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722
src/frontend/game.ts
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722
src/frontend/game.ts
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"use strict"
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import {run} from './gameloop'
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import Camera from './Camera'
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import Graphics from './Graphics'
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import Debug from './Debug'
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import Communication from './Communication'
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import Util from './../common/Util'
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import PuzzleGraphics from './PuzzleGraphics'
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import Game, { Player, Piece } from './../common/GameCommon'
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import fireworksController from './Fireworks'
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import Protocol from '../common/Protocol'
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import Time from '../common/Time'
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declare global {
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interface Window {
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DEBUG?: boolean
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}
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}
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// @see https://stackoverflow.com/a/59906630/392905
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type ArrayLengthMutationKeys = 'splice' | 'push' | 'pop' | 'shift' | 'unshift' | number
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type ArrayItems<T extends Array<any>> = T extends Array<infer TItems> ? TItems : never
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type FixedLengthArray<T extends any[]> =
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Pick<T, Exclude<keyof T, ArrayLengthMutationKeys>>
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& { [Symbol.iterator]: () => IterableIterator< ArrayItems<T> > }
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// @ts-ignore
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const images = import.meta.globEager('./*.png')
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export const MODE_PLAY = 'play'
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export const MODE_REPLAY = 'replay'
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let PIECE_VIEW_FIXED = true
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let PIECE_VIEW_LOOSE = true
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interface Point {
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x: number
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y: number
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}
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interface Hud {
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setActivePlayers: (v: Array<any>) => void
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setIdlePlayers: (v: Array<any>) => void
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setFinished: (v: boolean) => void
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setDuration: (v: number) => void
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setPiecesDone: (v: number) => void
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setPiecesTotal: (v: number) => void
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setConnectionState: (v: number) => void
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togglePreview: () => void
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setReplaySpeed?: (v: number) => void
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setReplayPaused?: (v: boolean) => void
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}
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interface Replay {
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log: Array<any>
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logIdx: number
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speeds: Array<number>
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speedIdx: number
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paused: boolean
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lastRealTs: number
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lastGameTs: number
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gameStartTs: number
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}
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const shouldDrawPiece = (piece: Piece) => {
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if (piece.owner === -1) {
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return PIECE_VIEW_FIXED
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}
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return PIECE_VIEW_LOOSE
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}
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let RERENDER = true
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function addCanvasToDom(TARGET_EL: HTMLElement, canvas: HTMLCanvasElement) {
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canvas.width = window.innerWidth
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canvas.height = window.innerHeight
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TARGET_EL.appendChild(canvas)
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window.addEventListener('resize', () => {
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canvas.width = window.innerWidth
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canvas.height = window.innerHeight
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RERENDER = true
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})
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return canvas
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}
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function EventAdapter (canvas: HTMLCanvasElement, window: any, viewport: any) {
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let events: Array<Array<any>> = []
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let KEYS_ON = true
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let LEFT = false
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let RIGHT = false
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let UP = false
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let DOWN = false
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let ZOOM_IN = false
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let ZOOM_OUT = false
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let SHIFT = false
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const toWorldPoint = (x: number, y: number) => {
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const pos = viewport.viewportToWorld({x, y})
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return [pos.x, pos.y]
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}
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const mousePos = (ev: MouseEvent) => toWorldPoint(ev.offsetX, ev.offsetY)
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const canvasCenter = () => toWorldPoint(canvas.width / 2, canvas.height / 2)
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const key = (state: boolean, ev: KeyboardEvent) => {
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if (!KEYS_ON) {
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return
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}
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if (ev.key === 'Shift') {
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SHIFT = state
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} else if (ev.key === 'ArrowUp' || ev.key === 'w' || ev.key === 'W') {
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UP = state
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} else if (ev.key === 'ArrowDown' || ev.key === 's' || ev.key === 'S') {
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DOWN = state
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} else if (ev.key === 'ArrowLeft' || ev.key === 'a' || ev.key === 'A') {
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LEFT = state
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} else if (ev.key === 'ArrowRight' || ev.key === 'd' || ev.key === 'D') {
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RIGHT = state
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} else if (ev.key === 'q') {
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ZOOM_OUT = state
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} else if (ev.key === 'e') {
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ZOOM_IN = state
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}
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}
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canvas.addEventListener('mousedown', (ev) => {
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if (ev.button === 0) {
