This commit is contained in:
Freya Murphy 2023-06-16 20:38:55 -04:00
parent 9e43bcbfe9
commit 44334fc385
37 changed files with 1416 additions and 1211 deletions

3
.gitignore vendored
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@ -1 +1,2 @@
/target
server/target
client/js

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@ -71,24 +71,3 @@ input {
padding: .25rem;
margin-bottom: .215rem;
}
#container img {
image-rendering: pixelated;
}
#canvas {
position: absolute;
width: 100%;
height: 100%;
}
#fps {
position: absolute;
left: 0;
top: 0;
z-index: 99;
font-size: 20;
font-style: monospace;
background-color: black;
color: white;
}

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@ -2,15 +2,13 @@
<html>
<head>
<link rel="stylesheet" href="css/main.css"/>
<script>var exports = {};</script>
</head>
<body>
<img src="img/wall_atlas.png" id="atlas" style="display: none;"/>
<div id="container" style="display: none;">
<canvas id="canvas" style="display: none;"></canvas>
</div>
<img src="img/atlas.png" id="atlas" style="display: none;"/>
<canvas id="canvas" style="display: none;"></canvas>
<style id="style"></style>
<div id="center">
<div id="fps"></div>
<form id="join" autocomplete="off">
<input type="text" id="room_code" name="room_code" placeholder="Room Code">
<input type="text" id="name" name="name" placeholder="Player Name">

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@ -1,111 +0,0 @@
/**
* @author tint
* @template Data, Input
*/
export class Game {
/**
* @param {number} history How many frames of history to keep in memory
* @param {(data: Data, input: Input, frame: number) => Data} advance The function to apply game logic. For rollback to work properly, this must be a pure function, and can't mutate inputs.
*/
constructor(history, advance) {
this.historysize = history;
this.advance = advance;
/** @type {{data: Data, input: Input}[]} */
this.history = [];
this.historyStart = 0;
// the game may have inputs from the "future"
// (local input delay to make sure inputs play at the same time on all machines)
// so the "present" isn't always the latest frame
// the game loop should set this every frame
this.currentFrame = 0;
}
startHistory(frame, data) {
this.historyStart = frame;
this.history = [{ data }];
this.currentFrame = frame;
}
getHistory(frame) {
return this.history[frame - this.historyStart];
}
getFrame() {
return this.historyStart + this.history.length - 1;
}
getCurrentData() {
const entry = this.history[this.history.length - 1];
return entry && entry.data;
}
/**
* Sets the input at a specific frame. If that frame is in history,
* the game will be rewound, the input applied, and then fast-forwarded to the current head.
* If the frame is ahead of the current latest frame, the game will be run until that frame.
* @param {number} frame The time to apply the input at
* @param {Input} input The input
*/
setInput(frame, input) {
this.editFrame(frame, index => {
let past = this.history[index - 1];
if(index === 0) {
past = { data: undefined };
}
this.history[index] = {
input,
data: this.advance(past ? past.data : undefined, input, frame),
};
});
}
setData(frame, data) {
this.editFrame(frame, index => {
this.history[index] = {
data,
input: this.history[index] && this.history[index].input,
}
});
}
/**
* @param {number} frame
* @param {(index: number) => void} edit
*/
editFrame(frame, edit) {
const head = this.historyStart + this.history.length;
if(frame < head) {
if(frame < this.historyStart) {
throw new Error("Tried to edit a past frame not in history:", frame);
}
edit(frame - this.historyStart);
// fast forward back to the present with the new data
for(let i = frame + 1; i < head; i++) {
const past = this.history[i - this.historyStart - 1];
this.history[i - this.historyStart].data = this.advance(
past ? past.data : undefined,
this.history[i - this.historyStart].input,
i
);
}
} else {
// fast forward the inbetween frames with no input
for(let i = head; i < frame; i++) {
const entry = this.history[i - this.historyStart - 1];
this.history[i - this.historyStart] = {
input: undefined,
data: this.advance(entry ? entry.data : undefined, undefined, i),
};
}
edit(frame - this.historyStart);
}
while(this.history.length > this.historysize) {
this.history.shift();
this.historyStart++;
}
}
}

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@ -1,128 +0,0 @@
import { Sprite } from './sprite.js'
import { ItemType, Rotation } from '../logic.js'
const draw_players = (data, players, sprites) => {
for (let id of players) {
let pos = data.players[id].pos
sprites[id].move(pos[0], pos[1])
switch (data.players[id].move_rot) {
case Rotation.NORTH:
sprites[id].rotate(270)
break
case Rotation.EAST:
sprites[id].rotate(0)
break
case Rotation.SOUTH:
sprites[id].rotate(90)
break
case Rotation.WEST:
sprites[id].rotate(180)
break
}
if (data.players[id].moving) {
sprites[id].set_img("img/pac.gif")
} else {
sprites[id].set_img("img/pac.png")
}
}
}
const update_player_sprites = (data, players, sprites) => {
for (const sprite of sprites) {
if (sprite !== undefined) {
sprite.destroy()
}
}
let new_sprites = Array(players)
new_sprites.fill(undefined)
for (let id of players) {
let sprite = new Sprite("img/pac.png", data.map)
sprite.layer(3)
sprite.resize(1,1)
sprite.show()
new_sprites[id] = sprite
}
return new_sprites
}
const create_map_dot = (data, x, y) => {
let dot = new Sprite("img/dot.png", data.map)
dot.move(x, y)
dot.resize(.2,.2)
dot.show()
dot.type = ItemType.DOT
return dot
}
const draw_sprites = (data, item_sprites) => {
let items = data.map.items
let to_remove = []
// remove rendered but non existing items
for (const item_key in item_sprites) {
let sprite = item_sprites[item_key]
if (!items[item_key]) {
sprite.destroy()
to_remove.push(item_key)
}
}
for (const id of to_remove) {
delete item_sprites[id]
}
// add not rendered sprites
for (const item_key in items) {
/** @type {import('../logic.js').Item} */
let item = items[item_key]
let sprite = item_sprites[item_key]
if (sprite) {
if (item.type === sprite.type)
continue
sprite.destroy()
}
switch (item.type) {
case ItemType.DOT:
sprite = create_map_dot(data, ...item.pos)
break;
}
item_sprites[item_key] = sprite
}
}
export const startGraphicsUpdater = () => {
let player_sprites = []
let item_sprites = {}
/**
* @type {(data: import("../logic.js").GameState) => void}
*/
return (data) => {
if (!data.map || !data.map.visible) return
let players = Object.keys(data.players).filter(k => data.players[k] !== undefined)
if (player_sprites.length !== players.length) {
player_sprites = update_player_sprites(data, players, player_sprites)
console.log("updating player sprites")
}
draw_sprites(data, item_sprites)
draw_players(data, players, player_sprites)
}
}

