427 lines
11 KiB
JavaScript
427 lines
11 KiB
JavaScript
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import { createPuzzle } from './Puzzle.js'
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import Geometry from './../common/Geometry.js'
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const GAMES = {}
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function exists(gameId) {
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return (!!GAMES[gameId]) || false
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}
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async function createGame(gameId, targetTiles, image) {
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GAMES[gameId] = {
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puzzle: await createPuzzle(targetTiles, image),
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players: {},
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sockets: [],
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evtInfos: {},
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}
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}
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function addPlayer(gameId, playerId) {
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GAMES[gameId].players[playerId] = {
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id: playerId,
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x: 0,
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y: 0,
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down: false
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}
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GAMES[gameId].evtInfos[playerId] = {
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_last_mouse: null,
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_last_mouse_down: null,
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}
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}
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function addSocket(gameId, socket) {
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const sockets = GAMES[gameId].sockets
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if (!sockets.includes(socket)) {
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sockets.push(socket)
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}
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}
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function get(gameId) {
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return GAMES[gameId]
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}
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function getSockets(gameId) {
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return GAMES[gameId].sockets
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}
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function changePlayer(gameId, playerId, change) {
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for (let k of Object.keys(change)) {
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GAMES[gameId].players[playerId][k] = change[k]
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}
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}
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function changeData(gameId, change) {
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for (let k of Object.keys(change)) {
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GAMES[gameId].puzzle.data[k] = change[k]
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}
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}
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function changeTile(gameId, tileIdx, change) {
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for (let k of Object.keys(change)) {
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GAMES[gameId].puzzle.tiles[tileIdx][k] = change[k]
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}
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}
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const getTile = (gameId, tileIdx) => {
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return GAMES[gameId].puzzle.tiles[tileIdx]
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}
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const getTileGroup = (gameId, tileIdx) => {
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const tile = getTile(gameId, tileIdx)
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return tile.group
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}
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const getFinalTilePos = (gameId, tileIdx) => {
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const info = GAMES[gameId].puzzle.info
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const boardPos = {
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x: (info.table.width - info.width) / 2,
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y: (info.table.height - info.height) / 2
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}
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const srcPos = srcPosByTileIdx(gameId, tileIdx)
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return Geometry.pointAdd(boardPos, srcPos)
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}
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const getTilePos = (gameId, tileIdx) => {
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const tile = getTile(gameId, tileIdx)
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return tile.pos
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}
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const getTileZIndex = (gameId, tileIdx) => {
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const tile = getTile(gameId, tileIdx)
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return tile.z
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}
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const getFirstOwnedTileIdx = (gameId, userId) => {
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for (let t of GAMES[gameId].puzzle.tiles) {
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if (t.owner === userId) {
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return t.idx
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}
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}
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return -1
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}
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const getMaxGroup = (gameId) => {
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return GAMES[gameId].puzzle.data.maxGroup
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}
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const getMaxZIndex = (gameId) => {
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return GAMES[gameId].puzzle.data.maxZ
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}
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const getMaxZIndexByTileIdxs = (gameId, tileIdxs) => {
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let maxZ = 0
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for (let tileIdx of tileIdxs) {
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let tileZIndex = getTileZIndex(gameId, tileIdx)
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if (tileZIndex > maxZ) {
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maxZ = tileZIndex
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}
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}
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return maxZ
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}
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function srcPosByTileIdx(gameId, tileIdx) {
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const info = GAMES[gameId].puzzle.info
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const c = info.coords[tileIdx]
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const cx = c.x * info.tileSize
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const cy = c.y * info.tileSize
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return { x: cx, y: cy }
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}
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function getSurroundingTilesByIdx(gameId, tileIdx) {
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const info = GAMES[gameId].puzzle.info
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const _X = info.coords[tileIdx].x
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const _Y = info.coords[tileIdx].y
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return [
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// top
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(_Y > 0) ? (tileIdx - info.tiles_x) : -1,
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// right
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(_X < info.tiles_x - 1) ? (tileIdx + 1) : -1,
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// bottom
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(_Y < info.tiles_y - 1) ? (tileIdx + info.tiles_x) : -1,
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// left
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(_X > 0) ? (tileIdx - 1) : -1,
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]
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}
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const setTilesZIndex = (gameId, tileIdxs, zIndex) => {
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for (let tilesIdx of tileIdxs) {
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changeTile(gameId, tilesIdx, { z: zIndex })
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}
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}
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const moveTileDiff = (gameId, tileIdx, diff) => {
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const oldPos = getTilePos(gameId, tileIdx)
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const pos = Geometry.pointAdd(oldPos, diff)
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changeTile(gameId, tileIdx, { pos })
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}
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const moveTilesDiff = (gameId, tileIdxs, diff) => {
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for (let tileIdx of tileIdxs) {
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moveTileDiff(gameId, tileIdx, diff)
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}
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}
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const finishTiles = (gameId, tileIdxs) => {
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for (let tileIdx of tileIdxs) {
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changeTile(gameId, tileIdx, { owner: -1, z: 1 })
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}
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}
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const setTilesOwner = (gameId, tileIdxs, owner) => {
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for (let tileIdx of tileIdxs) {
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changeTile(gameId, tileIdx, { owner })
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}
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}
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function pointInBounds(pt, rect) {
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return pt.x >= rect.x
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&& pt.x <= rect.x + rect.w
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&& pt.y >= rect.y
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&& pt.y <= rect.y + rect.h
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}
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// get all grouped tiles for a tile
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function getGroupedTileIdxs(gameId, tileIdx) {
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const tiles = GAMES[gameId].puzzle.tiles
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const tile = tiles[tileIdx]
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const grouped = []
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if (tile.group) {
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for (let other of tiles) {
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if (other.group === tile.group) {
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grouped.push(other.idx)
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}
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}
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} else {
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grouped.push(tile.idx)
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}
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return grouped
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}
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// Returns the index of the puzzle tile with the highest z index
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// that is not finished yet and that matches the position
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const freeTileIdxByPos = (gameId, pos) => {
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let info = GAMES[gameId].puzzle.info
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let tiles = GAMES[gameId].puzzle.tiles
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let maxZ = -1
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let tileIdx = -1
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for (let idx = 0; idx < tiles.length; idx++) {
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const tile = tiles[idx]
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if (tile.owner !== 0) {
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continue
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}
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const collisionRect = {
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x: tile.pos.x,
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y: tile.pos.y,
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w: info.tileSize,
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h: info.tileSize,
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}
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if (pointInBounds(pos, collisionRect)) {
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if (maxZ === -1 || tile.z > maxZ) {
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maxZ = tile.z
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tileIdx = idx
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}
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}
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}
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return tileIdx
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}
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// determine if two tiles are grouped together
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const areGrouped = (gameId, tileIdx1, tileIdx2) => {
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const g1 = getTileGroup(gameId, tileIdx1)
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const g2 = getTileGroup(gameId, tileIdx2)
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return g1 && g1 === g2
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}
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function handleInput(gameId, playerId, input) {
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let puzzle = GAMES[gameId].puzzle
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let players = GAMES[gameId].players
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let evtInfo = GAMES[gameId].evtInfos[playerId]
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let changes = []
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const _dataChange = () => {
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changes.push(['data', puzzle.data])
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}
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const _tileChange = (tileIdx) => {
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changes.push(['tile', getTile(gameId, tileIdx)])
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}
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const _tileChanges = (tileIdxs) => {
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for (let tileIdx of tileIdxs) {
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_tileChange(tileIdx)
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}
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}
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const _playerChange = () => {
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changes.push(['player', players[playerId]])
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}
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// put both tiles (and their grouped tiles) in the same group
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const groupTiles = (gameId, tileIdx1, tileIdx2) => {
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let tiles = GAMES[gameId].puzzle.tiles
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let group1 = getTileGroup(gameId, tileIdx1)
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let group2 = getTileGroup(gameId, tileIdx2)
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let group
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let searchGroups = []
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if (group1) {
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searchGroups.push(group1)
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}
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if (group2) {
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searchGroups.push(group2)
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}
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if (group1) {
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group = group1
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} else if (group2) {
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group = group2
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} else {
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let maxGroup = getMaxGroup(gameId) + 1
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changeData(gameId, { maxGroup })
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_dataChange()
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group = getMaxGroup(gameId)
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}
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changeTile(gameId, tileIdx1, { group })
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_tileChange(tileIdx1)
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changeTile(gameId, tileIdx2, { group })
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_tileChange(tileIdx2)
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// TODO: strange
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if (searchGroups.length > 0) {
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for (let tile of tiles) {
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if (searchGroups.includes(tile.group)) {
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changeTile(gameId, tile.idx, { group })
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_tileChange(tile.idx)
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}
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}
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}
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}
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let [type, x, y] = input
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let pos = {x, y}
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if (type === 'down') {
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changePlayer(gameId, playerId, { down: true })
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_playerChange()
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evtInfo._last_mouse_down = pos
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const tileIdxAtPos = freeTileIdxByPos(gameId, pos)
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if (tileIdxAtPos >= 0) {
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console.log('tile: ', tileIdxAtPos)
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let maxZ = getMaxZIndex(gameId) + 1
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changeData(gameId, { maxZ })
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_dataChange()
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const tileIdxs = getGroupedTileIdxs(gameId, tileIdxAtPos)
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setTilesZIndex(gameId, tileIdxs, getMaxZIndex(gameId))
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setTilesOwner(gameId, tileIdxs, playerId)
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_tileChanges(tileIdxs)
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}
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} else if (type === 'move') {
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changePlayer(gameId, playerId, pos)
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_playerChange()
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if (evtInfo._last_mouse_down !== null) {
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let tileIdx = getFirstOwnedTileIdx(gameId, playerId)
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if (tileIdx >= 0) {
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const diffX = x - evtInfo._last_mouse_down.x
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const diffY = y - evtInfo._last_mouse_down.y
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const diff = { x: diffX, y: diffY }
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const tileIdxs = getGroupedTileIdxs(gameId, tileIdx)
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moveTilesDiff(gameId, tileIdxs, diff)
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_tileChanges(tileIdxs)
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}
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evtInfo._last_mouse_down = pos
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}
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} else if (type === 'up') {
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changePlayer(gameId, playerId, { down: false })
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_playerChange()
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evtInfo._last_mouse_down = null
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let tileIdx = getFirstOwnedTileIdx(gameId, playerId)
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if (tileIdx >= 0) {
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// drop the tile(s)
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let tileIdxs = getGroupedTileIdxs(gameId, tileIdx)
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setTilesOwner(gameId, tileIdxs, 0)
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_tileChanges(tileIdxs)
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// Check if the tile was dropped near the final location
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let tilePos = getTilePos(gameId, tileIdx)
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let finalPos = getFinalTilePos(gameId, tileIdx)
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if (Geometry.pointDistance(finalPos, tilePos) < puzzle.info.snapDistance) {
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let diff = Geometry.pointSub(finalPos, tilePos)
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// Snap the tile to the final destination
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moveTilesDiff(gameId, tileIdxs, diff)
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finishTiles(gameId, tileIdxs)
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_tileChanges(tileIdxs)
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} else {
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// Snap to other tiles
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const check = (gameId, tileIdx, otherTileIdx, off) => {
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let info = GAMES[gameId].puzzle.info
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if (otherTileIdx < 0) {
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return false
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}
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if (areGrouped(gameId, tileIdx, otherTileIdx)) {
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return false
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}
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const tilePos = getTilePos(gameId, tileIdx)
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const dstPos = Geometry.pointAdd(
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getTilePos(gameId, otherTileIdx),
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{x: off[0] * info.tileSize, y: off[1] * info.tileSize}
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)
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if (Geometry.pointDistance(tilePos, dstPos) < info.snapDistance) {
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let diff = Geometry.pointSub(dstPos, tilePos)
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let tileIdxs = getGroupedTileIdxs(gameId, tileIdx)
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moveTilesDiff(gameId, tileIdxs, diff)
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groupTiles(gameId, tileIdx, otherTileIdx)
|
||
|
|
tileIdxs = getGroupedTileIdxs(gameId, tileIdx)
|
||
|
|
const zIndex = getMaxZIndexByTileIdxs(gameId, tileIdxs)
|
||
|
|
console.log('z:' , zIndex, tileIdxs)
|
||
|
|
setTilesZIndex(gameId, tileIdxs, zIndex)
|
||
|
|
_tileChanges(tileIdxs)
|
||
|
|
return true
|
||
|
|
}
|
||
|
|
return false
|
||
|
|
}
|
||
|
|
|
||
|
|
for (let tileIdxTmp of getGroupedTileIdxs(gameId, tileIdx)) {
|
||
|
|
let othersIdxs = getSurroundingTilesByIdx(gameId, tileIdxTmp)
|
||
|
|
if (
|
||
|
|
check(gameId, tileIdxTmp, othersIdxs[0], [0, 1]) // top
|
||
|
|
|| check(gameId, tileIdxTmp, othersIdxs[1], [-1, 0]) // right
|
||
|
|
|| check(gameId, tileIdxTmp, othersIdxs[2], [0, -1]) // bottom
|
||
|
|
|| check(gameId, tileIdxTmp, othersIdxs[3], [1, 0]) // left
|
||
|
|
) {
|
||
|
|
break
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
// console.log(mouse)
|
||
|
|
evtInfo._last_mouse = pos
|
||
|
|
|
||
|
|
return changes
|
||
|
|
}
|
||
|
|
|
||
|
|
|
||
|
|
export default {
|
||
|
|
createGame,
|
||
|
|
exists,
|
||
|
|
addPlayer,
|
||
|
|
addSocket,
|
||
|
|
get,
|
||
|
|
getSockets,
|
||
|
|
handleInput,
|
||
|
|
}
|