decla-red/frontend/src/scripts/tutorial.ts
2026-06-11 21:02:06 +01:00

105 lines
2.7 KiB
TypeScript

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