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@ -1,293 +0,0 @@
import { ItemType, get_item_key } from "../logic.js";
const update_style = (map, style) => {
const css = `
* {
--scale: 100;
--aspect: ${map.width/map.height};
--scaleX: calc(var(--scale) * 1vw);
--scaleY: calc(var(--scale) * 1vh);
}
#container {
width: calc(var(--scaleY) * var(--aspect));
height: var(--scaleY);
margin-top: calc((100vh - var(--scaleY))/2);
margin-left: calc(50vw - var(--scaleY)*var(--aspect)/2);
position: relative;
vertical-align: top;
line-height: 0;
}
@media (max-aspect-ratio: ${map.width}/${map.height}) {
#container {
width: var(--scaleX);
height: calc(var(--scaleX) / var(--aspect));
margin-left: calc((100vw - var(--scaleX))/2);
margin-top: calc(50vh - var(--scaleX)/var(--aspect)/2);
}
}`;
style.innerHTML = css
}
const Direction = {
EMPTY: 0,
WALL_HZ: 1,
WALL_VT: 2,
TURN_Q1: 3,
TURN_Q2: 4,
TURN_Q3: 5,
TURN_Q4: 6,
TEE_NORTH: 7,
TEE_EAST: 8,
TEE_SOUTH: 9,
TEE_WEST: 10,
CROSS: 11,
DOT: 12,
WALL_END_NORTH: 13,
WALL_END_SOUTH: 14,
WALL_END_EAST: 15,
WALL_END_WEST: 16
}
/**
* @param {CanvasRenderingContext2D} context
*/
const draw_tile = (context, x, y, w, type) => {
let atlas_index, rotation;
switch(type) {
case Direction.EMPTY:
return
case Direction.WALL_HZ:
atlas_index = [1, 1]
rotation = 0
break
case Direction.WALL_VT:
atlas_index = [1, 1]
rotation = 90
break
case Direction.TURN_Q1:
atlas_index = [2, 0]
rotation = 0
break
case Direction.TURN_Q2:
atlas_index = [2, 0]
rotation = 270
break
case Direction.TURN_Q3:
atlas_index = [2, 0]
rotation = 180
break
case Direction.TURN_Q4:
atlas_index = [2, 0]
rotation = 90
break
case Direction.TEE_NORTH:
atlas_index = [1, 0]
rotation = 180
break
case Direction.TEE_EAST:
atlas_index = [1, 0]
rotation = 270
break
case Direction.TEE_SOUTH:
atlas_index = [1, 0]
rotation = 0
break
case Direction.TEE_WEST:
atlas_index = [1, 0]
rotation = 90
break
case Direction.CROSS:
atlas_index = [0, 0]
rotation = 0
break
case Direction.DOT:
atlas_index = [2, 1]
rotation = 0
break
case Direction.WALL_END_NORTH:
atlas_index = [0, 1]
rotation = 0
break;
case Direction.WALL_END_EAST:
atlas_index = [0, 1]
rotation = 90
break;
case Direction.WALL_END_SOUTH:
atlas_index = [0, 1]
rotation = 180
break;
case Direction.WALL_END_WEST:
atlas_index = [0, 1]
rotation = 270
break;
}
let atlas = document.getElementById("atlas")
context.save()
context.translate((x+.5)*w, (y+.5)*w)
context.rotate(rotation * Math.PI / 180)
context.drawImage(atlas, atlas_index[0]*w, atlas_index[1]*w, w, w, -w/2, -w/2, w, w)
context.restore()
}
const get_point = (width, height, data, x, y) => {
if (x < 0 || x >= width || y < 0 || y >= height) {
return 0
} else {
return data[y * width + x]
}
}
const gen_walls = (width, height, data) => {
let walls = Array(width * height)
for (let y = 0; y < height; y++) {
for (let x = 0; x < width; x++) {
let north = get_point(width, height, data, x, y-1) == 1
let south = get_point(width, height, data, x, y+1) == 1
let east = get_point(width, height, data, x+1, y) == 1
let west = get_point(width, height, data, x-1, y) == 1
let current = get_point(width, height, data, x, y) == 1
let point = Direction.EMPTY
if (!current) {
walls[y * width + x] = point
continue
}
if (north && south && east && west) {
point = Direction.CROSS
} else if (east && west && north) {
point = Direction.TEE_NORTH
} else if (east && west && south) {
point = Direction.TEE_SOUTH
} else if (north && south && east) {
point = Direction.TEE_EAST
} else if (north && south && west) {
point = Direction.TEE_WEST
} else if (east && west) {
point = Direction.WALL_HZ
} else if (north && south) {
point = Direction.WALL_VT
} else if (west && south) {
point = Direction.TURN_Q1
} else if (south && east) {
point = Direction.TURN_Q2
} else if (east && north) {
point = Direction.TURN_Q3
} else if (north && west) {
point = Direction.TURN_Q4
} else if (north) {
point = Direction.WALL_END_NORTH
} else if (east) {
point = Direction.WALL_END_EAST
} else if (south) {
point = Direction.WALL_END_SOUTH
} else if (west) {
point = Direction.WALL_END_WEST
} else {
point = Direction.DOT
}
walls[y * width + x] = point
}
}
return walls
}
const update_canvas = (map, canvas) => {
let context = canvas.getContext("2d");
for (let y = 0; y < map.height; y++) {
for (let x = 0; x < map.width; x++) {
draw_tile(context, x, y, map.tile_width, map.walls[y * map.width + x])
}
}
}
const gen_items = (map) => {
let width = map.width
let height = map.height
let items = {}
for (let y = 0; y < height; y++) {
for (let x = 0; x < width; x++) {
let tile = get_point(width, height, map.data, x, y)
if (tile != 0) continue
let item_key = get_item_key(x, y, width)
items[item_key] = {type: ItemType.DOT, pos: [x, y]}
let tile_south = get_point(width, height, map.data, x, y + 1)
if (tile_south == 0) {
item_key = get_item_key(x, y + .5, width)
items[item_key] = {type: ItemType.DOT, pos: [x, y + .5]}
}
let tile_east = get_point(width, height, map.data, x + 1, y)
if (tile_east == 0) {
item_key = get_item_key(x + .5, y, width)
items[item_key] = {type: ItemType.DOT, pos: [x + .5, y]}
}
}
}
return items
}
export class Map {
static data
static walls
constructor(width, height, data) {
this.width = width
this.height = height
this.data = data
this.walls = gen_walls(width, height, data)
this.items = gen_items(this)
this.visible = false
this.tile_width = 32
canvas.width = this.width * this.tile_width
canvas.height = this.height * this.tile_width
}
show() {
let container = document.getElementById("container")
container.style.display = ""
let canvas = document.getElementById("canvas")
canvas.style.display = ""
let style = document.getElementById("style")
update_canvas(this, canvas)
update_style(this, style)
this.visible = true
}
hide() {
let canvas = document.getElementById("canvas")
canvas.style.display = "none"
container.style.display = "none"
this.visible = false
}
}

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@ -1,71 +0,0 @@
export class Sprite {
constructor(image_src, map) {
this.element = document.createElement("img")
this.element.src = image_src
this.element.className = "sprite"
document.getElementById("container").appendChild(this.element)
this.map = map
this.x = 0
this.y = 0
this.w = 1
this.h = 1
this.z = 1
this.d = 0
this.hide()
}
#update_pos() {
let width = 100 / this.map.width * this.w
let height = 100 / this.map.height * this.h
let left = 100 / this.map.width * (this.x + (1 - this.w) / 2)
let top = 100 / this.map.height * (this.y + (1 - this.h) / 2)
this.element.style.width = `${width}%`
this.element.style.height = `${height}%`
this.element.style.left = `${left}%`
this.element.style.top = `${top}%`
this.element.style.transform = `rotate(${this.d}deg)`
this.element.style.zIndex = `${this.z}`
}
move(x, y) {
this.x = x
this.y = y
this.#update_pos()
}
resize(w, h) {
this.w = w
this.h = h
this.#update_pos()
}
layer(z) {
this.z = z
this.#update_pos()
}
set_img(src) {
this.element.src = src
}
rotate(d) {
this.d = d
this.#update_pos()
}
hide() {
this.element.style.display = "none"
}
show() {
this.element.style.display = "initial"
}
destroy() {
this.element.remove()
}
}

