {
this.isInEndGame = true;
const endTitleLength = 6;
this.players.endGame(winningTeam);
this.players.queueCommandForEachClient(
new GameEndCommand(winningTeam, endTitleLength, true),
);
setTimeout(() => this.destroy(), endTitleLength * 1000 * 1.1);
}
private destroy() {
this.initialize();
}
private timeSinceLastPointUpdate = 0;
private physicsAccumulator = 0;
// Frames since the last stats report where physics ran over budget (more
// substeps than the cap). Surfaced by handleStats as a saturation signal.
private saturatedFrames = 0;
private handlePhysics() {
const delta = this.deltaTimeCalculator.getNextDeltaTimeInSeconds({ setAsBase: true });
this.deltaTimes.push(delta);
this.handleStats();
if ((this.timeSinceLastServerStateUpdate += delta) > 4) {
this.timeSinceLastServerStateUpdate = 0;
this.sendServerStateUpdate();
}
if ((this.timeSinceLastPointUpdate += delta) > 0.5) {
this.timeSinceLastPointUpdate = 0;
this.players.queueCommandForEachClient(
new UpdateGameState(this.bluePoints, this.redPoints, this.options.scoreLimit),
);
}
const fixedDelta = settings.targetPhysicsDeltaTimeInSeconds;
const maxSubstepsPerFrame = 5;
// Cap on retained physics backlog when saturated, so a long stall can't
// accumulate an unrecoverable catch-up.
const maxBacklogSeconds = 0.25;
this.physicsAccumulator += delta;
let substeps = Math.floor(this.physicsAccumulator / fixedDelta);
if (substeps > maxSubstepsPerFrame) {
// Saturated: run the cap's worth of substeps but KEEP the remaining
// backlog (clamped) instead of zeroing it. Dropping it silently slowed
// simulated time for everyone — and diverged client prediction, whose
// wall-clock keeps running. Clamping bounds the catch-up so a transient
// spike recovers without a death spiral.
this.saturatedFrames++;
this.physicsAccumulator = Math.min(
this.physicsAccumulator - maxSubstepsPerFrame * fixedDelta,
maxBacklogSeconds,
);
substeps = maxSubstepsPerFrame;
} else {
this.physicsAccumulator -= substeps * fixedDelta;
}
for (let i = 0; i < substeps; i++) {
let scaledDelta = fixedDelta;
if (this.isInEndGame) {
this.timeScaling *= Math.pow(settings.endGameDeltaScaling, fixedDelta);
scaledDelta /= this.timeScaling;
}
this.objects.handleCommand(new StepCommand(scaledDelta, this));
this.players.step(scaledDelta);
}
this.players.stepCommunication(delta);
this.objects.resetRemoteCalls();
const physicsDelta = this.deltaTimeCalculator.getNextDeltaTimeInSeconds();
setTimeout(
this.handlePhysics.bind(this),
Math.max(0, fixedDelta - physicsDelta) * 1000,
);
}
private handleStats() {
const framesBetweenDeltaTimeCalculation = 10000;
if (this.deltaTimes.length > framesBetweenDeltaTimeCalculation) {
this.deltaTimes.sort((a, b) => a - b);
console.info(
`Median physics time: ${(
this.deltaTimes[Math.floor(framesBetweenDeltaTimeCalculation / 2)] * 1000
).toFixed(2)} ms`,
);
console.info(
'Tail times: ',
this.deltaTimes.slice(-20).map((v) => `${(v * 1000).toFixed(2)} ms`),
);
console.info(
`Memory used: ${(process.memoryUsage().rss / 1024 / 1024).toFixed(2)} MB`,
);
const rtts = this.players.connectedPlayerRttsMs.filter((r) => r > 0);
if (rtts.length > 0) {
rtts.sort((a, b) => a - b);
console.info(
`Player RTT median ${rtts[Math.floor(rtts.length / 2)].toFixed(0)} ms ` +
`(min ${rtts[0].toFixed(0)}, max ${rtts[rtts.length - 1].toFixed(0)}, n=${rtts.length})`,
);
}
if (this.saturatedFrames > 0) {
console.warn(
`Physics saturated on ${this.saturatedFrames} frame(s) since last report — shedding backlog`,
);
this.saturatedFrames = 0;
}
this.deltaTimes = [];
}
}
private get gameProgress(): number {
return (Math.max(this.bluePoints, this.redPoints) / this.options.scoreLimit) * 100;
}
public get serverInfo(): ServerInformation {
return {
serverName: this.serverName,
playerCount: this.players.count,
playerLimit: this.playerLimit,
gameStatePercent: this.gameProgress,
};
}
}

View file

@ -1,13 +1,20 @@
export class DeltaTimeCalculator {
private previousTime: [number, number] = process.hrtime();
public getNextDeltaTimeInSeconds(
{ setAsBase = false }: { setAsBase: boolean } = { setAsBase: false },
): number {
const [seconds, nanoSeconds] = process.hrtime(this.previousTime);
if (setAsBase) {
this.previousTime = process.hrtime();
}
return seconds + nanoSeconds / 1e9;
public getNextDeltaTimeInMilliseconds(): number {
const deltaTime = process.hrtime(this.previousTime);
this.previousTime = process.hrtime();
const [seconds, nanoSeconds] = deltaTime;
return seconds * 1000 + nanoSeconds / 1000 / 1000;
}
public getDeltaTimeInMilliseconds(): number {
const deltaTime = process.hrtime(this.previousTime);
const [seconds, nanoSeconds] = deltaTime;
return seconds * 1000 + nanoSeconds / 1000 / 1000;
}
}

View file

@ -0,0 +1,5 @@
export const getTimeInMilliseconds = (): number => {
const [seconds, nanoSeconds] = process.hrtime();
return seconds * 1000 + nanoSeconds / 1000 / 1000;
};

31
backend/src/index.html Normal file
View file

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

View file

@ -1,52 +1,112 @@
import { Server as IoServer } from 'socket.io';
import ioserver, { Socket } from 'socket.io';
import express from 'express';
import { Server } from 'http';
import cors from 'cors';
import { applyArrayPlugins, Random, serverInformationEndpoint } from 'shared';
import minimist from 'minimist';
import {
applyArrayPlugins,
Random,
TransportEvents,
deserialize,
StepCommand,
settings,
} from 'shared';
import './index.html';
import { Player } from './players/player';
import { PhysicalContainer } from './physics/containers/physical-container';
import { createDungeon } from './map/create-dungeon';
import { glMatrix } from 'gl-matrix';
import { GameServer } from './game-server';
import { defaultOptions } from './default-options';
import parser from 'socket.io-msgpack-parser';
import { DeltaTimeCalculator } from './helper/delta-time-calculator';
glMatrix.setMatrixArrayType(Array);
applyArrayPlugins();
const optionOverrides = minimist(process.argv.slice(2));
const options = {
...defaultOptions,
...optionOverrides,
};
Random.seed = 42;
Random.seed = options.seed;
const objects = new PhysicalContainer();
createDungeon(objects);
objects.initialize();
let players: Array<Player> = [];
const app = express();
const server = new Server(app);
const io = new IoServer(server, {
parser,
cors: {
origin: true,
credentials: true,
},
} as any);
const gameServer = new GameServer(io, options);
const deltaTimeCalculator = new DeltaTimeCalculator();
app.use(
cors({
origin: (_, callback) => {
origin: (origin, callback) => {
callback(null, true);
},
credentials: true,
}),
);
app.get(serverInformationEndpoint, (_, res) => {
res.json(gameServer.serverInfo);
const port = 3000;
const server = new Server(app);
const io = ioserver(server);
/*
const log = (text: string) => {
io.to('insights').emit('insights', text + '\n');
};
*/
app.get('/', function (req, res) {
res.sendFile('dist/index.html', { root: '.' });
});
server.listen(options.port, () => {
console.info(`Server started on port ${options.port}`);
io.on('connection', (socket: SocketIO.Socket) => {
socket.on(TransportEvents.PlayerJoining, () => {
const player = new Player(objects, socket);
players.push(player);
socket.on(TransportEvents.PlayerToServer, (json: string) => {
const command = deserialize(json);
player.sendCommand(command);
});
socket.on('disconnect', () => {
player.destroy();
players = players.filter((p) => p !== player);
});
});
socket.on('join', (room_name: string) => {
socket.join(room_name);
});
});
gameServer.start();
server.listen(port, () => {
console.log(`server started at http://localhost:${port}`);
});
let deltas: Array<number> = [];
const handlePhysics = () => {
const delta = deltaTimeCalculator.getNextDeltaTimeInMilliseconds();
deltas.push(delta);
const step = new StepCommand(delta);
if (deltas.length > 100) {
deltas.sort((a, b) => a - b);
console.log(`Median physics time: ${deltas[50].toFixed(2)} ms`);
console.log(
`Memory used: ${(process.memoryUsage().rss / 1024 / 1024).toFixed(2)} MB`,
);
deltas = [];
console.log(players.map((p) => p.latency));
}
objects.sendCommand(step);
players.forEach((p) => p.sendCommand(step));
const physicsDelta = deltaTimeCalculator.getDeltaTimeInMilliseconds();
deltas.push(physicsDelta);
const sleepTime = settings.targetPhysicsDeltaTimeInMilliseconds - physicsDelta;
if (sleepTime >= settings.minPhysicsSleepTime) {
setTimeout(handlePhysics, sleepTime);
} else {
setImmediate(handlePhysics);
}
};
handlePhysics();

View file

@ -0,0 +1,61 @@
import { vec2, vec3 } from 'gl-matrix';
import { Random } from 'shared';
import { LampPhysical } from '../objects/lamp-physical';
import { TunnelPhysical } from '../objects/tunnel-physical';
import { PhysicalContainer } from '../physics/containers/physical-container';
export const createDungeon = (objects: PhysicalContainer) => {
const lightPositions: Array<vec2> = [];
for (let j = 0; j < 6; j++) {
let previousRadius = 500;
let previousEnd = vec2.fromValues(
j === 0 ? 0 : Random.getRandomInRange(-1000, 1000),
j === 0 ? 0 : Random.getRandomInRange(-1000, 1000),
);
for (let i = 0; i < 500; i++) {
const delta = vec2.fromValues(j % 2 ? 1 : -1, Random.getRandomInRange(-1, 1));
vec2.normalize(delta, delta);
vec2.scale(delta, delta, 500);
const currentEnd = vec2.add(delta, delta, previousEnd);
const currentToRadius = Random.getRandom() * 250 + 150;
const tunnel = new TunnelPhysical(
previousEnd,
currentEnd,
previousRadius,
currentToRadius,
);
objects.addObject(tunnel);
if (Random.getRandom() > 0.7) {
const position = currentEnd;
if (!lightPositions.find((p) => vec2.dist(p, position) < 2000)) {
lightPositions.push(position);
objects.addObject(
new LampPhysical(
currentEnd,
vec3.normalize(
vec3.create(),
vec3.fromValues(
Random.getRandomInRange(0.5, 1),
0,
Random.getRandomInRange(0.5, 1),
),
),
Random.getRandomInRange(0.5, 1),
),
);
}
}
previousEnd = currentEnd;
previousRadius = currentToRadius;
}
}
};

View file

@ -1,357 +1,90 @@
import { vec2 } from 'gl-matrix';
import {
id,
CharacterBase,
StepCommand,
settings,
CommandExecutors,
MoveActionCommand,
serializesTo,
clamp,
last,
Circle,
CharacterBase,
CharacterTeam,
PropertyUpdatesForObject,
UpdatePropertyCommand,
CommandExecutors,
CommandReceiver,
mix,
clamp01,
stepCharacterMovement,
applyLeapImpulse,
decayMomentum,
CharacterMovementState,
CharacterWorld,
GroundSurface,
headRadius,
feetRadius,
headOffset,
leftFootOffset,
rightFootOffset,
boundRadius,
} from 'shared';
import { DynamicPhysical } from '../physics/physicals/dynamic-physical';
import { ImmutableBoundingBox } from '../physics/bounding-boxes/immutable-bounding-box';
import { CirclePhysical } from './circle-physical';
import { Physical } from '../physics/physical';
import { PhysicalContainer } from '../physics/containers/physical-container';
import { BoundingBoxBase } from '../physics/bounding-boxes/bounding-box-base';
import { ProjectilePhysical } from './projectile-physical';
import { forceAtPosition } from '../physics/functions/force-at-position';
import { getBoundingBoxOfCircle } from '../physics/functions/get-bounding-box-of-circle';
import { PlanetPhysical } from './planet-physical';
import { StepCommand } from '../commands/step';
import { ReactToCollisionCommand } from '../commands/react-to-collision';
import { GeneratePointsCommand } from '../commands/generate-points';
import { Spring } from './spring';
@serializesTo(CharacterBase)
export class CharacterPhysical extends CharacterBase implements DynamicPhysical {
export class CharacterPhysical extends CharacterBase implements Physical {
public readonly canCollide = true;
public readonly isInverted = false;
public readonly canMove = true;
private projectileStrength = settings.playerMaxStrength;
// Body geometry (head/foot radii, posture offsets, bound radius) is defined
// once in the shared movement module and imported here, so the authoritative
// body and the client's predicted body are bit-identical by construction
// instead of by a hand-synced "copied verbatim" duplicate. Re-exposed as a
// static only because external callers reference CharacterPhysical.boundRadius.
public static readonly boundRadius = boundRadius;
private timeSinceDying = 0;
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 = settings.planetDetachmentSeconds;
private bodyVelocity = vec2.create();
private timeSinceLastLeap = settings.leapCooldownSeconds;
private jumpEnergyLeft = settings.defaultJumpEnergy;
public head: CirclePhysical;
public leftFoot: CirclePhysical;
public rightFoot: CirclePhysical;
private movementState!: CharacterMovementState;
private movementWorld!: CharacterWorld;
private movementActions: Array<MoveActionCommand> = [];
private lastMovementAction: MoveActionCommand = new MoveActionCommand(vec2.create());
private headVelocity = new Circle(vec2.create(), 0);
private leftFootVelocity = new Circle(vec2.create(), 0);
private rightFootVelocity = new Circle(vec2.create(), 0);
protected commandExecutors: CommandExecutors = {
[StepCommand.type]: this.step.bind(this),
[ReactToCollisionCommand.type]: this.onCollision.bind(this),
[MoveActionCommand.type]: (c: MoveActionCommand) => this.movementActions.push(c),
};
constructor(
name: string,
killCount: number,
deathCount: number,
team: CharacterTeam,
private readonly container: PhysicalContainer,
startPosition: vec2,
) {
super(id(), name, killCount, deathCount, team, settings.playerMaxHealth);
private static readonly headOffset = vec2.fromValues(0, 40);
private static readonly leftFootOffset = vec2.fromValues(-20, -35);
private static readonly rightFootOffset = vec2.fromValues(20, -35);
constructor(private readonly container: PhysicalContainer) {
super(id());
this.head = new CirclePhysical(
vec2.add(vec2.create(), startPosition, headOffset),
headRadius,
//vec2.clone(CharacterPhysical.headOffset),
[-2952.911, 215.241],
50,
this,
container,
);
this.leftFoot = new CirclePhysical(
vec2.add(vec2.create(), startPosition, leftFootOffset),
feetRadius,
// vec2.clone(CharacterPhysical.leftFootOffset),
[-2930.603, 162.542],
20,
this,
container,
);
this.rightFoot = new CirclePhysical(
vec2.add(vec2.create(), startPosition, rightFootOffset),
feetRadius,
//vec2.clone(CharacterPhysical.rightFootOffset),
[-2973.152, 167.921],
20,
this,
container,
);
container.addObject(this.head);
container.addObject(this.leftFoot);
container.addObject(this.rightFoot);
this.initMovementBridge();
}
private initMovementBridge() {
// The movementState object-literal getters/setters below can't use `this`
// (it would bind to the literal), so alias the character instance.
// eslint-disable-next-line @typescript-eslint/no-this-alias
const self = this;
this.movementState = {
head: this.head,
leftFoot: this.leftFoot,
rightFoot: this.rightFoot,
get direction() {
return self.direction;
},
set direction(value: number) {
self.direction = value;
},
get currentPlanet() {
return self.currentPlanet;
},
set currentPlanet(value: GroundSurface | undefined) {
// On the server every ground is a PlanetPhysical (the world only ever
// hands back planets), so this narrowing is safe.
self.currentPlanet = value as PlanetPhysical | undefined;
},
get secondsSinceOnSurface() {
return self.secondsSinceOnSurface;
},
set secondsSinceOnSurface(value: number) {
self.secondsSinceOnSurface = value;
},
bodyVelocity: this.bodyVelocity,
};
private _boundingBox?: ImmutableBoundingBox;
this.movementWorld = {
// Same set and order forceAtPosition used: planets in the force field,
// in container-traversal order (so the f64 gravity sum is unchanged).
groundsNear: (center, radius) =>
self.container
.findIntersecting(getBoundingBoxOfCircle(new Circle(center, radius)))
.filter((o): o is PlanetPhysical => o instanceof PlanetPhysical),
stepBody: (body, deltaTimeInSeconds) => {
const { hitObject } = (body as CirclePhysical).stepManually(deltaTimeInSeconds);
return hitObject instanceof PlanetPhysical ? hitObject : undefined;
},
};
}
private get isSpawnProtected(): boolean {
return (
this.timeAlive <
settings.spawnDespawnTime + settings.spawnInvulnerabilityExtraSeconds
);
}
private hasGeneratedPoints = false;
private getPoints(game: CommandReceiver) {
if (!this.isAlive && !this.hasGeneratedPoints) {
this.hasGeneratedPoints = true;
const blue = this.team === CharacterTeam.blue ? 0 : settings.playerKillPoint;
const red = this.team === CharacterTeam.red ? 0 : settings.playerKillPoint;
game.handleCommand(new GeneratePointsCommand(blue, red));
}
}
public get isAlive(): boolean {
return !this.isDestroyed;
}
public handleMovementAction(c: MoveActionCommand) {
this.movementActions.push(c);
}
public get groundPlanet(): PlanetPhysical | undefined {
return this.currentPlanet;
}
// Persistent launch momentum, streamed to the owning client so its predictor
// can reproduce a leap/slingshot/recoil flight instead of only snapping to it.
public get launchMomentum(): vec2 {
return this.bodyVelocity;
}
public addKill(victimName: string, charge = 0) {
this.killCount++;
this.killStreak++;
this.remoteCall('setKillCount', this.killCount);
this.health = Math.min(
settings.playerMaxHealth,
this.health + settings.playerKillHealthReward,
);
this.syncHealth();
this.remoteCall('onKillConfirmed', victimName, this.killStreak, charge);
}
public registerHit(charge = 0) {
this.remoteCall('onHitConfirmed', charge);
}
private syncHealth() {
const rounded = Math.round(this.health);
if (rounded !== this.lastSyncedHealth) {
this.lastSyncedHealth = rounded;
this.remoteCall('setHealth', this.health);
}
}
public onCollision({ other }: ReactToCollisionCommand) {
if (
// A corpse keeps its collidable circles for the despawn animation; the
// isAlive guard stops a flying corpse from eating shots aimed past it.
this.isAlive &&
other instanceof ProjectilePhysical &&
other.team !== this.team &&
other.isAlive
) {
other.destroy();
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) {
// Throw the corpse along the killing shot, harder for charged hits.
vec2.scaleAndAdd(
this.bodyVelocity,
this.bodyVelocity,
other.direction,
mix(settings.deathImpulseMin, settings.deathImpulseMax, other.charge),
);
this.onDie();
other.originator.addKill(this.name, other.charge);
} else {
other.originator.registerHit(other.charge);
}
}
}
public shootTowards(position: vec2, charge = 0) {
if (
!this.isAlive ||
this.timeSinceLastShot < settings.projectileCreationInterval ||
this.projectileStrength < settings.chargeShotStrengthMin
) {
return;
public get boundingBox(): ImmutableBoundingBox {
if (!this._boundingBox) {
this._boundingBox = (this.head as CirclePhysical).boundingBox;
}
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);
// Keep the unit direction before vec2.scale repurposes it as the velocity.
const shotDirection = vec2.clone(direction);
const velocity = vec2.scale(direction, direction, speed);
const projectile = new ProjectilePhysical(
vec2.clone(this.center),
radius,
strength,
this.team,
velocity,
this,
this.container,
c,
);
this.container.addObject(projectile);
if (c > 0) {
vec2.scaleAndAdd(
this.bodyVelocity,
this.bodyVelocity,
shotDirection,
-settings.chargeShotRecoilMax * c,
);
}
this.remoteCall('onShoot', strength);
return this._boundingBox;
}
public leap() {
if (
!this.isAlive ||
this.hasJustBorn ||
!this.currentPlanet ||
this.timeSinceLastLeap < settings.leapCooldownSeconds ||
this.projectileStrength < settings.leapStrengthCost
) {
return;
}
this.timeSinceLastLeap = 0;
this.projectileStrength -= settings.leapStrengthCost;
// Same impulse the client predicts with (shared), so a leap launches
// identically on both sides.
applyLeapImpulse(this.movementState, this.lastMovementAction.direction);
this.remoteCall('onLeap');
}
public get boundingBox(): BoundingBoxBase {
return getBoundingBoxOfCircle(new Circle(this.center, CharacterPhysical.boundRadius));
}
public get gameObject(): this {
public get gameObject(): CharacterPhysical {
return this;
}
public get center(): vec2 {
const bodyCenter = vec2.add(vec2.create(), this.head.center, this.leftFoot.center);
vec2.add(bodyCenter, bodyCenter, this.rightFoot.center);
return vec2.scale(bodyCenter, bodyCenter, 1 / 3);
return this.head.center;
}
public distance(target: vec2): number {
@ -360,11 +93,11 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
this.head.distance(target),
this.leftFoot.distance(target),
this.rightFoot.distance(target),
) - 5
) - 20
);
}
private averageAndResetMovementActions(): vec2 {
private sumAndResetMovementActions(): vec2 {
let direction: vec2;
if (this.movementActions.length === 0) {
direction = vec2.clone(this.lastMovementAction.direction);
@ -380,183 +113,74 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
this.movementActions = [];
}
return vec2.length(direction) > 0
? vec2.normalize(direction, direction)
: vec2.create();
return direction;
}
private animateScaling(q: number) {
this.head.radius = headRadius * q;
this.leftFoot.radius = this.rightFoot.radius = feetRadius * q;
}
public step(c: StepCommand) {
const deltaTime = c.deltaTimeInMiliseconds / 1000;
public getPropertyUpdates(): PropertyUpdatesForObject {
return new PropertyUpdatesForObject(this.id, [
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,
),
]);
}
const direction = this.sumAndResetMovementActions();
const isAirborne = this.leftFoot.isAirborne && this.rightFoot.isAirborne;
this.jumpEnergyLeft += isAirborne ? -deltaTime : deltaTime;
this.jumpEnergyLeft = clamp(this.jumpEnergyLeft, 0, settings.defaultJumpEnergy);
private setPropertyUpdates(
oldHead: Circle,
oldLeftFoot: Circle,
oldRightFoot: Circle,
deltaTime: number,
) {
this.headVelocity = new Circle(
vec2.scale(
oldHead.center,
vec2.subtract(oldHead.center, this.head.center, oldHead.center),
1 / deltaTime,
),
(this.head.radius - oldHead.radius) / deltaTime,
);
this.leftFootVelocity = new Circle(
vec2.scale(
oldLeftFoot.center,
vec2.subtract(oldLeftFoot.center, this.leftFoot.center, oldLeftFoot.center),
1 / deltaTime,
),
(this.leftFoot.radius - oldLeftFoot.radius) / deltaTime,
);
this.rightFootVelocity = new Circle(
vec2.scale(
oldRightFoot.center,
vec2.subtract(oldRightFoot.center, this.rightFoot.center, oldRightFoot.center),
1 / deltaTime,
),
(this.rightFoot.radius - oldRightFoot.radius) / deltaTime,
);
this.animateScaling(1);
}
private step({ deltaTimeInSeconds, game }: StepCommand) {
this.getPoints(game);
this.timeAlive += deltaTimeInSeconds;
this.timeSinceLastLeap += deltaTimeInSeconds;
const oldHead = new Circle(vec2.clone(this.head.center), this.head.radius);
const oldLeftFoot = new Circle(
vec2.clone(this.leftFoot.center),
this.leftFoot.radius,
);
const oldRightFoot = new Circle(
vec2.clone(this.rightFoot.center),
this.rightFoot.radius,
);
if (this.isDestroyed) {
if ((this.timeSinceDying += deltaTimeInSeconds) > settings.spawnDespawnTime) {
this.destroy();
} else {
this.freeFallCorpse(deltaTimeInSeconds);
this.animateScaling(1 - this.timeSinceDying / settings.spawnDespawnTime);
}
this.setPropertyUpdates(oldHead, oldLeftFoot, oldRightFoot, deltaTimeInSeconds);
return;
}
if (this.hasJustBorn) {
if ((this.timeSinceBorn += deltaTimeInSeconds) > settings.spawnDespawnTime) {
this.hasJustBorn = false;
} else {
this.animateScaling(this.timeSinceBorn / settings.spawnDespawnTime);
}
this.setPropertyUpdates(oldHead, oldLeftFoot, oldRightFoot, deltaTimeInSeconds);
return;
}
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);
// The planet tallies who is standing on it and resolves capture itself, so
// a contested rock can freeze instead of two squads silently cancelling.
this.currentPlanet?.registerPresence(this);
// The whole walking model — gravity gather, movement force, on/off-planet
// branch, posture springs, body-momentum, and stepping the three parts —
// is the shared simulation the client predicts with, so the two can never
// drift. Server-only concerns (scoring, health, shooting, spawn/death,
// ownership) stay here around it.
const direction = this.averageAndResetMovementActions();
stepCharacterMovement(
this.movementState,
this.movementWorld,
const xMax = deltaTime * settings.maxAccelerationX;
const yMax = this.jumpEnergyLeft > 0 ? settings.maxAccelerationY : 0;
const movementForce = vec2.multiply(
direction,
deltaTimeInSeconds,
direction,
vec2.fromValues(xMax, yMax),
);
this.setPropertyUpdates(oldHead, oldLeftFoot, oldRightFoot, deltaTimeInSeconds);
}
const sumBody = vec2.add(vec2.create(), this.head.center, this.leftFoot.center);
vec2.add(sumBody, sumBody, this.rightFoot.center);
vec2.scale(sumBody, sumBody, 1 / 3);
private freeFallCorpse(deltaTime: number) {
const intersecting = this.container.findIntersecting(
getBoundingBoxOfCircle(
new Circle(
this.center,
CharacterPhysical.boundRadius + settings.maxGravityDistance,
),
),
const headPosition = vec2.add(vec2.create(), sumBody, CharacterPhysical.headOffset);
Spring.step(new Circle(headPosition, 0), this.head, 0, 30, deltaTime);
const footDistance = vec2.distance(
CharacterPhysical.headOffset,
CharacterPhysical.leftFootOffset,
);
let grounded = false;
for (const part of [this.leftFoot, this.rightFoot, this.head]) {
part.applyForce(forceAtPosition(part.center, intersecting), deltaTime);
vec2.add(part.velocity, part.velocity, this.bodyVelocity);
const { hitObject } = part.stepManually(deltaTime);
if (hitObject instanceof PlanetPhysical) {
grounded = true;
}
}
// Brake with the exact shared model the living body uses: stiff on contact
// so the corpse skids to rest, gentle in the air, plus the constant stop and
// the speed cap — so a flung corpse comes to a definite stop instead of
// sliding forever.
decayMomentum(this.bodyVelocity, grounded, deltaTime);
Spring.step(
new Circle(this.head.center, this.head.radius),
this.leftFoot,
footDistance,
25,
deltaTime,
);
Spring.step(
new Circle(this.head.center, this.head.radius),
this.rightFoot,
footDistance,
25,
deltaTime,
);
Spring.step(
this.leftFoot,
this.rightFoot,
vec2.distance(CharacterPhysical.leftFootOffset, CharacterPhysical.rightFootOffset),
100,
deltaTime,
);
this.head.applyForce(movementForce, deltaTime);
this.leftFoot.applyForce(movementForce, deltaTime);
this.rightFoot.applyForce(movementForce, deltaTime);
this.head.applyForce(settings.gravitationalForce, deltaTime);
this.leftFoot.applyForce(settings.gravitationalForce, deltaTime);
this.rightFoot.applyForce(settings.gravitationalForce, deltaTime);
this.head.step(deltaTime);
this.leftFoot.step(deltaTime);
this.rightFoot.step(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();
}
}
public onDie() {
this.isDestroyed = true;
this.remoteCall('onDie');
}
private destroy() {
this.container.removeObject(this);
public destroy() {
this.container.removeObject(this.head);
this.container.removeObject(this.leftFoot);
this.container.removeObject(this.rightFoot);

