Modernise & make fun #3

Merged
andras merged 18 commits from asch/modernise into main 2026-06-21 10:43:50 +01:00
23 changed files with 408 additions and 236 deletions
Showing only changes of commit a1fb6755c7 - Show all commits

View file

@ -0,0 +1,9 @@
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();
}
}

View file

@ -1,9 +1,8 @@
import { vec2 } from 'gl-matrix';
import { Random, PlanetBase, hsl, settings } from 'shared';
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 { evaluateSdf } from './physics/functions/evaluate-sdf';
import { Physical } from './physics/physicals/physical';
export const createWorld = (objectContainer: PhysicalContainer) => {
@ -45,13 +44,16 @@ export const createWorld = (objectContainer: PhysicalContainer) => {
) {
const planet =
objects.length === 0
? new PlanetPhysical(
? // 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(

View file

@ -21,6 +21,7 @@ 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';
@ -63,6 +64,8 @@ export class GameServer extends CommandReceiver {
protected commandExecutors: CommandExecutors = {
[GeneratePointsCommand.type]: this.addPoints.bind(this),
[AnnounceCommand.type]: ({ text }: AnnounceCommand) =>
this.players.queueCommandForEachClient(new ServerAnnouncement(text)),
};
constructor(
@ -164,6 +167,7 @@ export class GameServer extends CommandReceiver {
}
private timeSinceLastPointUpdate = 0;
private physicsAccumulator = 0;
private handlePhysics() {
const delta = this.deltaTimeCalculator.getNextDeltaTimeInSeconds({ setAsBase: true });
@ -183,14 +187,28 @@ export class GameServer extends CommandReceiver {
);
}
let scaledDelta = delta;
if (this.isInEndGame) {
this.timeScaling *= Math.pow(settings.endGameDeltaScaling, delta);
scaledDelta /= this.timeScaling;
const fixedDelta = settings.targetPhysicsDeltaTimeInSeconds;
const maxSubstepsPerFrame = 5;
this.physicsAccumulator += delta;
let substeps = Math.floor(this.physicsAccumulator / fixedDelta);
if (substeps > maxSubstepsPerFrame) {
substeps = maxSubstepsPerFrame;
this.physicsAccumulator = 0;
} 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();
@ -198,7 +216,7 @@ export class GameServer extends CommandReceiver {
setTimeout(
this.handlePhysics.bind(this),
Math.max(0, settings.targetPhysicsDeltaTimeInSeconds - physicsDelta) * 1000,
Math.max(0, fixedDelta - physicsDelta) * 1000,
);
}

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

View file

@ -499,8 +499,8 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
// around the planet centre by the same per-tick angle the renderer and the
// collision SDF use, so the player is carried around and turned with the
// surface instead of it sliding frictionlessly underneath. The positional
// change becomes velocity in setPropertyUpdates, so the motion syncs and the
// client extrapolates it smoothly.
// change becomes velocity in setPropertyUpdates, keeping the streamed
// rate-of-change consistent with the streamed positions.
private carryWithRotatingPlanet(deltaTimeInSeconds: number) {
const planet = this.currentPlanet;
if (!planet) {