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@ -1,84 +0,0 @@
import { Key } from "./logic.js";
const debug_style = document.body.appendChild(document.createElement("style"))
var debug_enabled = false
export function startInputListener() {
let dir = 0;
let start = false;
// document.getElementById("start").onclick = e => {
// e.preventDefault();
// start = true;
// }
let keymap = {
"KeyW": Key.UP,
"KeyA": Key.LEFT,
"KeyS": Key.DOWN,
"KeyD": Key.RIGHT,
};
document.getElementById("start").onclick = function() {
start = true
}
window.addEventListener("keydown", ev => {
if(ev.repeat) {
return;
}
if(!(ev.code in keymap)) {
if (ev.code === "KeyB") {
debug_enabled = !debug_enabled
if (debug_enabled) {
debug_style.innerHTML = ` \
#container img { \
box-shadow: 0 0 1px red inset; \
} \
#container .sprite { \
box-shadow: 0 0 1px white inset; \
} \
`
} else {
debug_style.innerHTML = ""
}
}
return;
}
dir = keymap[ev.code];
});
window.addEventListener("keyup", ev => {
if (ev.repeat) {
return;
}
if (!(ev.code in keymap)) {
return
}
if (dir == keymap[ev.code]) {
dir = Key.NOTHING
}
})
let last = {
dir: 0,
}
return function() {
if(dir === last.dir && !start) {
return;
}
last = {
dir,
};
let s = start;
start = false;
return {
dir,
start: s,
}
}
}

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@ -1,335 +0,0 @@
import { Map } from "./gfx/map.js";
// enum
export const Key = {
NOTHING: undefined,
UP: 1,
DOWN: 2,
LEFT: 3,
RIGHT: 4,
}
// enum
export const Rotation = {
NOTHING: undefined,
NORTH: 1,
EAST: 2,
SOUTH: 3,
WEST: 4
}
export const ItemType = {
DOT: 1
}
/**
* @typedef {[number, number]} Vec2
*
* @typedef {{[key: number]: Key}} InputMap
*
* @typedef {{pos: Vec2, move_rot: Rotation, input_rot: Rotation, moving: boolean, name?: string}} Player
* @typedef {{start: boolean, key: Key, name?: string}} PlayerInput
* @typedef {{players: {[key: number]: PlayerInput}, added?: number[], removed?: number[] }} Input
*
* @typedef {{[key: number]: Player}} Players
*
* @typedef {{width: number, height: number, data: number[]}} Map
*
* @typedef {{type: ItemType, pos: Vec2}} Item
*
* @typedef {{
* started: boolean,
* input: InputMap,
* players: Players,
* map: Map,
* items_removed: Item[]
* }} GameState
*/
/** @type {GameState} */
export const initState = {
started: false,
input: {},
players: [],
map: {}
}
let last = Date.now()
let fps_div = document.getElementById("fps")
let frameCount = 0
export function advance(
pastData = initState,
input = { players: {} },
frame
) {
let data = processInput(pastData, input, frame);
if (frameCount == 60) {
frameCount = 0
let now = Date.now()
let fps = (now-last)/1000*60
fps_div.innerHTML = fps.toFixed(2);
last = now
}
frameCount++
return data;
}
/**
* @param {GameState} pastData
* @param {Input} input
* @param {number} frame
*/
function processInput(pastData, input) {
/** @type {GameState} */
let data = structuredClone(pastData)
let startPressed = false;
for(const added of input.added || []) {
if (data.started || Object.keys(data.players).length >= 4) continue;
console.log("added", added);
data.input[added] ||= {
pos: [1, 1],
input_rot: Rotation.EAST,
mov_rot: Rotation.EAST,
moving: false
};
if(!(added in data.players)) {
data.players[added] = structuredClone(data.input[added])
}
}
for(const id in input.players) {
if(!input.players[id]) {
continue;
}
if(id in data.players && input.players[id].name !== undefined) {
let name = input.players[id].name;
name = name.substring(0, 16);
data.players[id] = {
...data.players[id],
name,
};
}
startPressed ||= input.players[id].start;
data.input[id] = input.players[id].dir
}
const player_display = document.getElementById("players")
for (const id in data.players) {
if (data.players[id] === null) continue
let name = data.players[id].name
if (name === undefined) continue
let element_id = 'span' + id
let element = player_display.children[element_id]
if (element === null || element === undefined) {
let span = document.createElement("span")
span.innerHTML = `[${id}] ${name}`
span.id = element_id
player_display.appendChild(span)
}
}
if (startPressed && !data.started) {
init_map(data)
data.started ||= startPressed;
}
if (data.started) {
update_players(data)
}
for(const removed of input.removed || []) {
console.log("removed", removed);
delete data.input[removed];
delete data.players[removed];
let element_id = 'span' + removed
let element = document.getElementById(element_id)
if (element !== null && element !== undefined) element.remove()
}
return data
}
const init_map = (data) => {
document.getElementById("lobby").style.display = "none"
let width = 21
let height = 21
let m_data = [
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1,
1,0,1,1,1,0,1,1,1,0,1,0,1,1,1,0,1,1,1,0,1,
1,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,1,
1,0,1,0,1,1,1,1,1,0,1,0,1,1,1,1,1,0,1,0,1,
1,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,1,
1,0,1,1,1,0,1,0,1,1,1,1,1,0,1,0,1,1,1,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,1,1,0,1,0,1,0,1,1,1,1,1,0,1,0,1,0,1,1,1,
1,0,0,0,0,0,1,0,1,2,2,2,1,0,1,0,0,0,0,0,1,
1,0,1,1,1,0,1,0,1,2,2,2,1,0,1,0,1,1,1,0,1,
1,0,0,0,0,0,1,0,1,2,2,2,1,0,1,0,0,0,0,0,1,
1,1,1,0,1,0,1,0,1,1,2,1,1,0,1,0,1,0,1,1,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,1,1,1,0,1,0,1,1,1,1,1,0,1,0,1,1,1,0,1,
1,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,1,
1,0,1,0,1,1,1,1,1,0,1,0,1,1,1,1,1,0,1,0,1,
1,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,1,
1,0,1,1,1,0,1,1,1,0,1,0,1,1,1,0,1,1,1,0,1,
1,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
]
data.map = new Map(width, height, m_data)
data.map.show()
}
const MOVE_SPEED = .1
const round_pos = (pos) => {
return [Math.round(pos[0]), Math.round(pos[1])]
}
const is_stable_pos = (pos) => {
let rpos = round_pos(pos)
return Math.abs(rpos[0] - pos[0]) < .05 && Math.abs(rpos[1] - pos[1]) < .05
}
const get_tile = (map, pos, ox, oy) => {
let x = Math.round(pos[0] + ox)
let y = Math.round(pos[1] + oy)
if (x < 0 || x >= map.width || y < 0 || y >= map.height) return 1
return map.data[y * map.width + x]
}
const get_tile_with_rot = (map, pos, rot) => {
let collider = 1
switch(rot) {
case Rotation.NORTH:
collider = get_tile(map, pos, 0, -.51)
break
case Rotation.SOUTH:
collider = get_tile(map, pos, 0, .51)
break
case Rotation.WEST:
collider = get_tile(map, pos, -.51, 0)
break
case Rotation.EAST:
collider = get_tile(map, pos, .51, 0)
break
}
return collider
}
const get_rot = (dir) => {
switch (dir) {
case Key.UP: return Rotation.NORTH
case Key.DOWN: return Rotation.SOUTH
case Key.LEFT: return Rotation.WEST
case Key.RIGHT: return Rotation.EAST
case Key.NOTHING: return Rotation.NOTHING
}
}
const increment_pos = (pos, rot, speed) => {
switch (rot) {
case Rotation.NORTH:
pos[1] -= speed
break
case Rotation.SOUTH:
pos[1] += speed
break
case Rotation.WEST:
pos[0] -= speed
break
case Rotation.EAST:
pos[0] += speed
break
}
}
export const get_item_key = (x, y, w) => {
let nx = Math.round(x * 2)
let ny = Math.round(y * 2)
let key = ny * w * 2 + nx
return key
}
const ceil_half = (n) => {
return Math.ceil(n*2)/2
}
const floor_half = (n) => {
return Math.floor(n*2)/2
}
/**
* @param {GameState} data
*/
const update_players = (data) => {
for(const id in data.input) { // move players
if(!(id in data.players)) {
console.log("what. player undefined???", id);
continue;
}
let input_key = data.input[id]
let input_dir = get_rot(input_key)
let move_dir = data.players[id].move_rot
let current_pos = data.players[id].pos
let tile_in_front_with_turn = get_tile_with_rot(data.map, current_pos, input_dir)
if (tile_in_front_with_turn == 1 || tile_in_front_with_turn == 2) {
input_dir = Rotation.NOTHING
}
let turning = input_dir != Key.NOTHING && input_dir != move_dir
data.players[id].input_rot = input_dir
if (turning && is_stable_pos(current_pos)) {
current_pos = round_pos(current_pos)
data.players[id].move_rot = input_dir
move_dir = input_dir
}
let move_pos = structuredClone(current_pos)
increment_pos(move_pos, move_dir, MOVE_SPEED)
let tile_in_front = get_tile_with_rot(data.map, current_pos, move_dir)
if (tile_in_front != 1 && tile_in_front != 2) {
data.players[id].pos = move_pos
data.players[id].moving = true
} else {
data.players[id].pos = round_pos(current_pos)
data.players[id].moving = false
}
// eat items
let pos = data.players[id].pos
for (let x = ceil_half(pos[0]-.5); x <= floor_half(pos[0]+.5); x += .5) {
for (let y = ceil_half(pos[1]-.5); y <= floor_half(pos[1]+.5); y += .5) {
let item_key = get_item_key(x, y, data.map.width)
delete data.map.items[item_key]
}
}
}
}

