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-rw-r--r--client/js/game.js111
-rw-r--r--client/js/gfx/graphics.js128
-rw-r--r--client/js/gfx/map.js293
-rw-r--r--client/js/gfx/sprite.js71
-rw-r--r--client/js/input.js84
-rw-r--r--client/js/logic.js335
-rw-r--r--client/js/main.js168
-rw-r--r--client/js/multiplayer.js318
8 files changed, 57 insertions, 1451 deletions
diff --git a/client/js/game.js b/client/js/game.js
deleted file mode 100644
index 3d8f6a7..0000000
--- a/client/js/game.js
+++ /dev/null
@@ -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++;
- }
- }
-}
diff --git a/client/js/gfx/graphics.js b/client/js/gfx/graphics.js
deleted file mode 100644
index 8ee4a6f..0000000
--- a/client/js/gfx/graphics.js
+++ /dev/null
@@ -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)
-
- }
-}
diff --git a/client/js/gfx/map.js b/client/js/gfx/map.js
deleted file mode 100644
index a9ef0ad..0000000
--- a/client/js/gfx/map.js
+++ /dev/null
@@ -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
- }
-}
diff --git a/client/js/gfx/sprite.js b/client/js/gfx/sprite.js
deleted file mode 100644
index 07360f1..0000000
--- a/client/js/gfx/sprite.js
+++ /dev/null
@@ -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()
- }
-
-}
diff --git a/client/js/input.js b/client/js/input.js
deleted file mode 100644
index 3928e91..0000000
--- a/client/js/input.js
+++ /dev/null
@@ -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,
- }
- }
-}
diff --git a/client/js/logic.js b/client/js/logic.js
deleted file mode 100644
index 395e4f0..0000000
--- a/client/js/logic.js
+++ /dev/null
@@ -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]
- }
- }
-
- }
-
-}
diff --git a/client/js/main.js b/client/js/main.js
index 1d241b7..c80f8f3 100644
--- a/client/js/main.js
+++ b/client/js/main.js
@@ -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 \ No newline at end of file
diff --git a/client/js/multiplayer.js b/client/js/multiplayer.js
deleted file mode 100644
index eec1c7d..0000000
--- a/client/js/multiplayer.js
+++ /dev/null
@@ -1,318 +0,0 @@
-/**
- * @author tint
- */
-
-/**
- * @template Input
- * @typedef {{
- * added?: number[],
- * removed?: number[],
- * players: {
- * [conn: number]: Input
- * },
- * }} GameInput
- */
-
-/**
- * @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);
- url.protocol = url.protocol.replace("http", "ws");
-
- const socket = new WebSocket(url);
-
- let requestStateTime;
- let hasState = false;
- let connectionId;
- let cachedInputs = [];
- let connections = [];
-
- let pingPromise;
-
- function send(obj) {
- socket.send(JSON.stringify(obj));
- }
-
- function applyInput(input) {
- let prev = game.getHistory(input.frame);
- let newInput = prev && prev.input ? {...prev.input} : { players: {} };
-
- if(input.type === "input") {
- if(input.connection === undefined) { // local input
- if(input.data) {
- // send it to the server
- send(input);
-
- // then apply it
- newInput.players[connectionId] = input.data;
- }
- } else {
- newInput.players[input.connection] = input.data;
- }
- } else if(input.type === "connections") {
- if(input.added !== null) {
- newInput.added = (newInput.added || []).concat([input.added]);
- }
- if(input.removed !== null) {
- if(newInput.added) {
- newInput.added = newInput.added.filter(n => n !== input.removed);
- }
- newInput.removed = (newInput.removed || []).concat([input.removed]);
- }
- }
-
- game.setInput(input.frame, newInput);
- }
-
- function flushCachedInputs(latency = 0) {
- for(const input of cachedInputs) {
- // only care about inputs after the new state
- if(input.frame <= game.historyStart) {
- continue;
- }
-
- applyInput(input);
- }
- cachedInputs = [];
- return onStart(game.getFrame(), latency, connectionId, update, ping, desyncCheck);
- }
-
- function update(input, frame) {
- if(input === undefined) { // used to update the game locally
- if(hasState) {
- applyInput({
- frame,
- });
- }
- return;
- }
- const data = {
- type: "input",
- data: input,
- frame: frame,
- };
-
- if(!hasState) {
- cachedInputs.push(data);
- } else {
- applyInput(data);
- }
- }
-
- async function ping() {
- send({
- type: "ping",
- frame: Math.max(0, game.currentFrame),
- });
- const frame = await new Promise(r => pingPromise = r);
- return game.currentFrame - frame;
- }
-
- async function desyncCheck(frame) {
- 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 proms = connections
- .filter(n => n !== connectionId)
- .map(connection => {
- send({
- type: "requeststate",
- frame,
- connection,
- });
- return new Promise(r => {
- stateRequests[frame + "," + connection] = state => {
- r({
- state,
- connection,
- });
- }
- });
- });
-
- 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;
- }
- return false;
- }
-
- let stateRequests = {};
-
- socket.onmessage = message => {
- const data = JSON.parse(message.data.toString());
-
- switch(data.type) {
- case "error":
- console.error(data);
- break;
- case "framerequest":
- send({
- type: "frame",
- frame: Math.max(game.currentFrame, 1),
- });
- break;
- case "state":
- if(data.frame + "," + data.connection in stateRequests) {
- stateRequests[data.frame + "," + data.connection](data.state);
- }
- if(!hasState) {
- game.startHistory(data.frame, data.state);
- hasState = true;
-
- // this state is from the past
- // i want to find out exactly how far in the past
- // the sequence of requests looks like:
- // client -[staterequest]-> server -[staterequest]-> client2
- // client2 -[state]-> server -[state]-> client
- // and the time i'm concerned with is the second half,
- // how long it takes the state to come from client2
- let delta = 0;
- if(requestStateTime !== undefined) {
- delta = performance.now() - requestStateTime;
- }
- if (!flushCachedInputs(delta / 2)) {
- socket.close()
- document.getElementById("lobby").style.display = "none"
- document.getElementById("join").style.display = ""
- return
- }
- }
- break;
- case "requeststate":
- // wait until there's some state to send
- const startTime = performance.now();
- function check() {
- if(performance.now() - startTime > 5000) {
- return; // give up after 5s
- }
- const state = game.getHistory(data.frame);
- if(!state) {
- return;
- }
-
- send({
- type: "state",
- frame: data.frame,
- state: state.data,
- });
- clearInterval(interval);
- }
- const interval = setInterval(check, 100);
- check();
- break;
- case "connections":
- connections = data.connections;
- if(connectionId === undefined) {
- console.log("setting connection id", data.id);
- connectionId = data.id;
- if(data.connections.length === 1) { // no need to request state
- hasState = true;
- applyInput(data);
- flushCachedInputs(); // just in case, also it calls onStart
- break;
- }
-
- // grab the state from another client
- console.log("requesting state");
- // measure the time it takes for state to be delivered
- requestStateTime = performance.now();
- send({
- type: "requeststate",
- frame: data.frame,
- });
- }
-
- if(!hasState) {
- cachedInputs.push(data);
- } else {
- applyInput(data);
- }
-
- break;
- case "input":
- if(!hasState) {
- cachedInputs.push(data);
- } else {
- applyInput(data);
- }
- break;
- case "pong":
- if(pingPromise) {
- pingPromise(data.frame);
- pingPromise = undefined;
- }
- break;
- default:
- console.warn("unknown server message", data);
- break;
- }
- }
-}
-
-// compare two plain objects (things that can be JSON.stringified)
-function objeq(a, b) {
- if(typeof(a) !== typeof(b)) {
- return false;
- }
- // array diff
- if(Array.isArray(a) && Array.isArray(b)) {
- if(a.length !== b.length) {
- return false;
- }
- for(let i = 0; i < a.length; i++) {
- if(!objeq(a[i], b[i])) {
- return false;
- }
- }
- return true;
- }
- switch(typeof(a)) {
- // primitives can be compared directly
- case "number":
- case "boolean":
- case "string":
- case "undefined": return a === b;
-
- case "object":
- // typeof(null) = "object" but null can be compared directly
- if(a === null || b === null) {
- return a === b;
- }
- // object diff
- for(let k in a) {
- if(!(k in b) || !objeq(a[k], b[k])) {
- return false;
- }
- }
- for(let k in b) {
- if(!(k in a)) {
- return false;
- }
- }
- return true;
- default: // incomparable things
- return false;
- }
-}