View file

@ -5,6 +5,7 @@ import {
clamp01,
id,
mix,
Random,
serializesTo,
settings,
PlanetBase,
@ -28,6 +29,16 @@ export class PlanetPhysical extends PlanetBase implements StaticPhysical {
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> = [];
@ -51,19 +62,26 @@ export class PlanetPhysical extends PlanetBase implements StaticPhysical {
);
this.sizePointMultiplier = mix(1, settings.planetSizePointMultiplierMax, sizeClass);
this.rotationSpeed =
(0.05 + Random.getRandom() * 0.07) * (Random.getRandom() < 0.5 ? -1 : 1);
}
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.squaredDistance(target, vb);
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(), target, va);
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),
@ -75,8 +93,8 @@ export class PlanetPhysical extends PlanetBase implements StaticPhysical {
);
if (
(target.y >= va.y && target.y < vb.y && ds.y > 0) ||
(target.y < va.y && target.y >= vb.y && ds.y <= 0)
(local.y >= va.y && local.y < vb.y && ds.y > 0) ||
(local.y < va.y && local.y >= vb.y && ds.y <= 0)
) {
sign *= -1;
}
@ -87,11 +105,35 @@ export class PlanetPhysical extends PlanetBase implements StaticPhysical {
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 CharacterPhysical.carryWithRotatingPlanet).
public get angularVelocity(): number {
return this.rotationSpeed;
}
public get team(): CharacterTeam {
return Math.abs(this.ownership - 0.5) < 0.1
? CharacterTeam.neutral
: this.ownership < 0.5
? CharacterTeam.decla
? CharacterTeam.blue
: CharacterTeam.red;
}
@ -105,7 +147,7 @@ export class PlanetPhysical extends PlanetBase implements StaticPhysical {
);
game.handleCommand(
new GeneratePointsCommand(
this.team === CharacterTeam.decla ? value : 0,
this.team === CharacterTeam.blue ? value : 0,
this.team === CharacterTeam.red ? value : 0,
),
);
@ -113,6 +155,7 @@ export class PlanetPhysical extends PlanetBase implements StaticPhysical {
}
private step({ deltaTimeInSeconds, game }: StepCommand) {
this.rotation += deltaTimeInSeconds * this.rotationSpeed;
this.timeSinceLastPointGeneration += deltaTimeInSeconds;
// In reverse order, so that teams can achieve a 100% control.
@ -135,7 +178,7 @@ export class PlanetPhysical extends PlanetBase implements StaticPhysical {
this.remoteCall('generatedPoints', reward);
game.handleCommand(
new GeneratePointsCommand(
currentTeam === CharacterTeam.decla ? reward : 0,
currentTeam === CharacterTeam.blue ? reward : 0,
currentTeam === CharacterTeam.red ? reward : 0,
),
);
@ -153,11 +196,14 @@ export class PlanetPhysical extends PlanetBase implements StaticPhysical {
public getPropertyUpdates(): PropertyUpdatesForObject {
return new PropertyUpdatesForObject(this.id, [
new UpdatePropertyCommand('ownership', this.ownership, 0),
// Stream rotation with rotationSpeed as the rate-of-change so the client
// can keep the angle moving when snapshots run late (see planet-view.ts).
new UpdatePropertyCommand('rotation', this.rotation, this.rotationSpeed),
]);
}
public takeControl(team: CharacterTeam, deltaTime: number) {
if (team === CharacterTeam.decla) {
if (team === CharacterTeam.blue) {
this.ownership -= (0.5 / settings.takeControlTimeInSeconds) * deltaTime;
} else if (team === CharacterTeam.red) {
this.ownership += (0.5 / settings.takeControlTimeInSeconds) * deltaTime;
@ -180,22 +226,20 @@ export class PlanetPhysical extends PlanetBase implements StaticPhysical {
public get boundingBox(): ImmutableBoundingBox {
if (!this._boundingBox) {
const { xMin, xMax, yMin, yMax } = this.vertices.reduce(
(extremities, vertex) => ({
xMin: Math.min(extremities.xMin, vertex.x),
xMax: Math.max(extremities.xMax, vertex.x),
yMin: Math.min(extremities.yMin, vertex.y),
yMax: Math.max(extremities.yMax, vertex.y),
}),
{
xMin: Infinity,
xMax: -Infinity,
yMin: Infinity,
yMax: -Infinity,
},
// 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(xMin, xMax, yMin, yMax);
this._boundingBox = new ImmutableBoundingBox(
this.center.x - maxVertexDistance,
this.center.x + maxVertexDistance,
this.center.y - maxVertexDistance,
this.center.y + maxVertexDistance,
);
}
return this._boundingBox;

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

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@ -1,89 +0,0 @@
import { vec2 } from 'gl-matrix';
import { GameObject } from 'shared';
import { CirclePhysical } from '../../objects/circle-physical';
import { evaluateSdf } from './evaluate-sdf';
import { Physical } from '../physicals/physical';
import { ReactToCollisionCommand } from '../../commands/react-to-collision';
export const moveCircle = (
circle: CirclePhysical,
delta: vec2,
possibleIntersectors: Array<Physical>,
ignoreCollision = false,
): {
hitSurface: boolean;
normal?: vec2;
hitObject?: GameObject;
} => {
const direction = vec2.clone(delta);
if (vec2.length(delta) > 0) {
vec2.normalize(direction, direction);
}
const deltaLength = vec2.length(delta);
let travelled = 0;
const rayEnd = vec2.create();
let prevMinDistance = 0;
while (travelled < deltaLength) {
travelled += prevMinDistance;
vec2.add(
rayEnd,
circle.center,
vec2.scale(vec2.create(), direction, Math.min(travelled, deltaLength)),
);
const minDistance = evaluateSdf(rayEnd, possibleIntersectors);
if (minDistance < circle.radius) {
const intersecting = possibleIntersectors.find(
(i) => i.distance(rayEnd) <= circle.radius,
)!;
if (ignoreCollision) {
circle.center = vec2.add(circle.center, circle.center, delta);
} else {
intersecting.handleCommand(new ReactToCollisionCommand(circle.gameObject));
circle.handleCommand(new ReactToCollisionCommand(intersecting.gameObject));
}
vec2.add(
rayEnd,
circle.center,
vec2.scale(vec2.create(), direction, travelled - prevMinDistance),
);
vec2.copy(circle.center, rayEnd);
const dx =
evaluateSdf(vec2.add(vec2.create(), rayEnd, vec2.fromValues(0.01, 0)), [
intersecting,
]) -
evaluateSdf(vec2.add(vec2.create(), rayEnd, vec2.fromValues(-0.01, 0)), [
intersecting,
]);
const dy =
evaluateSdf(vec2.add(vec2.create(), rayEnd, vec2.fromValues(0, 0.01)), [
intersecting,
]) -
evaluateSdf(vec2.add(vec2.create(), rayEnd, vec2.fromValues(0, -0.01)), [
intersecting,
]);
const normal = vec2.fromValues(dx, dy);
vec2.normalize(normal, normal);
return {
hitSurface: true,
normal,
hitObject: intersecting?.gameObject,
};
}
prevMinDistance = minDistance;
}
vec2.add(circle.center, circle.center, delta);
return {
hitSurface: false,
};
};

View file

@ -1,3 +1,4 @@
import { performance } from 'perf_hooks';
import { vec2 } from 'gl-matrix';
import {
CommandExecutors,
@ -126,6 +127,7 @@ export class Player extends PlayerBase {
this.objectsPreviouslyInViewArea
.map((o) => o.getPropertyUpdates())
.filter((u) => u) as Array<PropertyUpdatesForObject>,
performance.now() / 1000,
),
);
}

View file

@ -34,6 +34,7 @@ import { CharacterShape } from './shapes/character-shape';
import { PlanetShape } from './shapes/planet-shape';
import { RenderCommand } from './commands/types/render';
import { StepCommand } from './commands/types/step';
import { serverTimeline } from './helper/server-timeline';
import { Tutorial } from './tutorial';
import { Scoreboard } from './scoreboard';
@ -74,6 +75,7 @@ export class Game extends CommandReceiver {
this.isBetweenGames = true;
this.socket?.close();
serverTimeline.reset();
this.gameObjects = new GameObjectContainer(this);
this.overlay.innerHTML = '';
this.arrows = {};
@ -274,6 +276,11 @@ export class Game extends CommandReceiver {
this.resolveStarted();
deltaTime /= 1000;
// 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;

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@ -1,36 +0,0 @@
export class LinearExtrapolator {
private velocity = 0;
private compensationVelocity = 0;
private timeSinceSet = 0;
constructor(private currentValue: number) {}
public addFrame(value: number, rateOfChange: number) {
this.timeSinceSet = 0;
const differenceFromCurrent = value - this.currentValue;
if (Math.abs(differenceFromCurrent) > 200) {
this.currentValue = value;
this.compensationVelocity = 0;
} else {
this.compensationVelocity = differenceFromCurrent / (1 / 30);
}
this.velocity = rateOfChange;
}
public getValue(deltaTime: number): number {
this.currentValue += deltaTime * this.velocity;
const compensationTimeLeft = 1 / 30 - this.timeSinceSet;
if (compensationTimeLeft > 0) {
this.currentValue +=
Math.min(compensationTimeLeft, deltaTime) * this.compensationVelocity;
}
this.timeSinceSet += deltaTime;
return this.currentValue;
}
}