View file

@ -1,43 +1,33 @@
import { vec2 } from 'gl-matrix';
import {
Circle,
CommandExecutors,
CommandReceiver,
GameObject,
resolveCircleMovement,
serializesTo,
} from 'shared';
import { Circle, clamp, GameObject, serializesTo, settings } from 'shared';
import { Physical } from '../physics/physical';
import { BoundingBox } from '../physics/bounding-boxes/bounding-box';
import { BoundingBoxBase } from '../physics/bounding-boxes/bounding-box-base';
import { moveCircle } from '../physics/move-circle';
import { PhysicalContainer } from '../physics/containers/physical-container';
import { DynamicPhysical } from '../physics/physicals/dynamic-physical';
import { Physical } from '../physics/physicals/physical';
import { ReactToCollisionCommand } from '../commands/react-to-collision';
@serializesTo(Circle)
export class CirclePhysical extends CommandReceiver implements Circle, DynamicPhysical {
export class CirclePhysical implements Circle, Physical {
readonly isInverted = false;
readonly canCollide = true;
readonly canMove = true;
public velocity = vec2.create();
public lastNormal = vec2.fromValues(0, 1);
private _isAirborne = true;
private velocity = vec2.create();
public get isAirborne(): boolean {
return this._isAirborne;
}
private _boundingBox: BoundingBox;
protected commandExecutors: CommandExecutors = {
[ReactToCollisionCommand.type]: this.onCollision.bind(this),
};
constructor(
private _center: vec2,
private _radius: number,
public owner: GameObject,
private readonly container: PhysicalContainer,
// Public + readonly so a CirclePhysical structurally satisfies the shared
// PhysicsBody interface the movement simulation operates on.
public readonly restitution = 0,
) {
super();
this._boundingBox = new BoundingBox();
this.recalculateBoundingBox();
}
@ -55,10 +45,6 @@ export class CirclePhysical extends CommandReceiver implements Circle, DynamicPh
this.recalculateBoundingBox();
}
public onCollision(c: ReactToCollisionCommand) {
this.owner.handleCommand(c);
}
public get gameObject(): GameObject {
return this.owner;
}
@ -76,6 +62,31 @@ export class CirclePhysical extends CommandReceiver implements Circle, DynamicPh
return vec2.distance(target, this.center) - this.radius;
}
public distanceBetween(target: Circle): number {
return vec2.distance(target.center, this.center) - this.radius - target.radius;
}
public areIntersecting(other: Physical): boolean {
return other.distance(this.center) < this.radius;
}
public isInside(other: Physical): boolean {
return other.distance(this.center) < -this.radius;
}
public getPerimeterPoints(count: number): Array<vec2> {
const result: Array<vec2> = [];
for (let i = 0; i < count; i++) {
result.push(
vec2.fromValues(
Math.cos((2 * Math.PI * i) / count) * this.radius + this.center.x,
Math.sin((2 * Math.PI * i) / count) * this.radius + this.center.y,
),
);
}
return result;
}
private recalculateBoundingBox() {
this._boundingBox.xMin = this.center.x - this._radius;
this._boundingBox.xMax = this.center.x + this._radius;
@ -89,51 +100,48 @@ export class CirclePhysical extends CommandReceiver implements Circle, DynamicPh
this.velocity,
vec2.scale(vec2.create(), force, timeInSeconds),
);
vec2.set(
this.velocity,
clamp(this.velocity.x, -settings.maxVelocityX, settings.maxVelocityX),
clamp(this.velocity.y, -settings.maxVelocityY, settings.maxVelocityY),
);
}
// Position-resolution for one tick. Delegates to the shared
// resolveCircleMovement so the server integrates a body with the exact same
// geometry the client predictor runs (shared/physics) — no parallel copy to
// keep in sync. The onHit callback dispatches the collision reactions at the
// same points the old inline move-circle did (both the initial march and the
// post-bounce slide). `possibleIntersectors`, when supplied, lets a caller
// that already broadphased (e.g. a projectile's gravity query) avoid a second
// container query; otherwise it is self-gathered from the swept bounding box.
public stepManually(
deltaTimeInSeconds: number,
possibleIntersectors?: Array<Physical>,
): {
hitObject: GameObject | undefined;
velocity: vec2;
} {
const intersecting = (
possibleIntersectors ?? this.sweptBroadphase(deltaTimeInSeconds)
).filter((b) => b.gameObject !== this.gameObject && b.canCollide);
const { hitObject, velocity } = resolveCircleMovement(
this,
deltaTimeInSeconds,
intersecting,
(intersected) => {
const physical = intersected as Physical;
physical.handleCommand(new ReactToCollisionCommand(this.gameObject));
this.handleCommand(new ReactToCollisionCommand(physical.gameObject));
},
);
return { hitObject: (hitObject as Physical | undefined)?.gameObject, velocity };
public resetVelocity() {
this.velocity = vec2.create();
}
// Query the container with the bounding box grown by this tick's travel, so a
// fast-moving body still sees what it is about to sweep into.
private sweptBroadphase(deltaTimeInSeconds: number): Array<Physical> {
const sweep = vec2.length(
vec2.scale(vec2.create(), this.velocity, deltaTimeInSeconds),
public step(deltaTimeInSeconds: number): boolean {
vec2.scale(
this.velocity,
this.velocity,
Math.pow(settings.velocityAttenuation, deltaTimeInSeconds),
);
this.radius += sweep;
const intersecting = this.container.findIntersecting(this.boundingBox);
this.radius -= sweep;
return intersecting;
const distance = vec2.scale(vec2.create(), this.velocity, deltaTimeInSeconds);
const distanceLength = vec2.length(distance);
const stepCount = Math.ceil(distanceLength / settings.physicsMaxStep);
vec2.scale(distance, distance, 1 / stepCount);
let wasHit = false;
for (let i = 0; i < stepCount; i++) {
const { tangent, hitSurface } = moveCircle(
this,
vec2.clone(distance),
this.container.findIntersecting(this.boundingBox),
);
if (hitSurface) {
vec2.scale(this.velocity, tangent!, vec2.dot(tangent!, this.velocity));
wasHit = true;
}
}
this._isAirborne = !wasHit;
return wasHit;
}
public toArray(): Array<any> {

View file

@ -2,11 +2,13 @@ import { vec2, vec3 } from 'gl-matrix';
import { LampBase, settings, id, serializesTo } from 'shared';
import { ImmutableBoundingBox } from '../physics/bounding-boxes/immutable-bounding-box';
import { StaticPhysical } from '../physics/physicals/static-physical';
import { Physical } from '../physics/physical';
@serializesTo(LampBase)
export class LampPhysical extends LampBase implements StaticPhysical {
export class LampPhysical extends LampBase implements Physical {
public readonly canCollide = false;
public readonly isInverted = false;
public readonly canMove = false;
constructor(center: vec2, color: vec3, lightness: number) {
@ -28,15 +30,12 @@ export class LampPhysical extends LampBase implements StaticPhysical {
return this._boundingBox;
}
public get gameObject(): this {
public get gameObject(): LampPhysical {
return this;
}
public queueSetLight(color: vec3, lightness: number) {
this.remoteCall('setLight', color, lightness);
}
public distance(target: vec2): number {
return vec2.distance(this.center, target);
// todo
public distance(_: vec2): number {
return 0;
}
}

