change dir stucture

This commit is contained in:
Zutatensuppe 2021-05-01 00:16:08 +02:00
parent e18b8d3b98
commit 62f8991e11
26 changed files with 8718 additions and 804 deletions

121
public/Camera.js Normal file
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export default class Camera {
constructor() {
this.x = 0
this.y = 0
this.zoom = 1
this.minZoom = .1
this.maxZoom = 6
this.zoomStep = .05
}
move(x, y) {
this.x += x / this.zoom
this.y += y / this.zoom
}
setZoom(newzoom, viewportCoordCenter) {
const zoom = Math.min(Math.max(newzoom, this.minZoom), this.maxZoom)
if (zoom == this.zoom) {
return false
}
const zoomFactor = 1 - (this.zoom / zoom)
this.move(
-viewportCoordCenter.x * zoomFactor,
-viewportCoordCenter.y * zoomFactor,
)
this.zoom = zoom
return true
}
zoomOut(viewportCoordCenter) {
return this.setZoom(
this.zoom - this.zoomStep * this.zoom,
viewportCoordCenter
)
}
zoomIn(viewportCoordCenter) {
return this.setZoom(
this.zoom + this.zoomStep * this.zoom,
viewportCoordCenter
)
}
/**
* Translate a coordinate in the viewport to a
* coordinate in the world, rounded
* @param {x, y} viewportCoord
*/
viewportToWorld(viewportCoord) {
const worldCoord = this.viewportToWorldRaw(viewportCoord)
return {
x: Math.round(worldCoord.x),
y: Math.round(worldCoord.y),
}
}
/**
* Translate a coordinate in the viewport to a
* coordinate in the world, not rounded
* @param {x, y} viewportCoord
*/
viewportToWorldRaw(viewportCoord) {
return {
x: (viewportCoord.x / this.zoom) - this.x,
y: (viewportCoord.y / this.zoom) - this.y,
}
}
/**
* Translate a coordinate in the world to a
* coordinate in the viewport, rounded
* @param {x, y} worldCoord
*/
worldToViewport(worldCoord) {
const viewportCoord = this.worldToViewportRaw(worldCoord)
return {
x: Math.round(viewportCoord.x),
y: Math.round(viewportCoord.y),
}
}
/**
* Translate a coordinate in the world to a
* coordinate in the viewport, not rounded
* @param {x, y} worldCoord
*/
worldToViewportRaw(worldCoord) {
return {
x: (worldCoord.x + this.x) * this.zoom,
y: (worldCoord.y + this.y) * this.zoom,
}
}
/**
* Translate a 2d dimension (width/height) in the world to
* one in the viewport, rounded
* @param {w, h} worldDim
*/
worldDimToViewport(worldDim) {
const viewportDim = this.worldDimToViewportRaw(worldDim)
return {
w: Math.round(viewportDim.w),
h: Math.round(viewportDim.h),
}
}
/**
* Translate a 2d dimension (width/height) in the world to
* one in the viewport, not rounded
* @param {w, h} worldDim
*/
worldDimToViewportRaw(worldDim) {
return {
w: worldDim.w * this.zoom,
h: worldDim.h * this.zoom,
}
}
}