View file

@ -1,14 +1,14 @@
import { Circle } from 'shared';
import { LinearExtrapolator } from './linear-extrapolator';
import { Vec2Extrapolator } from './vec2-extrapolator';
import { LinearInterpolator } from './linear-interpolator';
import { Vec2Interpolator } from './vec2-interpolator';
export class CircleExtrapolator {
private center: Vec2Extrapolator;
private radius: LinearExtrapolator;
export class CircleInterpolator {
private center: Vec2Interpolator;
private radius: LinearInterpolator;
constructor(currentValue: Circle) {
this.center = new Vec2Extrapolator(currentValue.center);
this.radius = new LinearExtrapolator(currentValue.radius);
this.center = new Vec2Interpolator(currentValue.center);
this.radius = new LinearInterpolator(currentValue.radius);
}
public addFrame(value: Circle, rateOfChange: Circle) {

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@ -0,0 +1,99 @@
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)
);
}
}

View file

@ -1,13 +1,13 @@
import { vec2 } from 'gl-matrix';
import { LinearExtrapolator } from './linear-extrapolator';
import { LinearInterpolator } from './linear-interpolator';
export class Vec2Extrapolator {
private x: LinearExtrapolator;
private y: LinearExtrapolator;
export class Vec2Interpolator {
private x: LinearInterpolator;
private y: LinearInterpolator;
constructor(currentValue: vec2) {
this.x = new LinearExtrapolator(currentValue.x);
this.y = new LinearExtrapolator(currentValue.y);
this.x = new LinearInterpolator(currentValue.x);
this.y = new LinearInterpolator(currentValue.y);
}
public addFrame(value: vec2, rateOfChange: vec2) {

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@ -0,0 +1,84 @@
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();

View file

@ -13,6 +13,7 @@ import {
import { BeforeDestroyCommand } from '../commands/types/before-destroy';
import { StepCommand } from '../commands/types/step';
import { Game } from '../game';
import { serverTimeline } from '../helper/server-timeline';
import { Camera } from './types/camera';
import { CharacterView } from './types/character-view';
import { PlanetView } from './types/planet-view';
@ -36,7 +37,7 @@ export class GameObjectContainer extends CommandReceiver {
this.defaultCommandExecutor(c);
if (this.player) {
this.camera.center = this.player.position;
this.camera.follow(this.player.position, c.deltaTimeInSeconds);
}
},
@ -45,10 +46,12 @@ export class GameObjectContainer extends CommandReceiver {
this.objects.get(c.id)?.processRemoteCalls(c.calls),
),
[PropertyUpdatesForObjects.type]: (c: PropertyUpdatesForObjects) =>
[PropertyUpdatesForObjects.type]: (c: PropertyUpdatesForObjects) => {
serverTimeline.onSnapshot(c.timestamp);
c.updates.forEach((u) =>
u.updates.forEach((au) => this.objects.get(u.id)?.handleCommand(au)),
),
);
},
[DeleteObjectsCommand.type]: (c: DeleteObjectsCommand) =>
c.ids.forEach((id: Id) => this.deleteObject(id)),

View file

@ -13,10 +13,28 @@ export class Camera extends CommandReceiver {
public center: vec2 = vec2.create();
private aspectRatio?: number;
// A short exponential lag masks any residual stepping in the followed
// position without the camera noticeably trailing during normal movement.
private static readonly followSeconds = 0.08;
// Swooshing across half the map after a respawn would be disorienting;
// beyond this distance the camera cuts instead.
private static readonly snapDistance = 1500;
constructor(private game: Game) {
super();
}
public follow(target: vec2, deltaTimeInSeconds: number) {
if (vec2.distance(target, this.center) > Camera.snapDistance) {
vec2.copy(this.center, target);
return;
}
const q = 1 - Math.exp(-deltaTimeInSeconds / Camera.followSeconds);
vec2.lerp(this.center, this.center, target, q);
}
protected commandExecutors: CommandExecutors = {
[RenderCommand.type]: this.draw.bind(this),
};

View file

@ -16,8 +16,8 @@ import {
import { BeforeDestroyCommand } from '../../commands/types/before-destroy';
import { RenderCommand } from '../../commands/types/render';
import { StepCommand } from '../../commands/types/step';
import { CircleExtrapolator } from '../../helper/extrapolators/circle-extrapolator';
import { LinearExtrapolator } from '../../helper/extrapolators/linear-extrapolator';
import { CircleInterpolator } from '../../helper/interpolators/circle-interpolator';
import { LinearInterpolator } from '../../helper/interpolators/linear-interpolator';
import { Pointer } from '../../helper/pointer';
import { CharacterShape } from '../../shapes/character-shape';
import { SoundHandler, Sounds } from '../../sound-handler';
@ -40,7 +40,7 @@ export class CharacterView extends CharacterBase {
private muzzleFlashIntensity = 0;
private hitFlashIntensity = 0;
private strength = settings.playerMaxStrength;
private strengthExtrapolator = new LinearExtrapolator(settings.playerMaxStrength);
private strengthInterpolator = new LinearInterpolator(settings.playerMaxStrength);
private nameElement: HTMLElement = document.createElement('div');
private statsElement: HTMLElement = document.createElement('div');
private killCountElement: HTMLElement = document.createElement('span');
@ -50,9 +50,9 @@ export class CharacterView extends CharacterBase {
public isMainCharacter = false;
private leftFootExtrapolator: CircleExtrapolator;
private rightFootExtrapolator: CircleExtrapolator;
private headExtrapolator: CircleExtrapolator;
private leftFootInterpolator: CircleInterpolator;
private rightFootInterpolator: CircleInterpolator;
private headInterpolator: CircleInterpolator;
protected commandExecutors: CommandExecutors = {
[RenderCommand.type]: this.draw.bind(this),
@ -80,9 +80,9 @@ export class CharacterView extends CharacterBase {
0,
);
this.leftFootExtrapolator = new CircleExtrapolator(this.leftFoot!);
this.rightFootExtrapolator = new CircleExtrapolator(this.rightFoot!);
this.headExtrapolator = new CircleExtrapolator(this.head!);
this.leftFootInterpolator = new CircleInterpolator(this.leftFoot!);
this.rightFootInterpolator = new CircleInterpolator(this.rightFoot!);
this.headInterpolator = new CircleInterpolator(this.head!);
this.nameElement.className = 'player-tag ' + this.team;
this.nameElement.innerText = this.name;
@ -140,16 +140,16 @@ export class CharacterView extends CharacterBase {
rateOfChange,
}: UpdatePropertyCommand) {
if (propertyKey === 'head') {
this.headExtrapolator.addFrame(propertyValue, rateOfChange);
this.headInterpolator.addFrame(propertyValue, rateOfChange);
}
if (propertyKey === 'leftFoot') {
this.leftFootExtrapolator.addFrame(propertyValue, rateOfChange);
this.leftFootInterpolator.addFrame(propertyValue, rateOfChange);
}
if (propertyKey === 'rightFoot') {
this.rightFootExtrapolator.addFrame(propertyValue, rateOfChange);
this.rightFootInterpolator.addFrame(propertyValue, rateOfChange);
}
if (propertyKey === 'strength') {
this.strengthExtrapolator.addFrame(propertyValue, rateOfChange);
this.strengthInterpolator.addFrame(propertyValue, rateOfChange);
}
}
@ -194,12 +194,12 @@ export class CharacterView extends CharacterBase {
}
private step({ deltaTimeInSeconds }: StepCommand): void {
this.head! = this.headExtrapolator.getValue(deltaTimeInSeconds);
this.leftFoot! = this.leftFootExtrapolator.getValue(deltaTimeInSeconds);
this.rightFoot! = this.rightFootExtrapolator.getValue(deltaTimeInSeconds);
this.head! = this.headInterpolator.getValue(deltaTimeInSeconds);
this.leftFoot! = this.leftFootInterpolator.getValue(deltaTimeInSeconds);
this.rightFoot! = this.rightFootInterpolator.getValue(deltaTimeInSeconds);
this.strength = clamp(
this.strengthExtrapolator.getValue(deltaTimeInSeconds),
this.strengthInterpolator.getValue(deltaTimeInSeconds),
0,
settings.playerMaxStrength,
);

View file

@ -12,6 +12,7 @@ import {
import { BeforeDestroyCommand } from '../../commands/types/before-destroy';
import { RenderCommand } from '../../commands/types/render';
import { StepCommand } from '../../commands/types/step';
import { LinearInterpolator } from '../../helper/interpolators/linear-interpolator';
import { PlanetShape } from '../../shapes/planet-shape';
const fallingPointLifetimeMs = 2000;
@ -39,7 +40,10 @@ abstract class FlareBudget {
export class PlanetView extends PlanetBase {
private shape: PlanetShape;
private ownershipProgress: HTMLElement;
private readonly rotationSpeed: number;
// Rotation is owned by the backend (it drives the collision polygon too) and
// streamed in; the interpolator replays the angle on the shared snapshot
// timeline, in sync with the characters standing on the surface.
private readonly rotationInterpolator = new LinearInterpolator(0);
private flareLight?: CircleLight;
private flareIntensity = 0;
@ -56,15 +60,13 @@ export class PlanetView extends PlanetBase {
super(id, vertices);
this.shape = new PlanetShape(vertices, ownership);
this.shape.randomOffset = Random.getRandom();
this.rotationSpeed =
(0.05 + Random.getRandom() * 0.07) * (Random.getRandom() < 0.5 ? -1 : 1);
this.ownershipProgress = document.createElement('div');
this.ownershipProgress.className = 'ownership';
}
private step({ deltaTimeInSeconds }: StepCommand): void {
this.shape.rotation += deltaTimeInSeconds * this.rotationSpeed;
this.shape.rotation = this.rotationInterpolator.getValue(deltaTimeInSeconds);
this.shape.colorMixQ = this.ownership;
if (this.flareIntensity > 0) {
@ -120,9 +122,17 @@ export class PlanetView extends PlanetBase {
this.releaseFlareSlot();
}
private updateProperty({ propertyValue }: UpdatePropertyCommand): void {
private updateProperty({
propertyKey,
propertyValue,
rateOfChange,
}: UpdatePropertyCommand): void {
if (propertyKey === 'rotation') {
this.rotationInterpolator.addFrame(propertyValue, rateOfChange);
} else {
this.ownership = propertyValue;
}
}
private draw({ renderer, overlay, shouldChangeLayout }: RenderCommand): void {
if (shouldChangeLayout) {
@ -137,7 +147,7 @@ export class PlanetView extends PlanetBase {
if (this.lastGeneratedPoint !== undefined) {
const element = document.createElement('div');
element.className = 'falling-point ' + (this.ownership < 0.5 ? 'decla' : 'red');
element.className = 'falling-point ' + (this.ownership < 0.5 ? 'blue' : 'red');
element.innerText = '+' + this.lastGeneratedPoint;
element.style.left = `${screenPosition.x}px`;
element.style.top = `${screenPosition.y}px`;
@ -159,12 +169,12 @@ export class PlanetView extends PlanetBase {
}
private getGradient(): string {
const sideDecla = this.ownership < 0.5;
const sideBlue = this.ownership < 0.5;
const sidePercent = (Math.abs(this.ownership - 0.5) / 0.5) * 100;
return sideDecla
return sideBlue
? `conic-gradient(
var(--bright-decla) ${sidePercent}%,
var(--bright-decla) ${sidePercent}%,
var(--bright-blue) ${sidePercent}%,
var(--bright-blue) ${sidePercent}%,
rgba(0, 0, 0, 0) ${sidePercent}%,
rgba(0, 0, 0, 0) 100%
)`

View file

@ -10,12 +10,12 @@ import {
} from 'shared';
import { RenderCommand } from '../../commands/types/render';
import { StepCommand } from '../../commands/types/step';
import { Vec2Extrapolator } from '../../helper/extrapolators/vec2-extrapolator';
import { Vec2Interpolator } from '../../helper/interpolators/vec2-interpolator';
export class ProjectileView extends ProjectileBase {
private light: CircleLight;
private centerExtrapolator: Vec2Extrapolator;
private centerInterpolator: Vec2Interpolator;
protected commandExecutors: CommandExecutors = {
[RenderCommand.type]: this.draw.bind(this),
@ -36,17 +36,17 @@ export class ProjectileView extends ProjectileBase {
settings.paletteDim[settings.colorIndices[team]],
0,
);
this.centerExtrapolator = new Vec2Extrapolator(center);
this.centerInterpolator = new Vec2Interpolator(center);
}
private updateProperty({ propertyValue, rateOfChange }: UpdatePropertyCommand): void {
this.centerExtrapolator.addFrame(propertyValue, rateOfChange);
this.centerInterpolator.addFrame(propertyValue, rateOfChange);
}
private handleStep({ deltaTimeInSeconds }: StepCommand): void {
this.step(deltaTimeInSeconds);
this.center = this.centerExtrapolator.getValue(deltaTimeInSeconds);
this.center = this.centerInterpolator.getValue(deltaTimeInSeconds);
this.light.center = this.center;
this.light.intensity = Math.min(
0.1,

View file

@ -54,19 +54,24 @@ export class PlanetShape extends PolygonFactory(settings.planetEdgeCount, 0) {
float l = planetLengths[j];
float randomOffset = planetRandoms[j];
float rotation = planetRotations[j];
vec2 targetCenterDelta = target - center;
float targetDistance = length(targetCenterDelta);
vec2 targetTangent = targetCenterDelta / clamp(targetDistance, 0.01, 1000.0);
float cr = cos(rotation);
float sr = sin(rotation);
vec2 rotatedTangent = vec2(
cr * targetTangent.x - sr * targetTangent.y,
sr * targetTangent.x + cr * targetTangent.y
// Spin the whole planet: evaluate the SDF in the planet's own
// rotating frame so the polygon outline turns together with its
// terrain, instead of the terrain sliding over a fixed outline.
vec2 targetCenterDelta = target - center;
float targetDistance = length(targetCenterDelta);
vec2 localTarget = center + vec2(
cr * targetCenterDelta.x - sr * targetCenterDelta.y,
sr * targetCenterDelta.x + cr * targetCenterDelta.y
);
vec2 noisyTarget = target - (
vec2 targetTangent = (localTarget - center) / clamp(targetDistance, 0.01, 1000.0);
vec2 noisyTarget = localTarget - (
targetTangent * planetTerrain(vec2(
l * abs(atan(rotatedTangent.y, rotatedTangent.x)),
l * abs(atan(targetTangent.y, targetTangent.x)),
randomOffset
)) / 12.0
);
@ -97,7 +102,7 @@ export class PlanetShape extends PolygonFactory(settings.planetEdgeCount, 0) {
if (dist < minDistance) {
minDistance = dist;
color = mix(${colorToString(settings.declaPlanetColor)}, ${colorToString(
color = mix(${colorToString(settings.bluePlanetColor)}, ${colorToString(
settings.redPlanetColor,
)}, planetColorMixQ[j]);
}

View file

@ -4,11 +4,16 @@ import { Command } from '../command';
@serializable
export class PropertyUpdatesForObjects extends Command {
constructor(public readonly updates: Array<PropertyUpdatesForObject>) {
constructor(
public readonly updates: Array<PropertyUpdatesForObject>,
// Seconds on the server's monotonic clock at the moment this state was
// captured. Only differences between timestamps are meaningful.
public readonly timestamp: number,
) {
super();
}
public toArray(): Array<any> {
return [this.updates];
return [this.updates, this.timestamp];
}
}

View file

@ -18,6 +18,10 @@ export const settings = {
worldRadius: 4000,
objectsOnCircleLength: 0.002,
updateMessageInterval: 1 / 25,
// How far behind the estimated server time remote state is rendered: ~2.5
// update intervals, so a late packet rarely leaves the client without a
// newer snapshot to interpolate towards.
interpolationDelaySeconds: 0.1,
planetEdgeCount: 7,
playerKillPoint: 25,
takeControlTimeInSeconds: 2.5,