move puzzle generation to server
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e74a6fd62f
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7 changed files with 207 additions and 213 deletions
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@ -17,24 +17,12 @@ export default class Camera {
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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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return new BoundingRectangle(
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- this.x,
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- this.x + (this.width / this.zoom),
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- this.y,
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- this.y + (this.height / this.zoom),
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)
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}
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move(x, y) {
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201
game/index.js
201
game/index.js
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@ -5,23 +5,10 @@ import Bitmap from './Bitmap.js'
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import {run} from './gameloop.js'
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import Camera from './Camera.js'
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import EventAdapter from './EventAdapter.js'
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import { choice } from './util.js'
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import WsClient from './WsClient.js'
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if (!WS_ADDRESS) throw '[ WS_ADDRESS not set ]'
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const TILE_SIZE = 64 // cut size of each puzzle tile in the
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// final resized version of the puzzle image
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const TARGET_TILES = 1000 // desired number of tiles
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// actual calculated number can be higher
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const IMAGES = [
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'./example-images/ima_86ec3fa.jpeg',
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'./example-images/bleu.png',
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'./example-images/saechsische_schweiz.jpg',
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'./example-images/132-2048x1365.jpg',
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]
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const IMAGE_URL = IMAGES[0]
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function createCanvas(width = 0, height = 0) {
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const canvas = document.createElement('canvas')
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canvas.width = width === 0 ? window.innerWidth : width
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@ -235,55 +222,6 @@ function pointInBounds(pt, rect) {
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&& pt.y <= rect.y1
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}
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const determinePuzzleInfo = (w, h, targetTiles) => {
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let tileSize = 0
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let tiles = 0
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do {
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tileSize++
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tiles = tilesFit(w, h, tileSize)
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} while (tiles >= targetTiles)
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tileSize--
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tiles = tilesFit(w, h, tileSize)
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const tiles_x = Math.round(w / tileSize)
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const tiles_y = Math.round(h / tileSize)
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tiles = tiles_x * tiles_y
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// then resize to final TILE_SIZE (which is always the same)
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tileSize = TILE_SIZE
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const width = tiles_x * tileSize
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const height = tiles_y * tileSize
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const coords = coordsByNum({ width, height, tileSize, tiles })
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const tileMarginWidth = tileSize * .5;
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const tileDrawSize = Math.round(tileSize + tileMarginWidth * 2)
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return {
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width,
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height,
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tileSize,
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tileMarginWidth,
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tileDrawSize,
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tiles,
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tiles_x,
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tiles_y,
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coords,
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}
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}
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const tilesFit = (w, h, size) => Math.floor(w / size) * Math.floor(h / size)
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const coordsByNum = (puzzleInfo) => {
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const w_tiles = puzzleInfo.width / puzzleInfo.tileSize
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const coords = new Array(puzzleInfo.tiles)
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for (let i = 0; i < puzzleInfo.tiles; i++) {
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const y = Math.floor(i / w_tiles)
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const x = i % w_tiles
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coords[i] = { x, y }
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}
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return coords
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}
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const resizeBitmap = (bitmap, width, height) => {
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const tmp = new Bitmap(width, height)
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mapBitmapToBitmap(
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@ -311,21 +249,6 @@ function getSurroundingTilesByIdx(puzzle, idx) {
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]
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}
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function determinePuzzleTileShapes(info) {
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const tabs = [-1, 1]
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const shapes = new Array(info.tiles)
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for (let i = 0; i < info.tiles; i++) {
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shapes[i] = {
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top: info.coords[i].y === 0 ? 0 : shapes[i - info.tiles_x].bottom * -1,
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right: info.coords[i].x === info.tiles_x - 1 ? 0 : choice(tabs),
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left: info.coords[i].x === 0 ? 0 : shapes[i - 1].right * -1,
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bottom: info.coords[i].y === info.tiles_y - 1 ? 0 : choice(tabs),
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}
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}
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return shapes
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}
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async function createPuzzleTileBitmaps(bitmap, tiles, info) {
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let img = await bitmap.toImage()
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var tileSize = info.tileSize
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@ -475,82 +398,6 @@ async function loadPuzzleBitmaps(puzzle) {
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return await createPuzzleTileBitmaps(bmpResized, puzzle.tiles, puzzle.info)
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}
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async function createPuzzle(targetTiles, imageUrl) {
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// load bitmap, to determine the original size of the image
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let bmp = await loadImageToBitmap(imageUrl)
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// determine puzzle information from the bitmap
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let info = determinePuzzleInfo(bmp.width, bmp.height, targetTiles)
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let tiles = new Array(info.tiles)
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for (let i = 0; i < tiles.length; i++) {
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tiles[i] = {
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idx: i,
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}
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}
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const shapes = determinePuzzleTileShapes(info)
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// Complete puzzle object
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const p = {
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// tiles array
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tiles: tiles.map(tile => {
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return {
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idx: tile.idx, // index of tile in the array
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group: 0, // if grouped with other tiles
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z: 0, // z index of the tile
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owner: 0, // who owns the tile
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// 0 = free for taking
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// -1 = finished
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// other values: id of player who has the tile
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// physical current position of the tile (x/y in pixels)
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// this position is the initial position only and is the
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// value that changes when moving a tile
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// TODO: scatter the tiles on the table at the beginning
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pos: {
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x: info.coords[tile.idx].x * info.tileSize,
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y: info.coords[tile.idx].y * info.tileSize,
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},
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}
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}),
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// game data for puzzle, data changes during the game
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data: {
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// TODO: maybe calculate this each time?
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maxZ: 0, // max z of all pieces
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maxGroup: 0, // max group of all pieces
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},
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// static puzzle information. stays same for complete duration of
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// the game
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info: {
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// information that was used to create the puzzle
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targetTiles: targetTiles,
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imageUrl: imageUrl,
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width: info.width, // actual puzzle width (same as bitmap.width)
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height: info.height, // actual puzzle height (same as bitmap.height)
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tileSize: info.tileSize, // width/height of each tile (without tabs)
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tileDrawSize: info.tileDrawSize, // width/height of each tile (with tabs)
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tileMarginWidth: info.tileMarginWidth,
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// offset in x and y when drawing tiles, so that they appear to be at pos
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tileDrawOffset: (info.tileDrawSize - info.tileSize) / -2,
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// max distance between tile and destination that
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// makes the tile snap to destination
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snapDistance: info.tileSize / 2,
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tiles: info.tiles, // the final number of tiles in the puzzle
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tiles_x: info.tiles_x, // number of tiles each row
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tiles_y: info.tiles_y, // number of tiles each col
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coords: info.coords, // map of tile index to its coordinates
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// ( index => {x, y} )
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// this is not the physical coordinate, but
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// the tile_coordinate
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// this can be used to determine where the
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// final destination of a tile is
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shapes: shapes, // tile shapes
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},
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}
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return p
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}
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function uniqId() {
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return Date.now().toString(36) + Math.random().toString(36).substring(2)
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}
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@ -584,27 +431,10 @@ async function main () {
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conn.send(JSON.stringify({ type: 'init' }))
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conn.onSocket('message', async ({data}) => {
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const d = JSON.parse(data)
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let game
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if (d.type === 'init') {
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game = d.game
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if (game.puzzle) {
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console.log('loaded from server')
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} else {
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// The game doesnt exist yet on the server, so load puzzle
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// and then give the server some info about the puzzle
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// Load puzzle and determine information about it
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// TODO: move puzzle creation to server
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game.puzzle = await createPuzzle(TARGET_TILES, IMAGE_URL)
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conn.send(JSON.stringify({
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type: 'init_puzzle',
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puzzle: game.puzzle,
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}))
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console.log('loaded from local config')
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}
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console.log('the game ', game)
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let bitmaps = await loadPuzzleBitmaps(game.puzzle)
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startGame(game, bitmaps, conn)
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console.log('the game ', d.game)
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let bitmaps = await loadPuzzleBitmaps(d.game.puzzle)
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startGame(d.game, bitmaps, conn)
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} else {
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// console.log(d)
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}
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@ -1153,22 +983,23 @@ async function main () {
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// TODO: improve the rendering
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// atm it is pretty slow (~40-50ms)
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mapBitmapToAdapter(puzzleTable, new BoundingRectangle(
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- cam.x,
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- cam.x + (cam.width / cam.zoom),
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- cam.y,
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- cam.y + (cam.height / cam.zoom),
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), adapter, adapter.getBoundingRect())
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mapBitmapToAdapter(
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puzzleTable,
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cam.rect(),
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adapter,
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adapter.getBoundingRect()
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)
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checkpoint('to_adapter_1')
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} else if (rerenderPlayer) {
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adapter.clearRect(rectPlayer.get())
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checkpoint('afterclear_2')
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mapBitmapToAdapterCapped(puzzleTable, new BoundingRectangle(
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- cam.x,
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- cam.x + (cam.width / cam.zoom),
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- cam.y,
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- cam.y + (cam.height / cam.zoom),
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), adapter, adapter.getBoundingRect(), rectPlayer.get())
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mapBitmapToAdapterCapped(
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puzzleTable,
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cam.rect(),
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adapter,
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adapter.getBoundingRect(),
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rectPlayer.get()
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)
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checkpoint('to_adapter_2')
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}
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25
game/util.js
25
game/util.js
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@ -1,25 +0,0 @@
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// get a random int between min and max (inclusive)
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export const randomInt = (min, max) => Math.floor(Math.random() * (max - min + 1)) + min
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// get one random item from the given array
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export const choice = (array) => array[randomInt(0, array.length - 1)]
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// return a shuffled (shallow) copy of the given array
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export const shuffle = (array) => {
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let arr = array.slice()
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for (let i = 0; i <= arr.length - 2; i++)
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{
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const j = randomInt(i, arr.length -1);
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const tmp = arr[i];
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arr[i] = arr[j];
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arr[j] = tmp;
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}
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return arr
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}
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export default {
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randomInt,
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choice,
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shuffle,
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}
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