fix graphic errors
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6cb688b4d0
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2 changed files with 117 additions and 73 deletions
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@ -53,32 +53,77 @@ export default class Camera {
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/**
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/**
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* Translate a coordinate in the viewport to a
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* Translate a coordinate in the viewport to a
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* coordinate in the world
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* coordinate in the world, rounded
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* @param {x, y} coord
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* @param {x, y} coord
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*/
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*/
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viewportToWorld(coord) {
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viewportToWorld(coord) {
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const worldCoord = this.viewportToWorldRaw(coord)
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return {
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return {
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x: Math.round((coord.x / this.zoom) - this.x),
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x: Math.round(worldCoord.x),
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y: Math.round((coord.y / this.zoom) - this.y),
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y: Math.round(worldCoord.y),
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}
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}
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/**
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* Translate a coordinate in the viewport to a
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* coordinate in the world, not rounded
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* @param {x, y} coord
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*/
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viewportToWorldRaw(coord) {
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return {
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x: (coord.x / this.zoom) - this.x,
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y: (coord.y / this.zoom) - this.y,
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}
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}
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}
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}
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/**
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/**
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* Translate a coordinate in the world to a
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* Translate a coordinate in the world to a
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* coordinate in the viewport
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* coordinate in the viewport, rounded
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* @param {x, y} coord
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* @param {x, y} coord
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*/
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*/
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worldToViewport(coord) {
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worldToViewport(coord) {
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const viewportCoord = this.worldToViewportRaw(coord)
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return {
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return {
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x: Math.round((coord.x + this.x) * this.zoom),
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x: Math.round(viewportCoord.x),
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y: Math.round((coord.y + this.y) * this.zoom),
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y: Math.round(viewportCoord.y),
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}
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}
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}
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}
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worldDimToViewport(dim) {
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/**
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* Translate a coordinate in the world to a
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* coordinate in the viewport, not rounded
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* @param {x, y} coord
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*/
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worldToViewportRaw(coord) {
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return {
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return {
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w: Math.round(dim.w * this.zoom),
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x: (coord.x + this.x) * this.zoom,
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h: Math.round(dim.h * this.zoom),
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y: (coord.y + this.y) * this.zoom,
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}
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}
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/**
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* Translate a 2d dimension (width/height) in the world to
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* one in the viewport, rounded
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* @param {x, y} coord
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*/
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worldDimToViewport(dim) {
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const viewportDim = this.worldDimToViewportRaw(dim)
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return {
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w: Math.round(viewportDim.w),
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h: Math.round(viewportDim.h),
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}
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}
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/**
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* Translate a 2d dimension (width/height) in the world to
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* one in the viewport, not rounded
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* @param {x, y} coord
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*/
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worldDimToViewportRaw(dim) {
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return {
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w: dim.w * this.zoom,
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h: dim.h * this.zoom,
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}
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}
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}
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}
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}
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}
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13
game/game.js
13
game/game.js
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@ -8,7 +8,6 @@ import Util from './../common/Util.js'
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import PuzzleGraphics from './PuzzleGraphics.js'
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import PuzzleGraphics from './PuzzleGraphics.js'
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import Game from './Game.js'
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import Game from './Game.js'
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import fireworksController from './Fireworks.js'
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import fireworksController from './Fireworks.js'
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import { Rng } from '../common/Rng.js'
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import Protocol from '../common/Protocol.js'
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import Protocol from '../common/Protocol.js'
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if (typeof GAME_ID === 'undefined') throw '[ GAME_ID not set ]'
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if (typeof GAME_ID === 'undefined') throw '[ GAME_ID not set ]'
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@ -645,15 +644,15 @@ async function main() {
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// DRAW BOARD
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// DRAW BOARD
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// ---------------------------------------------------------------
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// ---------------------------------------------------------------
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pos = viewport.worldToViewport({
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pos = viewport.worldToViewportRaw({
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x: (Game.getTableWidth(gameId) - Game.getPuzzleWidth(gameId)) / 2,
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x: (Game.getTableWidth(gameId) - Game.getPuzzleWidth(gameId)) / 2,
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y: (Game.getTableHeight(gameId) - Game.getPuzzleHeight(gameId)) / 2
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y: (Game.getTableHeight(gameId) - Game.getPuzzleHeight(gameId)) / 2
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})
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})
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dim = viewport.worldDimToViewport({
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dim = viewport.worldDimToViewportRaw({
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w: Game.getPuzzleWidth(gameId),
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w: Game.getPuzzleWidth(gameId),
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h: Game.getPuzzleHeight(gameId),
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h: Game.getPuzzleHeight(gameId),
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})
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})
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ctx.fillStyle = 'rgba(255, 255, 255, .5)'
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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)
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ctx.fillRect(pos.x, pos.y, dim.w, dim.h)
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if (DEBUG) Debug.checkpoint('board done')
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if (DEBUG) Debug.checkpoint('board done')
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// ---------------------------------------------------------------
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// ---------------------------------------------------------------
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@ -663,11 +662,11 @@ async function main() {
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// ---------------------------------------------------------------
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// ---------------------------------------------------------------
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for (let tile of Game.getTilesSortedByZIndex(gameId)) {
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for (let tile of Game.getTilesSortedByZIndex(gameId)) {
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const bmp = bitmaps[tile.idx]
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const bmp = bitmaps[tile.idx]
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pos = viewport.worldToViewport({
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pos = viewport.worldToViewportRaw({
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x: Game.getTileDrawOffset(gameId) + tile.pos.x,
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x: Game.getTileDrawOffset(gameId) + tile.pos.x,
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y: Game.getTileDrawOffset(gameId) + tile.pos.y,
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y: Game.getTileDrawOffset(gameId) + tile.pos.y,
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})
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})
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dim = viewport.worldDimToViewport({
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dim = viewport.worldDimToViewportRaw({
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w: Game.getTileDrawSize(gameId),
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w: Game.getTileDrawSize(gameId),
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h: Game.getTileDrawSize(gameId),
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h: Game.getTileDrawSize(gameId),
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})
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})
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@ -685,7 +684,7 @@ async function main() {
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const ts = TIME()
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const ts = TIME()
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for (let player of Game.getActivePlayers(gameId, ts)) {
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for (let player of Game.getActivePlayers(gameId, ts)) {
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const cursor = await getPlayerCursor(player)
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const cursor = await getPlayerCursor(player)
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const pos = viewport.worldToViewport(player)
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const pos = viewport.worldToViewportRaw(player)
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ctx.drawImage(cursor,
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ctx.drawImage(cursor,
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Math.round(pos.x - cursor.width/2),
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Math.round(pos.x - cursor.width/2),
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Math.round(pos.y - cursor.height/2)
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Math.round(pos.y - cursor.height/2)
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