dirty initial commit
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2351c93677
24 changed files with 2203 additions and 0 deletions
78
game/Bitmap.js
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78
game/Bitmap.js
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import BoundingRectangle from './BoundingRectangle.js'
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export default class Bitmap {
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constructor(width, height, rgba = null) {
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this._w = width
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this._h = height
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this._com = 4 // number of components per pixel (RGBA)
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this._boundingRect = new BoundingRectangle(0, this._w - 1, 0, this._h -1)
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const len = this._w * this._h * this._com
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this._data = new Uint8ClampedArray(len)
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if (rgba) {
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for (let i = 0; i < len; i+=4) {
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this._data[i] = rgba[0]
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this._data[i + 1] = rgba[1]
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this._data[i + 2] = rgba[2]
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this._data[i + 3] = rgba[3]
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}
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}
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// public
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this.width = this._w
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this.height = this._h
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}
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toImage() {
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const canvas = document.createElement('canvas');
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const ctx = canvas.getContext('2d');
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canvas.width = this._w;
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canvas.height = this._h;
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const imgData = ctx.createImageData(canvas.width, canvas.height);
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imgData.data.set(this._data);
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ctx.putImageData(imgData, 0, 0);
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return new Promise((resolve) => {
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const img = document.createElement('img')
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img.onload = () => {
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resolve(img)
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}
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img.src = canvas.toDataURL()
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return img
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})
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}
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getPix(x, y, out) {
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if (x < 0 || y < 0 || x >= this._w || y >= this._h) {
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return false;
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}
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x = Math.round(x)
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y = Math.round(y)
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const idx = (y * 4 * this._w) + (x * 4)
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out[0] = this._data[idx]
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out[1] = this._data[idx + 1]
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out[2] = this._data[idx + 2]
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out[3] = this._data[idx + 3]
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return true
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}
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putPix(x, y, rgba) {
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if (x < 0 || y < 0 || x >= this._w || y >= this._h) {
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return;
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}
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x = Math.round(x)
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y = Math.round(y)
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const idx = (y * this._com * this._w) + (x * this._com)
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this._data[idx] = rgba[0]
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this._data[idx + 1] = rgba[1]
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this._data[idx + 2] = rgba[2]
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this._data[idx + 3] = rgba[3]
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}
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getBoundingRect() {
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return this._boundingRect
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}
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}
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46
game/BoundingRectangle.js
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46
game/BoundingRectangle.js
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import Point from './Point.js'
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export default class BoundingRectangle {
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constructor(x0, x1, y0, y1) {
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this.x0 = x0
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this.x1 = x1
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this.y0 = y0
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this.y1 = y1
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this.width = (x1 - x0) + 1
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this.height = (y1 - y0) + 1
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}
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div(d) {
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this.x0 /= d
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this.x1 /= d
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this.y0 /= d
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this.y1 /= d
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}
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move(x, y) {
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this.x0 += x
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this.x1 += x
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this.y0 += y
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this.y1 += y
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}
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moved(x, y) {
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return new BoundingRectangle(
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this.x0 + x,
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this.x1 + x,
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this.y0 + y,
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this.y1 + y
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)
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}
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center() {
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return new Point(
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this.x0 + this.width / 2,
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this.y0 + this.height / 2,
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)
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}
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centerDistance(other) {
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return this.center().distance(other.center())
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}
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}
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77
game/Camera.js
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77
game/Camera.js
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import BoundingRectangle from "./BoundingRectangle.js"
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export default class Camera {
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constructor(canvas) {
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this.x = 0
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this.y = 0
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// TODO: when canvas resizes, this should
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// syncronize with the cam
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this.width = canvas.width
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this.height = canvas.height
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this.zoom = 1
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this.minZoom = .2
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this.maxZoom = 6
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this.zoomStep = .05
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}
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rect() {
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// when no zoom is relevant:
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return new BoundingRectangle(
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this.x,
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this.x + this.width - 1,
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this.y,
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this.y + this.height - 1
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)
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// when zoom is relevant:
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// TODO: check if still true
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const w_final = this.width * this.zoom
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const h_final = this.height * this.zoom
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return new BoundingRectangle(
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this.x + (this.width - w_final) / 2,