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@ -1,113 +1,59 @@
import { Game } from "./game.js";
import { startInputListener } from "./input.js";
import { multiplayer } from "./multiplayer.js";
import { advance, initState } from "./logic.js";
import { startGraphicsUpdater } from "./gfx/graphics.js";
const join = document.getElementById("join")
const lobby = document.getElementById("lobby")
lobby.style.display = "none"
join.onsubmit = async function(event) {
event.preventDefault()
const room_code = this.elements.room_code.value.trim()
const player_name = this.elements.name.value.trim()
if (room_code == '') {
alert('Please enter a room code')
return
var __awaiter = (this && this.__awaiter) || function (thisArg, _arguments, P, generator) {
function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }
return new (P || (P = Promise))(function (resolve, reject) {
function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }
function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } }
function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }
step((generator = generator.apply(thisArg, _arguments || [])).next());
});
};
import { Game } from "./net/game.js";
import { InitialState, onLogic } from "./logic/logic.js";
import { startGraphicsUpdater } from "./renderer.js";
import { GameKeyMap, Key } from "./types.js";
const join = document.getElementById("join");
const lobby = document.getElementById("lobby");
lobby.style.display = "none";
join.onsubmit = function (event) {
return __awaiter(this, void 0, void 0, function* () {
event.preventDefault();
const room_code = this.elements.room_code.value.trim();
const player_name = this.elements.name.value.trim();
if (room_code == '') {
alert('Please enter a room code');
return;
}
if (player_name == '') {
alert('Please enter a player name');
return;
}
join.style.display = "none";
startGame(room_code, player_name);
});
};
const updateGraphics = startGraphicsUpdater();
const onLoad = (startData) => {
if (startData.data.started) {
alert('Room has already started');
return false;
}
if (player_name == '') {
alert('Please enter a player name')
return
let players = Object.values(startData.data.players).filter(p => { return p !== null && p.name !== undefined; });
if (players.length >= 4) {
alert('Room is full');
return false;
}
join.style.display = "none"
startGame(room_code, player_name)
}
function startGame(code, name) {
const game = window.game = new Game(3000, advance);
const fps = 60;
let delay = 3;
// set up the game up
// const ui = document.getElementById("ui");
// ui.style.display = "block";
multiplayer(
game,
code,
(startFrame, latency, player, update, ping, desyncCheck) => {
// document.getElementById("desynccheck").onclick = function(e) {
// e.preventDefault();
// this.textContent = "check for desyncs: checking...";
// desyncCheck(game.currentFrame - 5)
// .then(res => {
// this.textContent = "check for desyncs: " + (res ? "desync" : "no desync");
// });
// }
console.log("started game at frame", startFrame);
window.desyncCheck = () => desyncCheck(game.currentFrame - 5);
lobby.style.display = ""
let startTs = performance.now() - latency;
let lastFrame = startFrame;
update({
name,
}, startFrame + 1);
const getInput = startInputListener();
const updateGraphics = startGraphicsUpdater();
const start_data = game.getHistory(startFrame)
if (start_data.data.started) {
alert('Room has already started')
return false
}
let players = Object.values(start_data.data.players).filter(p => { return p !== null && p.name !== undefined })
if (players.length >= 4) {
alert('Room is full')
return false
}
// main game loop
let lastTs = performance.now();
function f(ts) {
const frame = Math.floor((ts - startTs) / 1000 * fps) + startFrame;
if(frame !== lastFrame) { // update input once per frame, regardless of the display refresh rate
lastFrame = frame;
// gather input
const input = getInput();
// apply input
update(input, frame + delay);
}
// set up graphics
game.currentFrame = frame;
const data = game.getHistory(frame);
updateGraphics(data ? data.data : initState);
lastTs = ts;
requestAnimationFrame(f);
}
requestAnimationFrame(f);
if(startFrame === -1) {
update({
name,
}, 0);
}
return true
}
);
}
lobby.style.display = "";
return true;
};
const onFrame = (data, frame) => {
updateGraphics(data ? data.data : InitialState, frame);
};
const startGame = (code, name) => {
const game = new Game(3000);
game.start(code, GameKeyMap, onLoad, onFrame, onLogic, {
start: false,
key: Key.NOTHING,
name
});
};
//# sourceMappingURL=main.js.map

41
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import { getMap, getItemKey } from "../map.js"
import { GameState, Map, Player } from "../types.js"
const ceilHalf = (n: number): number => {
return Math.ceil(n*2)/2
}
const floorHalf = (n: number): number => {
return Math.floor(n*2)/2
}
const eatItems = (data: GameState, map: Map, player: Player) => {
let pos = player.pos
for (let x = ceilHalf(pos.x-.5); x <= floorHalf(pos.x+.5); x += .5) {
for (let y = ceilHalf(pos.y-.5); y <= floorHalf(pos.y+.5); y += .5) {
let item_key = getItemKey(x, y, map.width)
delete data.items[item_key]
}
}
}
export const updateItems = (data: GameState) => {
let map = getMap(data.mapId)
if (!map) return
for(const id in data.input) {
const player = data.players[id]
if(!player) {
continue;
}
eatItems(data, map, player)
}
}

80
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import { genItems, loadMap, getMap } from "../map.js";
import { updatePlayers } from "./players.js"
import { updateUI } from "./ui.js"
import { updateMovement } from "./movement.js"
import { updateItems } from "./items.js"
import { GameState, Input } from "../types.js";
export const InitialState: GameState = {
started: false,
input: {},
players: [],
items: {},
mapId: undefined
}
export const onLogic = (
pastData: GameState = InitialState,
input: Input = { players: {} },
_frame: number
) => {
let data = structuredClone(pastData)
let startPressed = updatePlayers(data, input);
if (data.started) {
updateMovement(data)
updateItems(data)
} else {
updateUI(data)
}
if (startPressed && !data.started) {
initMap(data)
data.started = true;
}
return data
}
const initMap = (data: GameState) => {
document.getElementById("lobby").style.display = "none"
data.mapId = 0
if (getMap(0)) return
let width = 21
let height = 21
let m_data = [
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1,
1,0,1,1,1,0,1,1,1,0,1,0,1,1,1,0,1,1,1,0,1,
1,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,1,
1,0,1,0,1,1,1,1,1,0,1,0,1,1,1,1,1,0,1,0,1,
1,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,1,
1,0,1,1,1,0,1,0,1,1,1,1,1,0,1,0,1,1,1,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,1,1,0,1,0,1,0,1,1,1,1,1,0,1,0,1,0,1,1,1,
1,0,0,0,0,0,1,0,1,2,2,2,1,0,1,0,0,0,0,0,1,
1,0,1,1,1,0,1,0,1,2,2,2,1,0,1,0,1,1,1,0,1,
1,0,0,0,0,0,1,0,1,2,2,2,1,0,1,0,0,0,0,0,1,
1,1,1,0,1,0,1,0,1,1,2,1,1,0,1,0,1,0,1,1,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,1,1,1,0,1,0,1,1,1,1,1,0,1,0,1,1,1,0,1,
1,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,1,
1,0,1,0,1,1,1,1,1,0,1,0,1,1,1,1,1,0,1,0,1,
1,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,1,
1,0,1,1,1,0,1,1,1,0,1,0,1,1,1,0,1,1,1,0,1,
1,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
]
loadMap(width, height, m_data) // cursed temp thing
data.items = genItems(getMap(0))
}

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import { getMap } from "../map.js"
import { Vec2, Map, Rotation, Key, Player, GameState } from "../types.js"
const MOVE_SPEED = .1
const roundPos = (pos: Vec2): Vec2 => {
return {x: Math.round(pos.x), y: Math.round(pos.y)}
}
const isStablePos = (pos: Vec2): boolean => {
let rpos = roundPos(pos)
return Math.abs(rpos.x - pos.x) < .05 && Math.abs(rpos.y - pos.y) < .05
}
const getTile = (
map: Map,
pos: Vec2,
ox: number,
oy: number
): number => {
let x = Math.round(pos.x + ox)
let y = Math.round(pos.y + oy)
if (x < 0 || x >= map.width || y < 0 || y >= map.height) return 1
return map.data[y * map.width + x]
}
const getTileFrontWithRot = (
map: Map,
pos: Vec2,
rot: Rotation
): number => {
let collider = 1
switch(rot) {
case Rotation.NORTH:
collider = getTile(map, pos, 0, -.51)
break
case Rotation.SOUTH:
collider = getTile(map, pos, 0, .51)
break
case Rotation.WEST:
collider = getTile(map, pos, -.51, 0)
break
case Rotation.EAST:
collider = getTile(map, pos, .51, 0)
break
}
return collider
}
const getRot = (key: Key): Rotation => {
switch (key) {
case Key.UP: return Rotation.NORTH
case Key.DOWN: return Rotation.SOUTH
case Key.LEFT: return Rotation.WEST
case Key.RIGHT: return Rotation.EAST
case Key.NOTHING: return Rotation.NOTHING
}
}
const incrementPos = (
pos: Vec2,
rot: Rotation,
speed: number
): void => {
switch (rot) {
case Rotation.NORTH:
pos.y -= speed
break
case Rotation.SOUTH:
pos.y += speed
break
case Rotation.WEST:
pos.x -= speed
break
case Rotation.EAST:
pos.y += speed
break
}
}
let i = 0
const updateMovementForPlayer = (
map: Map,
player: Player,
inputKey: Key
) => {
let inputRot = getRot(inputKey)
let moveRot = player.moveRotation
let currentPosition = player.pos
let turningFrontTile = getTileFrontWithRot(map, currentPosition, inputRot)
if (turningFrontTile == 1 || turningFrontTile == 2) {
inputRot = Rotation.NOTHING
}
let turning = inputRot != Rotation.NOTHING && inputRot != moveRot
player.inputRotation = inputRot
if (turning && isStablePos(currentPosition)) {
currentPosition = roundPos(currentPosition)
player.moveRotation = inputRot
moveRot = inputRot
}
let movePos = structuredClone(currentPosition)
incrementPos(movePos, moveRot, MOVE_SPEED)
let frontTile = getTileFrontWithRot(map, currentPosition, moveRot)
if (frontTile != 1 && frontTile != 2) {
player.pos = movePos
player.moving = true
} else {
player.pos = roundPos(currentPosition)
player.moving = false
}
}
export const updateMovement = (data: GameState) => {
let map = getMap(data.mapId)
if (!map) return
for (const id in data.players) {
const player = data.players[id]
if(!player) {
continue
}
let inputKey = data.input[id]
updateMovementForPlayer(map, player, inputKey)
}
}

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import { GameState, Input, Key, Rotation } from "../types.js"
const canPlayerJoin = (data: GameState) => {
// lobby has already started
if (data.started) {
return false
}
// lobby full
if (Object.keys(data.players).length >= 4) {
return false
}
return true
}
export const updatePlayers = (data: GameState, input: Input) => {
let startPressed = false;
for(const added of input.added || []) {
if (!canPlayerJoin(data)) {
continue
}
console.log("added", added);
data.input[added] = Key.NOTHING
data.players[added] ||= {
pos: {x: 1, y: 1},
inputRotation: Rotation.EAST,
moveRotation: Rotation.EAST,
moving: false,
};
}
for(const id in input.players) {
if(!input.players[id]) {
continue;
}
if(id in data.players && input.players[id].name !== undefined) {
let name = input.players[id].name;
name = name.substring(0, 16);
data.players[id] = {
...data.players[id],
name,
};
}
startPressed ||= input.players[id].start;
if (input.players[id].key)
data.input[id] = input.players[id].key
}
for(const removed of input.removed || []) {
console.log("removed", removed);
delete data.input[removed];
delete data.players[removed];
let element_id = 'span' + removed
let element = document.getElementById(element_id)
if (element !== null && element !== undefined) element.remove()
}
return startPressed
}

32
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import { GameState } from "../types.js"
export const updateUI = (data: GameState) => {
const player_display = document.getElementById("players")
for (const id in data.players) {
const player = data.players[id]
if (!player) {
continue
}
let name = player.name
if (!name) {
continue
}
let element_id = 'span' + id
let element = player_display.children[element_id]
if (!element) {
let span = document.createElement("span")
span.textContent = `[${id}] ${name}`
span.id = element_id
player_display.appendChild(span)
}
}
}

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import { Game } from "./net/game.js";
import { InitialState, onLogic } from "./logic/logic.js";
import { startGraphicsUpdater } from "./renderer.js";
import { GameKeyMap, Frame, Key } from "./types.js";
const join = document.getElementById("join")
const lobby = document.getElementById("lobby")
lobby.style.display = "none"
join.onsubmit = async function(event) {
event.preventDefault()
const room_code = this.elements.room_code.value.trim()
const player_name = this.elements.name.value.trim()
if (room_code == '') {
alert('Please enter a room code')
return
}
if (player_name == '') {
alert('Please enter a player name')
return
}
join.style.display = "none"
startGame(room_code, player_name)
}
const updateGraphics = startGraphicsUpdater()
const onLoad = (startData: Frame) => {
if (startData.data.started) {
alert('Room has already started')
return false
}
let players = Object.values(startData.data.players).filter(p => { return p !== null && p.name !== undefined })
if (players.length >= 4) {
alert('Room is full')
return false
}
lobby.style.display = ""
return true
}
const onFrame = (data: Frame, frame: number) => {
updateGraphics(data ? data.data : InitialState, frame);
}
const startGame = (code: string, name: string) => {
const game = new Game(3000)
game.start(
code,
GameKeyMap,
onLoad,
onFrame,
onLogic,
{
start: false,
key: Key.NOTHING,
name
}
)
}