View file

@ -1,334 +0,0 @@
import { vec2 } from 'gl-matrix';
import {
clamp,
clamp01,
id,
mix,
Random,
serializesTo,
settings,
PlanetBase,
CharacterTeam,
PropertyUpdatesForObject,
UpdatePropertyCommand,
CommandExecutors,
CommandReceiver,
} from 'shared';
import { GeneratePointsCommand } from '../commands/generate-points';
import { AnnounceCommand } from '../commands/announce';
import { StepCommand } from '../commands/step';
import { ImmutableBoundingBox } from '../physics/bounding-boxes/immutable-bounding-box';
import { StaticPhysical } from '../physics/physicals/static-physical';
import { LampPhysical } from './lamp-physical';
import type { CharacterPhysical } from './character-physical';
@serializesTo(PlanetBase)
export class PlanetPhysical extends PlanetBase implements StaticPhysical {
public readonly canCollide = true;
public readonly canMove = false;
// Marks this as standable ground for the shared movement simulation (a body
// landing on it latches it as currentPlanet). See shared GroundSurface.
public readonly isGround = true;
public readonly sizePointMultiplier: number;
// Planets slowly spin. The angle is authoritative here and streamed to the
// client (see getPropertyUpdates), so the rendered outline and this collision
// polygon turn as one rigid body. cos/sin are memoised per angle because
// distance() is called many times per tick by the raymarcher and SDF sampling.
private rotation = 0;
private readonly rotationSpeed: number;
private cachedRotation = Number.NaN;
private cosRotation = 1;
private sinRotation = 0;
private _boundingBox?: ImmutableBoundingBox;
private readonly lamps: Array<LampPhysical> = [];
private lastTeam: CharacterTeam = CharacterTeam.neutral;
// Characters standing on the planet this tick. Filled by registerPresence as
// each grounded character steps, drained when the planet resolves capture in
// its own step(). Drives the head-count tug-of-war.
private presentCharacters: Array<CharacterPhysical> = [];
private isContested = false;
protected commandExecutors: CommandExecutors = {
[StepCommand.type]: this.step.bind(this),
};
public addLamp(lamp: LampPhysical) {
this.lamps.push(lamp);
}
constructor(vertices: Array<vec2>, isKeystone = false) {
super(id(), vertices, 0.5, isKeystone);
const sizeClass = clamp01(
(this.radius - settings.planetMinReferenceRadius) /
(settings.planetMaxReferenceRadius - settings.planetMinReferenceRadius),
);
this.sizePointMultiplier = mix(1, settings.planetSizePointMultiplierMax, sizeClass);
this.rotationSpeed =
(0.05 + Random.getRandom() * 0.07) * (Random.getRandom() < 0.5 ? -1 : 1);
}
// A grounded character announces itself each tick so the planet can resolve
// contested capture from the net head-count.
public registerPresence(character: CharacterPhysical) {
this.presentCharacters.push(character);
}
public distance(target: vec2): number {
// Evaluate the SDF in the planet's own rotating frame so this collision
// outline turns in lockstep with the rendered planet (see planet-shape.ts).
const local = this.toLocalFrame(target);
const startEnd = this.vertices[0];
let vb = startEnd;
let d = vec2.dist(local, vb);
let sign = 1;
for (let i = 1; i <= this.vertices.length; i++) {
const va = vb;
vb = i === this.vertices.length ? startEnd : this.vertices[i];
const targetFromDelta = vec2.subtract(vec2.create(), local, va);
const toFromDelta = vec2.subtract(vec2.create(), vb, va);
const h = clamp01(
vec2.dot(targetFromDelta, toFromDelta) / vec2.squaredLength(toFromDelta),
);
const ds = vec2.fromValues(
vec2.dist(targetFromDelta, vec2.scale(vec2.create(), toFromDelta, h)),
toFromDelta.x * targetFromDelta.y - toFromDelta.y * targetFromDelta.x,
);
if (
(local.y >= va.y && local.y < vb.y && ds.y > 0) ||
(local.y < va.y && local.y >= vb.y && ds.y <= 0)
) {
sign *= -1;
}
d = Math.min(d, ds.x);
}
return sign * d;
}
// Rotate a world point by -rotation about the centre, matching the shader's
// `localTarget = center + R(rotation) * (target - center)` transform exactly.
private toLocalFrame(target: vec2): vec2 {
if (this.rotation !== this.cachedRotation) {
this.cachedRotation = this.rotation;
this.cosRotation = Math.cos(this.rotation);
this.sinRotation = Math.sin(this.rotation);
}
const dx = target.x - this.center.x;
const dy = target.y - this.center.y;
return vec2.fromValues(
this.center.x + this.cosRotation * dx - this.sinRotation * dy,
this.center.y + this.sinRotation * dx + this.cosRotation * dy,
);
}
// Signed angular velocity in rad/s, exposed so a character standing on the
// planet can ride its spin (see carryWithRotatingPlanet in shared).
public get angularVelocity(): number {
return this.rotationSpeed;
}
public get team(): CharacterTeam {
return Math.abs(this.ownership - 0.5) < settings.planetControlThreshold
? CharacterTeam.neutral
: this.ownership < 0.5
? CharacterTeam.blue
: CharacterTeam.red;
}
private timeSinceLastPointGeneration = 0;
private getPoints(game: CommandReceiver) {
if (this.timeSinceLastPointGeneration > settings.planetPointGenerationInterval) {
this.timeSinceLastPointGeneration = 0;
const value = Math.round(
settings.planetPointGenerationValue * this.sizePointMultiplier,
);
game.handleCommand(
new GeneratePointsCommand(
this.team === CharacterTeam.blue ? value : 0,
this.team === CharacterTeam.red ? value : 0,
),
);
}
}
private step({ deltaTimeInSeconds, game }: StepCommand) {
this.rotation += deltaTimeInSeconds * this.rotationSpeed;
this.timeSinceLastPointGeneration += deltaTimeInSeconds;
// In reverse order, so that teams can achieve a 100% control.
this.getPoints(game);
this.resolveCapture(deltaTimeInSeconds);
this.detectFlip(game);
this.presentCharacters = [];
}
// One capture step per tick driven by the net team head-count, so grouping up
// pays off and an equal standoff freezes the planet (contested) instead of
// both sides silently cancelling with no feedback.
private resolveCapture(deltaTime: number) {
let blue = 0;
let red = 0;
for (const c of this.presentCharacters) {
if (c.team === CharacterTeam.blue) {
blue++;
} else if (c.team === CharacterTeam.red) {
red++;
}
}
const net = red - blue;
const occupied = blue + red > 0;
if (net !== 0) {
const lead = Math.min(Math.abs(net), settings.maxContestLeadMultiplier);
this.takeControl(
net > 0 ? CharacterTeam.red : CharacterTeam.blue,
deltaTime * lead,
);
} else if (!occupied) {
// Empty planets drift back to neutral; the keystone drifts much slower so
// it lingers as a live flashpoint.
this.takeControl(
CharacterTeam.neutral,
this.isKeystone ? deltaTime / settings.keystoneLoseControlScale : deltaTime,
);
}
// occupied tie -> frozen tug-of-war: no ownership change, ring pulses.
const contested = occupied && net === 0;
if (contested !== this.isContested) {
this.isContested = contested;
this.remoteCall('setContested', contested);
}
}
private detectFlip(game: CommandReceiver) {
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.blue ? reward : 0,
currentTeam === CharacterTeam.red ? reward : 0,
),
);
if (this.isKeystone) {
game.handleCommand(
new AnnounceCommand(
`Team <span class="${currentTeam}">${currentTeam}</span> captured the Heart`,
),
);
}
}
const control = Math.abs(this.ownership - 0.5) / 0.5;
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 {
return new PropertyUpdatesForObject(this.id, [
new UpdatePropertyCommand('ownership', this.ownership, 0),
// Stream the spin rate as the rate-of-change so the client can keep the
// angle moving when snapshots run late (see planet-view.ts).
new UpdatePropertyCommand('rotation', this.rotation, this.rotationSpeed),
]);
}
public takeControl(team: CharacterTeam, deltaTime: number) {
if (team === CharacterTeam.blue) {
this.ownership -= (0.5 / settings.takeControlTimeInSeconds) * deltaTime;
} else if (team === CharacterTeam.red) {
this.ownership += (0.5 / settings.takeControlTimeInSeconds) * deltaTime;
} else {
const previous = this.ownership;
this.ownership +=
-Math.sign(this.ownership - 0.5) *
(0.5 / settings.loseControlTimeInSeconds) *
deltaTime;
if (
(previous < 0.5 && this.ownership > 0.5) ||
(previous > 0.5 && this.ownership < 0.5)
) {
this.ownership = 0.5;
}
}
this.ownership = clamp01(this.ownership);
}
public get boundingBox(): ImmutableBoundingBox {
if (!this._boundingBox) {
// The polygon spins about its centre (see distance), so this static box
// has to cover every orientation, not just the spawn-time one: take the
// circumscribed circle around the rotation centre.
const maxVertexDistance = this.vertices.reduce(
(max, vertex) => Math.max(max, vec2.distance(this.center, vertex)),
0,
);
this._boundingBox = new ImmutableBoundingBox(
this.center.x - maxVertexDistance,
this.center.x + maxVertexDistance,
this.center.y - maxVertexDistance,
this.center.y + maxVertexDistance,
);
}
return this._boundingBox;
}
public getForce(position: vec2): vec2 {
const diff = vec2.subtract(vec2.create(), this.center, position);
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),
0,
settings.maxGravityStrength,
);
return vec2.scale(diff, diff, scale);
}
// GroundSurface alias the shared movement simulation calls for gravity.
public gravityAt(position: vec2): vec2 {
return this.getForce(position);
}
public get gameObject(): this {
return this;
}
}

View file

@ -1,88 +1,41 @@
import { vec2 } from 'gl-matrix';
import {
id,
StepCommand,
settings,
CommandExecutors,
serializesTo,
ProjectileBase,
CharacterTeam,
PropertyUpdatesForObject,
UpdatePropertyCommand,
CommandExecutors,
Circle,
marchCircle,
} from 'shared';
import { ImmutableBoundingBox } from '../physics/bounding-boxes/immutable-bounding-box';
import { CirclePhysical } from './circle-physical';
import { DynamicPhysical } from '../physics/physicals/dynamic-physical';
import { Physical } from '../physics/physical';
import { PhysicalContainer } from '../physics/containers/physical-container';
import { CharacterPhysical } from './character-physical';
import { forceAtPosition } from '../physics/functions/force-at-position';
import { getBoundingBoxOfCircle } from '../physics/functions/get-bounding-box-of-circle';
import { StepCommand } from '../commands/step';
import { ReactToCollisionCommand } from '../commands/react-to-collision';
@serializesTo(ProjectileBase)
export class ProjectilePhysical extends ProjectileBase implements DynamicPhysical {
export class ProjectilePhysical extends ProjectileBase implements Physical {
public readonly canCollide = true;
public readonly isInverted = false;
public readonly canMove = true;
private isDestroyed = false;
private bounceCount = 0;
private _boundingBox?: ImmutableBoundingBox;
public object: CirclePhysical;
protected commandExecutors: CommandExecutors = {
[StepCommand.type]: this.handleStep.bind(this),
[ReactToCollisionCommand.type]: this.onCollision.bind(this),
[StepCommand.type]: this.step.bind(this),
};
constructor(
center: vec2,
radius: number,
public strength: number,
team: CharacterTeam,
private velocity: vec2,
public readonly originator: CharacterPhysical,
startingForce: vec2,
readonly container: PhysicalContainer,
// Normalised charge (0..1) of the shot that fired this, used by the victim
// to scale hit/kill feedback and the death fling.
public readonly charge: number = 0,
) {
super(id(), center, radius, team, strength);
this.object = new CirclePhysical(center, radius, this, container, 0.9);
this.moveOutsideOfObject();
super(id(), center, radius);
this.object = new CirclePhysical(center, radius, this, container);
this.object.applyForce(startingForce, 1000);
}
public get isAlive(): boolean {
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(
vec2.create(),
vec2.normalize(vec2.create(), this.velocity),
10,
);
while (wasCollision) {
const intersecting = this.container
.findIntersecting(this.boundingBox)
.filter((g) => g instanceof CharacterPhysical && g.team === this.team);
const { hitSurface } = marchCircle(this.object, delta, intersecting, true);
wasCollision = hitSurface;
}
vec2.add(this.center, this.center, delta);
vec2.add(this.center, this.center, delta);
}
private _boundingBox?: ImmutableBoundingBox;
public get boundingBox(): ImmutableBoundingBox {
if (!this._boundingBox) {
@ -100,61 +53,9 @@ export class ProjectilePhysical extends ProjectileBase implements DynamicPhysica
return this.object.distance(target);
}
public destroy() {
if (!this.isDestroyed) {
this.isDestroyed = true;
this.container.removeObject(this);
}
}
public onCollision({ other }: ReactToCollisionCommand) {
if (
!(other instanceof CharacterPhysical && other.team === this.team) &&
this.bounceCount++ === settings.projectileMaxBounceCount
) {
this.destroy();
}
}
public getPropertyUpdates(): PropertyUpdatesForObject {
return new PropertyUpdatesForObject(this.id, [
new UpdatePropertyCommand('center', this.center, this.velocity),
]);
}
private handleStep({ deltaTimeInSeconds }: StepCommand) {
super.step(deltaTimeInSeconds);
if (this.strength <= 0) {
this.destroy();
return;
}
// Curveball: the same planetary gravity that pulls on a free-falling
// character bends the shot, so slower (charged) shots arc and can be lobbed
// over a planet's horizon. Scale is tiny — near-surface gravity is huge.
// This single broadphase is reused for the step below: the gravity radius
// (maxGravityDistance) dwarfs one tick's travel, so the set is a superset of
// the swept-collision box and the step needn't query the container again.
const intersecting = settings.projectileGravityEnabled
? this.container.findIntersecting(
getBoundingBoxOfCircle(
new Circle(this.center, this.object.radius + settings.maxGravityDistance),
),
)
: undefined;
if (intersecting) {
vec2.scaleAndAdd(
this.velocity,
this.velocity,
forceAtPosition(this.center, intersecting),
settings.projectileGravityScale * deltaTimeInSeconds,
);
}
vec2.copy(this.object.velocity, this.velocity);
const { velocity } = this.object.stepManually(deltaTimeInSeconds, intersecting);
vec2.copy(this.velocity, velocity);
public step(c: StepCommand) {
const deltaTime = c.deltaTimeInMiliseconds / 1000;
this.object.applyForce(settings.gravitationalForce, deltaTime);
this.object.step(deltaTime);
}
}

View file

@ -0,0 +1,37 @@
import { vec2 } from 'gl-matrix';
import { Circle } from 'shared';
import { CirclePhysical } from './circle-physical';
export class Spring {
constructor(
private a: CirclePhysical | Circle,
private b: CirclePhysical | Circle,
private distance: number,
private strength: number,
) {}
public step(deltaTimeInSeconds: number) {
Spring.step(this.a, this.b, this.distance, this.strength, deltaTimeInSeconds);
}
public static step(
a: CirclePhysical | Circle,
b: CirclePhysical | Circle,
distance: number,
strength: number,
deltaTimeInSeconds: number,
) {
const length = vec2.dist(a.center, b.center) - distance;
const abDirection = vec2.subtract(vec2.create(), b.center, a.center);
vec2.normalize(abDirection, abDirection);
const force = vec2.scale(abDirection, abDirection, strength * length);
if (a instanceof CirclePhysical) {
a.applyForce(force, deltaTimeInSeconds);
}
if (b instanceof CirclePhysical) {
vec2.scale(force, force, -1);
b.applyForce(force, deltaTimeInSeconds);
}
}
}

View file

@ -0,0 +1,48 @@
import { vec2 } from 'gl-matrix';
import { clamp01, mix, TunnelBase, id, serializesTo } from 'shared';
import { ImmutableBoundingBox } from '../physics/bounding-boxes/immutable-bounding-box';
import { StaticPhysical } from '../physics/containers/static-physical-object';
@serializesTo(TunnelBase)
export class TunnelPhysical extends TunnelBase implements StaticPhysical {
public readonly canCollide = true;
public readonly isInverted = true;
public readonly canMove = false;
private _boundingBox?: ImmutableBoundingBox;
constructor(from: vec2, to: vec2, fromRadius: number, toRadius: number) {
super(id(), from, to, fromRadius, toRadius);
}
public distance(target: vec2): number {
const toFromDelta = vec2.subtract(vec2.create(), this.to, this.from);
const targetFromDelta = vec2.subtract(vec2.create(), target, this.from);
const h = clamp01(
vec2.dot(targetFromDelta, toFromDelta) / vec2.dot(toFromDelta, toFromDelta),
);
return (
vec2.distance(targetFromDelta, vec2.scale(vec2.create(), toFromDelta, h)) -
mix(this.fromRadius, this.toRadius, h)
);
}
public get boundingBox(): ImmutableBoundingBox {
if (!this._boundingBox) {
const xMin = Math.min(this.from.x - this.fromRadius, this.to.x - this.toRadius);
const yMin = Math.min(this.from.y - this.fromRadius, this.to.y - this.toRadius);
const xMax = Math.max(this.from.x + this.fromRadius, this.to.x + this.toRadius);
const yMax = Math.max(this.from.y + this.fromRadius, this.to.y + this.toRadius);
this._boundingBox = new ImmutableBoundingBox(xMin, xMax, yMin, yMax);
}
return this._boundingBox;
}
public get gameObject(): TunnelPhysical {
return this;
}
}

View file

@ -1,8 +0,0 @@
export interface Options {
port: number;
name: string;
playerLimit: number;
scoreLimit: number;
npcCount: number;
seed: number;
}

View file

@ -1,7 +1,6 @@
import { vec2 } from 'gl-matrix';
// axis-aligned
export abstract class BoundingBoxBase {
export class BoundingBoxBase {
constructor(
protected _xMin: number = 0,
protected _xMax: number = 0,
@ -9,8 +8,6 @@ export abstract class BoundingBoxBase {
protected _yMax: number = 0,
) {}
[key: number]: number | undefined;
public get 0(): number {
return this._xMin;
}

View file

@ -1,25 +1,21 @@
import { DynamicPhysical } from '../physicals/dynamic-physical';
import { Physical } from '../physical';
import { BoundingBoxBase } from '../bounding-boxes/bounding-box-base';
export class BoundingBoxList {
constructor(private objects: Array<DynamicPhysical> = []) {}
constructor(private objects: Array<Physical> = []) {}
public insert(object: DynamicPhysical) {
public insert(object: Physical) {
this.objects.push(object);
}
public remove(object: DynamicPhysical) {
public remove(object: Physical) {
this.objects.splice(
this.objects.findIndex((i) => i === object),
1,
);
}
public forEach(func: (object: DynamicPhysical) => unknown) {
this.objects.forEach(func);
}
public findIntersecting(boundingBox: BoundingBoxBase): Array<DynamicPhysical> {
public findIntersecting(boundingBox: BoundingBoxBase): Array<Physical> {
return this.objects.filter((b) => b.boundingBox.intersects(boundingBox));
}
}

View file

@ -1,18 +1,15 @@
import { BoundingBoxBase } from '../bounding-boxes/bounding-box-base';
import { StaticPhysical } from '../physicals/static-physical';
import { StaticPhysical } from './static-physical-object';
// source: https://github.com/ubilabs/kd-tree-javascript/blob/master/kdTree.js
class Node {
public left: Node | null = null;
public right: Node | null = null;
constructor(
public object: StaticPhysical,
public parent: Node | null,
) {}
public left?: Node = null;
public right?: Node = null;
constructor(public object: StaticPhysical, public parent: Node) {}
}
export class BoundingBoxTree {
root?: Node | null;
root?: Node;
constructor(objects: Array<StaticPhysical> = []) {
this.build(objects);
@ -25,8 +22,8 @@ export class BoundingBoxTree {
private buildRecursive(
objects: Array<StaticPhysical>,
depth: number,
parent: Node | null,
): Node | null {
parent: Node,
): Node {
if (objects.length === 0) {
return null;
}
@ -37,7 +34,7 @@ export class BoundingBoxTree {
const dimension = depth % 4;
objects.sort((a, b) => a.boundingBox[dimension]! - b.boundingBox[dimension]!);
objects.sort((a, b) => a.boundingBox[dimension] - b.boundingBox[dimension]);
const median = Math.floor(objects.length / 2);
@ -57,9 +54,7 @@ export class BoundingBoxTree {
const node = new Node(object, insertPosition);
const dimension = depth % 4;
if (
object.boundingBox[dimension]! < insertPosition.object.boundingBox[dimension]!
) {
if (object.boundingBox[dimension] < insertPosition.object.boundingBox[dimension]) {
insertPosition.left = node;
} else {
insertPosition.right = node;
@ -68,14 +63,14 @@ export class BoundingBoxTree {
}
public findIntersecting(boundingBox: BoundingBoxBase): Array<StaticPhysical> {
const maybeResults = this.findMaybeIntersecting(boundingBox, this.root!, 0);
const maybeResults = this.findMaybeIntersecting(boundingBox, this.root, 0);
const results = maybeResults.filter((b) => b.boundingBox.intersects(boundingBox));
return results;
}
private findMaybeIntersecting(
boundingBox: BoundingBoxBase,
node: Node | null,
node: Node,
depth: number,
): Array<StaticPhysical> {
if (node === null) {
@ -107,17 +102,17 @@ export class BoundingBoxTree {
private findParent(
object: StaticPhysical,
node: Node | null | undefined,
node: Node,
depth: number,
parent: Node | null,
): [Node | null, number] {
if (!node) {
parent: Node,
): [Node, number] {
if (node === null) {
return [parent, depth - 1];
}
const dimension = depth % 4;
if (object.boundingBox[dimension]! < node.object.boundingBox[dimension]!) {
if (object.boundingBox[dimension] < node.object.boundingBox[dimension]) {
return this.findParent(object, node.left, depth + 1, node);
}

View file

@ -1,30 +1,39 @@
import { GameObject, Id } from 'shared';
import { BoundingBoxBase } from '../bounding-boxes/bounding-box-base';
import { BoundingBoxList } from './bounding-box-list';
import { BoundingBoxTree } from './bounding-box-tree';
import { Physical } from '../physicals/physical';
import { StaticPhysical } from '../physicals/static-physical';
import { DynamicPhysical } from '../physicals/dynamic-physical';
import { Command, CommandReceiver } from 'shared';
import { Command } from 'shared';
import { Physical } from '../physical';
import { StaticPhysical } from './static-physical-object';
export class PhysicalContainer extends CommandReceiver {
export class PhysicalContainer {
private isTreeInitialized = false;
private staticBoundingBoxesWaitList: Array<StaticPhysical> = [];
private staticBoundingBoxes = new BoundingBoxTree();
private dynamicBoundingBoxes = new BoundingBoxList();
private objects: Array<Physical> = [];
protected defaultCommandExecutor(c: Command) {
this.objects.forEach((o) => o.handleCommand(c));
}
protected objects: Map<Id, GameObject> = new Map();
private objectsGroupedByAbilities: Map<string, Array<GameObject>> = new Map();
public initialize() {
this.staticBoundingBoxes.build(this.staticBoundingBoxesWaitList);
this.isTreeInitialized = true;
}
public addObject(physical: Physical) {
this.objects.push(physical);
public addObject(object: Physical) {
this.objects.set(object.gameObject.id, object.gameObject);
for (const command of this.objectsGroupedByAbilities.keys()) {
if (object.gameObject.reactsToCommand(command)) {
this.objectsGroupedByAbilities.get(command).push(object.gameObject);
}
}
this.addPhysical(object);
}
public addPhysical(physical: Physical) {
if (physical.canMove) {
this.dynamicBoundingBoxes.insert(physical);
} else {
@ -36,13 +45,39 @@ export class PhysicalContainer extends CommandReceiver {
}
}
public removeObject(object: DynamicPhysical) {
this.objects = this.objects.filter((p) => p !== object);
public removeObject(object: Physical) {
this.objects.delete(object.gameObject.id);
for (const command of this.objectsGroupedByAbilities.keys()) {
if (object.gameObject.reactsToCommand(command)) {
const array = this.objectsGroupedByAbilities.get(command);
array.splice(
array.findIndex((i) => i.id == object.gameObject.id),
1,
);
}
}
this.dynamicBoundingBoxes.remove(object);
}
public resetRemoteCalls() {
this.objects.forEach((o) => o.gameObject.resetRemoteCalls());
public sendCommand(e: Command) {
if (!this.objectsGroupedByAbilities.has(e.type)) {
this.createGroupForCommand(e.type);
}
this.objectsGroupedByAbilities.get(e.type).forEach((o, _) => o.sendCommand(e));
}
private createGroupForCommand(commandType: string) {
const objectsReactingToCommand = [];
this.objects.forEach((o, _) => {
if (o.reactsToCommand(commandType)) {
objectsReactingToCommand.push(o);
}
});
this.objectsGroupedByAbilities.set(commandType, objectsReactingToCommand);
}
public findIntersecting(box: BoundingBoxBase): Array<Physical> {