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addEvent([Protocol.INPUT_EV_MOUSE_DOWN, ...mousePos(ev)])
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}
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})
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canvas.addEventListener('mouseup', (ev) => {
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if (ev.button === 0) {
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addEvent([Protocol.INPUT_EV_MOUSE_UP, ...mousePos(ev)])
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}
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})
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canvas.addEventListener('mousemove', (ev) => {
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addEvent([Protocol.INPUT_EV_MOUSE_MOVE, ...mousePos(ev)])
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})
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canvas.addEventListener('wheel', (ev) => {
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if (viewport.canZoom(ev.deltaY < 0 ? 'in' : 'out')) {
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const evt = ev.deltaY < 0
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? Protocol.INPUT_EV_ZOOM_IN
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: Protocol.INPUT_EV_ZOOM_OUT
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addEvent([evt, ...mousePos(ev)])
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}
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})
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window.addEventListener('keydown', (ev: KeyboardEvent) => key(true, ev))
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window.addEventListener('keyup', (ev: KeyboardEvent) => key(false, ev))
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window.addEventListener('keypress', (ev: KeyboardEvent) => {
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if (!KEYS_ON) {
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return
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}
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if (ev.key === ' ') {
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addEvent([Protocol.INPUT_EV_TOGGLE_PREVIEW])
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}
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if (ev.key === 'F' || ev.key === 'f') {
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PIECE_VIEW_FIXED = !PIECE_VIEW_FIXED
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RERENDER = true
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}
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if (ev.key === 'G' || ev.key === 'g') {
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PIECE_VIEW_LOOSE = !PIECE_VIEW_LOOSE
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RERENDER = true
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}
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})
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const addEvent = (event: Array<any>) => {
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events.push(event)
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}
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const consumeAll = () => {
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if (events.length === 0) {
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return []
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}
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const all = events.slice()
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events = []
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return all
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}
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const createKeyEvents = () => {
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const amount = SHIFT ? 20 : 10
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const x = (LEFT ? amount : 0) - (RIGHT ? amount : 0)
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const y = (UP ? amount : 0) - (DOWN ? amount : 0)
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if (x !== 0 || y !== 0) {
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addEvent([Protocol.INPUT_EV_MOVE, x, y])
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}
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if (ZOOM_IN && ZOOM_OUT) {
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// cancel each other out
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} else if (ZOOM_IN) {
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if (viewport.canZoom('in')) {
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addEvent([Protocol.INPUT_EV_ZOOM_IN, ...canvasCenter()])
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}
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} else if (ZOOM_OUT) {
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if (viewport.canZoom('out')) {
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addEvent([Protocol.INPUT_EV_ZOOM_OUT, ...canvasCenter()])
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}
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}
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}
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const setHotkeys = (state: boolean) => {
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KEYS_ON = state
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}
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return {
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addEvent,
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consumeAll,
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createKeyEvents,
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setHotkeys,
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}
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}
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export async function main(
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gameId: string,
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clientId: string,
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wsAddress: string,
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MODE: string,
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TARGET_EL: HTMLElement,
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HUD: Hud
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) {
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if (typeof window.DEBUG === 'undefined') window.DEBUG = false
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const shouldDrawPlayerText = (player: Player) => {
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return MODE === MODE_REPLAY || player.id !== clientId
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}
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const cursorGrab = await Graphics.loadImageToBitmap(images['./grab.png'].default)
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const cursorHand = await Graphics.loadImageToBitmap(images['./hand.png'].default)
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const cursorGrabMask = await Graphics.loadImageToBitmap(images['./grab_mask.png'].default)
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const cursorHandMask = await Graphics.loadImageToBitmap(images['./hand_mask.png'].default)
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// all cursors must be of the same dimensions
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const CURSOR_W = cursorGrab.width
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const CURSOR_W_2 = Math.round(CURSOR_W / 2)
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const CURSOR_H = cursorGrab.height
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const CURSOR_H_2 = Math.round(CURSOR_H / 2)
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const cursors: Record<string, ImageBitmap> = {}
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const getPlayerCursor = async (p: Player) => {
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const key = p.color + ' ' + p.d
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if (!cursors[key]) {
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const cursor = p.d ? cursorGrab : cursorHand
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if (p.color) {
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const mask = p.d ? cursorGrabMask : cursorHandMask
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cursors[key] = await Graphics.colorize(cursor, mask, p.color)
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} else {
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cursors[key] = cursor
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}
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}
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return cursors[key]
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}
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// Create a canvas and attach adapters to it so we can work with it
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const canvas = addCanvasToDom(TARGET_EL, Graphics.createCanvas())
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// stuff only available in replay mode...