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import { Wall, ItemType, Map, Maps, Items } from "./types.js"
export const getItemKey = (
x: number,
y: number,
w: number
): number => {
let nx = Math.round(x * 2)
let ny = Math.round(y * 2)
let key = ny * w * 2 + nx
return key
}
const getPoint = (
width: number,
height: number,
data: number[],
x: number,
y: number
): number => {
if (x < 0 || x >= width || y < 0 || y >= height) {
return 0
} else {
return data[y * width + x]
}
}
const genWalls = (
width: number,
height: number,
data: number[]
): number[] => {
let walls = Array(width * height)
for (let y = 0; y < height; y++) {
for (let x = 0; x < width; x++) {
let north = getPoint(width, height, data, x, y-1) == 1
let south = getPoint(width, height, data, x, y+1) == 1
let east = getPoint(width, height, data, x+1, y) == 1
let west = getPoint(width, height, data, x-1, y) == 1
let current = getPoint(width, height, data, x, y) == 1
let point = Wall.EMPTY
if (!current) {
walls[y * width + x] = point
continue
}
if (north && south && east && west) {
point = Wall.CROSS
} else if (east && west && north) {
point = Wall.TEE_NORTH
} else if (east && west && south) {
point = Wall.TEE_SOUTH
} else if (north && south && east) {
point = Wall.TEE_EAST
} else if (north && south && west) {
point = Wall.TEE_WEST
} else if (east && west) {
point = Wall.WALL_HZ
} else if (north && south) {
point = Wall.WALL_VT
} else if (west && south) {
point = Wall.TURN_Q1
} else if (south && east) {
point = Wall.TURN_Q2
} else if (east && north) {
point = Wall.TURN_Q3
} else if (north && west) {
point = Wall.TURN_Q4
} else if (north) {
point = Wall.WALL_END_NORTH
} else if (east) {
point = Wall.WALL_END_EAST
} else if (south) {
point = Wall.WALL_END_SOUTH
} else if (west) {
point = Wall.WALL_END_WEST
} else {
point = Wall.DOT
}
walls[y * width + x] = point
}
}
return walls
}
export const genItems = (map: Map): Items => {
let width = map.width
let height = map.height
let data = map.data
let items: Items = {}
for (let y = 0; y < height; y++) {
for (let x = 0; x < width; x++) {
let tile = getPoint(width, height, data, x, y)
if (tile != 0) continue
let item_key = getItemKey(x, y, width)
items[item_key] = {type: ItemType.DOT, pos: {x, y}}
let tile_south = getPoint(width, height, data, x, y + 1)
if (tile_south == 0) {
item_key = getItemKey(x, y + .5, width)
items[item_key] = {type: ItemType.DOT, pos: {x, y: y + .5}}
}
let tile_east = getPoint(width, height, data, x + 1, y)
if (tile_east == 0) {
item_key = getItemKey(x + .5, y, width)
items[item_key] = {type: ItemType.DOT, pos: {x: x + .5, y}}
}
}
}
return items
}
let mapData: Maps = {}
let id: number = 0
export const loadMap = (
width: number,
height: number,
data: number[]
): number => {
let mapId = id++
mapData[mapId] = {
data: structuredClone(data),
walls: genWalls(width, height, data),
width,
height,
id: mapId
}
return mapId
}
export const getMap = (mapId: number): Map | undefined => {
if (mapId == undefined) return undefined
return mapData[mapId]
}

186
client/src/net/game.ts Normal file
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@ -0,0 +1,186 @@
import { Frame, GameState, Input, Key, KeyMap, PlayerInput } from "../types.js";
import { startInputListener } from "./input.js";
import { multiplayer } from "./multiplayer.js";
/**
* @author tint
* @template Data, Input
*/
export class Game {
historysize: number
history: Frame[]
historyStart: number
currentFrame: number
advance: (pastData: GameState, input: Input, frame: number) => GameState
constructor(history: number) {
this.historysize = history;
this.history = [];
this.historyStart = 0;
// the game may have inputs from the "future"
// (local input delay to make sure inputs play at the same time on all machines)
// so the "present" isn't always the latest frame
// the game loop should set this every frame
this.currentFrame = 0;
}
startHistory(frame: number, data: GameState) {
this.historyStart = frame;
this.history = [{ data, input: { players: {} }}];
this.currentFrame = frame;
}
getHistory(frame: number): Frame {
return this.history[frame - this.historyStart];
}
getFrame(): number {
return this.historyStart + this.history.length - 1;
}
getCurrentData(): GameState {
const entry = this.history[this.history.length - 1];
return entry && entry.data;
}
/**
* Sets the input at a specific frame. If that frame is in history,
* the game will be rewound, the input applied, and then fast-forwarded to the current head.
* If the frame is ahead of the current latest frame, the game will be run until that frame.
*/
setInput(frame: number, input: Input) {
console.log('input', frame, input)
this.editFrame(frame, (index: number): void => {
let past = this.history[index - 1];
if(index === 0) {
past = { data: undefined, input: undefined };
}
this.history[index] = {
input,
data: this.advance(past ? past.data : undefined, input, frame),
};
});
}
setData(frame: number, data: GameState) {
console.log('data', frame, data)
this.editFrame(frame, (index: number): void => {
this.history[index] = {
data,
input: this.history[index] && this.history[index].input,
}
});
}
editFrame(frame: number, edit: (index: number) => void) {
const head = this.historyStart + this.history.length;
if(frame < head) {
if(frame < this.historyStart) {
throw new Error("Tried to edit a past frame not in history: " + frame);
}
edit(frame - this.historyStart);
// fast forward back to the present with the new data
for(let i = frame + 1; i < head; i++) {
const past = this.history[i - this.historyStart - 1];
this.history[i - this.historyStart].data = this.advance(
past ? past.data : undefined,
this.history[i - this.historyStart].input,
i
);
}
} else {
// fast forward the inbetween frames with no input
for(let i = head; i < frame; i++) {
const entry = this.history[i - this.historyStart - 1];
this.history[i - this.historyStart] = {
input: undefined,
data: this.advance(entry ? entry.data : undefined, undefined, i),
};
}
edit(frame - this.historyStart);
}
while(this.history.length > this.historysize) {
this.history.shift();
this.historyStart++;
}
}
start (
code: string,
keymap: KeyMap,
onLoad: (startFrame: Frame) => boolean,
onFrame: (data: Frame, frame: number) => void,
onLogic: (pastData: GameState, input: Input, frame: number) => GameState,
data: PlayerInput = { start: false, key: Key.NOTHING }
): void {
const fps = 60;
let delay = 3;
this.advance = onLogic
const onStart = (
startFrame: number,
latency: number,
_connection: number,
update: (input: PlayerInput, frame: number) => void,
_ping: () => Promise<number>,
_desyncCheck: (frame: number) => Promise<boolean>,
) => {
console.log("started game at frame", startFrame);
// window.desyncCheck = () => desyncCheck(this.currentFrame - 5);
let startTs = performance.now() - latency;
let lastFrame = startFrame;
update(data, startFrame + 1);
let getInput = startInputListener(keymap)
const startData = this.getHistory(startFrame)
if (!onLoad(startData)) return false
let lastTs = performance.now();
let loop = (ts: number) => {
const frame = Math.floor((ts - startTs) / 1000 * fps) + startFrame;
if(frame !== lastFrame) { // update input once per frame, regardless of the display refresh rate
lastFrame = frame;
// gather input
const input: PlayerInput = getInput();
// apply input
update(input, frame + delay);
}
this.currentFrame = frame
const data = this.getHistory(frame)
onFrame(data, frame)
lastTs = ts
requestAnimationFrame(loop)
}
requestAnimationFrame(loop)
if(startFrame === -1) {
update(data, 0);
}
return true
}
multiplayer(this, code, onStart)
}
}