View file

@ -1,7 +1,6 @@
import { PhysicalBase } from './physical-base';
import { Physical } from '../physical';
import { ImmutableBoundingBox } from '../bounding-boxes/immutable-bounding-box';
export interface StaticPhysical extends PhysicalBase {
readonly canMove: false;
export interface StaticPhysical extends Physical {
readonly boundingBox: ImmutableBoundingBox;
}

View file

@ -1,12 +0,0 @@
import { vec2 } from 'gl-matrix';
import { PlanetPhysical } from '../../objects/planet-physical';
import { Physical } from '../physicals/physical';
export const forceAtPosition = (position: vec2, objects: Array<Physical>) =>
objects
.filter((o) => o instanceof PlanetPhysical)
.reduce(
(sum: vec2, o: Physical) =>
vec2.add(sum, sum, (o as PlanetPhysical).getForce(position)),
vec2.create(),
);

View file

@ -1,11 +0,0 @@
import { Circle } from 'shared';
import { BoundingBoxBase } from '../bounding-boxes/bounding-box-base';
import { ImmutableBoundingBox } from '../bounding-boxes/immutable-bounding-box';
export const getBoundingBoxOfCircle = (circle: Circle): BoundingBoxBase =>
new ImmutableBoundingBox(
circle.center.x - circle.radius,
circle.center.x + circle.radius,
circle.center.y - circle.radius,
circle.center.y + circle.radius,
);

View file

@ -1,7 +0,0 @@
import { Circle, evaluateSdf } from 'shared';
import { PhysicalBase } from '../physicals/physical-base';
export const isCircleIntersecting = (
circle: Circle,
intersectors: Array<PhysicalBase>,
): boolean => evaluateSdf(circle.center, intersectors) < circle.radius;

View file

@ -0,0 +1,59 @@
import { vec2 } from 'gl-matrix';
import { Circle, rotate90Deg } from 'shared';
import { CirclePhysical } from '../objects/circle-physical';
import { Physical } from './physical';
export const moveCircle = (
circle: CirclePhysical,
delta: vec2,
possibleIntersectors: Array<Physical>,
): {
realDelta: vec2;
hitSurface: boolean;
normal?: vec2;
tangent?: vec2;
} => {
const nextCircle = new Circle(vec2.clone(circle.center), circle.radius);
vec2.add(nextCircle.center, nextCircle.center, delta);
possibleIntersectors = possibleIntersectors.filter(
(b) => b.gameObject !== circle.gameObject && b.canCollide,
);
const getSdfAtPoint = (point: vec2): number => {
const sdf = possibleIntersectors
.filter((i) => i.isInverted)
.reduce((min, i) => (min = Math.max(min, -i.distance(point))), -1000);
return possibleIntersectors
.filter((i) => !i.isInverted)
.reduce((min, i) => (min = Math.min(min, i.distance(point))), sdf);
};
const sdfAtCenter = getSdfAtPoint(nextCircle.center);
if (sdfAtCenter > nextCircle.radius) {
circle.center = vec2.add(circle.center, circle.center, delta);
return {
realDelta: delta,
hitSurface: false,
};
}
const dx =
getSdfAtPoint(vec2.add(vec2.create(), nextCircle.center, vec2.fromValues(1, 0))) -
sdfAtCenter;
const dy =
getSdfAtPoint(vec2.add(vec2.create(), nextCircle.center, vec2.fromValues(0, 1))) -
sdfAtCenter;
const normal = vec2.fromValues(dx, dy);
vec2.normalize(normal, normal);
return {
realDelta: delta,
hitSurface: true,
normal,
tangent: rotate90Deg(normal),
};
};

View file

@ -1,8 +1,9 @@
import { vec2 } from 'gl-matrix';
import { CommandReceiver, GameObject } from 'shared';
import { BoundingBoxBase } from '../bounding-boxes/bounding-box-base';
import { GameObject } from 'shared';
import { BoundingBoxBase } from './bounding-boxes/bounding-box-base';
export interface PhysicalBase extends CommandReceiver {
export interface Physical {
readonly isInverted: boolean;
readonly canCollide: boolean;
readonly canMove: boolean;
readonly boundingBox: BoundingBoxBase;

View file

@ -1,5 +0,0 @@
import { PhysicalBase } from './physical-base';
export interface DynamicPhysical extends PhysicalBase {
readonly canMove: true;
}

View file

@ -1,4 +0,0 @@
import { DynamicPhysical } from './dynamic-physical';
import { StaticPhysical } from './static-physical';
export type Physical = StaticPhysical | DynamicPhysical;

View file

@ -1,414 +0,0 @@
import { vec2 } from 'gl-matrix';
import {
PlayerInformation,
settings,
Circle,
Random,
MoveActionCommand,
CharacterTeam,
Id,
} from 'shared';
import { PhysicalContainer } from '../physics/containers/physical-container';
import { PlayerContainer } from './player-container';
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,
// Per-second chance to hop while grounded and on the move, so bots use the
// leap verb too instead of being grounded targets.
leapChancePerSecond: 0.35,
};
export class NPC extends PlayerBase {
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,
objectContainer: PhysicalContainer,
team: CharacterTeam,
) {
super(playerInfo, playerContainer, objectContainer, team);
this.createCharacter();
this.step(0);
}
private timeUntilRespawn = 0;
public step(deltaTimeInSeconds: number) {
if (this.character) {
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) >
npcTuning.wanderReconsiderSeconds
) {
this.timeSinceLastWanderingConsideration = 0;
this.isWandering = Random.getRandom() < npcTuning.wanderProbability;
}
if ((this.timeSinceLastPlan += deltaTimeInSeconds) > npcTuning.planIntervalSeconds) {
this.timeSinceLastPlan = 0;
this.plan();
}
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.isComingBack &&
this.character.groundPlanet &&
vec2.length(movement) > 0 &&
Random.getRandom() <
npcTuning.leapChancePerSecond * this.aggression * deltaTimeInSeconds
) {
this.character.leap();
}
if (
(this.timeSinceLastShoot += deltaTimeInSeconds) > npcTuning.shootIntervalSeconds
) {
this.timeSinceLastShoot = 0;
this.tryShoot(this.nearObjects);
}
}
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;
}
}
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;
}
}
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(),
Random.getRandomInRange(-npcTuning.wanderTurn, npcTuning.wanderTurn),
);
}
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

@ -1,104 +0,0 @@
import { vec2 } from 'gl-matrix';
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 {
public character?: CharacterPhysical | null;
public center: vec2 = vec2.create();
protected sumKills = 0;
protected sumDeaths = 0;
constructor(
protected readonly playerInfo: PlayerInformation,
protected readonly playerContainer: PlayerContainer,
protected readonly objectContainer: PhysicalContainer,
public readonly team: CharacterTeam,
) {
super();
}
protected createCharacter() {
this.character = new CharacterPhysical(
this.playerInfo.name.slice(0, 20),
this.sumKills,
this.sumDeaths,
this.team,
this.objectContainer,
this.findEmptyPositionForPlayer(this.findSpawnCenter()),
);
this.objectContainer.addObject(this.character);
}
public abstract step(deltaTimeInSeconds: number): void;
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 (;;) {
const playerPosition = vec2.fromValues(
radius * Math.cos(rotation) + preferredCenter.x,
radius * Math.sin(rotation) + preferredCenter.y,
);
const playerBoundingCircle = new Circle(
playerPosition,
CharacterPhysical.boundRadius,
);
const playerBoundingBox = getBoundingBoxOfCircle(playerBoundingCircle);
const possibleIntersectors =
this.objectContainer.findIntersecting(playerBoundingBox);
if (!isCircleIntersecting(playerBoundingCircle, possibleIntersectors)) {
return playerPosition;
}
rotation += Math.PI / 8;
radius += 30;
}
}
public destroy() {
this.character?.onDie();
}
}

View file

@ -1,102 +0,0 @@
import { CharacterTeam, PlayerInformation, Random, settings, Command } from 'shared';
import { Socket } from 'socket.io';
import { PhysicalContainer } from '../physics/containers/physical-container';
import { NPC } from './npc';
import { Player } from './player';
import { PlayerBase } from './player-base';
export class PlayerContainer {
private _players: Array<Player> = [];
private _npcs: Array<NPC> = [];
constructor(
private readonly objects: PhysicalContainer,
private readonly playerMaxCount: number,
private readonly npcMaxCount: number,
) {
this.createNPCs();
}
public createNPCs() {
const newNpcCount = Math.min(
this.playerMaxCount - this._players.length - this._npcs.length,
this.npcMaxCount - this._npcs.length,
);
for (let i = 0; i < newNpcCount; i++) {
const name = `🤖 ${Random.choose(settings.npcNames)}`;
this._npcs.push(
new NPC({ name }, this, this.objects, this.getTeamOfNextPlayer(true)),
);
}
}
public createPlayer(playerInfo: PlayerInformation, socket: Socket): Player {
if (this._players.length === this.playerMaxCount) {
throw new Error('Too many players');
}
const team = this.getTeamOfNextPlayer();
let npcToReplace = this._npcs.find((n) => n.team === team);
if (!npcToReplace) {
npcToReplace = this._npcs.find((n) => n.team !== team);
}
npcToReplace?.destroy();
this._npcs = this._npcs.filter((n) => n !== npcToReplace);
const player = new Player(playerInfo, this, this.objects, team, socket);
this._players.push(player);
return player;
}
public get players(): Array<PlayerBase> {
return [...this._players, ...this._npcs];
}
public get count(): number {
return this._players.length;
}
// Measured round-trip times (ms) of the real connected players, for
// server-side latency stats. NPCs have no socket and are excluded.
public get connectedPlayerRttsMs(): Array<number> {
return this._players.map((p) => p.rttMs);
}
public step(deltaTimeInSeconds: number) {
this.players.forEach((p) => p.step(deltaTimeInSeconds));
}
public stepCommunication(deltaTimeInSeconds: number) {
this._players.forEach((p) => p.stepCommunications(deltaTimeInSeconds));
}
public endGame(winner: CharacterTeam) {
this._players.forEach((p) => p.onGameEnded(winner));
}
public queueCommandForEachClient(command: Command) {
this._players.forEach((p) => p.queueCommandSend(command));
}
public sendQueuedCommands() {
this._players.forEach((p) => p.sendQueuedCommandsToClient());
}
private getTeamOfNextPlayer(isNpc = false): CharacterTeam {
const players = isNpc ? this.players : this._players;
const blueCount = players.filter((p) => p.team === CharacterTeam.blue).length;
const redCount = players.filter((p) => p.team === CharacterTeam.red).length;
if ((blueCount === redCount && Random.getRandom() >= 0.5) || blueCount < redCount) {
return CharacterTeam.blue;
} else {
return CharacterTeam.red;
}
}
public deletePlayer(player: Player) {
this._players = this._players.filter((p) => p !== player);
this.createNPCs();
}
}

View file

@ -1,243 +1,144 @@
import { performance } from 'perf_hooks';
import { vec2 } from 'gl-matrix';
import {
CommandExecutors,
CommandReceiver,
CreateObjectsCommand,
CreatePlayerCommand,
DeleteObjectsCommand,
MoveActionCommand,
serialize,
TransportEvents,
UpdateObjectsCommand,
StepCommand,
SetAspectRatioActionCommand,
calculateViewArea,
settings,
PlayerInformation,
CharacterTeam,
UpdateMinimap,
GameObject,
Command,
MinimapPlayer,
RemoteCallsForObject,
RemoteCallsForObjects,
ServerAnnouncement,
PropertyUpdatesForObjects,
PropertyUpdatesForObject,
PrimaryActionCommand,
LeapActionCommand,
InputAcknowledgement,
SecondaryActionCommand,
} from 'shared';
import { Socket } from 'socket.io';
import { getTimeInMilliseconds } from '../helper/get-time-in-milliseconds';
import { CharacterPhysical } from '../objects/character-physical';
import { ProjectilePhysical } from '../objects/projectile-physical';
import { BoundingBox } from '../physics/bounding-boxes/bounding-box';
import { PhysicalContainer } from '../physics/containers/physical-container';
import { PlayerContainer } from './player-container';
import { PlayerBase } from './player-base';
import { Physical } from '../physics/physical';
// How often the server pings each client to measure round-trip time.
const pingIntervalSeconds = 1;
export class Player extends PlayerBase {
// default, until the clients sends its real value
export class Player extends CommandReceiver {
private character: CharacterPhysical;
private aspectRatio: number = 16 / 9;
private timeUntilRespawn = 0;
private timeSinceLastMessage = 0;
private objectsPreviouslyInViewArea: Array<GameObject> = [];
private lastInputClientTimeMs = 0;
private lastLeapClientTimeMs = 0;
private isActive = true;
// Measured round-trip time to this client (ms) — the latency primitive that
// lag compensation, a latency HUD, and adaptive interpolation build on.
public rttMs = 0;
private timeSinceLastPing = 0;
private lastPingSentMs = 0;
private objectsPreviouslyInViewArea: Array<Physical> = [];
private objectsInViewArea: Array<Physical> = [];
private pingTime?: number;
private _latency?: number;
public measureLatency() {
this.pingTime = getTimeInMilliseconds();
this.socket.emit(TransportEvents.Ping);
if (this.isActive) {
setTimeout(this.measureLatency.bind(this), 10000);
}
}
public get latency(): number | undefined {
return this._latency;
}
protected commandExecutors: CommandExecutors = {
[StepCommand.type]: this.sendObjects.bind(this),
[SetAspectRatioActionCommand.type]: (v: SetAspectRatioActionCommand) =>
(this.aspectRatio = v.aspectRatio),
[MoveActionCommand.type]: (c: MoveActionCommand) => {
// Remember how far into this client's input timeline we've consumed, to
// echo back for client-side prediction reconciliation.
this.lastInputClientTimeMs = c.clientTimeMs;
this.character?.handleMovementAction(c);
},
[PrimaryActionCommand.type]: (c: PrimaryActionCommand) =>
this.character?.shootTowards(c.position, c.charge),
[LeapActionCommand.type]: (c: LeapActionCommand) => {
// Record receipt (whether or not leap() accepts it): either way its effect
// on bodyVelocity is now reflected in the streamed launch momentum, so the
// predictor must stop replaying this leap.
this.lastLeapClientTimeMs = c.clientTimeMs;
this.character?.leap();
[MoveActionCommand.type]: (c: MoveActionCommand) => this.character.sendCommand(c),
[SecondaryActionCommand.type]: (c: SecondaryActionCommand) => {
const start = vec2.clone(this.character.center);
const direction = vec2.subtract(vec2.create(), c.position, start);
vec2.normalize(direction, direction);
vec2.add(start, start, vec2.scale(vec2.create(), direction, 100));
const force = vec2.scale(direction, direction, 1000);
const projectile = new ProjectilePhysical(start, 20, force, this.objects);
this.objects.addObject(projectile);
},
};
constructor(
playerInfo: PlayerInformation,
playerContainer: PlayerContainer,
objectContainer: PhysicalContainer,
team: CharacterTeam,
private readonly socket: Socket,
private readonly objects: PhysicalContainer,
private readonly socket: SocketIO.Socket,
) {
super(playerInfo, playerContainer, objectContainer, team);
this.createCharacter();
this.step(0);
super();
this.character = new CharacterPhysical(objects);
this.objectsPreviouslyInViewArea.push(this.character);
this.objectsInViewArea.push(this.character);
// The client already echoes a Pong for every Ping (see game.ts). Only one
// ping is ever in flight, so RTT is simply now send-time; no payload
// needed and no client change required.
this.socket.on(TransportEvents.Pong, () => {
if (this.lastPingSentMs > 0) {
this.rttMs = performance.now() - this.lastPingSentMs;
}
});
this.objects.addObject(this.character);
socket.emit(
TransportEvents.ServerToPlayer,
serialize(new CreatePlayerCommand(this.character)),
);
socket.on(
TransportEvents.Pong,
() => (this._latency = getTimeInMilliseconds() - this.pingTime!),
);
this.measureLatency();
this.sendObjects();
}
protected createCharacter() {
super.createCharacter();
this.objectsPreviouslyInViewArea.push(this.character!);
this.queueCommandSend(new CreatePlayerCommand(this.character!));
}
private winnerTeam?: CharacterTeam;
public onGameEnded(winnerTeam: CharacterTeam) {
this.winnerTeam = winnerTeam;
}
public step(deltaTimeInSeconds: number) {
if (this.character) {
this.center = this.character?.center;
if (!this.character.isAlive) {
this.sumDeaths++;
this.sumKills = this.character.killCount;
this.character = null;
this.timeUntilRespawn = settings.playerDiedTimeout;
}
} else {
if ((this.timeUntilRespawn -= deltaTimeInSeconds) < 0) {
this.createCharacter();
this.center = this.character!.center;
}
}
}
private handleViewAreaUpdate() {
const viewArea = calculateViewArea(this.center, this.aspectRatio, 1.2);
public sendObjects() {
const viewArea = calculateViewArea(this.character.center, this.aspectRatio, 1.5);
const bb = new BoundingBox();
bb.topLeft = viewArea.topLeft;
bb.size = viewArea.size;
const objectsInViewArea = Array.from(
new Set(this.objectContainer.findIntersecting(bb).map((o) => o.gameObject)),
);
this.objectsInViewArea = this.objects.findIntersecting(bb);
// The owning character must always be in its own snapshot, regardless of the
// view-area query, so the client predictor never loses its authoritative
// anchor (the body can ride a fast spinner to the very edge of the box).
if (this.character && !objectsInViewArea.includes(this.character)) {
objectsInViewArea.push(this.character);
}
const newlyIntersecting = objectsInViewArea.filter(
const newlyIntersecting = this.objectsInViewArea.filter(
(o) => !this.objectsPreviouslyInViewArea.includes(o),
);
const noLongerIntersecting = this.objectsPreviouslyInViewArea.filter(
(o) => !objectsInViewArea.includes(o),
(o) => !this.objectsInViewArea.includes(o),
);
this.objectsPreviouslyInViewArea = objectsInViewArea;
this.objectsPreviouslyInViewArea = this.objectsInViewArea;
if (noLongerIntersecting.length > 0) {
this.queueCommandSend(
new DeleteObjectsCommand(noLongerIntersecting.map((g) => g.id)),
this.socket.emit(
TransportEvents.ServerToPlayer,
serialize(
new DeleteObjectsCommand([
...new Set(noLongerIntersecting.map((p) => p.gameObject.id)),
]),
),
);
}
if (newlyIntersecting.length > 0) {
this.queueCommandSend(new CreateObjectsCommand(newlyIntersecting));
}
this.queueCommandSend(new UpdateMinimap(this.getMinimapPlayers()));
this.queueCommandSend(
new PropertyUpdatesForObjects(
this.objectsPreviouslyInViewArea
.map((o) => o.getPropertyUpdates())
.filter((u) => u) as Array<PropertyUpdatesForObject>,
performance.now() / 1000,
),
);
// Tell the client how much of its own input is reflected in the snapshot it
// just received, so its predictor can replay the rest. Only while alive —
// a dead player isn't predicting.
if (this.character) {
this.queueCommandSend(
new InputAcknowledgement(
this.lastInputClientTimeMs,
this.character.launchMomentum,
this.lastLeapClientTimeMs,
this.socket.emit(
TransportEvents.ServerToPlayer,
serialize(
new CreateObjectsCommand([
...new Set(newlyIntersecting.map((p) => p.gameObject)),
]),
),
);
}
this.socket.volatile.emit(
TransportEvents.ServerToPlayer,
serialize(
new UpdateObjectsCommand([
...new Set(
this.objectsInViewArea.filter((p) => p.canMove).map((p) => p.gameObject),
),
]),
),
);
}
// Every living player except this one, reported by absolute world position so
// the client can plot the whole circular arena on its minimap.
private getMinimapPlayers(): Array<MinimapPlayer> {
return this.playerContainer.players
.filter((p) => p !== this && p.character?.isAlive)
.map(
(p) =>
new MinimapPlayer(p.character!.id, vec2.clone(p.character!.center), p.team),
);
}
private commandsToBeSent: Array<Command> = [];
public queueCommandSend(command: Command) {
this.commandsToBeSent.push(command);
}
public stepCommunications(deltaTime: number) {
const remoteCalls = this.objectsPreviouslyInViewArea
.map((g) => new RemoteCallsForObject(g.id, g.getRemoteCalls()))
.filter((c) => c.calls.length > 0);
if (remoteCalls.length > 0) {
this.queueCommandSend(new RemoteCallsForObjects(remoteCalls));
}
if ((this.timeSinceLastPing += deltaTime) > pingIntervalSeconds) {
this.timeSinceLastPing = 0;
this.lastPingSentMs = performance.now();
this.socket.emit(TransportEvents.Ping);
}
if ((this.timeSinceLastMessage += deltaTime) > settings.updateMessageInterval) {
this.handleAnnouncements();
this.handleViewAreaUpdate();
this.sendQueuedCommandsToClient();
this.timeSinceLastMessage = 0;
}
}
public sendQueuedCommandsToClient() {
this.socket.emit(TransportEvents.ServerToPlayer, serialize(this.commandsToBeSent));
this.commandsToBeSent = [];
}
private handleAnnouncements() {
let announcement = '';
if (this.winnerTeam) {
announcement = `Team <span class="${this.winnerTeam}">${this.winnerTeam}</span> won 🎉`;
} else if (!this.character) {
announcement = `Reviving in ${Math.round(this.timeUntilRespawn)}`;
}
if (announcement) {
this.queueCommandSend(new ServerAnnouncement(announcement));
}
public destroy() {
this.isActive = false;
this.character.destroy();
this.objects.removeObject(this.character);
}
}

View file

@ -1,18 +0,0 @@
{
"compilerOptions": {
"outDir": "dist",
"rootDir": "src",
"skipLibCheck": true,
"target": "es6",
"esModuleInterop": true,
"strict": true,
"experimentalDecorators": true,
"moduleResolution": "node",
"ignoreDeprecations": "6.0",
"module": "commonjs",
"lib": ["dom", "es2017"],
"typeRoots": ["./types", "./node_modules/@types"]
},
"include": ["src/**/*.ts"],
"exclude": ["node_modules", "typings"]
}

View file

@ -1 +0,0 @@
declare module 'socket.io-msgpack-parser';

View file

@ -1,8 +1,8 @@
const path = require('path');
const { CleanWebpackPlugin } = require('clean-webpack-plugin');
const nodeExternals = require('webpack-node-externals');
const { ESBuildPlugin } = require('esbuild-loader');
const TerserJSPlugin = require('terser-webpack-plugin');
const webpack = require('webpack');
const PATHS = {
entryPoint: path.resolve(__dirname, 'src/main.ts'),
@ -13,7 +13,6 @@ module.exports = (env, argv) => ({
entry: {
main: [PATHS.entryPoint],
},
externals: [
nodeExternals({
allowlist: [/(^shared)/],
@ -32,9 +31,9 @@ module.exports = (env, argv) => ({
minimize: argv.mode !== 'development',
minimizer: [
new TerserJSPlugin({
sourceMap: false,
test: /\.js$/,
exclude: /node_modules/,
// The custom serialization protocol keys on class names, so they must
// survive minification (see shared/src/serialization).
terserOptions: {
keep_classnames: true,
},
@ -42,7 +41,7 @@ module.exports = (env, argv) => ({
],
},
plugins: [
new webpack.BannerPlugin({ banner: '#!/usr/bin/env node', raw: true }),
new ESBuildPlugin(),
new CleanWebpackPlugin({
protectWebpackAssets: false,
cleanAfterEveryBuildPatterns: [],
@ -51,9 +50,21 @@ module.exports = (env, argv) => ({
module: {
rules: [
{
test: /\.ts$/,
test: /\.html$/,
use: {
loader: 'ts-loader',
loader: 'file-loader',
query: {
outputPath: '/',
name: '[name].[ext]',
},
},
},
{
test: /\.ts$/,
loader: 'esbuild-loader',
options: {
loader: 'ts',
target: 'es2015',
},
exclude: /node_modules/,
},

View file

@ -1,32 +0,0 @@
// Flat config (ESLint 9+/10). Ported from the former .eslintrc.json.
const tseslint = require('typescript-eslint');
const prettierRecommended = require('eslint-plugin-prettier/recommended');
const unusedImports = require('eslint-plugin-unused-imports');
module.exports = tseslint.config(
{
ignores: ['**/node_modules/**', '**/dist/**', '**/lib/**'],
},
...tseslint.configs.recommended,
prettierRecommended,
{
files: ['**/*.ts'],
plugins: {
'unused-imports': unusedImports,
},
languageOptions: {
sourceType: 'module',
},
rules: {
'no-unused-vars': 'off',
'unused-imports/no-unused-imports': 'error',
'@typescript-eslint/no-unused-vars': ['warn', { argsIgnorePattern: '^_' }],
'@typescript-eslint/no-explicit-any': 'off',
'@typescript-eslint/explicit-module-boundary-types': 'off',
'@typescript-eslint/no-non-null-assertion': 'off',
'@typescript-eslint/no-empty-function': 'off',
// Renamed from the former no-var-requires; keep require() allowed.
'@typescript-eslint/no-require-imports': 'off',
},
},
);

5
frontend/.firebaserc Normal file
View file

@ -0,0 +1,5 @@
{
"projects": {
"default": "decla-red
}
}

16
frontend/firebase.json Normal file
View file

@ -0,0 +1,16 @@
{
"hosting": {
"public": "dist",
"ignore": [
"firebase.json",
"**/.*",
"**/node_modules/**"
],
"rewrites": [
{
"source": "**",
"destination": "/index.html"
}
]
}
}

File diff suppressed because it is too large Load diff

View file

@ -1,55 +1,46 @@
{
"name": "doppler-frontend",
"version": "0.0.0",
"description": "",
"name": "decla.red-frontend",
"private": true,
"description": "![logo](media/declared.png)",
"keywords": [],
"author": "András Schmelczer <andras@schmelczer.dev> (https://schmelczer.dev/)",
"sideEffects": [
"*.scss"
],
"main": "index.js",
"engines": {
"node": ">=20"
},
"scripts": {
"build": "npx webpack --mode production",
"dev": "npx webpack-dev-server --mode development",
"initialize": "npm install",
"start": "npx webpack-dev-server --mode development",
"try-build": "npm run build && cd dist && python3 -m http.server 8080"
},
"browserslist": [
"defaults"
],
"devDependencies": {
"clean-webpack-plugin": "^3.0.0",
"esbuild-loader": "^2.4.0",
"html-webpack-inline-source-plugin": "0.0.10",
"html-webpack-plugin": "^3.2.0",
"image-webpack-loader": "^6.0.0",
"mini-css-extract-plugin": "^0.9.0",
"optimize-css-assets-webpack-plugin": "^5.0.3",
"postcss-loader": "^3.0.0",
"raw-loader": "^4.0.1",
"resolve-url-loader": "^3.1.1",
"sass": "^1.26.3",
"sass-loader": "^9.0.2",
"svg-url-loader": "^6.0.0",
"terser-webpack-plugin": "^4.2.2",
"typescript": "^4.0.3",
"webpack": "^4.43.0",
"webpack-bundle-analyzer": "^3.9.0",
"webpack-cli": "^3.3.11",
"webpack-dev-server": "^3.10.3"
},
"postcss": {
"plugins": {
"autoprefixer": {}
}
},
"devDependencies": {
"@plausible-analytics/tracker": "^0.4.5",
"autoprefixer": "^10.5.0",
"clean-webpack-plugin": "^4.0.0",
"copy-webpack-plugin": "^14.0.0",
"css-loader": "^7.1.4",
"file-loader": "^6.2.0",
"gl-matrix": "3.3.0",
"html-inline-css-webpack-plugin": "^1.11.2",
"html-webpack-plugin": "^5.6.7",
"mini-css-extract-plugin": "^2.10.2",
"postcss": "^8.5.15",
"postcss-loader": "^8.2.1",
"resize-observer-polyfill": "^1.5.1",
"sass": "^1.100.0",
"sass-loader": "^17.0.0",
"sdf-2d": "^0.8.0",
"shared": "file:../shared",
"socket.io-client": "^4.8.3",
"socket.io-msgpack-parser": "^3.0.2",
"source-map-loader": "^5.0.0",
"terser-webpack-plugin": "^5.6.1",
"ts-loader": "^9.6.0",
"typescript": "^6.0.3",
"webpack": "^5.107.2",
"webpack-cli": "^7.0.3",
"webpack-dev-server": "^5.2.4"
}
}

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@ -1,15 +0,0 @@
declare module '*.mp3' {
const content: string;
export default content;
}
// Asset imports handled by webpack loaders. TypeScript 5.x+ requires ambient
// declarations for side-effect imports of these, so declare them here.
declare module '*.png';
declare module '*.ico';
declare module '*.svg';
declare module '*.scss';
// webpack's `mode` inlines `process.env.NODE_ENV` via DefinePlugin. Declare just
// that one global so browser code can read it without pulling in all of @types/node.
declare const process: { env: { NODE_ENV?: string } };

View file

@ -1,125 +1,21 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<meta
name="viewport"
content="width=device-width, initial-scale=1.0, maximum-scale=1.0,
user-scalable=0"
/>
<meta name="theme-color" content="#b7455e" />
<meta property="og:url" content="https://doppler.schmelczer.dev" />
<meta property="og:image" content="https://doppler.schmelczer.dev/og-image.png" />
<meta property="og:image:width" content="2086" />
<meta property="og:image:height" content="940" />
<meta
property="og:image:alt"
content="Dimly lit planets surrounding a text saying 'doppler'"
/>
<meta name="theme-color" content="#b33951" />
<meta
name="description"
content="Conquer the planets, work as a team, and play with your friends online through this browser game."
/>
<head>
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width,initial-scale=1,viewport-fit=cover" />
<meta name="theme-color" content="#b7455e" />
<link rel="apple-touch-icon" sizes="180x180" href="static/apple-touch-icon.png" />
<link rel="icon" type="image/png" sizes="32x32" href="static/favicon-32x32.png" />
<link rel="icon" type="image/png" sizes="16x16" href="static/favicon-16x16.png" />
<link rel="shortcut icon" href="/favicon.ico" type="image/x-icon" />
<link rel="icon" href="/favicon.ico" type="image/x-icon" />
<title>doppler</title>
</head>
<title>decla.red</title>
</head>
<body>
<noscript>Javascript is required for this website.</noscript>
<body>
<noscript>Javascript is required for this website.</noscript>
<div id="overlay"></div>
<canvas id="main"></canvas>
</body>
<canvas></canvas>
<div id="overlay"></div>
<section id="landing-ui">
<h1>doppler</h1>
<form id="join-game-form">
<fieldset class="content">
<legend>Join a game</legend>
<div class="name-group">
<input
required
minlength="1"
maxlength="20"
placeholder=" "
id="name"
name="name"
type="text"
/>
<label for="name">Choose a name</label>
</div>
<div id="server-container"></div>
<button id="join-game" type="submit">Join</button>
</fieldset>
</form>
</section>
<div id="settings-container">
<section id="settings">
<label for="enable-sounds">
<input id="enable-sounds" type="checkbox" />
<img
title="Enable sounds"
alt="speaker with sound waves"
src="static/volume.svg"
/>
</label>
<label for="enable-music">
<input id="enable-music" type="checkbox" />
<img title="Enable music" alt="music note" src="static/music.svg" />
</label>
<label for="enable-vibration">
<input id="enable-vibration" type="checkbox" />
<img
title="Enable vibration on mobile"
alt="vibrating mobile"
src="static/vibrate.svg"
/>
</label>
<img
title="Exit from current game"
id="logout"
alt="logout"
src="static/logout.svg"
/>
</section>
</div>
<div id="toggle-settings-container">
<img
title="Toggle settings"
id="toggle-settings"
class="icon"
alt="toggle-settings"
src="static/settings.svg"
/>
</div>
<img
class="full-screen-controllers"
id="minimize"
alt="minimize-application"
src="static/minimize.svg"
/>
<img
class="full-screen-controllers"
id="maximize"
alt="maximize-application"
src="static/maximize.svg"
/>
<div id="spinner-container">
<img id="spinner" alt="waiting" src="static/spinner.svg" />
</div>
</body>
</html>
</html>

View file

@ -1,156 +1,23 @@
import { glMatrix } from 'gl-matrix';
import {
LampBase,
overrideDeserialization,
PlanetBase,
CharacterBase,
ProjectileBase,
} from 'shared';
import './main.scss';
import './scripts/analytics';
import '../static/og-image.png';
import '../static/favicons/apple-touch-icon.png';
import '../static/favicons/favicon-16x16.png';
import '../static/favicons/favicon-32x32.png';
import '../static/favicons/favicon.ico';
import { LandingPageBackground } from './scripts/landing-page-background';
import { JoinFormHandler } from './scripts/join-form-handler';
import { handleFullScreen } from './scripts/helper/handle-full-screen';
import { CharacterBase, LampBase, overrideDeserialization, TunnelBase } from 'shared';
import { ProjectileBase } from 'shared/src/objects/types/projectile-base';
import { Game } from './scripts/game';
import ResizeObserver from 'resize-observer-polyfill';
import { OptionsHandler } from './scripts/options-handler';
import { hide } from './scripts/helper/hide';
import { show } from './scripts/helper/show';
import { SoundHandler, Sounds } from './scripts/sound-handler';
import { VibrationHandler } from './scripts/vibration-handler';
import { CharacterView } from './scripts/objects/types/character-view';
import { LampView } from './scripts/objects/types/lamp-view';
import { PlanetView } from './scripts/objects/types/planet-view';
import { ProjectileView } from './scripts/objects/types/projectile-view';
import { CharacterView } from './scripts/objects/character-view';
import { LampView } from './scripts/objects/lamp-view';
import { ProjectileView } from './scripts/objects/projectile-view';
import { TunnelView } from './scripts/objects/tunnel-view';
import './styles/main.scss';
glMatrix.setMatrixArrayType(Array);
overrideDeserialization(CharacterBase, CharacterView);
overrideDeserialization(PlanetBase, PlanetView);
overrideDeserialization(TunnelBase, TunnelView);
overrideDeserialization(LampBase, LampView);
overrideDeserialization(ProjectileBase, ProjectileView);
const landingUI = document.querySelector('#landing-ui') as HTMLElement;
const nameInput = document.querySelector('#name') as HTMLInputElement;
const joinGameForm = document.querySelector('#join-game-form') as HTMLFormElement;
const serverContainer = document.querySelector('#server-container') as HTMLElement;
const canvas = document.querySelector('canvas') as HTMLCanvasElement;
const overlay = document.querySelector('#overlay') as HTMLElement;
const settings = document.querySelector('#settings') as HTMLElement;
const toggleSettingsButton = document.querySelector(
'#toggle-settings-container',
) as HTMLElement;
const minimize = document.querySelector('#minimize') as HTMLElement;
const maximize = document.querySelector('#maximize') as HTMLElement;
const logoutButton = document.querySelector('#logout') as HTMLElement;
const enableSounds = document.querySelector('#enable-sounds') as HTMLInputElement;
const enableMusic = document.querySelector('#enable-music') as HTMLInputElement;
const enableVibration = document.querySelector('#enable-vibration') as HTMLInputElement;
const spinner = document.querySelector('#spinner-container') as HTMLElement;
const toggleSettings = () => {
settings.className = settings.className === 'open' ? '' : 'open';
SoundHandler.play(Sounds.click);
};
const applyServerContainerShadows = () => {
const topShadow = 'inset 0 -8px 8px -8px rgba(0, 0, 0, 0.4)';
const bottomShadow = 'inset 0 8px 8px -8px rgba(0, 0, 0, 0.4)';
const { scrollHeight, clientHeight, scrollTop } = serverContainer;
if (scrollHeight > clientHeight) {
if (scrollTop <= 0) {
serverContainer.style.boxShadow = topShadow;
} else if (scrollTop + clientHeight >= scrollHeight) {
serverContainer.style.boxShadow = bottomShadow;
} else {
serverContainer.style.boxShadow = topShadow + ',' + bottomShadow;
}
} else {
serverContainer.style.boxShadow = '';
}
};
const main = async () => {
try {
let game: Game;
const storedUserName = localStorage?.getItem('userName');
if (storedUserName) {
nameInput.value = JSON.parse(storedUserName);
}
const firstClickListener = () => {
SoundHandler.initialize(
() => {
enableMusic.checked = true;
enableMusic.dispatchEvent(new Event('change'));
},
() => {
enableMusic.checked = false;
enableMusic.dispatchEvent(new Event('change'));
},
);
document.removeEventListener('click', firstClickListener);
};
document.addEventListener('click', firstClickListener);
if (!VibrationHandler.isVibrationEnabledHeuristics) {
hide(document.querySelector("label[for='enable-vibration']") as HTMLElement, true);
}
handleFullScreen(minimize, maximize);
toggleSettingsButton.addEventListener('click', toggleSettings);
new ResizeObserver(applyServerContainerShadows).observe(serverContainer);
serverContainer.addEventListener('scroll', applyServerContainerShadows);
OptionsHandler.initialize({
soundsEnabled: enableSounds,
vibrationEnabled: enableVibration,
musicEnabled: enableMusic,
});
logoutButton.addEventListener('click', () => {
game.destroy();
toggleSettings();
});
window.onpopstate = () => game.destroy();
for (;;) {
show(spinner);
hide(logoutButton, true);
show(landingUI, true, 'flex');
const background = new LandingPageBackground(canvas);
const joinHandler = new JoinFormHandler(joinGameForm, serverContainer);
await background.renderer;
hide(spinner);
const playerDecision = await joinHandler.getPlayerDecision();
localStorage?.setItem('userName', JSON.stringify(playerDecision.name));
if (!history.state) {
history.pushState(true, '');
}
hide(landingUI, true);
show(spinner);
background.destroy();
game = new Game(playerDecision, canvas, overlay);
const gameOver = game.start();
await game.started;
hide(spinner);
show(logoutButton, true, 'block');
await gameOver;
}
await new Game().start();
} catch (e) {
console.error(e);
alert(e);

