summaryrefslogtreecommitdiff
path: root/client/src
diff options
context:
space:
mode:
Diffstat (limited to 'client/src')
-rw-r--r--client/src/logic/items.ts41
-rw-r--r--client/src/logic/logic.ts80
-rw-r--r--client/src/logic/movement.ts142
-rw-r--r--client/src/logic/players.ts79
-rw-r--r--client/src/logic/ui.ts32
-rw-r--r--client/src/main.ts75
-rw-r--r--client/src/map.ts151
-rw-r--r--client/src/net/game.ts186
-rw-r--r--client/src/net/input.ts70
-rw-r--r--client/src/net/multiplayer.ts303
-rw-r--r--client/src/renderer.ts320
-rw-r--r--client/src/types.ts131
12 files changed, 1610 insertions, 0 deletions
diff --git a/client/src/logic/items.ts b/client/src/logic/items.ts
new file mode 100644
index 0000000..5f8a38e
--- /dev/null
+++ b/client/src/logic/items.ts
@@ -0,0 +1,41 @@
+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)
+
+ }
+
+}
diff --git a/client/src/logic/logic.ts b/client/src/logic/logic.ts
new file mode 100644
index 0000000..1cca2b7
--- /dev/null
+++ b/client/src/logic/logic.ts
@@ -0,0 +1,80 @@
+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))
+}
+
diff --git a/client/src/logic/movement.ts b/client/src/logic/movement.ts
new file mode 100644
index 0000000..40cfc3e
--- /dev/null
+++ b/client/src/logic/movement.ts
@@ -0,0 +1,142 @@
+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)
+
+ }
+
+}
diff --git a/client/src/logic/players.ts b/client/src/logic/players.ts
new file mode 100644
index 0000000..ebe469f
--- /dev/null
+++ b/client/src/logic/players.ts
@@ -0,0 +1,79 @@
+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
+
+}
+
diff --git a/client/src/logic/ui.ts b/client/src/logic/ui.ts
new file mode 100644
index 0000000..5706843
--- /dev/null
+++ b/client/src/logic/ui.ts
@@ -0,0 +1,32 @@
+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)
+ }
+ }
+
+}
diff --git a/client/src/main.ts b/client/src/main.ts
new file mode 100644
index 0000000..a6cc3ba
--- /dev/null
+++ b/client/src/main.ts
@@ -0,0 +1,75 @@
+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
+ }
+ )
+
+}
diff --git a/client/src/map.ts b/client/src/map.ts
new file mode 100644
index 0000000..e6fab9d
--- /dev/null
+++ b/client/src/map.ts
@@ -0,0 +1,151 @@
+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]
+}
diff --git a/client/src/net/game.ts b/client/src/net/game.ts
new file mode 100644
index 0000000..c8e5991
--- /dev/null
+++ b/client/src/net/game.ts
@@ -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)
+
+ }
+}
diff --git a/client/src/net/input.ts b/client/src/net/input.ts
new file mode 100644
index 0000000..75be3e6
--- /dev/null
+++ b/client/src/net/input.ts
@@ -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,
+ }
+ }
+}
diff --git a/client/src/net/multiplayer.ts b/client/src/net/multiplayer.ts
new file mode 100644
index 0000000..e9f3057
--- /dev/null
+++ b/client/src/net/multiplayer.ts
@@ -0,0 +1,303 @@
+/**
+ * @author tint
+ */
+
+import { GameState, Message, PlayerInput } from "../types.js";
+import { Game } from "./game";
+
+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: number;
+ let hasState = false;
+ let connectionId: number;
+ let cachedInputs = [];
+ let connections = [];
+
+ let pingPromise: (type: Promise<number>) => void;
+
+ function send(obj: any) {
+ socket.send(JSON.stringify(obj));
+ }
+
+ function applyInput(input: Message) {
+ 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): boolean {
+ 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: PlayerInput, frame: number) {
+ if(input === undefined) { // used to update the game locally
+ if(hasState) {
+ applyInput({})
+ }
+ 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: number = await new Promise(r => pingPromise = r);
+ return game.currentFrame - 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 proms = connections
+ .filter(n => n !== connectionId)
+ .map(connection => {
+ send({
+ type: "requeststate",
+ frame,
+ connection,
+ });
+ return new Promise(r => {
+ stateRequests[frame + "," + connection] = (state: GameState) => {
+ 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();
+ const 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: any, b: any) {
+ 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;
+ }
+}
diff --git a/client/src/renderer.ts b/client/src/renderer.ts
new file mode 100644
index 0000000..c7bbbc2
--- /dev/null
+++ b/client/src/renderer.ts
@@ -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
+
+ }
+
+}
diff --git a/client/src/types.ts b/client/src/types.ts
new file mode 100644
index 0000000..df0c8b1
--- /dev/null
+++ b/client/src/types.ts
@@ -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
+}