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authorTyler Murphy <tylerm@tylerm.dev>2023-06-29 11:40:46 -0400
committerTyler Murphy <tylerm@tylerm.dev>2023-06-29 11:40:46 -0400
commitf5fcce110a915fca1b114001962170733276e5df (patch)
tree6ce82c649d7377b42e75c9feb88d73e4aa15d713 /client/src/logic
parentghost (diff)
downloadtuxman-f5fcce110a915fca1b114001962170733276e5df.tar.gz
tuxman-f5fcce110a915fca1b114001962170733276e5df.tar.bz2
tuxman-f5fcce110a915fca1b114001962170733276e5df.zip
audio, finalize gameplay, wrap around map, stuff
Diffstat (limited to 'client/src/logic')
-rw-r--r--client/src/logic/ai.ts237
-rw-r--r--client/src/logic/items.ts16
-rw-r--r--client/src/logic/logic.ts83
-rw-r--r--client/src/logic/movement.ts113
-rw-r--r--client/src/logic/players.ts5
5 files changed, 406 insertions, 48 deletions
diff --git a/client/src/logic/ai.ts b/client/src/logic/ai.ts
index 875621a..25e5d25 100644
--- a/client/src/logic/ai.ts
+++ b/client/src/logic/ai.ts
@@ -1,7 +1,73 @@
import { getMap } from "../map.js";
import { Map, Vec2, GhostType, GameState, SpawnIndex, Player, Rotation, GhostState, Tile, Ghost } from "../types.js";
import { random } from "./logic.js";
-import { MOVE_SPEED, roundPos, isStablePos, getTile, getTileFrontWithRot, incrementPos } from "./movement.js";
+import { MOVE_SPEED, roundPos, isStablePos, getTile, getTileFrontWithRot, incrementPos, wrapPos } from "./movement.js";
+
+const vec2eq = (a: Vec2, b: Vec2): boolean => {
+ return a.x == b.x && a.y == b.y
+}
+
+const canPath = (tile: Tile): boolean => tile != Tile.WALL
+const canCollide = (tile: Tile, isPathing: boolean): boolean => tile != Tile.WALL && (isPathing ? true : tile != Tile.GHOST_EXIT)
+
+const path = (start: Vec2, end: Vec2, map: Map) => {
+ let mask: Vec2[] = new Array(map.width * map.height)
+ let queue: Vec2[] = []
+ queue.push(start)
+
+ while (true) {
+
+ let next: Vec2 = queue.shift()
+ if (!next) {
+ console.log('failed')
+ return undefined
+ }
+ if (vec2eq(next, end)) break
+
+ let north = canPath(getTile(map, next, 0, -1))
+ let south = canPath(getTile(map, next, 0, 1))
+ let east = canPath(getTile(map, next, 1, 0))
+ let west = canPath(getTile(map, next, -1, 0))
+
+ if (north && !mask[(next.y - 1) * map.width + (next.x)]) {
+ queue.push({x: next.x, y: next.y - 1})
+ mask[(next.y - 1) * map.width + (next.x)] = next
+ }
+
+ if (south && !mask[(next.y + 1) * map.width + (next.x)]) {
+ queue.push({x: next.x, y: next.y + 1})
+ mask[(next.y + 1) * map.width + (next.x)] = next
+ }
+
+ if (east && !mask[(next.y) * map.width + (next.x + 1)]) {
+ queue.push({x: next.x + 1, y: next.y})
+ mask[(next.y) * map.width + (next.x + 1)] = next
+ }
+
+ if (west && !mask[(next.y) * map.width + (next.x - 1)]) {
+ queue.push({x: next.x - 1, y: next.y})
+ mask[(next.y) * map.width + (next.x - 1)] = next
+ }
+ }
+
+ let solution = []
+
+ let next = end
+ while (true) {
+ solution.push(structuredClone(next))
+ if (vec2eq(next, start)) {
+ break
+ } else {
+ next = mask[next.y * map.width + next.x]
+ }
+ }
+
+ solution = solution.reverse()
+ solution.shift()
+
+ return solution
+
+}
const diff = (a: Vec2, b:Vec2): Vec2 => {
return {x: a.x - b.x, y: a.y - b.y}
@@ -80,6 +146,12 @@ const pickTargetChase = (state: GameState, type: GhostType): Vec2 => {
const pickTarget = (state: GameState, map: Map, type: GhostType): Vec2 => {
let ghost: Ghost = state.ghosts[type]
+
+ let target = ghost.targetQueue.shift()
+ if (target) {
+ return target
+ }
+
switch (ghost.state) {
case GhostState.SCATTER:
return pickTargetScatter(state, type)
@@ -95,17 +167,105 @@ const pickTarget = (state: GameState, map: Map, type: GhostType): Vec2 => {
}
}
-const flipRot = (rot: Rotation) => {
- switch (rot) {
- case Rotation.NORTH:
- return Rotation.SOUTH
- case Rotation.SOUTH:
- return Rotation.NORTH
- case Rotation.EAST:
- return Rotation.WEST
- case Rotation.WEST:
- return Rotation.EAST
+const checkIfEaten = (ghost: Ghost, state: GameState): boolean => {
+
+ if (ghost.state != GhostState.SCARED) {
+ return false
}
+
+ for (let id in state.players) {
+ let player = state.players[id]
+
+ if (player.thiccLeft > 0 && dist(player.pos, ghost.pos) <= 1) {
+ return true
+ }
+ }
+
+ return false
+}
+
+const updateKilled = (ghost: Ghost, state: GameState) => {
+
+ if (ghost.state == GhostState.EATEN) {
+ return
+ }
+
+ for (let id in state.players) {
+ let player = state.players[id]
+
+ if (dist(player.pos, ghost.pos) > 1) {
+ continue
+ }
+
+ if (ghost.state != GhostState.SCARED || player.thiccLeft < 1) {
+ player.dead = true
+ player.framesDead = 0
+ }
+ }
+
+}
+
+const getGhostState = (ghost: Ghost, state: GameState): GhostState => {
+
+ if (ghost.state == GhostState.EATEN || checkIfEaten(ghost, state)) {
+ ghost.hasRespawned = false
+ return GhostState.EATEN
+ }
+
+ if (Object.values(state.players).filter((p: Player) => p.thiccLeft > 0).length > 0) {
+ if (!ghost.hasRespawned) {
+ return GhostState.SCARED
+ }
+ } else {
+ ghost.hasRespawned = false
+ }
+
+ return (Object.keys(state.items).length % 100 < 10 ? GhostState.SCATTER : GhostState.CHASE)
+}
+
+const getGhostPath = (ghost: Ghost, map: Map): Vec2[] => {
+
+ if (ghost.targetQueue.length > 0) { // already pathing
+ return undefined
+ }
+
+ if (ghost.state == GhostState.EATEN) { // dead go back to spawn
+ if (vec2eq(ghost.pos, map.spawns[SpawnIndex.GHOST_SPAWN])) { // returned to spawn, exit the box
+ ghost.state = GhostState.CHASE
+ ghost.hasRespawned = true
+ return path(ghost.pos, map.spawns[SpawnIndex.GHOST_EXIT], map)
+ } else { // go to the box still dead
+ return path(ghost.pos, map.spawns[SpawnIndex.GHOST_SPAWN], map)
+ }
+ }
+
+ let tile = getTile(map, ghost.pos, 0, 0)
+ if (tile != Tile.GHOST_WALL && tile != Tile.GHOST_SPAWN) { // not in the box
+ return undefined
+ }
+
+ let threshold = 0
+ switch (ghost.type) {
+ case GhostType.BLINKY:
+ threshold = 60 * 5
+ break
+ case GhostType.PINKY:
+ threshold = 60 * 10
+ break
+ case GhostType.INKY:
+ threshold = 60 * 15
+ break
+ case GhostType.CLYDE:
+ threshold = 60 * 20
+ break
+ }
+
+ if (ghost.framesInBox < threshold) {
+ return undefined
+ }
+
+ return path(ghost.pos, map.spawns[SpawnIndex.GHOST_EXIT], map)
+
}
const updateGhost = (state: GameState, map: Map, type: GhostType) => {
@@ -115,22 +275,45 @@ const updateGhost = (state: GameState, map: Map, type: GhostType) => {
ghost = {
pos: structuredClone(map.spawns[SpawnIndex.GHOST_SPAWN]),
target: structuredClone(map.spawns[SpawnIndex.GHOST_SPAWN]),
+ targetQueue: [],
type,
- state: GhostState.SCARED,
+ state: GhostState.SCATTER,
currentDirection: Rotation.EAST,
+ hasRespawned: false,
+ framesInBox: 0,
}
state.ghosts[type] = ghost
}
+
+ let tile = getTile(map, ghost.pos, 0, 0)
+ if (tile == Tile.GHOST_WALL || tile == Tile.GHOST_SPAWN) {
+ ghost.framesInBox++
+ }
+
+ ghost.state = getGhostState(ghost, state)
if (isStablePos(ghost.pos)) {
ghost.pos = roundPos(ghost.pos)
+
+ let newPath = getGhostPath(ghost, map)
+ if (newPath) {
+ ghost.targetQueue = newPath
+ }
- let front = getTileFrontWithRot(map, ghost.pos, ghost.currentDirection) == Tile.WALL
- let north = getTile(map, ghost.pos, 0, -1) != Tile.WALL
- let east = getTile(map, ghost.pos, 1, 0) != Tile.WALL
- let south = getTile(map, ghost.pos, 0, 1) != Tile.WALL
- let west = getTile(map, ghost.pos, -1, 0) != Tile.WALL
+ let frontTile = getTileFrontWithRot(map, ghost.pos, ghost.currentDirection)
+ let northTile = getTile(map, ghost.pos, 0, -1)
+ let eastTile = getTile(map, ghost.pos, 1, 0)
+ let southTile = getTile(map, ghost.pos, 0, 1)
+ let westTile = getTile(map, ghost.pos, -1, 0)
+
+ let isPathing = ghost.targetQueue.length > 0
+
+ let front = canCollide(frontTile, isPathing)
+ let north = canCollide(northTile, isPathing)
+ let east = canCollide(eastTile, isPathing)
+ let south = canCollide(southTile, isPathing)
+ let west = canCollide(westTile, isPathing)
let isIntersection =
(north && east) ||
@@ -138,18 +321,20 @@ const updateGhost = (state: GameState, map: Map, type: GhostType) => {
(south && west) ||
(west && north)
- if (!isIntersection && front) {
- ghost.currentDirection = flipRot(ghost.currentDirection)
- } else if (isIntersection) {
+ if (isIntersection || !front || (isPathing && vec2eq(ghost.pos, ghost.target))) {
let target = pickTarget(state, map, type)
ghost.target = target
+
+ if ((!isIntersection && !front) || isPathing) {
+ ghost.currentDirection = undefined
+ }
let newRot = ghost.currentDirection
let min = undefined
if (north && ghost.currentDirection !== Rotation.SOUTH) {
let d = dist({x: ghost.pos.x, y: ghost.pos.y - 1}, target)
- if (!min || min > d) {
+ if (min === undefined || min > d) {
min = d
newRot = Rotation.NORTH
}
@@ -157,7 +342,7 @@ const updateGhost = (state: GameState, map: Map, type: GhostType) => {
if (east && ghost.currentDirection !== Rotation.WEST) {
let d = dist({x: ghost.pos.x + 1, y: ghost.pos.y}, target)
- if (!min || min > d) {
+ if (min === undefined || min > d) {
min = d
newRot = Rotation.EAST
}
@@ -165,7 +350,7 @@ const updateGhost = (state: GameState, map: Map, type: GhostType) => {
if (south && ghost.currentDirection !== Rotation.NORTH) {
let d = dist({x: ghost.pos.x, y: ghost.pos.y + 1}, target)
- if (!min || min > d) {
+ if (min === undefined || min > d) {
min = d
newRot = Rotation.SOUTH
}
@@ -173,7 +358,7 @@ const updateGhost = (state: GameState, map: Map, type: GhostType) => {
if (west && ghost.currentDirection !== Rotation.EAST) {
let d = dist({x: ghost.pos.x - 1, y: ghost.pos.y}, target)
- if (!min || min > d) {
+ if (min === undefined || min > d) {
min = d
newRot = Rotation.WEST
}
@@ -183,7 +368,9 @@ const updateGhost = (state: GameState, map: Map, type: GhostType) => {
}
}
- incrementPos(ghost.pos, ghost.currentDirection, MOVE_SPEED)
+ incrementPos(ghost.pos, ghost.currentDirection, MOVE_SPEED)
+ wrapPos(ghost.pos, map)
+ updateKilled(ghost, state)
}
export const updateGhosts = (state: GameState) => {
diff --git a/client/src/logic/items.ts b/client/src/logic/items.ts
index 5f8a38e..79624d3 100644
--- a/client/src/logic/items.ts
+++ b/client/src/logic/items.ts
@@ -1,5 +1,5 @@
import { getMap, getItemKey } from "../map.js"
-import { GameState, Map, Player } from "../types.js"
+import { GameState, ItemType, Map, Player } from "../types.js"
const ceilHalf = (n: number): number => {
return Math.ceil(n*2)/2
@@ -12,10 +12,24 @@ const floorHalf = (n: number): number => {
const eatItems = (data: GameState, map: Map, player: Player) => {
let pos = player.pos
+
+ player.atePellets = Math.max(player.atePellets - 1, 0)
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)
+
+ let item = data.items[item_key]
+ if (!item) {
+ continue
+ }
+
+ player.atePellets = 30
+
+ if (item.type == ItemType.THICC_DOT) {
+ player.thiccLeft += 60 * 10
+ }
+
delete data.items[item_key]
}
}
diff --git a/client/src/logic/logic.ts b/client/src/logic/logic.ts
index d9ac6c8..1c3ec1a 100644
--- a/client/src/logic/logic.ts
+++ b/client/src/logic/logic.ts
@@ -3,7 +3,7 @@ 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";
+import { GameState, Input, Rotation, SpawnIndex } from "../types.js";
import { updateGhosts } from "./ai.js";
export const InitialState: GameState = {
@@ -14,7 +14,9 @@ export const InitialState: GameState = {
items: {},
mapId: undefined,
frame: 0,
- rng: 0
+ rng: 0,
+ roundTimer: 0,
+ endRoundTimer: undefined
}
export const random = (state: GameState): number => {
@@ -32,36 +34,85 @@ export const onLogic = (
random(data)
let startPressed = updatePlayers(data, input);
+ let playersLeft = 0
+ for (let id in data.players) {
+ let player = data.players[id]
+ if (player.dead) {
+ player.framesDead++
+ } else {
+ playersLeft++
+ }
+ }
if (data.started) {
- updateMovement(data)
- updateItems(data)
- updateGhosts(data)
+ data.roundTimer++
+ if (data.roundTimer < 60 * 5) {
+ // uh do nothing just draw shit
+ } else if (playersLeft > 1) {
+ updateMovement(data)
+ updateItems(data)
+ updateGhosts(data)
+ } else {
+ if (data.endRoundTimer === undefined) {
+ data.endRoundTimer = 60 * 5
+ }
+ data.endRoundTimer--
+ if (data.endRoundTimer < 1) {
+ nextMap(data)
+ }
+ }
} else {
updateUI(data)
}
- if (startPressed && !data.started) {
- initMap(data, 0)
- data.started = true;
+ if (startPressed && !data.started && Object.values(data.players).length > 1) {
+ nextMap(data)
+ data.started = true;
+ }
+
+ let map = getMap(data.mapId)
+ if (map && Object.keys(data.items).length < 1) {
+ data.items = genItems(map, false)
}
return data
}
-const initMap = (gameData: GameState, mapId: number) => {
+const nextMap = (gameData: GameState) => {
- document.getElementById("lobby").style.display = "none"
+ if (gameData.mapId === undefined) {
+ gameData.mapId = 0
+ } else {
+ gameData.mapId++
+ }
- gameData.mapId = mapId
+ if (gameData.mapId > 3) {
+ gameData.mapId = undefined
+ gameData.started = false
+ return
+ }
+
+ gameData.ghosts = [undefined, undefined, undefined, undefined]
- let map = getMap(mapId)
- // if (!map) {
- // let {width, height, data} = decompressMap(maps[mapId])
- // map = genMap(width, height, data, mapId)
- // }
+ let map = getMap(gameData.mapId)
+ let index = SpawnIndex.PAC_SPAWN_1
+ for (let id in gameData.players) {
+ let player = gameData.players[id]
+ player.pos = structuredClone(map.spawns[index++])
+ player.dead = false
+ player.framesDead = 0
+ player.thiccLeft = 0
+ player.atePellets = 0
+ player.moving = false
+ player.moveRotation = Rotation.NOTHING
+ player.inputRotation = Rotation.NOTHING
+ player.velocityRotation = Rotation.NOTHING
+ }
+
gameData.items = genItems(map)
+ gameData.roundTimer = 0
+ gameData.endRoundTimer = undefined
}
diff --git a/client/src/logic/movement.ts b/client/src/logic/movement.ts
index f2a06e7..726f87a 100644
--- a/client/src/logic/movement.ts
+++ b/client/src/logic/movement.ts
@@ -1,5 +1,5 @@
import { getMap } from "../map.js"
-import { Vec2, Map, Rotation, Key, Player, GameState, Tile } from "../types.js"
+import { Vec2, Map, Rotation, Key, Player, GameState, Tile, BoundingBox } from "../types.js"
export const MOVE_SPEED = .08333
@@ -20,10 +20,18 @@ export const getTile = (
): 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 Tile.WALL
+
+ x = (x + map.width) % map.width
+ y = (y + map.height) % map.height
+
return map.data[y * map.width + x]
}
+export const wrapPos = (pos: Vec2, map: Map) => {
+ pos.x = (pos.x + map.width) % map.width
+ pos.y = (pos.y + map.height) % map.height
+}
+
export const getTileFrontWithRot = (
map: Map,
pos: Vec2,
@@ -86,10 +94,11 @@ const updateMovementForPlayer = (
let inputRot = getRot(inputKey)
let moveRot = player.moveRotation
+ let speed = MOVE_SPEED
let currentPosition = player.pos
let turningFrontTile = getTileFrontWithRot(map, currentPosition, inputRot)
- if (turningFrontTile == Tile.WALL || turningFrontTile == Tile.GHOST_WALL) {
+ if (turningFrontTile == Tile.WALL || turningFrontTile == Tile.GHOST_WALL || turningFrontTile == Tile.GHOST_EXIT) {
inputRot = Rotation.NOTHING
}
@@ -97,24 +106,110 @@ const updateMovementForPlayer = (
player.inputRotation = inputRot
- if (turning && isStablePos(currentPosition)) {
+ if (player.velocityRotation != Rotation.NOTHING) {
+ moveRot = player.velocityRotation
+ speed *= 1.5
+ } else if (turning && isStablePos(currentPosition)) {
currentPosition = roundPos(currentPosition)
player.moveRotation = inputRot
moveRot = inputRot
}
let movePos = structuredClone(currentPosition)
- incrementPos(movePos, moveRot, MOVE_SPEED)
+ incrementPos(movePos, moveRot, speed)
+ wrapPos(movePos, map)
let frontTile = getTileFrontWithRot(map, currentPosition, moveRot)
- if (frontTile != Tile.WALL && frontTile != Tile.GHOST_WALL) {
+ if (frontTile != Tile.WALL && frontTile != Tile.GHOST_WALL && frontTile != Tile.GHOST_EXIT) {
player.pos = movePos
player.moving = true
} else {
player.pos = roundPos(currentPosition)
player.moving = false
+ player.velocityRotation = Rotation.NOTHING
+ }
+
+}
+
+const createBoundingBox = (player: Player): BoundingBox => {
+ let pos = player.pos
+ let width = player.thiccLeft > 0 ? 2 : 1
+ return {
+ x: pos.x - width/2,
+ y: pos.y - width/2,
+ w: width,
+ h: width
+ }
+}
+
+const checkBoundingBox = (aBB: BoundingBox, bBB: BoundingBox): Rotation => {
+ if (
+ aBB.x < bBB.x + bBB.w &&
+ aBB.x + aBB.w > bBB.x &&
+ aBB.y < bBB.y + bBB.h &&
+ aBB.y + aBB.h > bBB.y
+ ) {
+ let diff = {x: aBB.x - bBB.x, y: aBB.y - bBB.y}
+
+ if (Math.abs(diff.x) > Math.abs(diff.y)) {
+ if (diff.x > 0) {
+ return Rotation.EAST
+ } else {
+ return Rotation.WEST
+ }
+ } else {
+ if (diff.y < 0) {
+ return Rotation.NORTH
+ } else {
+ return Rotation.SOUTH
+ }
+ }
+
+ } else {
+ return Rotation.NOTHING
+ }
+}
+
+const flipRotation = (rot: Rotation): Rotation => {
+ switch (rot) {
+ case Rotation.NOTHING:
+ return Rotation.NOTHING
+ case Rotation.NORTH:
+ return Rotation.SOUTH
+ case Rotation.SOUTH:
+ return Rotation.NORTH
+ case Rotation.EAST:
+ return Rotation.WEST
+ case Rotation.WEST:
+ return Rotation.EAST
}
+}
+const updateCollision = (data: GameState) => {
+
+ let players: Player[] = Object.values(data.players).filter(p => p != null && p !== undefined)
+ let bb = structuredClone(players).map(p => createBoundingBox(p))
+ let num = players.length
+
+ for (let i = 0; i < num - 1; i++) {
+ for (let j = i + 1; j < num; j++) {
+ let rot = checkBoundingBox(bb[i], bb[j])
+ if (rot == Rotation.NOTHING) {
+ continue
+ }
+
+ if (players[i].thiccLeft > 0 && players[j].thiccLeft == 0) {
+ players[j].dead = true
+ players[i].framesDead = 0
+ } else if (players[j].thiccLeft > 0 && players[i].thiccLeft == 0) {
+ players[i].dead = true
+ players[i].framesDead = 0
+ } else {
+ players[i].velocityRotation = rot
+ players[j].velocityRotation = flipRotation(rot)
+ }
+ }
+ }
}
@@ -123,9 +218,15 @@ export const updateMovement = (data: GameState) => {
let map = getMap(data.mapId)
if (!map) return
+ updateCollision(data)
+
for (const id in data.players) {
const player = data.players[id]
+
+ if (player.thiccLeft > 0) {
+ player.thiccLeft--
+ }
if(!player) {
continue
diff --git a/client/src/logic/players.ts b/client/src/logic/players.ts
index 96779fe..96337ea 100644
--- a/client/src/logic/players.ts
+++ b/client/src/logic/players.ts
@@ -34,7 +34,12 @@ export const updatePlayers = (data: GameState, input: Input) => {
pos: {x: 1, y: 1},
inputRotation: Rotation.EAST,
moveRotation: Rotation.NOTHING,
+ velocityRotation: Rotation.NOTHING,
moving: false,
+ thiccLeft: 0,
+ dead: false,
+ framesDead: 0,
+ atePellets: 0
};
}