move puzzle generation to server

This commit is contained in:
Zutatensuppe 2020-11-08 14:13:43 +01:00
parent e74a6fd62f
commit 3917c591b0
7 changed files with 207 additions and 213 deletions

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server/puzzle.js Normal file
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import sizeOf from 'image-size'
import { choice } from './util.js'
// cut size of each puzzle tile in the
// final resized version of the puzzle image
const TILE_SIZE = 64
async function createPuzzle(targetTiles, image) {
const imgFile = './../game' + image
const imgUrl = './' + image
// load bitmap, to determine the original size of the image
let dim = sizeOf(imgFile)
// determine puzzle information from the bitmap
let info = determinePuzzleInfo(dim.width, dim.height, targetTiles)
let tiles = new Array(info.tiles)
for (let i = 0; i < tiles.length; i++) {
tiles[i] = {
idx: i,
}
}
const shapes = determinePuzzleTileShapes(info)
// Complete puzzle object
const p = {
// tiles array
tiles: tiles.map(tile => {
return {
idx: tile.idx, // index of tile in the array
group: 0, // if grouped with other tiles
z: 0, // z index of the tile
owner: 0, // who owns the tile
// 0 = free for taking
// -1 = finished
// other values: id of player who has the tile
// physical current position of the tile (x/y in pixels)
// this position is the initial position only and is the
// value that changes when moving a tile
// TODO: scatter the tiles on the table at the beginning
pos: {
x: info.coords[tile.idx].x * info.tileSize,
y: info.coords[tile.idx].y * info.tileSize,
},
}
}),
// game data for puzzle, data changes during the game
data: {
// TODO: maybe calculate this each time?
maxZ: 0, // max z of all pieces
maxGroup: 0, // max group of all pieces
},
// static puzzle information. stays same for complete duration of
// the game
info: {
// information that was used to create the puzzle
targetTiles: targetTiles,
imageUrl: imgUrl,
width: info.width, // actual puzzle width (same as bitmap.width)
height: info.height, // actual puzzle height (same as bitmap.height)
tileSize: info.tileSize, // width/height of each tile (without tabs)
tileDrawSize: info.tileDrawSize, // width/height of each tile (with tabs)
tileMarginWidth: info.tileMarginWidth,
// offset in x and y when drawing tiles, so that they appear to be at pos
tileDrawOffset: (info.tileDrawSize - info.tileSize) / -2,
// max distance between tile and destination that
// makes the tile snap to destination
snapDistance: info.tileSize / 2,
tiles: info.tiles, // the final number of tiles in the puzzle
tiles_x: info.tiles_x, // number of tiles each row
tiles_y: info.tiles_y, // number of tiles each col
coords: info.coords, // map of tile index to its coordinates
// ( index => {x, y} )
// this is not the physical coordinate, but
// the tile_coordinate
// this can be used to determine where the
// final destination of a tile is
shapes: shapes, // tile shapes
},
}
return p
}
function determinePuzzleTileShapes(info) {
const tabs = [-1, 1]
const shapes = new Array(info.tiles)
for (let i = 0; i < info.tiles; i++) {
shapes[i] = {
top: info.coords[i].y === 0 ? 0 : shapes[i - info.tiles_x].bottom * -1,
right: info.coords[i].x === info.tiles_x - 1 ? 0 : choice(tabs),
left: info.coords[i].x === 0 ? 0 : shapes[i - 1].right * -1,
bottom: info.coords[i].y === info.tiles_y - 1 ? 0 : choice(tabs),
}
}
return shapes
}
const determinePuzzleInfo = (w, h, targetTiles) => {
let tileSize = 0
let tiles = 0
do {
tileSize++
tiles = tilesFit(w, h, tileSize)
} while (tiles >= targetTiles)
tileSize--
tiles = tilesFit(w, h, tileSize)
const tiles_x = Math.round(w / tileSize)
const tiles_y = Math.round(h / tileSize)
tiles = tiles_x * tiles_y
// then resize to final TILE_SIZE (which is always the same)
tileSize = TILE_SIZE
const width = tiles_x * tileSize
const height = tiles_y * tileSize
const coords = coordsByNum({ width, height, tileSize, tiles })
const tileMarginWidth = tileSize * .5;
const tileDrawSize = Math.round(tileSize + tileMarginWidth * 2)
return {
width,
height,
tileSize,
tileMarginWidth,
tileDrawSize,
tiles,
tiles_x,
tiles_y,
coords,
}
}
const tilesFit = (w, h, size) => Math.floor(w / size) * Math.floor(h / size)
const coordsByNum = (puzzleInfo) => {
const w_tiles = puzzleInfo.width / puzzleInfo.tileSize
const coords = new Array(puzzleInfo.tiles)
for (let i = 0; i < puzzleInfo.tiles; i++) {
const y = Math.floor(i / w_tiles)
const x = i % w_tiles
coords[i] = { x, y }
}
return coords
}
export {
createPuzzle
}