puzzle/public/game.js

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JavaScript
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"use strict"
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import {run} from './gameloop.js'
import Camera from './Camera.js'
import Graphics from './Graphics.js'
import Debug from './Debug.js'
import Communication from './Communication.js'
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import Util, { logger } from './../common/Util.js'
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import PuzzleGraphics from './PuzzleGraphics.js'
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import Game from './../common/GameCommon.js'
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import fireworksController from './Fireworks.js'
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import Protocol from '../common/Protocol.js'
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import Time from '../common/Time.js'
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// const log = logger('game.js')
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export const MODE_PLAY = 'play'
export const MODE_REPLAY = 'replay'
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let PIECE_VIEW_FIXED = true
let PIECE_VIEW_LOOSE = true
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const shouldDrawPiece = (piece) => {
if (piece.owner === -1) {
return PIECE_VIEW_FIXED
}
return PIECE_VIEW_LOOSE
}
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let RERENDER = true
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function addCanvasToDom(TARGET_EL, canvas) {
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canvas.width = window.innerWidth
canvas.height = window.innerHeight
TARGET_EL.appendChild(canvas)
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window.addEventListener('resize', () => {
canvas.width = window.innerWidth
canvas.height = window.innerHeight
RERENDER = true
})
return canvas
}
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function EventAdapter (canvas, window, viewport) {
let events = []
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let KEYS_ON = true
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let LEFT = false
let RIGHT = false
let UP = false
let DOWN = false
let ZOOM_IN = false
let ZOOM_OUT = false
let SHIFT = false
const toWorldPoint = (x, y) => {
const pos = viewport.viewportToWorld({x, y})
return [pos.x, pos.y]
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}
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const mousePos = (ev) => toWorldPoint(ev.offsetX, ev.offsetY)
const canvasCenter = () => toWorldPoint(canvas.width / 2, canvas.height / 2)
const key = (state, ev) => {
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if (!KEYS_ON) {
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return
}
if (ev.key === 'Shift') {
SHIFT = state
} else if (ev.key === 'ArrowUp' || ev.key === 'w' || ev.key === 'W') {
UP = state
} else if (ev.key === 'ArrowDown' || ev.key === 's' || ev.key === 'S') {
DOWN = state
} else if (ev.key === 'ArrowLeft' || ev.key === 'a' || ev.key === 'A') {
LEFT = state
} else if (ev.key === 'ArrowRight' || ev.key === 'd' || ev.key === 'D') {
RIGHT = state
} else if (ev.key === 'q') {
ZOOM_OUT = state
} else if (ev.key === 'e') {
ZOOM_IN = state
}
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}
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canvas.addEventListener('mousedown', (ev) => {
if (ev.button === 0) {
addEvent([Protocol.INPUT_EV_MOUSE_DOWN, ...mousePos(ev)])
}
})
canvas.addEventListener('mouseup', (ev) => {
if (ev.button === 0) {
addEvent([Protocol.INPUT_EV_MOUSE_UP, ...mousePos(ev)])
}
})
canvas.addEventListener('mousemove', (ev) => {
addEvent([Protocol.INPUT_EV_MOUSE_MOVE, ...mousePos(ev)])
})
canvas.addEventListener('wheel', (ev) => {
if (viewport.canZoom(ev.deltaY < 0 ? 'in' : 'out')) {
const evt = ev.deltaY < 0
? Protocol.INPUT_EV_ZOOM_IN
: Protocol.INPUT_EV_ZOOM_OUT
addEvent([evt, ...mousePos(ev)])
}
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})
window.addEventListener('keydown', (ev) => key(true, ev))
window.addEventListener('keyup', (ev) => key(false, ev))
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window.addEventListener('keypress', (ev) => {
if (!KEYS_ON) {
return
}
if (ev.key === ' ') {
addEvent([Protocol.INPUT_EV_TOGGLE_PREVIEW])
}
if (ev.key === 'F' || ev.key === 'f') {
PIECE_VIEW_FIXED = !PIECE_VIEW_FIXED
RERENDER = true
}
if (ev.key === 'G' || ev.key === 'g') {
PIECE_VIEW_LOOSE = !PIECE_VIEW_LOOSE
RERENDER = true
}
})
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const addEvent = (event) => {
events.push(event)
}
const consumeAll = () => {
if (events.length === 0) {
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return []
}
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const all = events.slice()
events = []
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return all
}
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const createKeyEvents = () => {
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const amount = SHIFT ? 20 : 10
const x = (LEFT ? amount : 0) - (RIGHT ? amount : 0)
const y = (UP ? amount : 0) - (DOWN ? amount : 0)