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this.x + (this.width + w_final) / 2,
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this.y + (this.height - h_final) / 2,
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this.y + (this.height + h_final) / 2
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)
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}
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move(x, y) {
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this.x += x / this.zoom
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this.y += y / this.zoom
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}
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zoomOut() {
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const newzoom = Math.max(this.zoom - this.zoomStep, this.minZoom)
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if (newzoom !== this.zoom) {
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// centered zoom
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this.x -= ((this.width / this.zoom) - (this.width / newzoom)) / 2
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this.y -= ((this.height / this.zoom) - (this.height / newzoom)) / 2
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this.zoom = newzoom
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return true
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}
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return false
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}
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zoomIn() {
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const newzoom = Math.min(this.zoom + this.zoomStep, this.maxZoom)
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if (newzoom !== this.zoom) {
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// centered zoom
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this.x -= ((this.width / this.zoom) - (this.width / newzoom)) / 2
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this.y -= ((this.height / this.zoom) - (this.height / newzoom)) / 2
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this.zoom = newzoom
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return true
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}
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return false
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}
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translateMouse(mouse) {
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return {
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x: (mouse.x / this.zoom) - this.x,
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y: (mouse.y / this.zoom) - this.y,
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}
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}
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}
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58
game/CanvasAdapter.js
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58
game/CanvasAdapter.js
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import BoundingRectangle from './BoundingRectangle.js'
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export default class CanvasAdapter {
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constructor(canvas) {
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this._canvas = canvas
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this._ctx = this._canvas.getContext('2d')
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this._w = this._canvas.width
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this._h = this._canvas.height
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this._boundingRect = new BoundingRectangle(0, this._w - 1, 0, this._h - 1)
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this._imageData = this._ctx.createImageData(this._w, this._h)
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this._data = this._imageData.data
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this.width = this._w
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this.height = this._h
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}
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clear() {
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this._imageData = this._ctx.createImageData(this._w, this._h)
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this._data = this._imageData.data
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this.apply()
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}
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getPix(x, y, out) {
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if (x < 0 || y < 0 || x >= this._w || y >= this._h) {
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return false;
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}
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x = Math.round(x)
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y = Math.round(y)
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const idx = (y * 4 * this._w) + (x * 4)
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out[0] = this._data[idx]
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out[1] = this._data[idx + 1]
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out[2] = this._data[idx + 2]
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out[3] = this._data[idx + 3]
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return true
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}
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putPix(x, y, rgba) {
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if (x < 0 || y < 0 || x >= this._w || y >= this._h) {
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return null;
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}
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x = Math.round(x)
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y = Math.round(y)
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const idx = (y * 4 * this._w) + (x * 4)
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this._data[idx] = rgba[0]
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this._data[idx + 1] = rgba[1]
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this._data[idx + 2] = rgba[2]
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this._data[idx + 3] = rgba[3]
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}
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getBoundingRect() {
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return this._boundingRect
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}
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apply() {
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this._ctx.putImageData(this._imageData, 0, 0)
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}
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}
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22
game/Color.js
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22
game/Color.js
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export function tint(c, f) {
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return [
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Math.max(0, Math.min(255, Math.round((255 - c[0]) * f))),
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Math.max(0, Math.min(255, Math.round((255 - c[1]) * f))),
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Math.max(0, Math.min(255, Math.round((255 - c[2]) * f))),
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c[3]
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]
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}
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export function shade(c, f) {
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return [
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Math.max(0, Math.min(255, Math.round(c[0] * f))),
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Math.max(0, Math.min(255, Math.round(c[1] * f))),
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Math.max(0, Math.min(255, Math.round(c[2] * f))),
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c[3]
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]
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}
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export default {
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tint,
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shade
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}
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38
game/EventAdapter.js
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38
game/EventAdapter.js
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@ -0,0 +1,38 @@
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export default class EventAdapter {
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constructor(canvas) {
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this._mouseEvts = []
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canvas.addEventListener('mousedown', this._mouseDown.bind(this))
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canvas.addEventListener('mouseup', this._mouseUp.bind(this))
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canvas.addEventListener('mousemove', this._mouseMove.bind(this))
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canvas.addEventListener('wheel', this._wheel.bind(this))
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}
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consumeAll() {
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if (this._mouseEvts.length === 0) {
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return []
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}
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const all = this._mouseEvts.slice()
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this._mouseEvts = []
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return all
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}
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_mouseDown(e) {
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if (e.button === 0) {
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this._mouseEvts.push({type: 'down', x: e.offsetX, y: e.offsetY})
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}
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}
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_mouseUp(e) {