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// TODO: refactor
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const REPLAY: Replay = {
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log: [],
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logIdx: 0,
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speeds: [0.5, 1, 2, 5, 10, 20, 50],
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speedIdx: 1,
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paused: false,
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lastRealTs: 0,
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lastGameTs: 0,
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gameStartTs: 0,
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}
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Communication.onConnectionStateChange((state) => {
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HUD.setConnectionState(state)
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})
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let TIME: () => number = () => 0
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const connect = async () => {
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if (MODE === MODE_PLAY) {
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const game = await Communication.connect(wsAddress, gameId, clientId)
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const gameObject = Util.decodeGame(game)
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Game.setGame(gameObject.id, gameObject)
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TIME = () => Time.timestamp()
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} else if (MODE === MODE_REPLAY) {
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// TODO: change how replay connect is done...
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const replay: {game: any, log: Array<any>} = await Communication.connectReplay(wsAddress, gameId, clientId)
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const gameObject = Util.decodeGame(replay.game)
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Game.setGame(gameObject.id, gameObject)
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REPLAY.log = replay.log
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REPLAY.lastRealTs = Time.timestamp()
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REPLAY.gameStartTs = parseInt(REPLAY.log[0][REPLAY.log[0].length - 2], 10)
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REPLAY.lastGameTs = REPLAY.gameStartTs
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TIME = () => REPLAY.lastGameTs
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} else {
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throw '[ 2020-12-22 MODE invalid, must be play|replay ]'
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}
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// rerender after (re-)connect
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RERENDER = true
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}
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await connect()
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const TILE_DRAW_OFFSET = Game.getTileDrawOffset(gameId)
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const TILE_DRAW_SIZE = Game.getTileDrawSize(gameId)
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const PUZZLE_WIDTH = Game.getPuzzleWidth(gameId)
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const PUZZLE_HEIGHT = Game.getPuzzleHeight(gameId)
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const TABLE_WIDTH = Game.getTableWidth(gameId)
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const TABLE_HEIGHT = Game.getTableHeight(gameId)
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const BOARD_POS = {
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x: (TABLE_WIDTH - PUZZLE_WIDTH) / 2,
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y: (TABLE_HEIGHT - PUZZLE_HEIGHT) / 2
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}
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const BOARD_DIM = {
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w: PUZZLE_WIDTH,
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h: PUZZLE_HEIGHT,
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}
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const PIECE_DIM = {
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w: TILE_DRAW_SIZE,
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h: TILE_DRAW_SIZE,
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}
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const bitmaps = await PuzzleGraphics.loadPuzzleBitmaps(Game.getPuzzle(gameId))
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const fireworks = new fireworksController(canvas, Game.getRng(gameId))
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fireworks.init()
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const ctx = canvas.getContext('2d') as CanvasRenderingContext2D
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canvas.classList.add('loaded')
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// initialize some view data
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// this global data will change according to input events
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const viewport = Camera()
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// center viewport
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viewport.move(
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-(TABLE_WIDTH - canvas.width) /2,
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-(TABLE_HEIGHT - canvas.height) /2
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)
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const evts = 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)
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const finishTs = Game.getFinishTs(gameId)
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const ts = TIME()
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HUD.setFinished(!!(finishTs))
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HUD.setDuration((finishTs || ts) - startTs)
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}
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updateTimerElements()
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HUD.setPiecesDone(Game.getFinishedTileCount(gameId))
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HUD.setPiecesTotal(Game.getTileCount(gameId))
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const ts = TIME()
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HUD.setActivePlayers(Game.getActivePlayers(gameId, ts))
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HUD.setIdlePlayers(Game.getIdlePlayers(gameId, ts))
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const longFinished = !! Game.getFinishTs(gameId)
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let finished = longFinished
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const justFinished = () => finished && !longFinished
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const playerBgColor = () => {
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return (Game.getPlayerBgColor(gameId, clientId)
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|| localStorage.getItem('bg_color')
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|| '#222222')
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}
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const playerColor = () => {
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return (Game.getPlayerColor(gameId, clientId)
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|| localStorage.getItem('player_color')
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|| '#ffffff')
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}
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const playerName = () => {
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return (Game.getPlayerName(gameId, clientId)
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|| localStorage.getItem('player_name')
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|| 'anon')
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}
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const doSetSpeedStatus = () => {
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if (HUD.setReplaySpeed) {
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HUD.setReplaySpeed(REPLAY.speeds[REPLAY.speedIdx])
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}
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if (HUD.setReplayPaused) {
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HUD.setReplayPaused(REPLAY.paused)
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}
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}
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const replayOnSpeedUp = () => {
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if (REPLAY.speedIdx + 1 < REPLAY.speeds.length) {
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REPLAY.speedIdx++
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doSetSpeedStatus()
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}
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}
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const replayOnSpeedDown = () => {
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if (REPLAY.speedIdx >= 1) {
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REPLAY.speedIdx--
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doSetSpeedStatus()
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}
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}
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const replayOnPauseToggle = () => {
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REPLAY.paused = !REPLAY.paused
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doSetSpeedStatus()
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}
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if (MODE === MODE_PLAY) {
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setInterval(updateTimerElements, 1000)
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} 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) => {
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const msgType = msg[0]
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const evClientId = msg[1]
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const evClientSeq = msg[2]
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const evChanges = msg[3]
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for (const [changeType, changeData] of evChanges) {
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switch (changeType) {
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case Protocol.CHANGE_PLAYER: {
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const p = Util.decodePlayer(changeData)
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if (p.id !== clientId) {
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Game.setPlayer(gameId, p.id, p)
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RERENDER = true
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}
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} break;
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case Protocol.CHANGE_TILE: {
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const t = Util.decodeTile(changeData)
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Game.setTile(gameId, t.idx, t)
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RERENDER = true
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} break;
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case Protocol.CHANGE_DATA: {
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Game.setPuzzleData(gameId, changeData)
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RERENDER = true
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} break;
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}
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}
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finished = !! Game.getFinishTs(gameId)
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})
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} else if (MODE === MODE_REPLAY) {
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// no external communication for replay mode,
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// only the REPLAY.log is relevant
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let inter = setInterval(() => {
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const realTs = Time.timestamp()
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if (REPLAY.paused) {
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REPLAY.lastRealTs = realTs
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return
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}
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const timePassedReal = realTs - REPLAY.lastRealTs
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const timePassedGame = timePassedReal * REPLAY.speeds[REPLAY.speedIdx]
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const maxGameTs = REPLAY.lastGameTs + timePassedGame
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do {
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if (REPLAY.paused) {
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break
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}
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const nextIdx = REPLAY.logIdx + 1
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if (nextIdx >= REPLAY.log.length) {
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clearInterval(inter)
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break
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}
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const logEntry = REPLAY.log[nextIdx]
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const nextTs = REPLAY.gameStartTs + logEntry[logEntry.length - 1]
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if (nextTs > maxGameTs) {
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break
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}
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const entryWithTs = logEntry.slice()
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if (entryWithTs[0] === Protocol.LOG_ADD_PLAYER) {
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const playerId = entryWithTs[1]
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Game.addPlayer(gameId, playerId, nextTs)
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RERENDER = true
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} else if (entryWithTs[0] === Protocol.LOG_UPDATE_PLAYER) {
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const playerId = Game.getPlayerIdByIndex(gameId, entryWithTs[1])
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Game.addPlayer(gameId, playerId, nextTs)
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RERENDER = true
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} else if (entryWithTs[0] === Protocol.LOG_HANDLE_INPUT) {
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const playerId = Game.getPlayerIdByIndex(gameId, entryWithTs[1])
|
||||
const input = entryWithTs[2]
|
||||
Game.handleInput(gameId, playerId, input, nextTs)
|
||||
RERENDER = true
|
||||
}
|
||||
REPLAY.logIdx = nextIdx
|
||||
} while (true)
|
||||
REPLAY.lastRealTs = realTs
|
||||
REPLAY.lastGameTs = maxGameTs
|
||||
updateTimerElements()
|
||||
}, 50)
|
||||
}
|
||||
|
||||
let _last_mouse_down: Point|null = null
|
||||
const onUpdate = () => {
|
||||
// handle key downs once per onUpdate
|
||||
// this will create Protocol.INPUT_EV_MOVE events if something
|
||||
// relevant is pressed
|
||||
evts.createKeyEvents()
|
||||
|
||||
for (const evt of evts.consumeAll()) {
|
||||
if (MODE === MODE_PLAY) {
|
||||
// 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)) {
|
||||
// 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
|
||||
}
|
||||
} else if (type === Protocol.INPUT_EV_MOUSE_DOWN) {
|
||||
const pos = { x: evt[1], y: evt[2] }
|
||||
_last_mouse_down = viewport.worldToViewport(pos)
|
||||
} else if (type === Protocol.INPUT_EV_MOUSE_UP) {
|
||||
_last_mouse_down = null
|
||||
} else if (type === Protocol.INPUT_EV_ZOOM_IN) {
|
||||
const pos = { x: evt[1], y: evt[2] }
|
||||
RERENDER = true
|
||||
viewport.zoom('in', viewport.worldToViewport(pos))
|
||||