if (x !== 0 || y !== 0) {
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addEvent([Protocol.INPUT_EV_MOVE, x, y])
}
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if (ZOOM_IN && ZOOM_OUT) {
// cancel each other out
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} else if (ZOOM_IN) {
if (viewport.canZoom('in')) {
addEvent([Protocol.INPUT_EV_ZOOM_IN, ...canvasCenter()])
}
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} else if (ZOOM_OUT) {
if (viewport.canZoom('out')) {
addEvent([Protocol.INPUT_EV_ZOOM_OUT, ...canvasCenter()])
}
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}
}
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const setHotkeys = (state) => {
KEYS_ON = state
}
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return {
addEvent,
consumeAll,
createKeyEvents,
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setHotkeys,
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}
}
export async function main(
gameId,
clientId,
wsAddress,
MODE,
TARGET_EL,
HUD
) {
if (typeof DEBUG === 'undefined') window.DEBUG = false
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const shouldDrawPlayerText = (player) => {
return MODE === MODE_REPLAY || player.id !== clientId
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}
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const cursorGrab = await Graphics.loadImageToBitmap('/grab.png')
const cursorHand = await Graphics.loadImageToBitmap('/hand.png')
const cursorGrabMask = await Graphics.loadImageToBitmap('/grab_mask.png')
const cursorHandMask = await Graphics.loadImageToBitmap('/hand_mask.png')
// all cursors must be of the same dimensions
const CURSOR_W = cursorGrab.width
const CURSOR_W_2 = Math.round(CURSOR_W / 2)
const CURSOR_H = cursorGrab.height
const CURSOR_H_2 = Math.round(CURSOR_H / 2)
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const cursors = {}
const getPlayerCursor = async (p) => {
const key = p.color + ' ' + p.d
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if (!cursors[key]) {
const cursor = p.d ? cursorGrab : cursorHand
const mask = p.d ? cursorGrabMask : cursorHandMask
cursors[key] = await Graphics.colorize(cursor, mask, p.color)
}
return cursors[key]
}
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// Create a canvas and attach adapters to it so we can work with it
const canvas = addCanvasToDom(TARGET_EL, Graphics.createCanvas())
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// stuff only available in replay mode...
// TODO: refactor
const REPLAY = {
log: null,
logIdx: 0,
speeds: [0.5, 1, 2, 5, 10, 20, 50],
speedIdx: 1,
paused: false,
lastRealTs: null,
lastGameTs: null,
gameStartTs: null,
}
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Communication.onConnectionStateChange((state) => {
HUD.setConnectionState(state)
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})
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let TIME
const connect = async () => {
if (MODE === MODE_PLAY) {
const game = await Communication.connect(wsAddress, gameId, clientId)
const gameObject = Util.decodeGame(game)
Game.setGame(gameObject.id, gameObject)
TIME = () => Time.timestamp()
} else if (MODE === MODE_REPLAY) {
// TODO: change how replay connect is done...
const {game, log} = await Communication.connectReplay(wsAddress, gameId, clientId)
const gameObject = Util.decodeGame(game)
Game.setGame(gameObject.id, gameObject)
REPLAY.log = log
REPLAY.lastRealTs = Time.timestamp()
REPLAY.gameStartTs = REPLAY.log[0][REPLAY.log[0].length - 2]
REPLAY.lastGameTs = REPLAY.gameStartTs
TIME = () => REPLAY.lastGameTs
} else {
throw '[ 2020-12-22 MODE invalid, must be play|replay ]'
}
// rerender after (re-)connect
RERENDER = true
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}
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await connect()
const TILE_DRAW_OFFSET = Game.getTileDrawOffset(gameId)
const TILE_DRAW_SIZE = Game.getTileDrawSize(gameId)
const PUZZLE_WIDTH = Game.getPuzzleWidth(gameId)
const PUZZLE_HEIGHT = Game.getPuzzleHeight(gameId)
const TABLE_WIDTH = Game.getTableWidth(gameId)
const TABLE_HEIGHT = Game.getTableHeight(gameId)
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const BOARD_POS = {
x: (TABLE_WIDTH - PUZZLE_WIDTH) / 2,
y: (TABLE_HEIGHT - PUZZLE_HEIGHT) / 2
}
const BOARD_DIM = {
w: PUZZLE_WIDTH,
h: PUZZLE_HEIGHT,
}
const PIECE_DIM = {
w: TILE_DRAW_SIZE,
h: TILE_DRAW_SIZE,
}
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const bitmaps = await PuzzleGraphics.loadPuzzleBitmaps(Game.getPuzzle(gameId))
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const fireworks = new fireworksController(canvas, Game.getRng(gameId))
fireworks.init(canvas)
const ctx = canvas.getContext('2d')
canvas.classList.add('loaded')
// initialize some view data
// this global data will change according to input events
const viewport = new Camera()
// center viewport
viewport.move(
-(TABLE_WIDTH - canvas.width) /2,
-(TABLE_HEIGHT - canvas.height) /2
)
const evts = new EventAdapter(canvas, window, viewport)
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const previewImageUrl = Game.getImageUrl(gameId)
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const updateTimerElements = () => {