70
client/src/net/input.ts Normal file
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@ -0,0 +1,70 @@
import { Key, KeyMap, PlayerInput } from "../types.js"
let pressed = {}
const updateRecent = (keymap: KeyMap) => {
let max = -1
let key = undefined
for (let code in pressed) {
let weight = pressed[code]
if (weight < max) continue
max = weight
key = keymap[code]
}
return key
}
export const startInputListener = (keymap: KeyMap): () => PlayerInput => {
let key: Key = Key.NOTHING;
let start = false;
document.getElementById("start").onclick = function() {
start = true
}
window.addEventListener("keydown", ev => {
if(ev.repeat) {
return;
}
if(!(ev.code in keymap)) {
return;
}
pressed[ev.code] = Object.keys(pressed).length
key = updateRecent(keymap)
});
window.addEventListener("keyup", ev => {
if (ev.repeat) {
return;
}
if (!(ev.code in keymap)) {
return
}
delete pressed[ev.code]
key = updateRecent(keymap)
})
let last = {
key: Key.NOTHING,
}
return (): PlayerInput => {
if(key === last.key && !start) {
return;
}
last = {
key,
};
let s = start;
start = false;
return {
key,
start: s,
}
}
}

View file

@ -2,52 +2,39 @@
* @author tint
*/
/**
* @template Input
* @typedef {{
* added?: number[],
* removed?: number[],
* players: {
* [conn: number]: Input
* },
* }} GameInput
*/
import { GameState, Message, PlayerInput } from "../types.js";
import { Game } from "./game";
/**
* @template Data, Input
* @param {import("./game.js").Game<Data, GameInput<Input>>} game
* @param {string} code
* @param {(
* startFrame: number,
* latency: number,
* connection: number,
* update: (input: Input, frame: number) => void,
* ping: () => Promise<number>,
* desyncCheck: () => Promise<boolean>,
* ) => void} onStart
* Called when the game is in a ready state with the current frame
* (or -1 if you're starting the room), an estimate of how many milliseconds have elapsed since that frame was sent,
* and your connection ID
*/
export function multiplayer(game, code, onStart) {
const url = new URL("api/join/" + encodeURIComponent(code), window.location);
export function multiplayer(
game: Game,
code: string,
onStart: (
startFrame: number,
latency: number,
connection: number,
update: (input: PlayerInput, frame: number) => void,
ping: () => Promise<number>,
desyncCheck: (frame: number) => Promise<boolean>,
) => boolean
) {
const url = new URL("api/join/" + encodeURIComponent(code), window.location.toString());
url.protocol = url.protocol.replace("http", "ws");
const socket = new WebSocket(url);
let requestStateTime;
let requestStateTime: number;
let hasState = false;
let connectionId;
let connectionId: number;
let cachedInputs = [];
let connections = [];
let pingPromise;
let pingPromise: (type: Promise<number>) => void;
function send(obj) {
function send(obj: any) {
socket.send(JSON.stringify(obj));
}
function applyInput(input) {
function applyInput(input: Message) {
let prev = game.getHistory(input.frame);
let newInput = prev && prev.input ? {...prev.input} : { players: {} };
@ -74,11 +61,10 @@ export function multiplayer(game, code, onStart) {
newInput.removed = (newInput.removed || []).concat([input.removed]);
}
}
game.setInput(input.frame, newInput);
}
function flushCachedInputs(latency = 0) {
function flushCachedInputs(latency = 0): boolean {
for(const input of cachedInputs) {
// only care about inputs after the new state
if(input.frame <= game.historyStart) {
@ -91,15 +77,14 @@ export function multiplayer(game, code, onStart) {
return onStart(game.getFrame(), latency, connectionId, update, ping, desyncCheck);
}
function update(input, frame) {
function update(input: PlayerInput, frame: number) {
if(input === undefined) { // used to update the game locally
if(hasState) {
applyInput({
frame,
});
applyInput({})
}
return;
}
const data = {
type: "input",
data: input,
@ -118,17 +103,17 @@ export function multiplayer(game, code, onStart) {
type: "ping",
frame: Math.max(0, game.currentFrame),
});
const frame = await new Promise(r => pingPromise = r);
const frame: number = await new Promise(r => pingPromise = r);
return game.currentFrame - frame;
}
async function desyncCheck(frame) {
async function desyncCheck(frame: number): Promise<boolean> {
const history = game.getHistory(frame);
if(!history) {
console.error("tried to check for desyncs on a frame not in memory", frame);
return true;
}
const localstate = history.data;
// const localstate = history.data;
const proms = connections
.filter(n => n !== connectionId)
.map(connection => {
@ -138,7 +123,7 @@ export function multiplayer(game, code, onStart) {
connection,
});
return new Promise(r => {
stateRequests[frame + "," + connection] = state => {
stateRequests[frame + "," + connection] = (state: GameState) => {
r({
state,
connection,
@ -150,11 +135,11 @@ export function multiplayer(game, code, onStart) {
if(!proms.length) {
return false; // this is the only connection, no check necessary
}
const states = await Promise.all(proms);
if(!states.every(({ state }) => objeq(localstate, state))) {
console.error("desync! remote states:", states, "local state:", localstate);
return true;
}
// const states = await Promise.all(proms);
// if(!states.every(({ state }) => objeq(localstate, state))) {
// console.error("desync! remote states:", states, "local state:", localstate);
// return true;
// }
return false;
}
@ -203,7 +188,7 @@ export function multiplayer(game, code, onStart) {
case "requeststate":
// wait until there's some state to send
const startTime = performance.now();
function check() {
const check = () => {
if(performance.now() - startTime > 5000) {
return; // give up after 5s
}
@ -272,7 +257,7 @@ export function multiplayer(game, code, onStart) {
}
// compare two plain objects (things that can be JSON.stringified)
function objeq(a, b) {
function objeq(a: any, b: any) {
if(typeof(a) !== typeof(b)) {
return false;
}