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if (e.button === 0) {
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this._mouseEvts.push({type: 'up', x: e.offsetX, y: e.offsetY})
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}
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}
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_mouseMove(e) {
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this._mouseEvts.push({type: 'move', x: e.offsetX, y: e.offsetY})
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}
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_wheel(e) {
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this._mouseEvts.push({type: 'wheel', y: e.deltaY})
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}
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}
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27
game/Point.js
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27
game/Point.js
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export default class Point {
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constructor(x,y) {
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this.x = x
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this.y = y
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}
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move(x, y) {
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this.x += x
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this.y += y
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}
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add(other) {
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return new Point(
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this.x + other.x,
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this.y + other.y
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)
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}
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sub(other) {
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return new Point(
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this.x - other.x,
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this.y - other.y
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)
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}
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distance(other) {
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const diffX = this.x - other.x
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const diffY = this.y - other.y
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return Math.sqrt(diffX * diffX + diffY * diffY)
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}
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}
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64
game/WsClient.js
Normal file
64
game/WsClient.js
Normal file
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@ -0,0 +1,64 @@
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import WsWrapper from './WsWrapper.js'
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export default class WsClient extends WsWrapper {
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constructor(addr, protocols) {
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super(addr, protocols)
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this._on = {}
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this.onopen = (e) => {
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this._dispatch('socket', 'open', e)
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}
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this.onmessage = (e) => {
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this._dispatch('socket', 'message', e)
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if (!!this._on['message']) {
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const d = this._parseMessageData(e.data)
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if (d.event) {
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this._dispatch('message', d.event, d.data)
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}
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}
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}
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this.onclose = (e) => {
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this._dispatch('socket', 'close', e)
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}
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}
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onSocket(tag, callback) {
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this.addEventListener('socket', tag, callback)
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}
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onMessage(tag, callback) {
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this.addEventListener('message', tag, callback)
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}
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addEventListener(type, tag, callback) {
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const tags = Array.isArray(tag) ? tag : [tag]
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this._on[type] = this._on[type] || {}
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for (const t of tags) {
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this._on[type][t] = this._on[type][t] || []
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this._on[type][t].push(callback)
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}
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}
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_parseMessageData(data) {
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try {
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const d = JSON.parse(data)
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if (d.event) {
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return {event: d.event, data: d.data || null}
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}
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} catch {
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}
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return {event: null, data: null}
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}
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_dispatch(type, tag, ...args) {
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const t = this._on[type] || {}
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const callbacks = (t[tag] || [])
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if (callbacks.length === 0) {
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return
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}
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console.log(`ws dispatch ${type} ${tag}`)
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for (const callback of callbacks) {
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callback(...args)
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}
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}
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}
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||||
55
game/WsWrapper.js
Normal file
55
game/WsWrapper.js
Normal file
|
|
@ -0,0 +1,55 @@
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/**
|
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* Wrapper around ws that
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* - buffers 'send' until a connection is available
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* - automatically tries to reconnect on close
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||||
*/
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export default class WsWrapper {
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// actual ws handle
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handle = null
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||||
|
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// timeout for automatic reconnect
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reconnectTimeout = null
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// buffer for 'send'
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sendBuffer = []
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|
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constructor(addr, protocols) {
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this.addr = addr
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this.protocols = protocols
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||||
|
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this.onopen = () => {}
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this.onclose = () => {}
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this.onmessage = () => {}
|
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}
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send (txt) {
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if (this.handle) {
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this.handle.send(txt)
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} else {
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this.sendBuffer.push(txt)
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}
|
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}
|
||||
|
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connect() {
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let ws = new WebSocket(this.addr, this.protocols)
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ws.onopen = (e) => {
|
||||
if (this.reconnectTimeout) {
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||||
clearTimeout(this.reconnectTimeout)
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||||
}
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||||
this.handle = ws
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||||
// should have a queue worker
|
||||
while (this.sendBuffer.length > 0) {
|
||||
this.handle.send(this.sendBuffer.shift())
|
||||
}
|
||||
this.onopen(e)
|
||||
}
|
||||
ws.onmessage = (e) => {
|
||||
this.onmessage(e)
|
||||
}
|
||||
ws.onclose = (e) => {
|
||||
this.handle = null
|
||||
this.reconnectTimeout = setTimeout(() => { this.connect() }, 1000)
|
||||
this.onclose(e)
|
||||
}
|
||||
}
|
||||
}
|
||||
BIN
game/example-images/132-2048x1365.jpg
Normal file
BIN
game/example-images/132-2048x1365.jpg
Normal file
Binary file not shown.