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const startTs = Game.getStartTs(gameId)
const finishTs = Game.getFinishTs(gameId)
const ts = TIME()
HUD.setFinished(!!(finishTs))
HUD.setDuration((finishTs || ts) - startTs)
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}
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updateTimerElements()
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HUD.setPiecesDone(Game.getFinishedTileCount(gameId))
HUD.setPiecesTotal(Game.getTileCount(gameId))
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const ts = TIME()
HUD.setActivePlayers(Game.getActivePlayers(gameId, ts))
HUD.setIdlePlayers(Game.getIdlePlayers(gameId, ts))
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const longFinished = !! Game.getFinishTs(gameId)
let finished = longFinished
const justFinished = () => finished && !longFinished
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const playerBgColor = () => {
return (Game.getPlayerBgColor(gameId, clientId)
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|| localStorage.getItem('bg_color')
|| '#222222')
}
const playerColor = () => {
return (Game.getPlayerColor(gameId, clientId)
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|| localStorage.getItem('player_color')
|| '#ffffff')
}
const playerName = () => {
return (Game.getPlayerName(gameId, clientId)
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|| localStorage.getItem('player_name')
|| 'anon')
}
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const doSetSpeedStatus = () => {
HUD.setReplaySpeed(REPLAY.speeds[REPLAY.speedIdx])
HUD.setReplayPaused(REPLAY.paused)
}
const replayOnSpeedUp = () => {
if (REPLAY.speedIdx + 1 < REPLAY.speeds.length) {
REPLAY.speedIdx++
doSetSpeedStatus()
}
}
const replayOnSpeedDown = () => {
if (REPLAY.speedIdx >= 1) {
REPLAY.speedIdx--
doSetSpeedStatus()
}
}
const replayOnPauseToggle = () => {
REPLAY.paused = !REPLAY.paused
doSetSpeedStatus()
}
if (MODE === MODE_PLAY) {
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setInterval(updateTimerElements, 1000)
} else if (MODE === MODE_REPLAY) {
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doSetSpeedStatus()
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}
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if (MODE === MODE_PLAY) {
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Communication.onServerChange((msg) => {
const msgType = msg[0]
const evClientId = msg[1]
const evClientSeq = msg[2]
const evChanges = msg[3]
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for (const [changeType, changeData] of evChanges) {
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switch (changeType) {
case Protocol.CHANGE_PLAYER: {
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const p = Util.decodePlayer(changeData)
if (p.id !== clientId) {
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Game.setPlayer(gameId, p.id, p)
RERENDER = true
}
} break;
case Protocol.CHANGE_TILE: {
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const t = Util.decodeTile(changeData)
Game.setTile(gameId, t.idx, t)
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RERENDER = true
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} break;
case Protocol.CHANGE_DATA: {
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Game.setPuzzleData(gameId, changeData)
RERENDER = true
} break;
}
}
finished = !! Game.getFinishTs(gameId)
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})
} else if (MODE === MODE_REPLAY) {
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// no external communication for replay mode,
// only the REPLAY.log is relevant
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let inter = setInterval(() => {
const realTs = Time.timestamp()
if (REPLAY.paused) {
REPLAY.lastRealTs = realTs
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return
}
const timePassedReal = realTs - REPLAY.lastRealTs
const timePassedGame = timePassedReal * REPLAY.speeds[REPLAY.speedIdx]
const maxGameTs = REPLAY.lastGameTs + timePassedGame
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do {
if (REPLAY.paused) {
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break
}
const nextIdx = REPLAY.logIdx + 1
if (nextIdx >= REPLAY.log.length) {
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clearInterval(inter)
break
}
const logEntry = REPLAY.log[nextIdx]
const nextTs = REPLAY.gameStartTs + logEntry[logEntry.length - 1]
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if (nextTs > maxGameTs) {
break
}
const entryWithTs = logEntry.slice()
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entryWithTs[entryWithTs.length - 1] = nextTs
if (entryWithTs[0] === Protocol.LOG_ADD_PLAYER) {
Game.addPlayer(gameId, ...entryWithTs.slice(1))
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RERENDER = true
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} else if (entryWithTs[0] === Protocol.LOG_UPDATE_PLAYER) {
const playerId = Game.getPlayerIdByIndex(gameId, entryWithTs[1])
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Game.addPlayer(gameId, playerId, ...entryWithTs.slice(2))
RERENDER = true
} else if (entryWithTs[0] === Protocol.LOG_HANDLE_INPUT) {
const playerId = Game.getPlayerIdByIndex(gameId, entryWithTs[1])
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Game.handleInput(gameId, playerId, ...entryWithTs.slice(2))
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RERENDER = true
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}
REPLAY.logIdx = nextIdx
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} while (true)
REPLAY.lastRealTs = realTs
REPLAY.lastGameTs = maxGameTs
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updateTimerElements()
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}, 50)
}
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let _last_mouse_down = null
const onUpdate = () => {
// handle key downs once per onUpdate
// this will create Protocol.INPUT_EV_MOVE events if something
// relevant is pressed
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evts.createKeyEvents()
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for (const evt of evts.consumeAll()) {
if (MODE === MODE_PLAY) {
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// LOCAL ONLY CHANGES
// -------------------------------------------------------------
const type = evt[0]
if (type === Protocol.INPUT_EV_MOVE) {
const diffX = evt[1]
const diffY = evt[2]
RERENDER = true
viewport.move(diffX, diffY)
} else if (type === Protocol.INPUT_EV_MOUSE_MOVE) {
if (_last_mouse_down && !Game.getFirstOwnedTile(gameId, clientId)) {
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// move the cam
const pos = { x: evt[1], y: evt[2] }
const mouse = viewport.worldToViewport(pos)
const diffX = Math.round(mouse.x - _last_mouse_down.x)
const diffY = Math.round(mouse.y - _last_mouse_down.y)
RERENDER = true
viewport.move(diffX, diffY)
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_last_mouse_down = mouse
}
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} else if (type === Protocol.INPUT_EV_MOUSE_DOWN) {
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const pos = { x: evt[1], y: evt[2] }
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_last_mouse_down = viewport.worldToViewport(pos)
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} else if (type === Protocol.INPUT_EV_MOUSE_UP) {
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_last_mouse_down = null
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} else if (type === Protocol.INPUT_EV_ZOOM_IN) {
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const pos = { x: evt[1], y: evt[2] }
RERENDER = true
viewport.zoom('in', viewport.worldToViewport(pos))
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} else if (type === Protocol.INPUT_EV_ZOOM_OUT) {
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const pos = { x: evt[1], y: evt[2] }
RERENDER = true
viewport.zoom('out', viewport.worldToViewport(pos))
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} else if (type === Protocol.INPUT_EV_TOGGLE_PREVIEW) {
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HUD.togglePreview()
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}
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// LOCAL + SERVER CHANGES
// -------------------------------------------------------------
const ts = TIME()
const changes = Game.handleInput(gameId, clientId, evt, ts)
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if (changes.length > 0) {
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RERENDER = true
}
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Communication.sendClientEvent(evt)
} else if (MODE === MODE_REPLAY) {
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// LOCAL ONLY CHANGES
// -------------------------------------------------------------
const type = evt[0]
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if (type === Protocol.INPUT_EV_MOVE) {
const diffX = evt[1]
const diffY = evt[2]
RERENDER = true
viewport.move(diffX, diffY)
} else if (type === Protocol.INPUT_EV_MOUSE_MOVE) {
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if (_last_mouse_down) {
// move the cam
const pos = { x: evt[1], y: evt[2] }
const mouse = viewport.worldToViewport(pos)
const diffX = Math.round(mouse.x - _last_mouse_down.x)
const diffY = Math.round(mouse.y - _last_mouse_down.y)
RERENDER = true
viewport.move(diffX, diffY)
_last_mouse_down = mouse
}
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} else if (type === Protocol.INPUT_EV_MOUSE_DOWN) {
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const pos = { x: evt[1], y: evt[2] }
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_last_mouse_down = viewport.worldToViewport(pos)
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} else if (type === Protocol.INPUT_EV_MOUSE_UP) {
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_last_mouse_down = null
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} else if (type === Protocol.INPUT_EV_ZOOM_IN) {
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const pos = { x: evt[1], y: evt[2] }
RERENDER = true
viewport.zoom('in', viewport.worldToViewport(pos))
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} else if (type === Protocol.INPUT_EV_ZOOM_OUT) {
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const pos = { x: evt[1], y: evt[2] }
RERENDER = true
viewport.zoom('out', viewport.worldToViewport(pos))
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} else if (type === Protocol.INPUT_EV_TOGGLE_PREVIEW) {
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HUD.togglePreview()
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}
}
}
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finished = !! Game.getFinishTs(gameId)
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if (justFinished()) {
fireworks.update()
RERENDER = true
}
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}
const onRender = async () => {
if (!RERENDER) {
return
}
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const ts = TIME()
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let pos
let dim
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let bmp
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if (DEBUG) Debug.checkpoint_start(0)
// CLEAR CTX
// ---------------------------------------------------------------
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ctx.fillStyle = playerBgColor()
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ctx.fillRect(0, 0, canvas.width, canvas.height)
if (DEBUG) Debug.checkpoint('clear done')
// ---------------------------------------------------------------
// DRAW BOARD
// ---------------------------------------------------------------
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pos = viewport.worldToViewportRaw(BOARD_POS)
dim = viewport.worldDimToViewportRaw(BOARD_DIM)
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ctx.fillStyle = 'rgba(255, 255, 255, .3)'
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ctx.fillRect(pos.x, pos.y, dim.w, dim.h)
if (DEBUG) Debug.checkpoint('board done')
// ---------------------------------------------------------------
// DRAW TILES
// ---------------------------------------------------------------
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const tiles = Game.getTilesSortedByZIndex(gameId)
if (DEBUG) Debug.checkpoint('get tiles done')
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dim = viewport.worldDimToViewportRaw(PIECE_DIM)
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for (const tile of tiles) {
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if (!shouldDrawPiece(tile)) {
continue
}
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bmp = bitmaps[tile.idx]
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pos = viewport.worldToViewportRaw({
x: TILE_DRAW_OFFSET + tile.pos.x,
y: TILE_DRAW_OFFSET + tile.pos.y,
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})
ctx.drawImage(bmp,
0, 0, bmp.width, bmp.height,
pos.x, pos.y, dim.w, dim.h
)
}
if (DEBUG) Debug.checkpoint('tiles done')
// ---------------------------------------------------------------
// DRAW PLAYERS
// ---------------------------------------------------------------
const texts = []
// Cursors
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for (const p of Game.getActivePlayers(gameId, ts)) {
bmp = await getPlayerCursor(p)
pos = viewport.worldToViewport(p)
ctx.drawImage(bmp, pos.x - CURSOR_W_2, pos.y - CURSOR_H_2)
if (shouldDrawPlayerText(p)) {
// performance:
// not drawing text directly here, to have less ctx
// switches between drawImage and fillTxt
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texts.push([`${p.name} (${p.points})`, pos.x, pos.y + CURSOR_H])
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}
}
// Names
ctx.fillStyle = 'white'
ctx.textAlign = 'center'
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for (const [txt, x, y] of texts) {
ctx.fillText(txt, x, y)
}
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if (DEBUG) Debug.checkpoint('players done')
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// propagate HUD changes
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// ---------------------------------------------------------------
HUD.setActivePlayers(Game.getActivePlayers(gameId, ts))
HUD.setIdlePlayers(Game.getIdlePlayers(gameId, ts))
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HUD.setPiecesDone(Game.getFinishedTileCount(gameId))
if (DEBUG) Debug.checkpoint('HUD done')
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// ---------------------------------------------------------------
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if (justFinished()) {
fireworks.render()
}
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RERENDER = false
}
run({
update: onUpdate,
render: onRender,
})
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return {
setHotkeys: (state) => {
evts.setHotkeys(state)
},
onBgChange: (value) => {
localStorage.setItem('bg_color', value)
evts.addEvent([Protocol.INPUT_EV_BG_COLOR, value])
},
onColorChange: (value) => {
localStorage.setItem('player_color', value)
evts.addEvent([Protocol.INPUT_EV_PLAYER_COLOR, value])
},
onNameChange: (value) => {
localStorage.setItem('player_name', value)
evts.addEvent([Protocol.INPUT_EV_PLAYER_NAME, value])
},
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replayOnSpeedUp,
replayOnSpeedDown,
replayOnPauseToggle,
previewImageUrl,
player: {
background: playerBgColor(),
color: playerColor(),
name: playerName(),
},
disconnect: Communication.disconnect,
connect: connect,
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}
}