320
client/src/renderer.ts Normal file
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@ -0,0 +1,320 @@
import { getMap } from "./map.js";
import { Items, Players, Rotation, ItemType, Map, Wall, GameState } from "./types.js";
const ATLAS_TILE_WIDTH = 32
const update_style = (width: number, height: number) => {
let style = document.getElementById("style")
const css = `
* {
--scale: 100;
--aspect: ${width/height};
--scaleX: calc(var(--scale) * 1vw);
--scaleY: calc(var(--scale) * 1vh);
}
#canvas {
width: calc(var(--scaleY) * var(--aspect));
height: var(--scaleY);
margin-top: calc((100vh - var(--scaleY))/2);
margin-left: calc(50vw - var(--scaleY)*var(--aspect)/2);
position: relative;
vertical-align: top;
line-height: 0;
}
@media (max-aspect-ratio: ${width}/${height}) {
#canvas {
width: var(--scaleX);
height: calc(var(--scaleX) / var(--aspect));
margin-left: calc((100vw - var(--scaleX))/2);
margin-top: calc(50vh - var(--scaleX)/var(--aspect)/2);
}
}`;
style.innerHTML = css
}
const draw_sprite = (
ctx: CanvasRenderingContext2D,
x: number,
y: number,
width: number,
atlas: CanvasImageSource,
atlas_index: [number, number],
atlas_tile_width: number,
rotation: Rotation
) => {
ctx.save()
ctx.translate(
(x + 0.5) * ATLAS_TILE_WIDTH,
(y + 0.5) * ATLAS_TILE_WIDTH
)
ctx.rotate(rotation * Math.PI / 180)
ctx.drawImage(
atlas,
atlas_index[0] * atlas_tile_width,
atlas_index[1] * atlas_tile_width,
atlas_tile_width,
atlas_tile_width,
-width * ATLAS_TILE_WIDTH / 2,
-width * ATLAS_TILE_WIDTH / 2,
width * ATLAS_TILE_WIDTH,
width * ATLAS_TILE_WIDTH
)
ctx.restore()
}
const draw_players = (
ctx: CanvasRenderingContext2D,
atlas: CanvasImageSource,
players: Players,
frame: number
) => {
let atlas_frames: [number, number][] = [
[0, 2],
[1, 2],
[2, 2],
[0, 3],
[1, 3],
[0, 3],
[2, 2],
[1, 2],
]
for (let id in players) {
let player = players[id]
if (!player) continue
let atlas_index = atlas_frames[0]
if (player.moving) {
atlas_index = atlas_frames[Math.floor(frame / 2) % atlas_frames.length]
}
let rotation: number
switch (player.moveRotation) {
case Rotation.NORTH:
rotation = 270
break
case Rotation.SOUTH:
rotation = 90
break
case Rotation.WEST:
rotation = 180
break
case Rotation.EAST:
default:
rotation = 0
break
}
draw_sprite (
ctx,
player.pos.x,
player.pos.y,
1,
atlas,
atlas_index,
ATLAS_TILE_WIDTH,
rotation
)
}
}
const draw_items = (
ctx: CanvasRenderingContext2D,
atlas: CanvasImageSource,
items: Items
) => {
for (let item_key in items) {
let item = items[item_key]
if (!item) continue
let width: number, atlas_index: [number, number]
switch (item.type) {
case ItemType.DOT:
width = .2,
atlas_index = [2, 3]
break
default:
continue
}
draw_sprite (
ctx,
item.pos.x,
item.pos.y,
width,
atlas,
atlas_index,
ATLAS_TILE_WIDTH,
0
)
}
}
const draw_map_canvas = (
ctx: CanvasRenderingContext2D,
atlas: CanvasImageSource,
map: Map
) => {
for (let y = 0; y < map.height; y++) {
for (let x = 0; x < map.width; x++) {
let wall_type = map.walls[y * map.width + x]
let atlas_index: [number, number], rotation: number;
switch(wall_type) {
case Wall.EMPTY:
continue
case Wall.WALL_HZ:
atlas_index = [1, 1]
rotation = 0
break
case Wall.WALL_VT:
atlas_index = [1, 1]
rotation = 90
break
case Wall.TURN_Q1:
atlas_index = [2, 0]
rotation = 0
break
case Wall.TURN_Q2:
atlas_index = [2, 0]
rotation = 270
break
case Wall.TURN_Q3:
atlas_index = [2, 0]
rotation = 180
break
case Wall.TURN_Q4:
atlas_index = [2, 0]
rotation = 90
break
case Wall.TEE_NORTH:
atlas_index = [1, 0]
rotation = 180
break
case Wall.TEE_EAST:
atlas_index = [1, 0]
rotation = 270
break
case Wall.TEE_SOUTH:
atlas_index = [1, 0]
rotation = 0
break
case Wall.TEE_WEST:
atlas_index = [1, 0]
rotation = 90
break
case Wall.CROSS:
atlas_index = [0, 0]
rotation = 0
break
case Wall.DOT:
atlas_index = [2, 1]
rotation = 0
break
case Wall.WALL_END_NORTH:
atlas_index = [0, 1]
rotation = 0
break;
case Wall.WALL_END_EAST:
atlas_index = [0, 1]
rotation = 90
break;
case Wall.WALL_END_SOUTH:
atlas_index = [0, 1]
rotation = 180
break;
case Wall.WALL_END_WEST:
atlas_index = [0, 1]
rotation = 270
break;
}
draw_sprite (
ctx,
x,
y,
1,
atlas,
atlas_index,
ATLAS_TILE_WIDTH,
rotation
)
}
}
}
let map_canvas = document.createElement("canvas")
const draw_map = (
ctx: CanvasRenderingContext2D,
atlas: CanvasImageSource,
map: Map,
last: number | undefined
) => {
if (map.id !== last) {
map_canvas.width = map.width * ATLAS_TILE_WIDTH
map_canvas.height = map.height * ATLAS_TILE_WIDTH
let map_ctx = map_canvas.getContext("2d")
draw_map_canvas(map_ctx, atlas, map)
}
ctx.drawImage (
map_canvas,
0,
0
)
}
let last_map_drawn: number | undefined
export const startGraphicsUpdater = () => {
let canvas = document.getElementById("canvas") as HTMLCanvasElement
let atlas = document.getElementById("atlas") as HTMLImageElement
/**
* @param {import("./logic").GameState} data
*/
return (
data: GameState,
frame: number
) => {
let map = getMap(data.mapId)
if (!map) return
if (map.id !== last_map_drawn) {
canvas.style.display = ""
canvas.width = map.width * ATLAS_TILE_WIDTH
canvas.height = map.height * ATLAS_TILE_WIDTH
}
let ctx = canvas.getContext("2d")
ctx.clearRect(0, 0, canvas.width, canvas.height)
draw_map(ctx, atlas, map, last_map_drawn)
draw_items(ctx, atlas, data.items)
draw_players(ctx, atlas, data.players, frame)
update_style(map.width, map.height)
last_map_drawn = map.id
}
}

131
client/src/types.ts Normal file
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@ -0,0 +1,131 @@
export enum Wall {
EMPTY,
WALL_HZ,
WALL_VT,
TURN_Q1,
TURN_Q2,
TURN_Q3,
TURN_Q4,
TEE_NORTH,
TEE_EAST,
TEE_SOUTH,
TEE_WEST,
CROSS,
DOT,
WALL_END_NORTH,
WALL_END_SOUTH,
WALL_END_EAST,
WALL_END_WEST
}
export enum ItemType {
DOT
}
export enum Key {
NOTHING,
UP,
DOWN,
LEFT,
RIGHT
}
export type KeyMap = {
[key: string]: Key
}
export const GameKeyMap = {
"KeyW": Key.UP,
"KeyA": Key.LEFT,
"KeyS": Key.DOWN,
"KeyD": Key.RIGHT,
}
export enum Rotation {
NOTHING,
NORTH,
EAST,
SOUTH,
WEST
}
export type Vec2 = {
x: number,
y: number
}
export type InputMap = {
[key: number]: Key
}
export type Player = {
pos: Vec2,
moveRotation: Rotation,
inputRotation: Rotation,
name?: string,
moving: boolean
}
export type PlayerInput = {
start: boolean,
key: Key,
name?: string
}
export type Input = {
players: {[key: number]: PlayerInput},
added?: number[],
removed?: number[],
}
export type Message = {
type?: string;
connections?: number[],
added?: number,
removed?: number,
id?: number,
frame?: number,
data?: any,
connection?: number,
state?: GameState,
error?: string
}
export type Players = {
[key: number]: Player
}
export type Item = {
type: ItemType,
pos: Vec2
}
export type Items = {
[key: number]: Item
}
export type Map = {
data: number[],
walls: number[],
width: number,
height: number,
id: number
}
export type Maps = {
[key: number]: Map
}
export type GameState = {
started: boolean,
input: InputMap,
players: Players,
items: Items,
mapId: number | undefined
}
export type Frame = {
data: GameState,
input: Input
}

11
client/tsconfig.json Normal file
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@ -0,0 +1,11 @@
{
"compilerOptions": {
"noImplicitAny": false,
"sourceMap": true,
"outDir": "./js",
"allowJs": false,
"module": "es6",
"target": "es6"
},
"include": ["./**/*"]
}

View file

View file

@ -16,7 +16,7 @@ pub fn routes() -> Router {
.route("/api/check", get(|| async {"ok"}))
.route("/api/exists/:code", get(game_exists))
.route("/api/join/:code", get(game_join))
.nest_service("/", ServeDir::new("client"))
.nest_service("/", ServeDir::new("../client"))
.layer(Extension(room_server))
}