View file

@ -1,940 +0,0 @@
@use 'styles/vars' as *;
@use 'styles/button';
@use 'styles/form';
@use 'styles/mixins' as *;
@use 'styles/settings';
@import url('https://fonts.googleapis.com/css2?family=Comfortaa:wght@300&family=Open+Sans&display=swap');
* {
margin: 0;
box-sizing: border-box;
color: white;
font-family: 'Open Sans', 'Segoe UI Emoji', sans-serif;
&::selection {
color: white;
background-color: $accent;
}
}
html {
font-size: 0.85rem;
@media (max-width: $breakpoint) {
font-size: 0.6rem;
}
}
img {
user-select: none;
}
h1 {
&,
* {
font-family: 'Comfortaa', sans-serif;
font-weight: 400;
}
font-size: 6rem;
text-align: center;
padding-bottom: $medium-padding;
width: fit-content;
margin-inline: auto;
background: linear-gradient(90deg, $bright-blue, $bright-red);
background-clip: text;
-webkit-background-clip: text;
color: transparent;
&::selection {
color: white;
-webkit-text-fill-color: white;
background-color: $accent;
}
@media (max-width: $height-breakpoint) {
font-size: 4.5rem;
}
@media (max-height: $height-breakpoint) {
display: none;
}
}
html,
body,
canvas {
height: 100%;
width: 100%;
background: black;
}
body {
overflow: hidden;
#spinner-container {
width: 100%;
height: 100%;
position: absolute;
display: flex;
justify-content: center;
align-items: center;
top: 0;
@include background;
#spinner {
@include square(20vmax);
@media (max-width: $breakpoint) {
@include square(20vmax);
}
}
}
#landing-ui {
width: 100%;
height: 100%;
position: absolute;
top: 0;
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
}
#overlay {
height: 100%;
width: 100%;
position: absolute;
top: 0;
left: 0;
pointer-events: none;
user-select: none;
overflow: hidden;
&>* {
display: inline-block;
position: absolute;
top: 0;
left: 0;
}
.player-tag {
border-radius: 1000px;
transition: transform 200ms;
&.blue {
color: $bright-blue;
.health {
background-color: $bright-blue;
&:before {
background-color: $bright-blue;
opacity: 0.3;
}
}
}
&.red {
color: $bright-red;
.health {
background-color: $bright-red;
&:before {
background-color: $bright-red;
opacity: 0.4;
}
}
}
.health {
position: relative;
height: 5px;
border-radius: 1000px;
&:before {
content: '';
position: absolute;
height: 5px;
width: 50px;
box-sizing: border-box;
border-radius: 1000px;
}
}
.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));
}
}
}
.ownership {
font-size: 0;
box-shadow: inset 0 0 3px 0px rgba(0, 0, 0, 0.2);
@include square(50px);
border-radius: 1000px;
mask-image: url('../static/mask.svg');
&.contested {
animation: contested-pulse 0.7s ease-in-out infinite;
}
&.keystone {
@include square(72px);
}
}
.falling-point {
font-size: 1.2em;
font-weight: 700;
animation: falling-point 2s ease-out forwards;
&.blue {
color: $bright-blue;
}
&.red {
color: $bright-red;
}
}
// Top-down radar of the whole arena (see Minimap). The circular border is
// the world boundary; dots are painted onto the canvas.
.minimap {
top: $small-padding;
left: $small-padding;
@include square(132px);
// On narrow screens the centred scoreboard bar reaches close to the left
// edge, so drop the minimap below it to avoid a corner overlap.
@media (max-width: $breakpoint) {
@include square(96px);
top: calc(#{$small-padding} + 32px);
}
border-radius: 1000px;
background-color: rgba(0, 0, 0, 0.35);
box-shadow:
inset 0 0 3px 0 rgba(0, 0, 0, 0.4),
0 0 10px rgba(0, 0, 0, 0.3);
border: $border-width solid rgba(255, 255, 255, 0.25);
z-index: 100;
}
// Off-screen pointer to the keystone "Heart", tinted by its current owner.
.keystone-arrow {
transition: transform 150ms;
opacity: 0.9;
@include square($large-icon);
@media (max-width: $breakpoint) {
@include square($small-icon);
}
mask-image: url('../static/chevron.svg');
mask-size: contain;
background-color: $bright-neutral;
&.blue {
background-color: $bright-blue;
}
&.red {
background-color: $bright-red;
}
&.neutral {
background-color: $bright-neutral;
}
}
.joystick {
@include square($large-icon * 1.3);
background-color: white;
box-shadow: inset 0 0 8px 3px rgba(0, 0, 0, 0.33);
opacity: 0.35;
border-radius: 1000px;
div {
position: absolute;
top: 50%;
left: 50%;
background-color: #444;
box-shadow: 0 0 8px 3px rgba(0, 0, 0, 0.33);
@include square($small-icon);
border-radius: 1000px;
}
}
.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';
}
// Twin-stick aim indicator: drawn from the button centre toward the
// current drag direction while aiming a shot (see TouchListener).
.aim-line {
position: absolute;
left: 50%;
top: 50%;
width: 130px;
height: 3px;
border-radius: 2px;
transform-origin: left center;
transform: translateY(-50%) rotate(0rad);
background: linear-gradient(90deg,
rgba(255, 255, 255, 0.85),
rgba(255, 255, 255, 0));
box-shadow: 0 0 6px rgba(0, 0, 0, 0.6);
opacity: 0;
pointer-events: none;
transition: opacity 80ms;
}
}
&.leap {
right: $medium-padding;
bottom: $medium-padding + $large-icon * 1.6 + $small-padding;
&::after {
content: '\25B2';
}
}
.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%);
font-size: 3rem;
@include background;
z-index: 1000;
padding: $medium-padding;
border-radius: 16px;
&:empty {
display: none;
}
.blue {
color: $bright-blue;
}
.red {
color: $bright-red;
}
}
.tutorial-hint {
top: auto;
bottom: calc(#{$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%;
$height: 20px;
height: $height;
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.blue {
right: 50%;
background: $bright-blue;
color: $bright-blue;
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: '';
position: absolute;
left: 50%;
top: 50%;
transform: translateX(-50%) translateY(-50%);
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 $animation-time;
}
.score.blue {
right: calc(50% + #{$small-padding});
}
.score.red {
left: calc(50% + #{$small-padding});
}
.score.leading {
opacity: 1;
font-size: 1.2rem;
}
.score.blue.leading {
text-shadow:
0 0 3px rgba(0, 0, 0, 0.95),
0 0 8px $bright-blue;
}
.score.red.leading {
text-shadow:
0 0 3px rgba(0, 0, 0, 0.95),
0 0 8px $bright-red;
}
.you-marker {
position: absolute;
top: 100%;
margin-top: 4px;
font-size: 0.7rem;
font-weight: 700;
letter-spacing: 0.08em;
white-space: nowrap;
text-shadow: 0 0 4px rgba(0, 0, 0, 0.9);
&::after {
content: '';
position: absolute;
left: 50%;
bottom: 100%;
transform: translateX(-50%);
border-left: 4px solid transparent;
border-right: 4px solid transparent;
border-bottom: 5px solid currentColor;
}
&.blue {
right: calc(50% + #{$small-padding});
color: $bright-blue;
}
&.red {
left: calc(50% + #{$small-padding});
color: $bright-red;
}
}
}
}
#server-container {
max-height: 30vh;
overflow-y: auto;
&::-webkit-scrollbar-track,
&::-webkit-scrollbar {
background-color: transparent;
width: 3px;
}
&::-webkit-scrollbar-thumb {
background-color: $accent;
border-radius: $border-radius;
}
transition: box-shadow $animation-time;
}
.full-screen-controllers {
position: absolute;
bottom: 0;
left: 0;
@media (hover: none) and (pointer: coarse) {
display: none;
}
box-sizing: content-box;
user-select: none;
cursor: pointer;
padding: $medium-padding;
@include square($large-icon);
@media (max-width: $breakpoint) {
@include square($small-icon);
padding: $small-padding;
}
&:not(:first-child) {
visibility: hidden;
}
}
}
.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(34px);
opacity: 0.95;
&::before,
&::after {
content: '';
position: absolute;
top: 50%;
left: 50%;
width: 16px;
height: 3px;
border-radius: 2px;
background-color: white;
box-shadow:
0 0 6px rgba(255, 255, 255, 0.9),
0 0 3px rgba(0, 0, 0, 0.9);
transform-origin: center;
}
&::before {
transform: translate(-50%, -50%) rotate(45deg);
}
&::after {
transform: translate(-50%, -50%) rotate(-45deg);
}
animation: hitmarker-pop 220ms cubic-bezier(0.2, 0.9, 0.3, 1) forwards;
&.charged {
@include square(44px);
&::before,
&::after {
width: 24px;
height: 4px;
background-color: $accent;
box-shadow:
0 0 10px rgba($accent, 0.9),
0 0 4px rgba(0, 0, 0, 0.9);
}
}
}
.kill-flash {
position: absolute;
inset: 0;
pointer-events: none;
background: radial-gradient(ellipse at center,
transparent 42%,
rgba($accent, 0) 56%,
rgba($accent, 0.55) 100%);
animation: kill-flash 420ms ease-out forwards;
&.charged {
background: radial-gradient(ellipse at center,
transparent 36%,
rgba($accent, 0) 50%,
rgba($accent, 0.8) 100%);
}
}
.kill-popup {
position: absolute;
transform: translate(-50%, -50%);
font-weight: 800;
font-size: 1.7rem;
white-space: nowrap;
color: $bright-neutral;
text-shadow:
0 0 10px rgba(0, 0, 0, 0.9),
0 0 18px rgba(255, 255, 255, 0.35);
animation: kill-popup-rise 1200ms cubic-bezier(0.18, 0.9, 0.3, 1) forwards;
&.charged {
color: $accent;
text-shadow:
0 0 10px rgba(0, 0, 0, 0.9),
0 0 18px rgba($accent, 0.6);
}
.heal {
color: #6fcf6f;
}
}
.streak-callout {
position: absolute;
top: 33%;
left: 50%;
transform: translateX(-50%);
font-weight: 800;
font-size: 3rem;
color: $accent;
text-shadow:
0 0 12px rgba(0, 0, 0, 0.9),
0 0 24px rgba($accent, 0.7);
white-space: nowrap;
animation: streak-pop 1400ms cubic-bezier(0.18, 0.9, 0.3, 1) 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;
}
}
}
// Centred "Eliminated" overlay shown while the local player is dead; the
// respawn countdown is the server-driven "Reviving in N…" announcement.
.elimination {
position: absolute;
top: 42%;
left: 50%;
transform: translate(-50%, -50%);
text-align: center;
animation: elimination-in 220ms ease-out;
.elimination-title {
font-weight: 800;
font-size: 3.4rem;
letter-spacing: 0.04em;
color: $accent;
text-shadow:
0 0 12px rgba(0, 0, 0, 0.9),
0 0 28px rgba($accent, 0.6);
}
.elimination-sub {
margin-top: 6px;
font-size: 1.3rem;
opacity: 0.85;
text-shadow: 0 0 8px rgba(0, 0, 0, 0.9);
}
}
}
@keyframes contested-pulse {
0%,
100% {
opacity: 1;
}
50% {
opacity: 0.35;
}
}
.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(2);
}
18% {
opacity: 1;
transform: translate(-50%, -50%) scale(0.82);
}
36% {
transform: translate(-50%, -50%) scale(1.06);
}
100% {
opacity: 0;
transform: translate(-50%, -50%) scale(0.95);
}
}
@keyframes kill-flash {
0% {
opacity: 0;
}
12% {
opacity: 1;
}
100% {
opacity: 0;
}
}
@keyframes kill-popup-rise {
0% {
opacity: 0;
transform: translate(-50%, -20%) scale(0.6);
}
12% {
opacity: 1;
transform: translate(-50%, -56%) scale(1.25);
}
28% {
transform: translate(-50%, -62%) scale(1);
}
100% {
opacity: 0;
transform: translate(-50%, -170%) scale(1);
}
}
@keyframes streak-pop {
0% {
opacity: 0;
transform: translateX(-50%) scale(0.5);
}
16% {
opacity: 1;
transform: translateX(-50%) scale(1.25);
}
32% {
transform: translateX(-50%) scale(0.95);
}
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;
}
}
@keyframes elimination-in {
0% {
opacity: 0;
transform: translate(-50%, -42%) scale(0.9);
}
100% {
opacity: 1;
transform: translate(-50%, -50%) scale(1);
}
}

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@ -1,17 +0,0 @@
import { init as plausibleInit } from '@plausible-analytics/tracker';
const ANALYTICS_AUTO_CAPTURE_PAGEVIEWS = true;
const ANALYTICS_DOMAIN = 'doppler.schmelczer.dev';
const ANALYTICS_ENDPOINT = 'https://stats.schmelczer.dev/status';
const ANALYTICS_LOGGING = process.env.NODE_ENV !== 'production';
try {
plausibleInit({
domain: ANALYTICS_DOMAIN,
endpoint: ANALYTICS_ENDPOINT,
autoCapturePageviews: ANALYTICS_AUTO_CAPTURE_PAGEVIEWS,
logging: ANALYTICS_LOGGING,
});
} catch (error) {
console.warn('Could not initialize analytics.', error);
}

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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);
};
}

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@ -1,20 +0,0 @@
import { Command, CommandReceiver, serialize, TransportEvents } from 'shared';
import { Socket } from 'socket.io-client';
export class CommandSocket extends CommandReceiver {
constructor(private readonly socket: Socket) {
super();
}
private commandQueue: Array<Command> = [];
protected defaultCommandExecutor(command: Command) {
this.commandQueue.push(command);
}
public sendQueuedCommands() {
if (this.commandQueue.length > 0) {
this.socket.emit(TransportEvents.PlayerToServer, serialize(this.commandQueue));
this.commandQueue = [];
}
}
}

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import { vec2 } from 'gl-matrix';
import { CommandGenerator, MoveActionCommand } from 'shared';
export class KeyboardListener extends CommandGenerator {
private keysDown: Set<string> = new Set();
constructor(target: HTMLElement) {
super();
target.addEventListener('keydown', (event: KeyboardEvent) => {
const key = this.normalize(event.key);
this.keysDown.add(key);
this.generateCommands();
});
target.addEventListener('keyup', (event: KeyboardEvent) => {
const key = this.normalize(event.key);
this.keysDown.delete(key);
this.generateCommands();
});
}
private generateCommands() {
const up = ~~(
this.keysDown.has('w') ||
this.keysDown.has('arrowup') ||
this.keysDown.has(' ')
);
const down = ~~(this.keysDown.has('s') || this.keysDown.has('arrowdown'));
const left = ~~(this.keysDown.has('a') || this.keysDown.has('arrowleft'));
const right = ~~(this.keysDown.has('d') || this.keysDown.has('arrowright'));
const movement = vec2.fromValues(right - left, up - down);
if (vec2.squaredLength(movement) > 0) {
vec2.normalize(movement, movement);
}
this.sendCommandToSubcribers(new MoveActionCommand(movement));
}
private normalize(key: string): string {
return key.toLowerCase();
}
}

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import { vec2 } from 'gl-matrix';
import {
CommandGenerator,
PrimaryActionCommand,
SecondaryActionCommand,
TernaryActionCommand,
} from 'shared';
import { Game } from '../../game';
export class MouseListener extends CommandGenerator {
constructor(target: HTMLElement, private readonly game: Game) {
super();
target.addEventListener('mousemove', (event: MouseEvent) => {
const position = this.positionFromEvent(event);
this.sendCommandToSubcribers(new PrimaryActionCommand(position));
});
target.addEventListener('mousedown', (event: MouseEvent) => {
const position = this.positionFromEvent(event);
if (event.button == 0) {
this.sendCommandToSubcribers(new SecondaryActionCommand(position));
}
});
target.addEventListener('contextmenu', (event: MouseEvent) => {
event.preventDefault();
const position = this.positionFromEvent(event);
this.sendCommandToSubcribers(new TernaryActionCommand(position));
});
}
private positionFromEvent(event: MouseEvent): vec2 {
return this.game.displayToWorldCoordinates(
vec2.fromValues(event.clientX, event.clientY),
);
}
}

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import { vec2 } from 'gl-matrix';
import {
CommandGenerator,
PrimaryActionCommand,
SecondaryActionCommand,
TernaryActionCommand,
MoveActionCommand,
} from 'shared';
import { Game } from '../../game';
export class TouchListener extends CommandGenerator {
private previousPosition = vec2.create();
constructor(target: HTMLElement, private readonly game: Game) {
super();
target.addEventListener('touchstart', (event: TouchEvent) => {
event.preventDefault();
const touchCount = event.touches.length;
const position = this.positionFromEvent(event);
this.previousPosition = position;
if (touchCount == 1) {
this.sendCommandToSubcribers(new PrimaryActionCommand(position));
} else if (touchCount == 2) {
this.sendCommandToSubcribers(new SecondaryActionCommand(position));
} else {
this.sendCommandToSubcribers(new TernaryActionCommand(position));
}
});
target.addEventListener('touchmove', (event: TouchEvent) => {
event.preventDefault();
const position = this.positionFromEvent(event);
const movement = vec2.subtract(vec2.create(), position, this.previousPosition);
if (vec2.squaredLength(movement) > 0) {
vec2.normalize(movement, movement);
this.sendCommandToSubcribers(new MoveActionCommand(movement));
}
this.previousPosition = position;
});
target.addEventListener('touchend', (event: TouchEvent) => {
event.preventDefault();
this.sendCommandToSubcribers(new MoveActionCommand(vec2.create()));
});
}
private positionFromEvent(event: TouchEvent): vec2 {
const touches = Array.prototype.slice.call(event.touches);
const center = touches.reduce(
(center: vec2, touch: Touch) =>
vec2.add(center, center, vec2.fromValues(-touch.clientX, touch.clientY)),
vec2.create(),
);
return this.game.displayToWorldCoordinates(
vec2.scale(center, center, 1 / event.touches.length),
);
}
}

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@ -1,58 +0,0 @@
import { vec2 } from 'gl-matrix';
import { CommandGenerator, LeapActionCommand, MoveActionCommand } from 'shared';
import { localCharacterPredictor } from '../helper/prediction/local-character-predictor';
export class KeyboardListener extends CommandGenerator {
private keysDown: Set<string> = new Set();
constructor() {
super();
addEventListener('keydown', this.keyDownListener);
addEventListener('keyup', this.keyUpListener);
addEventListener('blur', this.blurListener);
}
private keyDownListener = (event: KeyboardEvent) => {
const key = event.key.toLowerCase();
// Space leaps (W / ArrowUp already cover walking up). Edge-triggered so a
// held key's auto-repeat doesn't spam leaps.
if ((key === ' ' || key === 'shift') && !this.keysDown.has(key)) {
const clientTimeMs = localCharacterPredictor.recordLeap();
this.sendCommandToSubscribers(new LeapActionCommand(clientTimeMs));
}
this.keysDown.add(key);
this.generateCommands();
};
private keyUpListener = (event: KeyboardEvent) => {
this.keysDown.delete(event.key.toLowerCase());
this.generateCommands();
};
private blurListener = () => {
this.keysDown.clear();
this.generateCommands();
};
private generateCommands() {
const up = ~~(this.keysDown.has('w') || this.keysDown.has('arrowup'));
const down = ~~(this.keysDown.has('s') || this.keysDown.has('arrowdown'));
const left = ~~(this.keysDown.has('a') || this.keysDown.has('arrowleft'));
const right = ~~(this.keysDown.has('d') || this.keysDown.has('arrowright'));
const movement = vec2.fromValues(right - left, up - down);
if (vec2.squaredLength(movement) > 0) {
vec2.normalize(movement, movement);
}
const clientTimeMs = localCharacterPredictor.recordInput(movement);
this.sendCommandToSubscribers(new MoveActionCommand(movement, clientTimeMs));
}
public destroy() {
removeEventListener('keydown', this.keyDownListener);
removeEventListener('keyup', this.keyUpListener);
removeEventListener('blur', this.blurListener);
}
}

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@ -1,71 +0,0 @@
import { vec2 } from 'gl-matrix';
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,
) {
super();
target.addEventListener('mousedown', this.mouseDownListener);
target.addEventListener('mouseup', this.mouseUpListener);
target.addEventListener('mousemove', this.mouseMoveListener);
target.addEventListener('contextmenu', this.contextMenuListener);
}
// 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.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();
};
private positionFromEvent(event: MouseEvent): vec2 {
return this.game.displayToWorldCoordinates(
vec2.fromValues(event.clientX, event.clientY),
);
}
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);
}
}

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import { Command, CommandReceiver, serialize, TransportEvents } from 'shared';
export class CommandReceiverSocket extends CommandReceiver {
constructor(private readonly socket: SocketIOClient.Socket) {
super();
}
protected defaultCommandExecutor(command: Command) {
this.socket.emit(TransportEvents.PlayerToServer, serialize(command));
}
}

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@ -1,273 +0,0 @@
import { vec2 } from 'gl-matrix';
import {
CommandGenerator,
MoveActionCommand,
last,
PrimaryActionCommand,
LeapActionCommand,
holdDurationToCharge,
settings,
} from 'shared';
import { Game } from '../game';
import { ChargeIndicator } from '../charge-indicator';
import { localCharacterPredictor } from '../helper/prediction/local-character-predictor';
export class TouchListener extends CommandGenerator {
private static readonly deadZone = 8;
private static readonly deltaScaling = 0.4;
// Min screen drag (px) from the fire button before a shot is aimed by the
// drag direction instead of firing straight ahead.
private static readonly aimDeadZone = 18;
private joystick: HTMLElement;
private joystickButton: HTMLElement;
private isJoystickActive = false;
private touchStartPosition!: vec2;
private primaryDownAt: number | null = null;
private fireButton: HTMLElement;
private fireStrengthRing: HTMLElement;
private fireAimLine!: HTMLElement;
private leapButton: HTMLElement;
private fireDownAt: number | null = null;
private fireButtonCenter: vec2 | null = null;
private fireAimScreen: vec2 | null = null;
constructor(
private target: HTMLElement,
private overlay: HTMLElement,
private readonly game: Game,
) {
super();
this.joystick = document.createElement('div');
this.joystick.className = 'joystick';
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.fireAimLine = document.createElement('div');
this.fireAimLine.className = 'aim-line';
this.fireButton.appendChild(this.fireAimLine);
this.fireButton.addEventListener('touchstart', this.fireButtonDownListener);
this.fireButton.addEventListener('touchmove', this.fireButtonMoveListener);
this.fireButton.addEventListener('touchend', this.fireButtonUpListener);
this.leapButton = document.createElement('div');
this.leapButton.className = 'touch-button leap';
this.leapButton.addEventListener('touchstart', this.leapButtonListener);
this.overlay.appendChild(this.fireButton);
this.overlay.appendChild(this.leapButton);
target.addEventListener('touchstart', this.touchStartListener);
target.addEventListener('touchmove', this.touchMoveListener);
target.addEventListener('touchend', this.touchEndListener);
}
private touchStartListener = (event: TouchEvent) => {
event.preventDefault();
if (this.isJoystickActive) {
const center = vec2.fromValues(
last(event.touches)!.clientX,
last(event.touches)!.clientY,
);
this.sendCommandToSubscribers(
new PrimaryActionCommand(this.game.displayToWorldCoordinates(center)),
);
} else {
this.touchStartPosition = vec2.fromValues(
event.touches[0].clientX,
event.touches[0].clientY,
);
this.primaryDownAt = performance.now();
ChargeIndicator.begin(this.touchStartPosition.x, this.touchStartPosition.y);
}
};
private touchMoveListener = (event: TouchEvent) => {
event.preventDefault();
const touchPosition = vec2.fromValues(
event.touches[0].clientX,
event.touches[0].clientY,
);
const delta = vec2.subtract(vec2.create(), touchPosition, this.touchStartPosition);
vec2.scale(delta, delta, TouchListener.deltaScaling);
const deltaLength = vec2.length(delta);
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%)`;
}
const maxLength = 20;
vec2.scale(delta, delta, Math.min(1, maxLength / deltaLength));
this.joystickButton.style.transform = `translateX(${delta.x}px) translateY(${delta.y}px) translateX(-50%) translateY(-50%)`;
vec2.set(delta, delta.x, -delta.y);
if (deltaLength > TouchListener.deadZone) {
const direction = vec2.normalize(delta, delta);
this.sendMove(direction);
} else {
this.sendMove(vec2.create());
}
};
private sendMove(direction: vec2) {
const clientTimeMs = localCharacterPredictor.recordInput(direction);
this.sendCommandToSubscribers(new MoveActionCommand(direction, clientTimeMs));
}
private touchEndListener = (event: TouchEvent) => {
event.preventDefault();
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), charge),
);
} else if (event.touches.length === 0) {
this.isJoystickActive = false;
this.joystick.parentElement?.removeChild(this.joystick);
this.sendMove(vec2.create());
}
};
private swallowTouch = (event: TouchEvent) => {
event.preventDefault();
event.stopPropagation();
};
private leapButtonListener = (event: TouchEvent) => {
this.swallowTouch(event);
const clientTimeMs = localCharacterPredictor.recordLeap();
this.sendCommandToSubscribers(new LeapActionCommand(clientTimeMs));
};
private fireButtonDownListener = (event: TouchEvent) => {
this.swallowTouch(event);
this.fireDownAt = performance.now();
const rect = this.fireButton.getBoundingClientRect();
this.fireButtonCenter = vec2.fromValues(
rect.left + rect.width / 2,
rect.top + rect.height / 2,
);
this.fireAimScreen = null;
ChargeIndicator.begin(this.fireButtonCenter[0], this.fireButtonCenter[1]);
};
// Dragging from the fire button aims the shot: the drag vector sets the
// direction, decoupling aim from movement so a touch player can fire one way
// while walking another. A tap with no meaningful drag fires straight ahead.
private fireButtonMoveListener = (event: TouchEvent) => {
this.swallowTouch(event);
if (this.fireDownAt === null || !this.fireButtonCenter) {
return;
}
const touch = event.targetTouches[0] ?? event.changedTouches[0];
if (!touch) {
return;
}
this.fireAimScreen = vec2.fromValues(touch.clientX, touch.clientY);
const dx = this.fireAimScreen[0] - this.fireButtonCenter[0];
const dy = this.fireAimScreen[1] - this.fireButtonCenter[1];
if (dx * dx + dy * dy > TouchListener.aimDeadZone * TouchListener.aimDeadZone) {
this.fireAimLine.style.opacity = '1';
this.fireAimLine.style.transform = `translateY(-50%) rotate(${Math.atan2(dy, dx)}rad)`;
} else {
this.fireAimLine.style.opacity = '0';
}
};
private fireButtonUpListener = (event: TouchEvent) => {
this.swallowTouch(event);
ChargeIndicator.end();
this.fireAimLine.style.opacity = '0';
if (this.fireDownAt === null) {
return;
}
const charge = holdDurationToCharge((performance.now() - this.fireDownAt) / 1000);
this.fireDownAt = null;
const character = this.game.gameObjects.player;
if (!character) {
this.fireButtonCenter = null;
this.fireAimScreen = null;
return;
}
// Screen drag → world aim direction (flip Y: screen +y is down). Below the
// dead-zone it's a tap, so fall back to firing along the facing direction.
let direction = character.facingDirection;
if (this.fireButtonCenter && this.fireAimScreen) {
const dx = this.fireAimScreen[0] - this.fireButtonCenter[0];
const dy = this.fireAimScreen[1] - this.fireButtonCenter[1];
if (dx * dx + dy * dy > TouchListener.aimDeadZone * TouchListener.aimDeadZone) {
direction = vec2.normalize(vec2.create(), vec2.fromValues(dx, -dy));
}
}
this.fireButtonCenter = null;
this.fireAimScreen = null;
const aim = vec2.scaleAndAdd(
vec2.create(),
character.bodyCenter,
direction,
settings.touchAimRange,
);
this.sendCommandToSubscribers(new PrimaryActionCommand(aim, charge));
};
public update(_deltaTimeInSeconds: number) {
if (!this.fireButton.parentElement) {
this.overlay.appendChild(this.fireButton);
}
if (!this.leapButton.parentElement) {
this.overlay.appendChild(this.leapButton);
}
const character = this.game.gameObjects.player;
if (character) {
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('touchmove', this.fireButtonMoveListener);
this.fireButton.removeEventListener('touchend', this.fireButtonUpListener);
this.leapButton.removeEventListener('touchstart', this.leapButtonListener);
this.fireButton.parentElement?.removeChild(this.fireButton);
this.leapButton.parentElement?.removeChild(this.leapButton);
}
}

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@ -1,7 +0,0 @@
import { Command } from 'shared';
export class BeforeDestroyCommand extends Command {
public constructor() {
super();
}
}

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@ -0,0 +1,8 @@
import { vec2 } from 'gl-matrix';
import { Command } from 'shared';
export class MoveToCommand extends Command {
public constructor(public readonly position: vec2) {
super();
}
}

View file

@ -2,11 +2,7 @@ import { Renderer } from 'sdf-2d';
import { Command } from 'shared';
export class RenderCommand extends Command {
public constructor(
public readonly renderer: Renderer,
public readonly overlay: HTMLElement,
public readonly shouldChangeLayout: boolean,
) {
public constructor(public readonly renderer: Renderer) {
super();
}
}

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

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@ -0,0 +1,38 @@
import firebase from 'firebase/app';
import 'firebase/firebase-remote-config';
export abstract class Configuration {
private static remoteConfig: firebase.remoteConfig.RemoteConfig;
private static initialized = false;
public static async initialize(): Promise<void> {
const firebaseConfig = {
apiKey: 'AIzaSyBG85dp-AhaCW-qi_6mu77wDPSipzipIF4',
authDomain: 'decla-red.firebaseapp.com',
projectId: 'decla-red',
appId: '1:635208271441:web:c910843ae7e0549dadda70',
};
firebase.initializeApp(firebaseConfig);
this.remoteConfig = firebase.remoteConfig();
this.remoteConfig.settings = {
minimumFetchIntervalMillis: 0, // todo: 3600 * 1000,
fetchTimeoutMillis: 15 * 1000,
} as any;
await this.remoteConfig.ensureInitialized();
await this.remoteConfig.fetchAndActivate();
this.initialized = true;
}
public static get servers(): Array<string> {
if (!this.initialized) {
throw new Error('Configuration should be initialized');
}
return JSON.parse(this.remoteConfig.getValue('online_servers').asString());
}
}

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@ -1,35 +0,0 @@
/**
* Hardcoded list of game servers the landing page offers to players.
*
* Each entry is the public origin of a dockerized `doppler-server` instance.
* The join screen polls `<origin>/state` (see `serverInformationEndpoint`) and
* only shows a server once it responds, so listing an offline origin here is
* harmless. Add or remove origins as you deploy more server containers.
*/
// This origin predates the rebrand; update it once the game server is
// redeployed under a doppler subdomain.
const productionServers: Array<string> = ['https://declared.schmelczer.dev'];
/**
* When the page is served from localhost (i.e. the webpack-dev-server), also
* offer the local backend so a `npm start` server can be joined during
* development. The backend's default port is 3000 (see backend/src/options.ts).
* In production the page is served from its own hostname, so this never leaks.
*/
const isDevelopment =
typeof location !== 'undefined' &&
(location.hostname === 'localhost' || location.hostname === '127.0.0.1');
const servers: Array<string> = isDevelopment
? [`http://${location.hostname}:3000`, ...productionServers]
: productionServers;
export abstract class Configuration {
public static async initialize(): Promise<void> {
// Kept async for call-site compatibility; the server list is static now.
}
public static get servers(): Array<string> {
return servers;
}
}

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@ -1,120 +0,0 @@
import { settings } from 'shared';
import { Pointer } from './helper/pointer';
export abstract class FeedbackHud {
private static root?: HTMLElement;
private static killfeed?: HTMLElement;
private static elimination?: HTMLElement;
private static ensureRoot(): { root: HTMLElement; killfeed: HTMLElement } {
if (!this.root || !this.killfeed) {
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(charge = 0) {
const { x, y } = this.focusPoint();
const marker = document.createElement('div');
marker.className =
'hitmarker' + (charge >= settings.chargedHitThreshold ? ' charged' : '');
marker.style.left = `${x}px`;
marker.style.top = `${y}px`;
this.addTransient(marker, 250);
}
public static killConfirmed(victimName?: string, streak = 1, charge = 0) {
const { killfeed } = this.ensureRoot();
const charged = charge >= settings.chargedHitThreshold;
// A quick crimson vignette pulse around the whole frame to punctuate the kill.
const flash = document.createElement('div');
flash.className = 'kill-flash' + (charged ? ' charged' : '');
this.addTransient(flash, 420);
const entry = document.createElement('div');
entry.className = 'kill-entry';
entry.innerHTML = `Eliminated <b>${this.escape(victimName ?? 'enemy')}</b>`;
killfeed.insertBefore(entry, killfeed.firstChild);
setTimeout(() => entry.parentElement?.removeChild(entry), 4500);
const { x, y } = this.focusPoint();
const popup = document.createElement('div');
popup.className = 'kill-popup' + (charged ? ' charged' : '');
popup.innerHTML = `+${settings.playerKillPoint} <span class="heal">+${settings.playerKillHealthReward}❤</span>`;
popup.style.left = `${x}px`;
popup.style.top = `${y}px`;
this.addTransient(popup, 1200);
const callout = this.streakName(streak) ?? (charged ? 'Charged Kill!' : undefined);
if (callout) {
const el = document.createElement('div');
el.className = 'streak-callout';
el.innerText = callout;
this.addTransient(el, 1400);
}
}
// Persistent centred overlay shown while the local player is dead and waiting
// to respawn. The countdown itself is the server-driven "Reviving in N…"
// announcement; this makes the death state unmistakable and stays up until
// hideElimination() is called on respawn.
public static showElimination(): void {
if (this.elimination) {
return;
}
const { root } = this.ensureRoot();
const el = document.createElement('div');
el.className = 'elimination';
el.innerHTML =
'<div class="elimination-title">Eliminated</div>' +
'<div class="elimination-sub">Respawning…</div>';
root.appendChild(el);
this.elimination = el;
}
public static hideElimination(): void {
this.elimination?.parentElement?.removeChild(this.elimination);
this.elimination = undefined;
}
private static streakName(streak: number): string | undefined {
switch (streak) {
case 2:
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

@ -1,361 +1,183 @@
import { vec2 } from 'gl-matrix';
import {
Circle,
CircleLight,
compile,
FilteringOptions,
Flashlight,
InvertedTunnel,
PolygonFactory,
Renderer,
renderNoise,
runAnimation,
WrapOptions,
} from 'sdf-2d';
import {
broadcastCommands,
deserialize,
prettyPrint,
serialize,
settings,
StepCommand,
TransportEvents,
SetAspectRatioActionCommand,
UpdateMinimap,
UpdateGameState,
GameEndCommand,
ServerAnnouncement,
GameStartCommand,
CommandReceiver,
CommandExecutors,
Command,
settings,
InputAcknowledgement,
} from 'shared';
import { io, Socket } from 'socket.io-client';
import { KeyboardListener } from './commands/keyboard-listener';
import { MouseListener } from './commands/mouse-listener';
import { TouchListener } from './commands/touch-listener';
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 { CharacterShape } from './shapes/character-shape';
import { PlanetShape } from './shapes/planet-shape';
import io from 'socket.io-client';
import { KeyboardListener } from './commands/generators/keyboard-listener';
import { MouseListener } from './commands/generators/mouse-listener';
import { TouchListener } from './commands/generators/touch-listener';
import { CommandReceiverSocket } from './commands/receivers/command-receiver-socket';
import { RenderCommand } from './commands/types/render';
import { StepCommand } from './commands/types/step';
import { serverTimeline } from './helper/server-timeline';
import { localCharacterPredictor } from './helper/prediction/local-character-predictor';
import { Tutorial } from './tutorial';
import { Scoreboard } from './scoreboard';
import { Minimap } from './minimap';
import { ScreenShake } from './screen-shake';
export class Game extends CommandReceiver {
public gameObjects = new GameObjectContainer(this);
public renderer?: Renderer;
private socket!: Socket;
private isBetweenGames = false;
import { DeltaTimeCalculator } from './helper/delta-time-calculator';
import { rgb } from './helper/rgb';
public started: Promise<void>;
private resolveStarted!: () => unknown;
import { GameObjectContainer } from './objects/game-object-container';
import { BlobShape } from './shapes/blob-shape';
private keyboardListener: KeyboardListener;
private mouseListener: MouseListener;
private touchListener: TouchListener;
const Polygon = PolygonFactory(20);
export class Game {
public readonly gameObjects = new GameObjectContainer(this);
private readonly canvas: HTMLCanvasElement = document.querySelector(
'canvas#main',
) as HTMLCanvasElement;
private renderer!: Renderer;
private socket!: SocketIOClient.Socket;
private deltaTimeCalculator = new DeltaTimeCalculator();
private overlay: HTMLElement = document.querySelector('#overlay') as HTMLDivElement;
private scoreboard = new Scoreboard();
private minimap = new Minimap();
private announcementText = document.createElement('h2');
private keystoneArrow?: HTMLElement;
private socketReceiver!: CommandSocket;
private tutorial!: Tutorial;
private async setupCommunication(): Promise<void> {
// await Configuration.initialize();
constructor(
private readonly playerDecision: PlayerDecision,
private readonly canvas: HTMLCanvasElement,
private readonly overlay: HTMLElement,
) {
super();
this.started = new Promise((r) => (this.resolveStarted = r));
this.announcementText.className = 'announcement';
this.socket = io(
'http://localhost:3000',
/*Configuration.servers[1],*/ {
reconnectionDelayMax: 10000,
transports: ['websocket'],
},
);
this.keyboardListener = new KeyboardListener();
this.mouseListener = new MouseListener(this.canvas, this);
this.touchListener = new TouchListener(this.canvas, this.overlay, this);
}
private initialize() {
this.isBetweenGames = true;
this.socket?.close();
serverTimeline.reset();
localCharacterPredictor.reset();
// Clear any leftover shake/zoom so a kill at the end of one match can't bleed
// its camera impact into the next.
ScreenShake.reset();
this.gameObjects = new GameObjectContainer(this);
this.overlay.innerHTML = '';
this.keystoneArrow = undefined;
this.lastMinimap = undefined;
this.isEnding = false;
this.lastAnnouncementText = '';
this.overlay.appendChild(this.scoreboard.element);
this.overlay.appendChild(this.minimap.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,
transports: ['websocket'],
forceNew: true,
parser,
} as any);
// In socket.io-client v4 reconnection events are emitted by the Manager
// (`socket.io`), not the Socket itself.
this.socket.io.on('reconnect_attempt', () => {
this.socket.on('reconnect_attempt', () => {
this.socket.io.opts.transports = ['polling', 'websocket'];
});
this.socket.on('disconnect', () => {
if (!this.isBetweenGames) {
this.destroy();
}
this.socket.on(TransportEvents.ServerToPlayer, (serialized: string) => {
const command = deserialize(serialized);
this.gameObjects.sendCommand(command);
});
this.socket.on(TransportEvents.Ping, () => {
this.socket.emit(TransportEvents.Pong);
});
this.socket.on(TransportEvents.ServerToPlayer, (serializedCommands: string) => {
const commands: Array<Command> = deserialize(serializedCommands);
commands.forEach((c) => this.handleCommand(c));
});
this.socket.emit(TransportEvents.PlayerJoining, null);
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;
this.socket.emit(TransportEvents.PlayerJoining, this.playerDecision);
broadcastCommands(
[
new KeyboardListener(document.body),
new MouseListener(this.canvas, this),
new TouchListener(this.canvas, this),
],
[this.gameObjects, new CommandReceiverSocket(this.socket)],
);
}
protected defaultCommandExecutor(c: Command) {
this.gameObjects.handleCommand(c);
}
private async setupRenderer(): Promise<void> {
const noiseTexture = await renderNoise([64, 1], 40, 1 / 10);
private lastGameState?: UpdateGameState;
private isEnding = false;
private timeScaling = 1;
private lastAnnouncementText = '';
protected commandExecutors: CommandExecutors = {
[ServerAnnouncement.type]: (c: ServerAnnouncement) => {
this.lastAnnouncementText = c.text;
this.timeSinceLastAnnouncement = 0;
},
[UpdateGameState.type]: (c: UpdateGameState) => (this.lastGameState = c),
[InputAcknowledgement.type]: (c: InputAcknowledgement) =>
localCharacterPredictor.acknowledge(
c.clientTimeMs,
c.bodyVelocity,
c.lastLeapClientTimeMs,
),
[GameEndCommand.type]: () => (this.isEnding = true),
[UpdateMinimap.type]: (c: UpdateMinimap) => (this.lastMinimap = c),
[GameStartCommand.type]: this.initialize.bind(this),
};
private lastMinimap?: UpdateMinimap;
public async start(): Promise<void> {
const noiseTexture = await renderNoise([256, 256], 2, 1);
this.initialize();
await runAnimation(
this.renderer = await compile(
this.canvas,
[
PlanetShape.descriptor,
CharacterShape.descriptor,
{
...InvertedTunnel.descriptor,
shaderCombinationSteps: [0, 2, 6, 16, 32],
},
{
...Polygon.descriptor,
shaderCombinationSteps: [0, 1],
},
{
...BlobShape.descriptor,
shaderCombinationSteps: [0, 1, 2, 8],
},
{
...Circle.descriptor,
shaderCombinationSteps: [0, 2, 16, 32],
},
{
...CircleLight.descriptor,
shaderCombinationSteps: [0, 1, 2, 4, 8, 16],
shaderCombinationSteps: [0, 1, 2, 4, 8],
},
{
...Flashlight.descriptor,
shaderCombinationSteps: [0, 1],
},
],
this.gameLoop.bind(this),
{
shadowTraceCount: 16,
paletteSize: settings.paletteDim.length,
colorPalette: settings.paletteDim,
enableHighDpiRendering: true,
lightCutoffDistance: settings.lightCutoffDistance,
lightOverlapReduction: settings.lightOverlapReduction,
textures: {
noiseTexture: {
source: noiseTexture,
overrides: {
maxFilter: FilteringOptions.LINEAR,
wrapS: WrapOptions.MIRRORED_REPEAT,
wrapT: WrapOptions.MIRRORED_REPEAT,
},
paletteSize: 10,
enableStopwatch: true,
ignoreWebGL2: true,
},
);
this.renderer.setRuntimeSettings({
//isWorldInverted: true,
ambientLight: rgb(0.35, 0.1, 0.45),
colorPalette: [
rgb(0.4, 1, 0.6),
rgb(1, 1, 0),
rgb(0.3, 1, 1),
rgb(0.3, 1, 1),
rgb(0.3, 1, 1),
rgb(0.3, 1, 1),
rgb(0.3, 1, 1),
],
enableHighDpiRendering: false,
lightCutoffDistance: settings.lightCutoffDistance,
textures: {
noiseTexture: {
source: noiseTexture,
overrides: {
maxFilter: FilteringOptions.LINEAR,
wrapS: WrapOptions.MIRRORED_REPEAT,
},
},
},
});
this.renderer.addDrawable(
new Polygon([
[10.0, 10.0],
[200, 500],
[500, 400],
]),
);
this.socket.close();
this.overlay.innerHTML = '';
this.keyboardListener.destroy();
this.mouseListener.destroy();
this.touchListener.destroy();
this.renderer.renderDrawables();
}
public async start(): Promise<void> {
await Promise.all([/*this.setupCommunication(),*/ this.setupRenderer()]);
// requestAnimationFrame(this.gameLoop.bind(this));
}
public displayToWorldCoordinates(p: vec2): vec2 {
return this.renderer?.displayToWorldCoordinates(p) ?? vec2.create();
return this.renderer.displayToWorldCoordinates(p);
}
public aspectRatioChanged(aspectRatio: number) {
this.socketReceiver.handleCommand(new SetAspectRatioActionCommand(aspectRatio));
}
private isActive = true;
public destroy() {
this.isActive = false;
}
private timeSinceLastAnnouncement = 0;
private framesSinceLastLayoutUpdate = 0;
private gameLoop(
renderer: Renderer,
_: DOMHighResTimeStamp,
deltaTime: DOMHighResTimeStamp,
): boolean {
this.resolveStarted();
deltaTime /= 1000;
// Decay the camera impact effects on raw wall-clock time, before any of the
// end-game slow-motion scaling below. These only adjust the rendered view,
// never the simulation, so they stay decoupled from prediction and netcode.
ScreenShake.step(deltaTime);
// Stepped before the end-game time scaling on purpose: the slow motion is
// already baked into the snapshots the server sends, so the playback
// cursor itself must keep running on wall-clock time.
serverTimeline.step(deltaTime);
let shouldChangeLayout = false;
if (++this.framesSinceLastLayoutUpdate > 1) {
shouldChangeLayout = true;
this.framesSinceLastLayoutUpdate = 0;
this.draw();
}
if (
(this.timeSinceLastAnnouncement += deltaTime) > settings.announcementVisibleSeconds
) {
this.lastAnnouncementText = '';
}
if (this.isEnding) {
this.timeScaling *= Math.pow(settings.endGameDeltaScaling, deltaTime);
deltaTime /= this.timeScaling;
}
this.renderer = renderer;
this.gameObjects.handleCommand(new StepCommand(deltaTime));
this.gameObjects.handleCommand(
new RenderCommand(this.renderer, this.overlay, shouldChangeLayout),
this.socket.emit(
TransportEvents.PlayerToServer,
serialize(new SetAspectRatioActionCommand(aspectRatio)),
);
this.touchListener.update(deltaTime);
this.tutorial.step(this.gameObjects);
this.socketReceiver.sendQueuedCommands();
return this.isActive;
}
private draw() {
if (this.lastGameState) {
// The local player's team is read off the main character once it exists.
this.scoreboard.update(this.lastGameState, this.gameObjects.player?.team);
}
private gameLoop(time: DOMHighResTimeStamp) {
const deltaTime = this.deltaTimeCalculator.getNextDeltaTimeInMilliseconds(time);
this.minimap.update(
this.gameObjects.localPlayerPosition,
this.lastMinimap?.players ?? [],
);
this.gameObjects.sendCommand(new StepCommand(deltaTime));
this.gameObjects.sendCommand(new RenderCommand(this.renderer));
this.renderer.renderDrawables();
this.handleKeystoneArrow();
this.announcementText.innerHTML = this.lastAnnouncementText;
}
// Points an off-screen chevron toward the keystone "Heart" planet, tinted by
// who currently holds it, so the match's focal objective is always findable.
private handleKeystoneArrow() {
if (!this.renderer) {
return;
}
const keystone = this.gameObjects.planets.find((p) => p.isKeystone);
if (!keystone) {
if (this.keystoneArrow) {
this.keystoneArrow.style.display = 'none';
}
return;
}
if (!this.keystoneArrow) {
this.keystoneArrow = document.createElement('div');
this.overlay.appendChild(this.keystoneArrow);
}
const width = this.renderer.canvasSize.x;
const height = this.renderer.canvasSize.y;
const display = this.renderer.worldToDisplayCoordinates(keystone.center);
const margin = 48;
const onScreen =
display.x >= margin &&
display.x <= width - margin &&
display.y >= margin &&
display.y <= height - margin;
const control = Math.abs(keystone.ownership - 0.5);
const team =
control < settings.planetControlThreshold
? 'neutral'
: keystone.ownership < 0.5
? 'blue'
: 'red';
this.keystoneArrow.className = 'keystone-arrow ' + team;
if (onScreen) {
this.keystoneArrow.style.display = 'none';
return;
}
this.keystoneArrow.style.display = 'block';
const center = vec2.fromValues(width / 2, height / 2);
const dir = vec2.fromValues(display.x - center.x, display.y - center.y);
const angle = Math.atan2(dir.y, dir.x);
const aspectRatio = width / height;
const directionRatio = dir.x / dir.y;
let deltaX: number, deltaY: number;
if (aspectRatio < Math.abs(directionRatio)) {
deltaX = (width / 2 - margin) * Math.sign(dir.x);
deltaY = deltaX / directionRatio;
} else {
deltaY = (height / 2 - margin) * Math.sign(dir.y);
deltaX = deltaY * directionRatio;
}
const p = vec2.add(center, center, vec2.fromValues(deltaX, deltaY));
this.keystoneArrow.style.transform = `translateX(${p.x}px) translateY(${p.y}px) translateX(-50%) translateY(-50%) rotate(${angle + Math.PI / 2}rad)`;
this.overlay.innerText = prettyPrint(this.renderer.insights);
requestAnimationFrame(this.gameLoop.bind(this));
}
}

View file

@ -0,0 +1,25 @@
export class DeltaTimeCalculator {
private previousTime: DOMHighResTimeStamp | null = null;
constructor() {
document.addEventListener('visibilitychange', this.handleVisibilityChange.bind(this));
}
public getNextDeltaTimeInMilliseconds(
currentTime: DOMHighResTimeStamp,
): DOMHighResTimeStamp {
if (this.previousTime === null) {
this.previousTime = currentTime;
}
const delta = currentTime - this.previousTime;
this.previousTime = currentTime;
return delta;
}
private handleVisibilityChange() {
if (!document.hidden) {
this.previousTime = null;
}
}
}

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import { SoundHandler, Sounds } from '../sound-handler';
export const handleFullScreen = (
minimizeButton: HTMLElement,
maximizeButton: HTMLElement,
) => {
if (!document.fullscreenEnabled) {
minimizeButton.style.visibility = 'hidden';
maximizeButton.style.visibility = 'hidden';
return;
}
const isInFullScreen = (): boolean => document.fullscreenElement !== null;
const showButtons = () => {
minimizeButton.style.visibility = isInFullScreen() ? 'visible' : 'hidden';
maximizeButton.style.visibility = isInFullScreen() ? 'hidden' : 'visible';
};
showButtons();
let currentWindowHeight = innerHeight;
const followToggle = () => {
SoundHandler.play(Sounds.click);
showButtons();
currentWindowHeight = innerHeight;
};
const triggerToggle = async () => {
await (isInFullScreen()
? document.exitFullscreen()
: document.body.requestFullscreen());
followToggle();
};
addEventListener('keydown', (e) => {
if (e.key === 'F11') {
triggerToggle();
e.preventDefault();
}
});
addEventListener('resize', () => {
if (isInFullScreen() && currentWindowHeight > innerHeight) {
followToggle();
}
});
maximizeButton.addEventListener('click', triggerToggle);
minimizeButton.addEventListener('click', triggerToggle);
};

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export const hide = (e: HTMLElement, useDisplay = false) => {
if (useDisplay) {
e.style.display = 'none';
} else {
e.style.visibility = 'hidden';
}
};

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import { Circle } from 'shared';
import { LinearInterpolator } from './linear-interpolator';
import { Vec2Interpolator } from './vec2-interpolator';
export class CircleInterpolator {
private center: Vec2Interpolator;
private radius: LinearInterpolator;
constructor(currentValue: Circle) {
this.center = new Vec2Interpolator(currentValue.center);
this.radius = new LinearInterpolator(currentValue.radius);
}
public addFrame(value: Circle, rateOfChange: Circle) {
this.center.addFrame(value.center, rateOfChange.center);
this.radius.addFrame(value.radius, rateOfChange.radius);
}
public getValue(deltaTime: number): Circle {
return new Circle(this.center.getValue(deltaTime), this.radius.getValue(deltaTime));
}
}

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import { last, mix } from 'shared';
import { serverTimeline } from '../server-timeline';
interface Frame {
time: number;
value: number;
velocity: number;
}
// How far past the newest snapshot the value may coast on its last known
// velocity (network hiccup) before freezing in place.
const maxCoastSeconds = 0.06;
// When fresh snapshots arrive after a coast, they usually disagree with where
// the coast ended up; the difference decays away with this time constant
// instead of being shown as a jump.
const blendSeconds = 0.12;
// At 25 snapshots per second this spans over a second of state, far more than
// rendering ever needs; it only bounds memory while the tab is hidden and
// snapshots keep arriving without being consumed.
const maxFrames = 32;
/**
* Replays a server-streamed scalar by interpolating between timestamped
* snapshots at the shared timeline's render time, which trails the newest
* snapshot. The streamed rate of change is only used to coast briefly when
* the buffer runs dry.
*/
export class LinearInterpolator {
private frames: Array<Frame> = [];
private blendOffset = 0;
private lastValue: number;
private isCoasting = false;
constructor(private readonly initialValue: number) {
this.lastValue = initialValue;
}
public addFrame(value: number, rateOfChange: number) {
const time = serverTimeline.snapshotTime;
const newest = last(this.frames);
const wasCoasting = this.isCoasting;
if (newest && time <= newest.time) {
this.frames[this.frames.length - 1] = {
time: newest.time,
value,
velocity: rateOfChange,
};
} else {
this.frames.push({ time, value, velocity: rateOfChange });
if (this.frames.length > maxFrames) {
this.frames.shift();
}
}
if (wasCoasting) {
// Continue from where the coast left off and let the offset decay,
// instead of jumping onto the freshly revealed trajectory.
this.blendOffset = this.lastValue - this.sample(serverTimeline.renderTime);
}
}
public getValue(deltaTimeInSeconds: number): number {
this.blendOffset *= Math.exp(-deltaTimeInSeconds / blendSeconds);
return (this.lastValue = this.sample(serverTimeline.renderTime) + this.blendOffset);
}
private sample(time: number): number {
if (this.frames.length === 0) {
return this.initialValue;
}
while (this.frames.length >= 2 && this.frames[1].time <= time) {
this.frames.shift();
}
const [current, next] = this.frames;
this.isCoasting = false;
if (time <= current.time) {
return current.value;
}
if (next) {
return mix(
current.value,
next.value,
(time - current.time) / (next.time - current.time),
);
}
this.isCoasting = true;
return (
current.value + current.velocity * Math.min(time - current.time, maxCoastSeconds)
);
}
}

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@ -1,21 +0,0 @@
import { vec2 } from 'gl-matrix';
import { LinearInterpolator } from './linear-interpolator';
export class Vec2Interpolator {
private x: LinearInterpolator;
private y: LinearInterpolator;
constructor(currentValue: vec2) {
this.x = new LinearInterpolator(currentValue.x);
this.y = new LinearInterpolator(currentValue.y);
}
public addFrame(value: vec2, rateOfChange: vec2) {
this.x.addFrame(value.x, rateOfChange.x);
this.y.addFrame(value.y, rateOfChange.y);
}
public getValue(deltaTime: number): vec2 {
return vec2.fromValues(this.x.getValue(deltaTime), this.y.getValue(deltaTime));
}
}

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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;
}
}

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

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

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

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import { clamp, settings } from 'shared';
// Convergence rate of the playback cursor towards its target; a deviation
// decays with a time constant of 1 / rateGain seconds.
const rateGain = 2;
// Playback speed stays within [0.75, 1.25]× so corrections are invisible.
const maxRateAdjustment = 0.25;
// Beyond this divergence (tab was in the background, server changed) chasing
// the target is pointless: jump straight to it.
const resyncSeconds = 0.3;
/**
* The playback clock for state streamed from the server.
*
* Snapshot timestamps estimate the server's clock: the newest received
* timestamp plus the time elapsed since it arrived. Rendering happens
* settings.interpolationDelaySeconds behind that estimate, so there is
* normally a newer snapshot to interpolate towards and network jitter is
* absorbed by the buffer instead of being shown.
*
* The cursor never jumps under normal operation: it runs at a gently adjusted
* rate to stay on target and only snaps after a long divergence.
*/
class ServerTimeline {
private cursor?: number;
private newestSnapshotTime?: number;
private sinceNewestSnapshot = 0;
private _snapshotTime = 0;
/** Timestamp of the update batch currently being applied. */
public get snapshotTime(): number {
return this._snapshotTime;
}
/** The point on the server's clock that should be rendered this frame. */
public get renderTime(): number {
return this.cursor ?? 0;
}
public onSnapshot(timestamp: number) {
this._snapshotTime = timestamp;
if (this.newestSnapshotTime === undefined || timestamp > this.newestSnapshotTime) {
this.newestSnapshotTime = timestamp;
this.sinceNewestSnapshot = 0;
}
}
// Must be called with unscaled wall-clock time, even during the end-game
// slow motion: the slowdown is already baked into the snapshots.
public step(deltaTimeInSeconds: number) {
if (this.newestSnapshotTime === undefined) {
return;
}
this.sinceNewestSnapshot += deltaTimeInSeconds;
const target =
this.newestSnapshotTime +
this.sinceNewestSnapshot -
settings.interpolationDelaySeconds;
if (this.cursor === undefined || Math.abs(target - this.cursor) > resyncSeconds) {
this.cursor = target;
return;
}
const rate = clamp(
1 + (target - this.cursor) * rateGain,
1 - maxRateAdjustment,
1 + maxRateAdjustment,
);
this.cursor += deltaTimeInSeconds * rate;
}
public reset() {
this.cursor = undefined;
this.newestSnapshotTime = undefined;
this.sinceNewestSnapshot = 0;
this._snapshotTime = 0;
}
}
export const serverTimeline = new ServerTimeline();

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@ -1,7 +0,0 @@
export const show = (e: HTMLElement, useDisplay = false, normalDisplayValue?: string) => {
if (useDisplay) {
e.style.display = normalDisplayValue!;
} else {
e.style.visibility = 'inherit';
}
};

View file

@ -1,201 +0,0 @@
import { ServerInformation, serverInformationEndpoint, TransportEvents } from 'shared';
import { io, Socket } from 'socket.io-client';
import { Configuration } from './configuration';
import parser from 'socket.io-msgpack-parser';
import { SoundHandler, Sounds } from './sound-handler';
export type PlayerDecision = {
name: string;
server: string;
};
const pollInterval = 8000;
export class JoinFormHandler {
private joinButton: HTMLButtonElement;
private waitingForDecision: Promise<PlayerDecision>;
private resolvePlayerDecision!: (d: PlayerDecision) => void;
private pollServersTimer: any;
private keyUpListener = (e: KeyboardEvent) => {
// KeyboardEvent.key for Return is 'Enter' (capital E); the old lowercase
// comparison never matched, so pressing Enter silently did nothing.
// requestSubmit() (unlike submit()) fires the form's onsubmit handler and
// runs HTML5 validation, so Enter behaves exactly like clicking Join.
if (e.key === 'Enter' && !this.joinButton.disabled) {
this.form.requestSubmit();
}
};
constructor(
private form: HTMLFormElement,
private readonly container: HTMLElement,
) {
this.joinButton = form.querySelector('button[type="submit"]') as HTMLButtonElement;
this.joinButton.disabled = true;
this.waitingForDecision = new Promise((r) => (this.resolvePlayerDecision = r));
new FormData(form);
addEventListener('keyup', this.keyUpListener);
form.onsubmit = (e) => {
SoundHandler.play(Sounds.click);
const result: PlayerDecision = (
Array.from((new FormData(form) as any).entries()) as Array<[string, any]>
).reduce((result, [name, value]) => {
(result as any)[name] = value;
return result;
}, {}) as any;
this.resolvePlayerDecision(result);
e.preventDefault();
};
this.pollServersTimer = setInterval(this.loadServers.bind(this), pollInterval);
this.loadServers();
this.waitForFinish();
}
private async waitForFinish() {
await this.waitingForDecision;
this.destroy();
}
private destroy() {
removeEventListener('keyup', this.keyUpListener);
clearInterval(this.pollServersTimer);
this.servers.forEach((s) => s.destroy());
}
private servers: Array<ServerChooserOption> = [];
private async loadServers() {
await Configuration.initialize();
const serverList = Configuration.servers.filter(
(u) => !this.servers.find((s) => s.url === u),
);
serverList.map(async (url) => {
const controller = new AbortController();
const signal = controller.signal;
setTimeout(() => controller.abort(), pollInterval * 0.8);
let response: Response | undefined;
try {
response = await fetch(url + serverInformationEndpoint, { signal });
} catch {
// it's okay
}
if (response?.ok) {
const content: ServerInformation = await response.json();
if (!this.servers.find((s) => s.url === url)) {
const server = new ServerChooserOption(
content,
url,
this.removeServer.bind(this),
this.servers.length === 0,
);
this.servers.push(server);
this.joinButton.disabled = false;
this.container.appendChild(server.element);
}
}
});
}
private removeServer(server: ServerChooserOption) {
this.servers = this.servers.filter((s) => s !== server);
if (!this.servers.length) {
this.joinButton.disabled = true;
}
}
public async getPlayerDecision(): Promise<PlayerDecision> {
return this.waitingForDecision;
}
}
class ServerChooserOption {
private divElement = document.createElement('div');
private inputElement = document.createElement('input');
private labelElement = document.createElement('label');
private serverNameElement = document.createElement('span');
private completionElement = document.createElement('span');
private socket: Socket;
constructor(
private content: ServerInformation,
public readonly url: string,
private onDestroy: (v: ServerChooserOption) => unknown,
isFirst: boolean,
) {
this.inputElement.required = true;
this.inputElement.type = 'radio';
this.inputElement.id = this.inputElement.value = url;
this.inputElement.name = 'server';
this.inputElement.checked = isFirst;
this.labelElement.htmlFor = url;
this.labelElement.onclick = () => SoundHandler.play(Sounds.click);
this.divElement.appendChild(this.inputElement);
this.divElement.appendChild(this.labelElement);
this.labelElement.appendChild(this.serverNameElement);
this.labelElement.appendChild(document.createElement('br'));
this.labelElement.appendChild(this.completionElement);
this.completionElement.className = 'completion';
this.setServerInfoLabelText();
this.socket = io(url, {
reconnection: true,
reconnectionAttempts: 5,
timeout: 4000,
parser,
} as any);
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]) => {
this.content.playerCount = playerCount;
this.content.gameStatePercent = gameState;
this.setServerInfoLabelText();
},
);
}
public destroy() {
this.socket.close();
this.divElement.parentElement?.removeChild(this.divElement);
this.onDestroy(this);
}
private getRoundCompletionText(percent: number): string {
const texts = [
'Just started',
'Just started',
'Ongoing',
'Halfway through',
'Nearly over',
'About to finish',
'Game is over',
];
return texts[Math.floor((percent / 100) * (texts.length - 1))];
}
private setServerInfoLabelText() {
this.serverNameElement.innerText = `${this.content.serverName} - ${this.content.playerCount}/${this.content.playerLimit} players`;
this.completionElement.innerText = this.getRoundCompletionText(
this.content.gameStatePercent,
);
}
public get element(): HTMLElement {
return this.divElement;
}
}

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