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After Width: | Height: | Size: 603 KiB |
BIN
game/example-images/ima_86ec3fa.jpeg
Normal file
BIN
game/example-images/ima_86ec3fa.jpeg
Normal file
Binary file not shown.
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After Width: | Height: | Size: 320 KiB |
BIN
game/example-images/saechsische_schweiz.jpg
Normal file
BIN
game/example-images/saechsische_schweiz.jpg
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 657 KiB |
31
game/gameloop.js
Normal file
31
game/gameloop.js
Normal file
|
|
@ -0,0 +1,31 @@
|
|||
export const run = options => {
|
||||
const fps = options.fps || 60
|
||||
const slow = options.slow || 1
|
||||
const update = options.update
|
||||
const render = options.render
|
||||
const raf = window.requestAnimationFrame
|
||||
const step = 1 / fps
|
||||
const slowStep = slow * step
|
||||
|
||||
let now
|
||||
let dt = 0
|
||||
let last = window.performance.now()
|
||||
|
||||
const frame = () => {
|
||||
now = window.performance.now()
|
||||
dt = dt + Math.min(1, (now - last) / 1000) // duration capped at 1.0 seconds
|
||||
while (dt > slowStep) {
|
||||
dt = dt - slowStep
|
||||
update(step)
|
||||
}
|
||||
render(dt / slow)
|
||||
last = now
|
||||
raf(frame)
|
||||
}
|
||||
|
||||
raf(frame)
|
||||
}
|
||||
|
||||
export default {
|
||||
run
|
||||
}
|
||||
11
game/index.html
Normal file
11
game/index.html
Normal file
|
|
@ -0,0 +1,11 @@
|
|||
<html>
|
||||
<head>
|
||||
<style>
|
||||
html,body {margin: 0; overflow: hidden;}
|
||||
html, body, #main { background: #222 }
|
||||
</style>
|
||||
</head>
|
||||
<body>
|
||||
<script src="index.js" type="module"></script>
|
||||
</body>
|
||||
</html>
|
||||
1073
game/index.js
Normal file
1073
game/index.js
Normal file
File diff suppressed because it is too large
Load diff
25
game/util.js
Normal file
25
game/util.js
Normal file
|
|
@ -0,0 +1,25 @@
|
|||
|
||||
// get a random int between min and max (inclusive)
|
||||
export const randomInt = (min, max) => Math.floor(Math.random() * (max - min + 1)) + min
|
||||
|
||||
// get one random item from the given array
|
||||
export const choice = (array) => array[randomInt(0, array.length - 1)]
|
||||
|
||||
// return a shuffled (shallow) copy of the given array
|
||||
export const shuffle = (array) => {
|
||||
let arr = array.slice()
|
||||
for (let i = 0; i <= arr.length - 2; i++)
|
||||
{
|
||||
const j = randomInt(i, arr.length -1);
|
||||
const tmp = arr[i];
|
||||
arr[i] = arr[j];
|
||||
arr[j] = tmp;
|
||||
}
|
||||
return arr
|
||||
}
|
||||
|
||||
export default {
|
||||
randomInt,
|
||||
choice,
|
||||
shuffle,
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue