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

View file

@ -17,23 +17,11 @@ export default class Camera {
} }
rect() { rect() {
// when no zoom is relevant:
return new BoundingRectangle( return new BoundingRectangle(
this.x, - this.x,
this.x + this.width - 1, - this.x + (this.width / this.zoom),
this.y, - this.y,
this.y + this.height - 1 - this.y + (this.height / this.zoom),
)
// when zoom is relevant:
// TODO: check if still true
const w_final = this.width * this.zoom
const h_final = this.height * this.zoom
return new BoundingRectangle(
this.x + (this.width - w_final) / 2,
this.x + (this.width + w_final) / 2,
this.y + (this.height - h_final) / 2,
this.y + (this.height + h_final) / 2
) )
} }

View file

@ -5,23 +5,10 @@ import Bitmap from './Bitmap.js'
import {run} from './gameloop.js' import {run} from './gameloop.js'
import Camera from './Camera.js' import Camera from './Camera.js'
import EventAdapter from './EventAdapter.js' import EventAdapter from './EventAdapter.js'
import { choice } from './util.js'
import WsClient from './WsClient.js' import WsClient from './WsClient.js'
if (!WS_ADDRESS) throw '[ WS_ADDRESS not set ]' if (!WS_ADDRESS) throw '[ WS_ADDRESS not set ]'
const TILE_SIZE = 64 // cut size of each puzzle tile in the
// final resized version of the puzzle image
const TARGET_TILES = 1000 // desired number of tiles
// actual calculated number can be higher
const IMAGES = [
'./example-images/ima_86ec3fa.jpeg',
'./example-images/bleu.png',
'./example-images/saechsische_schweiz.jpg',
'./example-images/132-2048x1365.jpg',
]
const IMAGE_URL = IMAGES[0]
function createCanvas(width = 0, height = 0) { function createCanvas(width = 0, height = 0) {
const canvas = document.createElement('canvas') const canvas = document.createElement('canvas')
canvas.width = width === 0 ? window.innerWidth : width canvas.width = width === 0 ? window.innerWidth : width
@ -235,55 +222,6 @@ function pointInBounds(pt, rect) {
&& pt.y <= rect.y1 && pt.y <= rect.y1
} }
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
}
const resizeBitmap = (bitmap, width, height) => { const resizeBitmap = (bitmap, width, height) => {
const tmp = new Bitmap(width, height) const tmp = new Bitmap(width, height)
mapBitmapToBitmap( mapBitmapToBitmap(
@ -311,21 +249,6 @@ function getSurroundingTilesByIdx(puzzle, idx) {
] ]
} }
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
}
async function createPuzzleTileBitmaps(bitmap, tiles, info) { async function createPuzzleTileBitmaps(bitmap, tiles, info) {
let img = await bitmap.toImage() let img = await bitmap.toImage()
var tileSize = info.tileSize var tileSize = info.tileSize
@ -475,82 +398,6 @@ async function loadPuzzleBitmaps(puzzle) {
return await createPuzzleTileBitmaps(bmpResized, puzzle.tiles, puzzle.info) return await createPuzzleTileBitmaps(bmpResized, puzzle.tiles, puzzle.info)
} }
async function createPuzzle(targetTiles, imageUrl) {
// load bitmap, to determine the original size of the image
let bmp = await loadImageToBitmap(imageUrl)
// determine puzzle information from the bitmap
let info = determinePuzzleInfo(bmp.width, bmp.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: imageUrl,
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 uniqId() { function uniqId() {
return Date.now().toString(36) + Math.random().toString(36).substring(2) return Date.now().toString(36) + Math.random().toString(36).substring(2)
} }
@ -584,27 +431,10 @@ async function main () {
conn.send(JSON.stringify({ type: 'init' })) conn.send(JSON.stringify({ type: 'init' }))
conn.onSocket('message', async ({data}) => { conn.onSocket('message', async ({data}) => {
const d = JSON.parse(data) const d = JSON.parse(data)
let game
if (d.type === 'init') { if (d.type === 'init') {
game = d.game console.log('the game ', d.game)
if (game.puzzle) { let bitmaps = await loadPuzzleBitmaps(d.game.puzzle)
console.log('loaded from server') startGame(d.game, bitmaps, conn)
} else {
// The game doesnt exist yet on the server, so load puzzle
// and then give the server some info about the puzzle
// Load puzzle and determine information about it
// TODO: move puzzle creation to server
game.puzzle = await createPuzzle(TARGET_TILES, IMAGE_URL)
conn.send(JSON.stringify({
type: 'init_puzzle',
puzzle: game.puzzle,
}))
console.log('loaded from local config')
}
console.log('the game ', game)
let bitmaps = await loadPuzzleBitmaps(game.puzzle)
startGame(game, bitmaps, conn)
} else { } else {
// console.log(d) // console.log(d)
} }
@ -1153,22 +983,23 @@ async function main () {
// TODO: improve the rendering // TODO: improve the rendering
// atm it is pretty slow (~40-50ms) // atm it is pretty slow (~40-50ms)
mapBitmapToAdapter(puzzleTable, new BoundingRectangle( mapBitmapToAdapter(
- cam.x, puzzleTable,
- cam.x + (cam.width / cam.zoom), cam.rect(),
- cam.y, adapter,
- cam.y + (cam.height / cam.zoom), adapter.getBoundingRect()
), adapter, adapter.getBoundingRect()) )
checkpoint('to_adapter_1') checkpoint('to_adapter_1')
} else if (rerenderPlayer) { } else if (rerenderPlayer) {
adapter.clearRect(rectPlayer.get()) adapter.clearRect(rectPlayer.get())
checkpoint('afterclear_2') checkpoint('afterclear_2')
mapBitmapToAdapterCapped(puzzleTable, new BoundingRectangle( mapBitmapToAdapterCapped(
- cam.x, puzzleTable,
- cam.x + (cam.width / cam.zoom), cam.rect(),
- cam.y, adapter,
- cam.y + (cam.height / cam.zoom), adapter.getBoundingRect(),
), adapter, adapter.getBoundingRect(), rectPlayer.get()) rectPlayer.get()
)
checkpoint('to_adapter_2') checkpoint('to_adapter_2')
} }

View file

@ -1,9 +1,23 @@
import WebSocketServer from './WebSocketServer.js' import WebSocketServer from './WebSocketServer.js'
import express from 'express' import express from 'express'
import { createPuzzle } from './puzzle.js'
import config from './config.js' import config from './config.js'
// desired number of tiles
// actual calculated number can be higher
const TARGET_TILES = 1000
const IMAGES = [
'/example-images/ima_86ec3fa.jpeg',
'/example-images/bleu.png',
'/example-images/saechsische_schweiz.jpg',
'/example-images/132-2048x1365.jpg',
]
const IMAGE_URL = IMAGES[0]
const games = {}
const port = config.http.port const port = config.http.port
const hostname = config.http.hostname const hostname = config.http.hostname
const app = express() const app = express()
@ -27,8 +41,6 @@ app.use('/', (req, res, next) => {
}) })
app.listen(port, hostname, () => console.log(`server running on http://${hostname}:${port}`)) app.listen(port, hostname, () => console.log(`server running on http://${hostname}:${port}`))
const games = {}
const wss = new WebSocketServer(config.ws); const wss = new WebSocketServer(config.ws);
const notify = (data) => { const notify = (data) => {
@ -37,7 +49,7 @@ const notify = (data) => {
console.log('notify', data) console.log('notify', data)
} }
wss.on('message', ({socket, data}) => { wss.on('message', async ({socket, data}) => {
try { try {
const proto = socket.protocol.split('|') const proto = socket.protocol.split('|')
const uid = proto[0] const uid = proto[0]
@ -46,7 +58,7 @@ wss.on('message', ({socket, data}) => {
switch (parsed.type) { switch (parsed.type) {
case 'init': { case 'init': {
// a new player (or previous player) joined // a new player (or previous player) joined
games[gid] = games[gid] || {puzzle: null, players: {}} games[gid] = games[gid] || {puzzle: await createPuzzle(TARGET_TILES, IMAGE_URL), players: {}}
games[gid].players[uid] = {id: uid, x: 0, y: 0, down: false} games[gid].players[uid] = {id: uid, x: 0, y: 0, down: false}
@ -59,11 +71,6 @@ wss.on('message', ({socket, data}) => {
}, socket) }, socket)
} break; } break;
// new puzzle was created and sent to us
case 'init_puzzle': {
games[gid].puzzle = parsed.puzzle
} break;
// somebody has changed the state // somebody has changed the state
case 'state': { case 'state': {
for (let change of parsed.state.changes) { for (let change of parsed.state.changes) {

View file

@ -180,6 +180,14 @@
"safer-buffer": ">= 2.1.2 < 3" "safer-buffer": ">= 2.1.2 < 3"
} }
}, },
"image-size": {
"version": "0.9.3",
"resolved": "https://npm.stroeermediabrands.de/image-size/-/image-size-0.9.3.tgz",
"integrity": "sha512-5SakFa79uhUVSjKeQE30GVzzLJ0QNzB53+I+/VD1vIesD6GP6uatWIlgU0uisFNLt1u0d6kBydp7yfk+lLJhLQ==",
"requires": {
"queue": "6.0.1"
}
},
"inherits": { "inherits": {
"version": "2.0.3", "version": "2.0.3",
"resolved": "https://npm.stroeermediabrands.de/inherits/-/inherits-2.0.3.tgz", "resolved": "https://npm.stroeermediabrands.de/inherits/-/inherits-2.0.3.tgz",
@ -265,6 +273,14 @@
"resolved": "https://npm.stroeermediabrands.de/qs/-/qs-6.7.0.tgz", "resolved": "https://npm.stroeermediabrands.de/qs/-/qs-6.7.0.tgz",
"integrity": "sha512-VCdBRNFTX1fyE7Nb6FYoURo/SPe62QCaAyzJvUjwRaIsc+NePBEniHlvxFmmX56+HZphIGtV0XeCirBtpDrTyQ==" "integrity": "sha512-VCdBRNFTX1fyE7Nb6FYoURo/SPe62QCaAyzJvUjwRaIsc+NePBEniHlvxFmmX56+HZphIGtV0XeCirBtpDrTyQ=="
}, },
"queue": {
"version": "6.0.1",
"resolved": "https://npm.stroeermediabrands.de/queue/-/queue-6.0.1.tgz",
"integrity": "sha512-AJBQabRCCNr9ANq8v77RJEv73DPbn55cdTb+Giq4X0AVnNVZvMHlYp7XlQiN+1npCZj1DuSmaA2hYVUUDgxFDg==",
"requires": {
"inherits": "~2.0.3"
}
},
"range-parser": { "range-parser": {
"version": "1.2.1", "version": "1.2.1",
"resolved": "https://npm.stroeermediabrands.de/range-parser/-/range-parser-1.2.1.tgz", "resolved": "https://npm.stroeermediabrands.de/range-parser/-/range-parser-1.2.1.tgz",

View file

@ -2,6 +2,7 @@
"type": "module", "type": "module",
"dependencies": { "dependencies": {
"express": "^4.17.1", "express": "^4.17.1",
"image-size": "^0.9.3",
"ws": "^7.3.1" "ws": "^7.3.1"
} }
} }

151
server/puzzle.js Normal file
View file

@ -0,0 +1,151 @@
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
}