summaryrefslogtreecommitdiff
path: root/client/src/types.ts
blob: d08bc03bfad9b346423ea27f952b2c1f8ba85f5d (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
export const ATLAS_TILE_WIDTH = 32
export const GAME_MAP_COUNT = 4

const loadAudio = (src: string, callback: (node: GameAudio) => void) => {

    let actx = new AudioContext()

    fetch(src, {mode: "cors"})
        .then((resp) => {
            return resp.arrayBuffer()
        })
        .then((ebuf) => {
            actx.decodeAudioData(ebuf, (abuf) => {

                var sourceNode = null,
                    startedAt = 0,
                    pausedAt = 0,
                    playing = false

                var play = (loop: boolean) => {
                    var offset = pausedAt
    
                    sourceNode = actx.createBufferSource()
                    sourceNode.connect(actx.destination)
                    sourceNode.buffer = abuf
                    sourceNode.start(0, offset)
                    sourceNode.loop = loop

                    startedAt = actx.currentTime - offset
                    pausedAt = 0
                    playing = true
                }

                var pause = () => {
                    var elapsed = actx.currentTime - startedAt
                    stop()
                    pausedAt = elapsed
                };

                var stop = () => {
                    if (sourceNode) {          
                        sourceNode.disconnect()
                        sourceNode.stop(0)
                        sourceNode = null
                    }
                    pausedAt = 0
                    startedAt = 0
                    playing = false
                }

                var getPlaying = (): boolean => {
                    return playing
                }

                callback({play, pause, stop, getPlaying})
            })
        })
}

let EMPTY_AUDIO: GameAudio = {
    play: (_loop: boolean) => {},
    pause: () => {},
    stop: () => {},
    getPlaying: () => true,
}

export var INTRO_AUDIO = EMPTY_AUDIO
export var DEATH_AUDIO = EMPTY_AUDIO
export var MOVE_AUDIO = EMPTY_AUDIO
export var GHOST_AUDIO = EMPTY_AUDIO

loadAudio('sfx/intro.mp3', (node) => INTRO_AUDIO = node)
loadAudio('sfx/death.mp3', (node) => DEATH_AUDIO = node)
loadAudio('sfx/move.wav', (node) => MOVE_AUDIO = node)
loadAudio('sfx/ghost.wav', (node) => GHOST_AUDIO = node)

export enum Tile {
    EMPTY = 0,
    WALL = 1,
    GHOST_WALL = 2,
    GHOST_EXIT = 11,
    FOOD = 3,
    PLAYER_SPAWN_1 = 4,
    PLAYER_SPAWN_2 = 5,
    PLAYER_SPAWN_3 = 6,
    PLAYER_SPAWN_4 = 7,
    GHOST_SPAWN = 8,
    THICC_DOT = 9,
    INITIAL_DOT = 10
}

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,
    THICC_DOT,
    FOOD
}

export enum Key {
    NOTHING,
    UP,
    DOWN,
    LEFT,
    RIGHT
}

export enum GhostType {
    BLINKY = 0,
    PINKY = 1,
    INKY = 2,
    CLYDE = 3
}

export enum GhostState {
    CHASE,
    SCATTER,
    EATEN,
    SCARED
}

export type Ghost = {
    pos: Vec2,
    type: GhostType,
    target: Vec2,
    targetQueue: Vec2[],
    state: GhostState,
    currentDirection: Rotation,
    hasRespawned: boolean,
    framesInBox: number,
}

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,
    velocityRotation: Rotation,
    moving: boolean,
    thiccLeft: number,
    name?: string,
    dead: boolean,
    framesDead: number,
    atePellets: number,
    
}

export type PlayerInput = {
    start: boolean,
    key: Key,
    maps: {[key: number]: string}
    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 enum SpawnIndex {
    PAC_SPAWN_1 = 1,
    PAC_SPAWN_2 = 2,
    PAC_SPAWN_3 = 3,
    PAC_SPAWN_4 = 4,
    GHOST_SPAWN = 0,
    GHOST_EXIT = 5
}

export type Map = {
    data: number[],
    walls: number[],
    width: number,
    height: number,
    id: number,
    spawns?: Vec2[]
}

export type Maps = {
    [key: number]: Map
}

export type Ghosts = [Ghost, Ghost, Ghost, Ghost]

export type GameState = {
    started: boolean,
    input: InputMap,
    players: Players,
    ghosts: Ghosts,
    items: Items,
    frame: number,
    rng: number,
    mapId: number | undefined,
    roundTimer: number,
    endRoundTimer: number
}

export type Frame = {
    data: GameState,
    input: Input
}

export type GameAudio = {
    getPlaying: () => boolean,
    play: (loop: boolean) => void,
    pause: () => void,
    stop: () => void
}

export type BoundingBox = {
    x: number,
    y: number,
    w: number,
    h: number
}