Modernise & make fun #3
23 changed files with 408 additions and 236 deletions
9
backend/src/commands/announce.ts
Normal file
9
backend/src/commands/announce.ts
Normal file
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@ -0,0 +1,9 @@
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import { Command } from 'shared';
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// Internal request from a game object (e.g. a keystone planet flipping) asking
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// the GameServer to broadcast a one-off announcement to every connected client.
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export class AnnounceCommand extends Command {
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public constructor(public readonly text: string) {
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super();
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}
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}
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@ -1,9 +1,8 @@
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import { vec2 } from 'gl-matrix';
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import { Random, PlanetBase, hsl, settings } from 'shared';
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import { Random, PlanetBase, hsl, settings, evaluateSdf } from 'shared';
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import { LampPhysical } from './objects/lamp-physical';
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import { PlanetPhysical } from './objects/planet-physical';
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import { PhysicalContainer } from './physics/containers/physical-container';
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import { evaluateSdf } from './physics/functions/evaluate-sdf';
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import { Physical } from './physics/physicals/physical';
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export const createWorld = (objectContainer: PhysicalContainer) => {
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@ -45,13 +44,16 @@ export const createWorld = (objectContainer: PhysicalContainer) => {
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) {
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const planet =
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objects.length === 0
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? new PlanetPhysical(
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? // The first, central giant is the keystone "Heart": a named,
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// always-contested focal objective the whole match orbits.
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new PlanetPhysical(
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PlanetBase.createPlanetVertices(
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position,
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Random.getRandomInRange(1600, 2400),
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Random.getRandomInRange(1600, 2400),
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Random.getRandomInRange(80, 300),
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),
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true,
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)
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: new PlanetPhysical(
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PlanetBase.createPlanetVertices(
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@ -21,6 +21,7 @@ import { Options } from './options';
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import { PlayerContainer } from './players/player-container';
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import { StepCommand } from './commands/step';
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import { GeneratePointsCommand } from './commands/generate-points';
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import { AnnounceCommand } from './commands/announce';
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const gameStateSubscribedRoom = 'gameStateSubscribedRoom';
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@ -63,6 +64,8 @@ export class GameServer extends CommandReceiver {
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protected commandExecutors: CommandExecutors = {
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[GeneratePointsCommand.type]: this.addPoints.bind(this),
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[AnnounceCommand.type]: ({ text }: AnnounceCommand) =>
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this.players.queueCommandForEachClient(new ServerAnnouncement(text)),
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};
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constructor(
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@ -164,6 +167,7 @@ export class GameServer extends CommandReceiver {
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}
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private timeSinceLastPointUpdate = 0;
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private physicsAccumulator = 0;
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private handlePhysics() {
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const delta = this.deltaTimeCalculator.getNextDeltaTimeInSeconds({ setAsBase: true });
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@ -183,14 +187,28 @@ export class GameServer extends CommandReceiver {
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);
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}
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let scaledDelta = delta;
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if (this.isInEndGame) {
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this.timeScaling *= Math.pow(settings.endGameDeltaScaling, delta);
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scaledDelta /= this.timeScaling;
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const fixedDelta = settings.targetPhysicsDeltaTimeInSeconds;
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const maxSubstepsPerFrame = 5;
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this.physicsAccumulator += delta;
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let substeps = Math.floor(this.physicsAccumulator / fixedDelta);
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if (substeps > maxSubstepsPerFrame) {
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substeps = maxSubstepsPerFrame;
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this.physicsAccumulator = 0;
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} else {
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this.physicsAccumulator -= substeps * fixedDelta;
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}
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for (let i = 0; i < substeps; i++) {
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let scaledDelta = fixedDelta;
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if (this.isInEndGame) {
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this.timeScaling *= Math.pow(settings.endGameDeltaScaling, fixedDelta);
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scaledDelta /= this.timeScaling;
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}
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this.objects.handleCommand(new StepCommand(scaledDelta, this));
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this.players.step(scaledDelta);
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}
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this.players.stepCommunication(delta);
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this.objects.resetRemoteCalls();
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@ -198,7 +216,7 @@ export class GameServer extends CommandReceiver {
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setTimeout(
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this.handlePhysics.bind(this),
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Math.max(0, settings.targetPhysicsDeltaTimeInSeconds - physicsDelta) * 1000,
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Math.max(0, fixedDelta - physicsDelta) * 1000,
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);
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}
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@ -1,6 +0,0 @@
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export const interpolateAngles = (from: number, to: number, q: number) => {
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const max = Math.PI * 2;
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const possibleDistance = (to - from) % max;
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const shorterDistance = ((2 * possibleDistance) % max) - possibleDistance;
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return from + shorterDistance * q;
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};
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@ -499,8 +499,8 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
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// around the planet centre by the same per-tick angle the renderer and the
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// collision SDF use, so the player is carried around and turned with the
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// surface instead of it sliding frictionlessly underneath. The positional
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// change becomes velocity in setPropertyUpdates, so the motion syncs and the
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// client extrapolates it smoothly.