} else if (type === Protocol.INPUT_EV_ZOOM_OUT) {
|
||||
const pos = { x: evt[1], y: evt[2] }
|
||||
RERENDER = true
|
||||
viewport.zoom('out', viewport.worldToViewport(pos))
|
||||
} else if (type === Protocol.INPUT_EV_TOGGLE_PREVIEW) {
|
||||
HUD.togglePreview()
|
||||
}
|
||||
|
||||
// LOCAL + SERVER CHANGES
|
||||
// -------------------------------------------------------------
|
||||
const ts = TIME()
|
||||
const changes = Game.handleInput(gameId, clientId, evt, ts)
|
||||
if (changes.length > 0) {
|
||||
RERENDER = true
|
||||
}
|
||||
Communication.sendClientEvent(evt)
|
||||
} else if (MODE === MODE_REPLAY) {
|
||||
// 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) {
|
||||
// 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
|
||||
}
|
||||
} else if (type === Protocol.INPUT_EV_MOUSE_DOWN) {
|
||||
const pos = { x: evt[1], y: evt[2] }
|
||||
_last_mouse_down = viewport.worldToViewport(pos)
|
||||
} else if (type === Protocol.INPUT_EV_MOUSE_UP) {
|
||||
_last_mouse_down = null
|
||||
} else if (type === Protocol.INPUT_EV_ZOOM_IN) {
|
||||
const pos = { x: evt[1], y: evt[2] }
|
||||
RERENDER = true
|
||||
viewport.zoom('in', viewport.worldToViewport(pos))
|
||||
} else if (type === Protocol.INPUT_EV_ZOOM_OUT) {
|
||||
const pos = { x: evt[1], y: evt[2] }
|
||||
RERENDER = true
|
||||
viewport.zoom('out', viewport.worldToViewport(pos))
|
||||
} else if (type === Protocol.INPUT_EV_TOGGLE_PREVIEW) {
|
||||
HUD.togglePreview()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
finished = !! Game.getFinishTs(gameId)
|
||||
if (justFinished()) {
|
||||
fireworks.update()
|
||||
RERENDER = true
|
||||
}
|
||||
}
|
||||
|
||||
const onRender = async () => {
|
||||
if (!RERENDER) {
|
||||
return
|
||||
}
|
||||
|
||||
const ts = TIME()
|
||||
|
||||
let pos
|
||||
let dim
|
||||
let bmp
|
||||
|
||||
if (window.DEBUG) Debug.checkpoint_start(0)
|
||||
|
||||
// CLEAR CTX
|
||||
// ---------------------------------------------------------------
|
||||
ctx.fillStyle = playerBgColor()
|
||||
ctx.fillRect(0, 0, canvas.width, canvas.height)
|
||||
if (window.DEBUG) Debug.checkpoint('clear done')
|
||||
// ---------------------------------------------------------------
|
||||
|
||||
|
||||
// DRAW BOARD
|
||||
// ---------------------------------------------------------------
|
||||
pos = viewport.worldToViewportRaw(BOARD_POS)
|
||||
dim = viewport.worldDimToViewportRaw(BOARD_DIM)
|
||||
ctx.fillStyle = 'rgba(255, 255, 255, .3)'
|
||||
ctx.fillRect(pos.x, pos.y, dim.w, dim.h)
|
||||
if (window.DEBUG) Debug.checkpoint('board done')
|
||||
// ---------------------------------------------------------------
|
||||
|
||||
|
||||
// DRAW TILES
|
||||
// ---------------------------------------------------------------
|
||||
const tiles = Game.getTilesSortedByZIndex(gameId)
|
||||
if (window.DEBUG) Debug.checkpoint('get tiles done')
|
||||
|
||||
dim = viewport.worldDimToViewportRaw(PIECE_DIM)
|
||||
for (const tile of tiles) {
|
||||
if (!shouldDrawPiece(tile)) {
|
||||
continue
|
||||
}
|
||||
bmp = bitmaps[tile.idx]
|
||||
pos = viewport.worldToViewportRaw({
|
||||
x: TILE_DRAW_OFFSET + tile.pos.x,
|
||||
y: TILE_DRAW_OFFSET + tile.pos.y,
|
||||
})
|
||||
ctx.drawImage(bmp,
|
||||
0, 0, bmp.width, bmp.height,
|
||||
pos.x, pos.y, dim.w, dim.h
|
||||
)
|
||||
}
|
||||
if (window.DEBUG) Debug.checkpoint('tiles done')
|
||||
// ---------------------------------------------------------------
|
||||
|
||||
|
||||
// DRAW PLAYERS
|
||||
// ---------------------------------------------------------------
|
||||
const texts: Array<FixedLengthArray<[string, number, number]>> = []
|
||||
// Cursors
|
||||
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
|
||||
texts.push([`${p.name} (${p.points})`, pos.x, pos.y + CURSOR_H])
|
||||
}
|
||||
}
|
||||
|
||||
// Names
|
||||
ctx.fillStyle = 'white'
|
||||
ctx.textAlign = 'center'
|
||||
for (const [txt, x, y] of texts) {
|
||||
ctx.fillText(txt, x, y)
|
||||
}
|
||||
|
||||
if (window.DEBUG) Debug.checkpoint('players done')
|
||||
|
||||
// propagate HUD changes
|
||||
// ---------------------------------------------------------------
|
||||
HUD.setActivePlayers(Game.getActivePlayers(gameId, ts))
|
||||
HUD.setIdlePlayers(Game.getIdlePlayers(gameId, ts))
|
||||
HUD.setPiecesDone(Game.getFinishedTileCount(gameId))
|
||||
if (window.DEBUG) Debug.checkpoint('HUD done')
|
||||
// ---------------------------------------------------------------
|
||||
|
||||
if (justFinished()) {
|
||||
fireworks.render()
|
||||
}
|
||||
|
||||
RERENDER = false
|
||||
}
|
||||
|
||||
run({
|
||||
update: onUpdate,
|
||||
render: onRender,
|
||||
})
|
||||
|
||||
return {
|
||||
setHotkeys: (state: boolean) => {
|
||||
evts.setHotkeys(state)
|
||||
},
|
||||
onBgChange: (value: string) => {
|
||||
localStorage.setItem('bg_color', value)
|
||||
evts.addEvent([Protocol.INPUT_EV_BG_COLOR, value])
|
||||
},
|
||||
onColorChange: (value: string) => {
|
||||
localStorage.setItem('player_color', value)
|
||||
evts.addEvent([Protocol.INPUT_EV_PLAYER_COLOR, value])
|
||||
},
|
||||
onNameChange: (value: string) => {
|
||||
localStorage.setItem('player_name', value)
|
||||
evts.addEvent([Protocol.INPUT_EV_PLAYER_NAME, value])
|
||||
},
|
||||
replayOnSpeedUp,
|
||||
replayOnSpeedDown,
|
||||
replayOnPauseToggle,
|
||||
previewImageUrl,
|
||||
player: {
|
||||
background: playerBgColor(),
|
||||
color: playerColor(),
|
||||
name: playerName(),
|
||||
},
|
||||
disconnect: Communication.disconnect,
|
||||
connect: connect,
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue