decla-red/frontend/src/scripts/game.ts

323 lines
10 KiB
TypeScript

import { vec2 } from 'gl-matrix';
import {
CircleLight,
FilteringOptions,
Renderer,
renderNoise,
runAnimation,
WrapOptions,
} from 'sdf-2d';
import {
deserialize,
TransportEvents,
SetAspectRatioActionCommand,
UpdateOtherPlayerDirections,
clamp,
UpdateGameState,
GameEndCommand,
ServerAnnouncement,
GameStartCommand,
CommandReceiver,
CommandExecutors,
Command,
settings,
} from 'shared';
import { io, Socket } from 'socket.io-client';
import { KeyboardListener } from './commands/keyboard-listener';
import { MouseListener } from './commands/mouse-listener';
import { TouchListener } from './commands/touch-listener';
import { CommandSocket } from './commands/command-socket';
import { PlayerDecision } from './join-form-handler';
import { GameObjectContainer } from './objects/game-object-container';
import parser from 'socket.io-msgpack-parser';
import { CharacterShape } from './shapes/character-shape';
import { PlanetShape } from './shapes/planet-shape';
import { RenderCommand } from './commands/types/render';
import { StepCommand } from './commands/types/step';
import { Tutorial } from './tutorial';
import { Scoreboard } from './scoreboard';
export class Game extends CommandReceiver {
public gameObjects = new GameObjectContainer(this);
public renderer?: Renderer;
private socket!: Socket;
private isBetweenGames = false;
public started: Promise<void>;
private resolveStarted!: () => unknown;
private keyboardListener: KeyboardListener;
private mouseListener: MouseListener;
private touchListener: TouchListener;
private scoreboard = new Scoreboard();
private announcementText = document.createElement('h2');
private arrows: { [id: number]: HTMLElement } = {};
private socketReceiver!: CommandSocket;
private tutorial!: Tutorial;
constructor(
private readonly playerDecision: PlayerDecision,
private readonly canvas: HTMLCanvasElement,
private readonly overlay: HTMLElement,
) {
super();
this.started = new Promise((r) => (this.resolveStarted = r));
this.announcementText.className = 'announcement';
this.keyboardListener = new KeyboardListener();
this.mouseListener = new MouseListener(this.canvas, this);
this.touchListener = new TouchListener(this.canvas, this.overlay, this);
}
private initialize() {
this.isBetweenGames = true;
this.socket?.close();
this.gameObjects = new GameObjectContainer(this);
this.overlay.innerHTML = '';
this.arrows = {};
this.isEnding = false;
this.lastAnnouncementText = '';
this.overlay.appendChild(this.scoreboard.element);
this.announcementText.innerText = '';
this.timeScaling = 1;
this.overlay.appendChild(this.announcementText);
this.tutorial = new Tutorial(this.overlay);
this.socket = io(this.playerDecision.server, {
reconnectionDelayMax: 10000,
transports: ['websocket'],
forceNew: true,
parser,
} as any);
// In socket.io-client v4 reconnection events are emitted by the Manager
// (`socket.io`), not the Socket itself.
this.socket.io.on('reconnect_attempt', () => {
this.socket.io.opts.transports = ['polling', 'websocket'];
});
this.socket.on('disconnect', () => {
if (!this.isBetweenGames) {
this.destroy();
}
});
this.socket.on(TransportEvents.Ping, () => {
this.socket.emit(TransportEvents.Pong);
});
this.socket.on(TransportEvents.ServerToPlayer, (serializedCommands: string) => {
const commands: Array<Command> = deserialize(serializedCommands);
commands.forEach((c) => this.handleCommand(c));
});
this.socketReceiver = new CommandSocket(this.socket);
// The tutorial listens to the same input streams as the socket, so its
// stages clear off the player's own commands without any server involvement.
this.keyboardListener.clearSubscribers();
this.keyboardListener.subscribe(this.socketReceiver);
this.keyboardListener.subscribe(this.tutorial);
this.mouseListener.clearSubscribers();
this.mouseListener.subscribe(this.socketReceiver);
this.mouseListener.subscribe(this.tutorial);
this.touchListener.clearSubscribers();
this.touchListener.subscribe(this.socketReceiver);
this.touchListener.subscribe(this.tutorial);
this.isBetweenGames = false;
this.socket.emit(TransportEvents.PlayerJoining, this.playerDecision);
}
protected defaultCommandExecutor(c: Command) {
this.gameObjects.handleCommand(c);
}
private lastGameState?: UpdateGameState;
private isEnding = false;
private timeScaling = 1;
private lastAnnouncementText = '';
protected commandExecutors: CommandExecutors = {
[ServerAnnouncement.type]: (c: ServerAnnouncement) => {
this.lastAnnouncementText = c.text;
this.timeSinceLastAnnouncement = 0;
},
[UpdateGameState.type]: (c: UpdateGameState) => (this.lastGameState = c),
[GameEndCommand.type]: () => (this.isEnding = true),
[UpdateOtherPlayerDirections.type]: (c: UpdateOtherPlayerDirections) =>
(this.lastOtherPlayerDirections = c),
[GameStartCommand.type]: this.initialize.bind(this),
};
private lastOtherPlayerDirections?: UpdateOtherPlayerDirections;
private handleOtherPlayerDirections(command: UpdateOtherPlayerDirections) {
command.otherPlayerDirections.forEach((d) => {
if (!(d.id! in this.arrows)) {
const element = document.createElement('div');
this.arrows[d.id!] = element;
this.overlay.appendChild(element);
}
const e = this.arrows[d.id!];
const direction = d.direction;
const team = d.team;
const angle = Math.atan2(direction.y, direction.x);
e.className = 'other-player-arrow ' + team;
if (!this.renderer) {
return;
}
const width = this.renderer.canvasSize.x;
const height = this.renderer.canvasSize.y;
const aspectRatio = width / height;
const directionRatio = direction.x / direction.y;
let deltaX: number, deltaY: number;
if (aspectRatio < Math.abs(directionRatio)) {
deltaX = (width / 2) * Math.sign(direction.x);
deltaY = deltaX / directionRatio;
} else {
deltaY = (height / 2) * Math.sign(direction.y);
deltaX = deltaY * directionRatio;
}
const delta = vec2.fromValues(deltaX, deltaY);
const center = vec2.fromValues(width / 2, height / 2);
const p = vec2.add(center, center, delta);
const arrowPadding = 24;
vec2.set(
p,
clamp(p.x, arrowPadding, width - arrowPadding),
clamp(height - p.y, arrowPadding, height - arrowPadding),
);
e.style.transform = `translateX(${p.x}px) translateY(${p.y
}px) translateX(-50%) translateY(-50%) rotate(${-angle + Math.PI / 2}rad) `;
});
for (const id in this.arrows) {
if (
Object.prototype.hasOwnProperty.call(this.arrows, id) &&
command.otherPlayerDirections.find((v) => v.id?.toString() === id) === undefined
) {
this.arrows[id].parentElement?.removeChild(this.arrows[id]);
delete this.arrows[id];
}
}
}
public async start(): Promise<void> {
const noiseTexture = await renderNoise([256, 256], 2, 1);
this.initialize();
await runAnimation(
this.canvas,
[
PlanetShape.descriptor,
CharacterShape.descriptor,
{
...CircleLight.descriptor,
shaderCombinationSteps: [0, 1, 2, 4, 8, 16],
},
],
this.gameLoop.bind(this),
{
shadowTraceCount: 16,
paletteSize: settings.paletteDim.length,
colorPalette: settings.paletteDim,
enableHighDpiRendering: true,
lightCutoffDistance: settings.lightCutoffDistance,
lightOverlapReduction: settings.lightOverlapReduction,
textures: {
noiseTexture: {
source: noiseTexture,
overrides: {
maxFilter: FilteringOptions.LINEAR,
wrapS: WrapOptions.MIRRORED_REPEAT,
wrapT: WrapOptions.MIRRORED_REPEAT,
},
},
},
},
);
this.socket.close();
this.overlay.innerHTML = '';
this.keyboardListener.destroy();
this.mouseListener.destroy();
this.touchListener.destroy();
}
public displayToWorldCoordinates(p: vec2): vec2 {
return this.renderer?.displayToWorldCoordinates(p) ?? vec2.create();
}
public aspectRatioChanged(aspectRatio: number) {
this.socketReceiver.handleCommand(new SetAspectRatioActionCommand(aspectRatio));
}
private isActive = true;
public destroy() {
this.isActive = false;
}
private timeSinceLastAnnouncement = 0;
private framesSinceLastLayoutUpdate = 0;
private gameLoop(
renderer: Renderer,
_: DOMHighResTimeStamp,
deltaTime: DOMHighResTimeStamp,
): boolean {
this.resolveStarted();
deltaTime /= 1000;
let shouldChangeLayout = false;
if (++this.framesSinceLastLayoutUpdate > 1) {
shouldChangeLayout = true;
this.framesSinceLastLayoutUpdate = 0;
this.draw();
}
if (
(this.timeSinceLastAnnouncement += deltaTime) > settings.announcementVisibleSeconds
) {
this.lastAnnouncementText = '';
}
if (this.isEnding) {
this.timeScaling *= Math.pow(settings.endGameDeltaScaling, deltaTime);
deltaTime /= this.timeScaling;
}
this.renderer = renderer;
this.gameObjects.handleCommand(new StepCommand(deltaTime));
this.gameObjects.handleCommand(
new RenderCommand(this.renderer, this.overlay, shouldChangeLayout),
);
this.touchListener.update(deltaTime);
this.tutorial.step(this.gameObjects);
this.socketReceiver.sendQueuedCommands();
return this.isActive;
}
private draw() {
if (this.lastGameState) {
// The local player's team is read off the main character once it exists.
this.scoreboard.update(this.lastGameState, this.gameObjects.player?.team);
}
if (this.lastOtherPlayerDirections) {
this.handleOtherPlayerDirections(this.lastOtherPlayerDirections);
}
this.announcementText.innerHTML = this.lastAnnouncementText;
}
}