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// change becomes velocity in setPropertyUpdates, keeping the streamed
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// rate-of-change consistent with the streamed positions.
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private carryWithRotatingPlanet(deltaTimeInSeconds: number) {
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const planet = this.currentPlanet;
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if (!planet) {
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@ -5,6 +5,7 @@ import {
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clamp01,
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id,
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mix,
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Random,
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serializesTo,
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settings,
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PlanetBase,
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@ -28,6 +29,16 @@ export class PlanetPhysical extends PlanetBase implements StaticPhysical {
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public readonly sizePointMultiplier: number;
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// Planets slowly spin. The angle is authoritative here and streamed to the
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// client (see getPropertyUpdates), so the rendered outline and this collision
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// polygon turn as one rigid body. cos/sin are memoised per angle because
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// distance() is called many times per tick by the raymarcher and SDF sampling.
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private rotation = 0;
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private readonly rotationSpeed: number;
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private cachedRotation = Number.NaN;
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private cosRotation = 1;
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private sinRotation = 0;
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private _boundingBox?: ImmutableBoundingBox;
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private readonly lamps: Array<LampPhysical> = [];
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@ -51,19 +62,26 @@ export class PlanetPhysical extends PlanetBase implements StaticPhysical {
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);
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this.sizePointMultiplier = mix(1, settings.planetSizePointMultiplierMax, sizeClass);
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this.rotationSpeed =
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(0.05 + Random.getRandom() * 0.07) * (Random.getRandom() < 0.5 ? -1 : 1);
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}
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public distance(target: vec2): number {
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// Evaluate the SDF in the planet's own rotating frame so this collision
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// outline turns in lockstep with the rendered planet (see planet-shape.ts).
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const local = this.toLocalFrame(target);
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const startEnd = this.vertices[0];
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let vb = startEnd;
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let d = vec2.squaredDistance(target, vb);
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let d = vec2.dist(local, vb);
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let sign = 1;
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for (let i = 1; i <= this.vertices.length; i++) {
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const va = vb;
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vb = i === this.vertices.length ? startEnd : this.vertices[i];
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const targetFromDelta = vec2.subtract(vec2.create(), target, va);
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const targetFromDelta = vec2.subtract(vec2.create(), local, va);
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const toFromDelta = vec2.subtract(vec2.create(), vb, va);
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const h = clamp01(
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vec2.dot(targetFromDelta, toFromDelta) / vec2.squaredLength(toFromDelta),
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@ -75,8 +93,8 @@ export class PlanetPhysical extends PlanetBase implements StaticPhysical {
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);
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if (
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(target.y >= va.y && target.y < vb.y && ds.y > 0) ||
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(target.y < va.y && target.y >= vb.y && ds.y <= 0)
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(local.y >= va.y && local.y < vb.y && ds.y > 0) ||
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(local.y < va.y && local.y >= vb.y && ds.y <= 0)
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) {
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sign *= -1;
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}
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@ -87,11 +105,35 @@ export class PlanetPhysical extends PlanetBase implements StaticPhysical {
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return sign * d;
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}
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// Rotate a world point by -rotation about the centre, matching the shader's
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// `localTarget = center + R(rotation) * (target - center)` transform exactly.
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private toLocalFrame(target: vec2): vec2 {
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if (this.rotation !== this.cachedRotation) {
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this.cachedRotation = this.rotation;
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this.cosRotation = Math.cos(this.rotation);
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this.sinRotation = Math.sin(this.rotation);
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}
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const dx = target.x - this.center.x;
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const dy = target.y - this.center.y;
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return vec2.fromValues(
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this.center.x + this.cosRotation * dx - this.sinRotation * dy,
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this.center.y + this.sinRotation * dx + this.cosRotation * dy,
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);
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}
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// Signed angular velocity in rad/s, exposed so a character standing on the
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// planet can ride its spin (see CharacterPhysical.carryWithRotatingPlanet).
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public get angularVelocity(): number {
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return this.rotationSpeed;
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}
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public get team(): CharacterTeam {
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return Math.abs(this.ownership - 0.5) < 0.1
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? CharacterTeam.neutral
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: this.ownership < 0.5
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? CharacterTeam.decla
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? CharacterTeam.blue
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: CharacterTeam.red;
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}
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@ -105,7 +147,7 @@ export class PlanetPhysical extends PlanetBase implements StaticPhysical {
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);
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game.handleCommand(
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new GeneratePointsCommand(
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this.team === CharacterTeam.decla ? value : 0,
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this.team === CharacterTeam.blue ? value : 0,
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this.team === CharacterTeam.red ? value : 0,
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),
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);
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@ -113,6 +155,7 @@ export class PlanetPhysical extends PlanetBase implements StaticPhysical {
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}
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private step({ deltaTimeInSeconds, game }: StepCommand) {
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this.rotation += deltaTimeInSeconds * this.rotationSpeed;
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this.timeSinceLastPointGeneration += deltaTimeInSeconds;
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// In reverse order, so that teams can achieve a 100% control.
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@ -135,7 +178,7 @@ export class PlanetPhysical extends PlanetBase implements StaticPhysical {
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this.remoteCall('generatedPoints', reward);
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game.handleCommand(
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new GeneratePointsCommand(
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currentTeam === CharacterTeam.decla ? reward : 0,
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currentTeam === CharacterTeam.blue ? reward : 0,
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currentTeam === CharacterTeam.red ? reward : 0,
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),
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);
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@ -153,11 +196,14 @@ export class PlanetPhysical extends PlanetBase implements StaticPhysical {
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public getPropertyUpdates(): PropertyUpdatesForObject {
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return new PropertyUpdatesForObject(this.id, [
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new UpdatePropertyCommand('ownership', this.ownership, 0),
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// Stream rotation with rotationSpeed as the rate-of-change so the client
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// can keep the angle moving when snapshots run late (see planet-view.ts).
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new UpdatePropertyCommand('rotation', this.rotation, this.rotationSpeed),
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]);
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}
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public takeControl(team: CharacterTeam, deltaTime: number) {
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if (team === CharacterTeam.decla) {
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if (team === CharacterTeam.blue) {
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this.ownership -= (0.5 / settings.takeControlTimeInSeconds) * deltaTime;
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} else if (team === CharacterTeam.red) {
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this.ownership += (0.5 / settings.takeControlTimeInSeconds) * deltaTime;
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@ -180,22 +226,20 @@ export class PlanetPhysical extends PlanetBase implements StaticPhysical {
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public get boundingBox(): ImmutableBoundingBox {
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if (!this._boundingBox) {
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const { xMin, xMax, yMin, yMax } = this.vertices.reduce(
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(extremities, vertex) => ({
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xMin: Math.min(extremities.xMin, vertex.x),
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xMax: Math.max(extremities.xMax, vertex.x),
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yMin: Math.min(extremities.yMin, vertex.y),
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yMax: Math.max(extremities.yMax, vertex.y),
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}),
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{
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xMin: Infinity,
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xMax: -Infinity,
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yMin: Infinity,
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yMax: -Infinity,
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},
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// The polygon spins about its centre (see distance), so this static box
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// has to cover every orientation, not just the spawn-time one: take the
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// circumscribed circle around the rotation centre.
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const maxVertexDistance = this.vertices.reduce(
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(max, vertex) => Math.max(max, vec2.distance(this.center, vertex)),
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0,
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);
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this._boundingBox = new ImmutableBoundingBox(xMin, xMax, yMin, yMax);
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this._boundingBox = new ImmutableBoundingBox(
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this.center.x - maxVertexDistance,
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this.center.x + maxVertexDistance,
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this.center.y - maxVertexDistance,
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this.center.y + maxVertexDistance,
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);
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}
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return this._boundingBox;
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@ -1,7 +0,0 @@
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import { vec2 } from 'gl-matrix';
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import { PhysicalBase } from '../physicals/physical-base';
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export const evaluateSdf = (target: vec2, objects: Array<PhysicalBase>) =>
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objects
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.filter((i) => i.canCollide)
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.reduce((min, i) => (min = Math.min(min, i.distance(target))), 1000000);
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@ -1,89 +0,0 @@
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import { vec2 } from 'gl-matrix';
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import { GameObject } from 'shared';
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import { CirclePhysical } from '../../objects/circle-physical';
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import { evaluateSdf } from './evaluate-sdf';
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import { Physical } from '../physicals/physical';
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import { ReactToCollisionCommand } from '../../commands/react-to-collision';
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export const moveCircle = (
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circle: CirclePhysical,
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delta: vec2,
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possibleIntersectors: Array<Physical>,
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ignoreCollision = false,
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): {
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hitSurface: boolean;
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normal?: vec2;
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hitObject?: GameObject;
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} => {
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const direction = vec2.clone(delta);
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if (vec2.length(delta) > 0) {
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vec2.normalize(direction, direction);
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}
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const deltaLength = vec2.length(delta);
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let travelled = 0;
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const rayEnd = vec2.create();
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let prevMinDistance = 0;
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while (travelled < deltaLength) {
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travelled += prevMinDistance;
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vec2.add(
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rayEnd,
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circle.center,
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vec2.scale(vec2.create(), direction, Math.min(travelled, deltaLength)),
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);
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const minDistance = evaluateSdf(rayEnd, possibleIntersectors);
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if (minDistance < circle.radius) {
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const intersecting = possibleIntersectors.find(
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(i) => i.distance(rayEnd) <= circle.radius,
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)!;
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if (ignoreCollision) {
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circle.center = vec2.add(circle.center, circle.center, delta);
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} else {
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intersecting.handleCommand(new ReactToCollisionCommand(circle.gameObject));
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circle.handleCommand(new ReactToCollisionCommand(intersecting.gameObject));
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}
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vec2.add(
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rayEnd,
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circle.center,
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vec2.scale(vec2.create(), direction, travelled - prevMinDistance),
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);
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vec2.copy(circle.center, rayEnd);
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const dx =
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evaluateSdf(vec2.add(vec2.create(), rayEnd, vec2.fromValues(0.01, 0)), [
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intersecting,
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]) -
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evaluateSdf(vec2.add(vec2.create(), rayEnd, vec2.fromValues(-0.01, 0)), [
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intersecting,
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]);
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const dy =
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evaluateSdf(vec2.add(vec2.create(), rayEnd, vec2.fromValues(0, 0.01)), [
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intersecting,
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]) -
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evaluateSdf(vec2.add(vec2.create(), rayEnd, vec2.fromValues(0, -0.01)), [
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intersecting,
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]);
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const normal = vec2.fromValues(dx, dy);
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vec2.normalize(normal, normal);
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return {
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hitSurface: true,
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normal,
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hitObject: intersecting?.gameObject,
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};
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}
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prevMinDistance = minDistance;
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}
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vec2.add(circle.center, circle.center, delta);
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return {
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hitSurface: false,
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};
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};
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@ -1,3 +1,4 @@
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import { performance } from 'perf_hooks';
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import { vec2 } from 'gl-matrix';
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import {
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CommandExecutors,
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@ -126,6 +127,7 @@ export class Player extends PlayerBase {
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this.objectsPreviouslyInViewArea
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.map((o) => o.getPropertyUpdates())
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.filter((u) => u) as Array<PropertyUpdatesForObject>,
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performance.now() / 1000,
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),
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);
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}
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|
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@ -34,6 +34,7 @@ import { CharacterShape } from './shapes/character-shape';
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import { PlanetShape } from './shapes/planet-shape';
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import { RenderCommand } from './commands/types/render';
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import { StepCommand } from './commands/types/step';
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import { serverTimeline } from './helper/server-timeline';
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import { Tutorial } from './tutorial';
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import { Scoreboard } from './scoreboard';
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|
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@ -74,6 +75,7 @@ export class Game extends CommandReceiver {
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this.isBetweenGames = true;
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this.socket?.close();
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serverTimeline.reset();
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this.gameObjects = new GameObjectContainer(this);
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this.overlay.innerHTML = '';
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this.arrows = {};
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|
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@ -274,6 +276,11 @@ export class Game extends CommandReceiver {
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this.resolveStarted();
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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;
|
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if (++this.framesSinceLastLayoutUpdate > 1) {
|
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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;
|
||||
}
|
||||
}
|
||||
|
|
@ -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) {
|
||||
|
|
@ -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)
|
||||
);
|
||||
}
|
||||
}
|
||||
|
|
@ -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) {
|
||||
84
frontend/src/scripts/helper/server-timeline.ts
Normal file
84
frontend/src/scripts/helper/server-timeline.ts
Normal file
|
|
@ -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();
|
||||
|
|
@ -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)),
|
||||
|
|
|
|||
|
|
@ -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),
|
||||
};
|
||||
|
|
|
|||
|
|
@ -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,
|
||||
);
|
||||
|
|
|
|||
|
|
@ -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%
|
||||
)`
|
||||
|
|
|
|||
|
|
@ -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,
|
||||
|
|
|
|||
|
|
@ -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]);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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];
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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,
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue