Modernise & make fun #3

Merged
andras merged 18 commits from asch/modernise into main 2026-06-21 10:43:50 +01:00
7 changed files with 184 additions and 122 deletions
Showing only changes of commit 73f5f45322 - Show all commits

View file

@ -13,10 +13,10 @@ import {
settings, settings,
PlayerInformation, PlayerInformation,
CharacterTeam, CharacterTeam,
UpdateOtherPlayerDirections, UpdateMinimap,
GameObject, GameObject,
Command, Command,
OtherPlayerDirection, MinimapPlayer,
RemoteCallsForObject, RemoteCallsForObject,
RemoteCallsForObjects, RemoteCallsForObjects,
ServerAnnouncement, ServerAnnouncement,
@ -29,7 +29,6 @@ import {
import { Socket } from 'socket.io'; import { Socket } from 'socket.io';
import { BoundingBox } from '../physics/bounding-boxes/bounding-box'; import { BoundingBox } from '../physics/bounding-boxes/bounding-box';
import { PhysicalContainer } from '../physics/containers/physical-container'; import { PhysicalContainer } from '../physics/containers/physical-container';
import { CharacterPhysical } from '../objects/character-physical';
import { PlayerContainer } from './player-container'; import { PlayerContainer } from './player-container';
import { PlayerBase } from './player-base'; import { PlayerBase } from './player-base';
@ -142,7 +141,7 @@ export class Player extends PlayerBase {
this.queueCommandSend(new CreateObjectsCommand(newlyIntersecting)); this.queueCommandSend(new CreateObjectsCommand(newlyIntersecting));
} }
this.queueCommandSend(new UpdateOtherPlayerDirections(this.getOtherPlayers())); this.queueCommandSend(new UpdateMinimap(this.getMinimapPlayers()));
this.queueCommandSend( this.queueCommandSend(
new PropertyUpdatesForObjects( new PropertyUpdatesForObjects(
@ -167,35 +166,14 @@ export class Player extends PlayerBase {
} }
} }
private getOtherPlayers(): Array<OtherPlayerDirection> { // Every living player except this one, reported by absolute world position so
if (!this.character) { // the client can plot the whole circular arena on its minimap.
return []; private getMinimapPlayers(): Array<MinimapPlayer> {
} return this.playerContainer.players
.filter((p) => p !== this && p.character?.isAlive)
const viewArea = calculateViewArea(this.center, this.aspectRatio, 0.9); .map(
const bb = new BoundingBox();
bb.topLeft = viewArea.topLeft;
bb.size = viewArea.size;
const playersInViewArea = this.objectContainer
.findIntersecting(bb)
.map((o) => o.gameObject)
.filter((g) => g instanceof CharacterPhysical);
const otherPlayers = this.playerContainer.players.filter(
(p) => p.character?.isAlive && playersInViewArea.indexOf(p.character!) < 0,
);
return otherPlayers.map(
(p) => (p) =>
new OtherPlayerDirection( new MinimapPlayer(p.character!.id, vec2.clone(p.character!.center), p.team),
p.character!.id,
vec2.normalize(
vec2.create(),
vec2.subtract(vec2.create(), p.character!.center, this.character!.center),
),
p.team,
),
); );
} }

View file

@ -231,25 +231,27 @@ body {
} }
} }
.other-player-arrow { // Top-down radar of the whole arena (see Minimap). The circular border is
transition: transform 150ms; // the world boundary; dots are painted onto the canvas.
.minimap {
@include square($large-icon); 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) { @media (max-width: $breakpoint) {
@include square($small-icon); @include square(96px);
top: calc(#{$small-padding} + 32px);
} }
mask-image: url('../static/chevron.svg'); border-radius: 1000px;
mask-size: contain; background-color: rgba(0, 0, 0, 0.35);
box-shadow:
&.blue { inset 0 0 3px 0 rgba(0, 0, 0, 0.4),
background-color: $bright-blue; 0 0 10px rgba(0, 0, 0, 0.3);
} border: $border-width solid rgba(255, 255, 255, 0.25);
z-index: 100;
&.red {
background-color: $bright-red;
}
} }
// Off-screen pointer to the keystone "Heart", tinted by its current owner. // Off-screen pointer to the keystone "Heart", tinted by its current owner.

View file

@ -11,8 +11,7 @@ import {
deserialize, deserialize,
TransportEvents, TransportEvents,
SetAspectRatioActionCommand, SetAspectRatioActionCommand,
UpdateOtherPlayerDirections, UpdateMinimap,
clamp,
UpdateGameState, UpdateGameState,
GameEndCommand, GameEndCommand,
ServerAnnouncement, ServerAnnouncement,
@ -39,6 +38,7 @@ import { serverTimeline } from './helper/server-timeline';
import { localCharacterPredictor } from './helper/prediction/local-character-predictor'; import { localCharacterPredictor } from './helper/prediction/local-character-predictor';
import { Tutorial } from './tutorial'; import { Tutorial } from './tutorial';
import { Scoreboard } from './scoreboard'; import { Scoreboard } from './scoreboard';
import { Minimap } from './minimap';
export class Game extends CommandReceiver { export class Game extends CommandReceiver {
public gameObjects = new GameObjectContainer(this); public gameObjects = new GameObjectContainer(this);
@ -54,8 +54,8 @@ export class Game extends CommandReceiver {
private touchListener: TouchListener; private touchListener: TouchListener;
private scoreboard = new Scoreboard(); private scoreboard = new Scoreboard();
private minimap = new Minimap();
private announcementText = document.createElement('h2'); private announcementText = document.createElement('h2');
private arrows: { [id: number]: HTMLElement } = {};
private keystoneArrow?: HTMLElement; private keystoneArrow?: HTMLElement;
private socketReceiver!: CommandSocket; private socketReceiver!: CommandSocket;
private tutorial!: Tutorial; private tutorial!: Tutorial;
@ -82,11 +82,12 @@ export class Game extends CommandReceiver {
localCharacterPredictor.reset(); localCharacterPredictor.reset();
this.gameObjects = new GameObjectContainer(this); this.gameObjects = new GameObjectContainer(this);
this.overlay.innerHTML = ''; this.overlay.innerHTML = '';
this.arrows = {};
this.keystoneArrow = undefined; this.keystoneArrow = undefined;
this.lastMinimap = undefined;
this.isEnding = false; this.isEnding = false;
this.lastAnnouncementText = ''; this.lastAnnouncementText = '';
this.overlay.appendChild(this.scoreboard.element); this.overlay.appendChild(this.scoreboard.element);
this.overlay.appendChild(this.minimap.element);
this.announcementText.innerText = ''; this.announcementText.innerText = '';
this.timeScaling = 1; this.timeScaling = 1;
this.overlay.appendChild(this.announcementText); this.overlay.appendChild(this.announcementText);
@ -160,67 +161,11 @@ export class Game extends CommandReceiver {
c.lastLeapClientTimeMs, c.lastLeapClientTimeMs,
), ),
[GameEndCommand.type]: () => (this.isEnding = true), [GameEndCommand.type]: () => (this.isEnding = true),
[UpdateOtherPlayerDirections.type]: (c: UpdateOtherPlayerDirections) => [UpdateMinimap.type]: (c: UpdateMinimap) => (this.lastMinimap = c),
(this.lastOtherPlayerDirections = c),
[GameStartCommand.type]: this.initialize.bind(this), [GameStartCommand.type]: this.initialize.bind(this),
}; };
private lastOtherPlayerDirections?: UpdateOtherPlayerDirections; private lastMinimap?: UpdateMinimap;
private handleOtherPlayerDirections(command: UpdateOtherPlayerDirections) {
command.otherPlayerDirections.forEach((d) => {
if (!(d.id! in this.arrows)) {
const element = document.createElement('div');
this.arrows[d.id!] = element;
this.overlay.appendChild(element);
}
const e = this.arrows[d.id!];
const direction = d.direction;
const team = d.team;
const angle = Math.atan2(direction.y, direction.x);
e.className = 'other-player-arrow ' + team;
if (!this.renderer) {
return;
}
const width = this.renderer.canvasSize.x;
const height = this.renderer.canvasSize.y;
const aspectRatio = width / height;
const directionRatio = direction.x / direction.y;
let deltaX: number, deltaY: number;
if (aspectRatio < Math.abs(directionRatio)) {
deltaX = (width / 2) * Math.sign(direction.x);
deltaY = deltaX / directionRatio;
} else {
deltaY = (height / 2) * Math.sign(direction.y);
deltaX = deltaY * directionRatio;
}
const delta = vec2.fromValues(deltaX, deltaY);
const center = vec2.fromValues(width / 2, height / 2);
const p = vec2.add(center, center, delta);
const arrowPadding = 24;
vec2.set(
p,
clamp(p.x, arrowPadding, width - arrowPadding),
clamp(height - p.y, arrowPadding, height - arrowPadding),
);
e.style.transform = `translateX(${p.x}px) translateY(${p.y
}px) translateX(-50%) translateY(-50%) rotate(${-angle + Math.PI / 2}rad) `;
});
for (const id in this.arrows) {
if (
Object.prototype.hasOwnProperty.call(this.arrows, id) &&
command.otherPlayerDirections.find((v) => v.id?.toString() === id) === undefined
) {
this.arrows[id].parentElement?.removeChild(this.arrows[id]);
delete this.arrows[id];
}
}
}
public async start(): Promise<void> { public async start(): Promise<void> {
const noiseTexture = await renderNoise([256, 256], 2, 1); const noiseTexture = await renderNoise([256, 256], 2, 1);
@ -332,9 +277,10 @@ export class Game extends CommandReceiver {
this.scoreboard.update(this.lastGameState, this.gameObjects.player?.team); this.scoreboard.update(this.lastGameState, this.gameObjects.player?.team);
} }
if (this.lastOtherPlayerDirections) { this.minimap.update(
this.handleOtherPlayerDirections(this.lastOtherPlayerDirections); this.gameObjects.localPlayerPosition,
} this.lastMinimap?.players ?? [],
);
this.handleKeystoneArrow(); this.handleKeystoneArrow();

View file

@ -0,0 +1,126 @@
import { vec2 } from 'gl-matrix';
import { CharacterTeam, Id, settings } from 'shared';
export interface MinimapBlip {
id: Id;
position: vec2;
team: CharacterTeam;
}
// Top-down radar of the whole circular arena, pinned to the top-left. The map's
// circular border is the world boundary (its radius maps to worldRadius), so the
// local player's bright dot reads as a true position in the arena and every other
// living player shows as a team-coloured dot. Owns its own <canvas>, so the Game
// just appends `element` to the overlay and feeds it `update()` each frame.
// Replaces the off-screen chevrons that used to point at other players.
export class Minimap {
public readonly element = document.createElement('canvas');
private readonly ctx: CanvasRenderingContext2D;
private readonly colors: Record<CharacterTeam, string>;
// World-space positions, smoothed per player so the 25 Hz snapshots glide
// rather than step between frames.
private readonly smoothed = new Map<Id, vec2>();
private bufferSize = 0;
constructor() {
this.element.className = 'minimap';
this.ctx = this.element.getContext('2d')!;
const theme = getComputedStyle(document.documentElement);
const read = (name: string, fallback: string) =>
theme.getPropertyValue(name).trim() || fallback;
this.colors = {
[CharacterTeam.blue]: read('--bright-blue', '#4069a5'),
[CharacterTeam.red]: read('--bright-red', '#d15652'),
[CharacterTeam.neutral]: read('--bright-neutral', '#ccc'),
};
}
public update(localPosition: vec2 | undefined, players: Array<MinimapBlip>) {
const size = this.element.clientWidth;
if (size === 0) {
return; // not laid out yet
}
this.syncBufferSize(size);
const ctx = this.ctx;
ctx.clearRect(0, 0, size, size);
const center = size / 2;
const innerRadius = center - 5;
const scale = innerRadius / settings.worldRadius;
const toMap = (world: vec2): { x: number; y: number } => {
let dx = world.x * scale;
let dy = -world.y * scale; // world Y points up, canvas Y points down
const distance = Math.hypot(dx, dy);
if (distance > innerRadius) {
dx = (dx / distance) * innerRadius;
dy = (dy / distance) * innerRadius;
}
return { x: center + dx, y: center + dy };
};
// Faint marker at the world's centre to aid orientation.
ctx.fillStyle = 'rgba(255, 255, 255, 0.12)';
ctx.beginPath();
ctx.arc(center, center, 1.5, 0, Math.PI * 2);
ctx.fill();
const present = new Set<Id>();
for (const blip of players) {
present.add(blip.id);
let world = this.smoothed.get(blip.id);
if (world) {
vec2.lerp(world, world, blip.position, 0.3);
} else {
world = vec2.clone(blip.position);
this.smoothed.set(blip.id, world);
}
const { x, y } = toMap(world);
this.drawDot(x, y, 3, this.colors[blip.team]);
}
for (const id of this.smoothed.keys()) {
if (!present.has(id)) {
this.smoothed.delete(id);
}
}
// The local player rides on top, drawn in white with a ring so "you" is
// unmistakable amongst the team-coloured dots.
if (localPosition) {
const { x, y } = toMap(localPosition);
this.drawDot(x, y, 3.5, '#ffffff');
ctx.beginPath();
ctx.arc(x, y, 6, 0, Math.PI * 2);
ctx.strokeStyle = 'rgba(255, 255, 255, 0.65)';
ctx.lineWidth = 1.5;
ctx.stroke();
}
}
private drawDot(x: number, y: number, radius: number, color: string) {
const ctx = this.ctx;
ctx.beginPath();
ctx.arc(x, y, radius, 0, Math.PI * 2);
ctx.fillStyle = color;
ctx.shadowColor = color;
ctx.shadowBlur = radius * 2;
ctx.fill();
ctx.shadowBlur = 0;
}
private syncBufferSize(cssSize: number) {
const dpr = window.devicePixelRatio || 1;
const target = Math.round(cssSize * dpr);
if (this.bufferSize !== target) {
this.bufferSize = target;
this.element.width = target;
this.element.height = target;
}
// Setting the buffer size resets the transform, so (re)establish it every
// frame and draw in CSS pixels regardless of the device pixel ratio.
this.ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
}
}

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@ -1,3 +1,4 @@
import { vec2 } from 'gl-matrix';
import { import {
Circle, Circle,
Command, Command,
@ -84,6 +85,16 @@ export class GameObjectContainer extends CommandReceiver {
super(); super();
} }
// The local player's world position, but only while the body is alive. On
// death the server deletes the character object (yet `player` keeps pointing
// at the now-stale view), so gate on the object still being present — otherwise
// the minimap would pin the "you" dot at the death spot for the whole respawn.
public get localPlayerPosition(): vec2 | undefined {
return this.player && this.objects.has(this.player.id)
? this.player.position
: undefined;
}
public get planets(): Array<PlanetView> { public get planets(): Array<PlanetView> {
const planets: Array<PlanetView> = []; const planets: Array<PlanetView> = [];
this.objects.forEach((o) => { this.objects.forEach((o) => {

View file

@ -5,25 +5,25 @@ import { serializable } from '../../serialization/serializable';
import { Command } from '../command'; import { Command } from '../command';
@serializable @serializable
export class OtherPlayerDirection { export class MinimapPlayer {
public constructor( public constructor(
public readonly id: Id, public readonly id: Id,
public readonly direction: vec2, public readonly position: vec2,
public readonly team: CharacterTeam, public readonly team: CharacterTeam,
) {} ) {}
public toArray(): Array<any> { public toArray(): Array<any> {
return [this.id, this.direction, this.team]; return [this.id, this.position, this.team];
} }
} }
@serializable @serializable
export class UpdateOtherPlayerDirections extends Command { export class UpdateMinimap extends Command {
public constructor(public readonly otherPlayerDirections: Array<OtherPlayerDirection>) { public constructor(public readonly players: Array<MinimapPlayer>) {
super(); super();
} }
public toArray(): Array<any> { public toArray(): Array<any> {
return [this.otherPlayerDirections]; return [this.players];
} }
} }

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@ -7,10 +7,9 @@ export * from './commands/types/server-announcement';
export * from './commands/types/property-updates-for-objects'; export * from './commands/types/property-updates-for-objects';
export * from './commands/types/game-end'; export * from './commands/types/game-end';
export * from './commands/types/game-start'; export * from './commands/types/game-start';
export * from './commands/types/update-other-player-directions'; export * from './commands/types/update-minimap';
export * from './commands/types/update-game-state'; export * from './commands/types/update-game-state';
export * from './commands/command-receiver'; export * from './commands/command-receiver';
export * from './commands/types/update-other-player-directions';
export * from './commands/command-executors'; export * from './commands/command-executors';
export * from './commands/command-generator'; export * from './commands/command-generator';
export * from './commands/types/actions/move-action'; export * from './commands/types/actions/move-action';