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public/Communication.js Normal file
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import WsClient from './WsClient.js'
import Protocol from './../common/Protocol.js'
/** @type WsClient */
let conn
let changesCallback = () => {}
function onServerChange(callback) {
changesCallback = callback
}
function send(message) {
conn.send(JSON.stringify(message))
}
let clientSeq
let events
function connect(gameId, clientId) {
clientSeq = 0
events = {}
conn = new WsClient(WS_ADDRESS, clientId + '|' + gameId)
return new Promise(r => {
conn.connect()
send([Protocol.EV_CLIENT_INIT])
conn.onSocket('message', async ({ data }) => {
const msg = JSON.parse(data)
const msgType = msg[0]
if (msgType === Protocol.EV_SERVER_INIT) {
const game = msg[1]
r(game)
} else if (msgType === Protocol.EV_SERVER_EVENT) {
const msgClientId = msg[1]
const msgClientSeq = msg[2]
if (msgClientId === clientId && events[msgClientSeq]) {
delete events[msgClientSeq]
// we have already calculated that change locally. probably
return
}
changesCallback(msg)
}
})
})
}
function connectReplay(gameId, clientId) {
clientSeq = 0
events = {}
conn = new WsClient(WS_ADDRESS, clientId + '|' + gameId)
return new Promise(r => {
conn.connect()
send([Protocol.EV_CLIENT_INIT_REPLAY])
conn.onSocket('message', async ({ data }) => {
const msg = JSON.parse(data)
const msgType = msg[0]
if (msgType === Protocol.EV_SERVER_INIT_REPLAY) {
const game = msg[1]
const log = msg[2]
r({game, log})
}
})
})
}
function sendClientEvent(mouse) {
// when sending event, increase number of sent events
// and add the event locally
clientSeq++;
events[clientSeq] = mouse
send([Protocol.EV_CLIENT_EVENT, clientSeq, events[clientSeq]])
}
export default {
connect,
connectReplay,
onServerChange,
sendClientEvent,
}

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public/Debug.js Normal file
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import { logger } from '../common/Util.js'
const log = logger('Debug.js')
let _pt = 0
let _mindiff = 0
const checkpoint_start = (mindiff) => {
_pt = performance.now()
_mindiff = mindiff
}
const checkpoint = (label) => {
const now = performance.now()
const diff = now - _pt
if (diff > _mindiff) {
log.log(label + ': ' + (diff))
}
_pt = now
}
export default {
checkpoint_start,
checkpoint,
}

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import { Rng } from '../common/Rng.js'
import Util from '../common/Util.js'
let minVx = -10
let deltaVx = 20
let minVy = 2
let deltaVy = 15
const minParticleV = 5
const deltaParticleV = 5
const gravity = 1
const explosionRadius = 200
const bombRadius = 10
const explodingDuration = 100
const explosionDividerFactor = 10
const nBombs = 1
const percentChanceNewBomb = 5
function color(/** @type Rng */ rng) {
const r = Util.randomInt(rng, 0, 255)
const g = Util.randomInt(rng, 0, 255)
const b = Util.randomInt(rng, 0, 255)
return 'rgba(' + r + ',' + g + ',' + b + ', 0.8)'
}
// A Bomb. Or firework.
class Bomb {
constructor(/** @type Rng */ rng) {
this.radius = bombRadius
this.previousRadius = bombRadius
this.explodingDuration = explodingDuration
this.hasExploded = false
this.alive = true
this.color = color(rng)
this.px = (window.innerWidth / 4) + (Math.random() * window.innerWidth / 2)
this.py = window.innerHeight
this.vx = minVx + Math.random() * deltaVx
this.vy = (minVy + Math.random() * deltaVy) * -1 // because y grows downwards
this.duration = 0
}
update(particlesVector) {
if (this.hasExploded) {
const deltaRadius = explosionRadius - this.radius
this.previousRadius = this.radius
this.radius += deltaRadius / explosionDividerFactor
this.explodingDuration--
if (this.explodingDuration == 0) {
this.alive = false
}
}
else {
this.vx += 0
this.vy += gravity
if (this.vy >= 0) { // invertion point
this.explode(particlesVector)
}
this.px += this.vx
this.py += this.vy
}
}
draw(ctx) {
ctx.beginPath()
ctx.arc(this.px, this.py, this.previousRadius, 0, Math.PI * 2, false)
if (!this.hasExploded) {
ctx.fillStyle = this.color
ctx.lineWidth = 1
ctx.fill()
}
}
explode(particlesVector) {
this.hasExploded = true
const e = 3 + Math.floor(Math.random() * 3)
for (let j = 0; j < e; j++) {
const n = 10 + Math.floor(Math.random() * 21) // 10 - 30
const speed = minParticleV + Math.random() * deltaParticleV
const deltaAngle = 2 * Math.PI / n
const initialAngle = Math.random() * deltaAngle
for (let i = 0; i < n; i++) {
particlesVector.push(new Particle(this, i * deltaAngle + initialAngle, speed))
}
}
}
}
class Particle {
constructor(parent, angle, speed) {
this.px = parent.px
this.py = parent.py
this.vx = Math.cos(angle) * speed
this.vy = Math.sin(angle) * speed
this.color = parent.color
this.duration = 40 + Math.floor(Math.random() * 20)
this.alive = true
}
update() {
this.vx += 0
this.vy += gravity / 10
this.px += this.vx
this.py += this.vy
this.radius = 3
this.duration--
if (this.duration <= 0) {
this.alive = false
}
}
draw(ctx) {
ctx.beginPath()
ctx.arc(this.px, this.py, this.radius, 0, Math.PI * 2, false)
ctx.fillStyle = this.color
ctx.lineWidth = 1
ctx.fill()
}
}
class Controller {
constructor(canvas, /** @type Rng */ rng) {
this.canvas = canvas
this.rng = rng
this.ctx = this.canvas.getContext('2d')
this.resize()
window.addEventListener('resize', () => {
this.resize()
})
}
setSpeedParams() {
let heightReached = 0
let vy = 0
while (heightReached < this.canvas.height && vy >= 0) {
vy += gravity
heightReached += vy
}
minVy = vy / 2
deltaVy = vy - minVy
const vx = (1 / 4) * this.canvas.width / (vy / 2)
minVx = -vx
deltaVx = 2 * vx
}
resize() {
this.setSpeedParams()
}
init() {
this.readyBombs = []
this.explodedBombs = []
this.particles = []
for (let i = 0; i < nBombs; i++) {
this.readyBombs.push(new Bomb(this.rng))
}
}
update() {
if (Math.random() * 100 < percentChanceNewBomb) {
this.readyBombs.push(new Bomb(this.rng))
}
const aliveBombs = []
while (this.explodedBombs.length > 0) {
const bomb = this.explodedBombs.shift()
bomb.update()
if (bomb.alive) {
aliveBombs.push(bomb)
}
}
this.explodedBombs = aliveBombs
const notExplodedBombs = []
while (this.readyBombs.length > 0) {
const bomb = this.readyBombs.shift()
bomb.update(this.particles)
if (bomb.hasExploded) {
this.explodedBombs.push(bomb)
}
else {
notExplodedBombs.push(bomb)
}
}
this.readyBombs = notExplodedBombs
const aliveParticles = []
while (this.particles.length > 0) {
const particle = this.particles.shift()
particle.update()
if (particle.alive) {
aliveParticles.push(particle)
}
}
this.particles = aliveParticles
}
render() {
this.ctx.beginPath()
this.ctx.fillStyle = 'rgba(0, 0, 0, 0.1)' // Ghostly effect
this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height)
for (let i = 0; i < this.readyBombs.length; i++) {
this.readyBombs[i].draw(this.ctx)
}
for (let i = 0; i < this.explodedBombs.length; i++) {
this.explodedBombs[i].draw(this.ctx)
}
for (let i = 0; i < this.particles.length; i++) {
this.particles[i].draw(this.ctx)
}
}
}
export default Controller

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import GameCommon from './../common/GameCommon.js'
export default {
setGame: GameCommon.setGame,
getRelevantPlayers: GameCommon.getRelevantPlayers,
getActivePlayers: GameCommon.getActivePlayers,
addPlayer: GameCommon.addPlayer,
handleInput: GameCommon.handleInput,
getPlayerIdByIndex: GameCommon.getPlayerIdByIndex,
getPlayerBgColor: GameCommon.getPlayerBgColor,
getPlayerColor: GameCommon.getPlayerColor,
getPlayerName: GameCommon.getPlayerName,
changePlayer: GameCommon.changePlayer,
setPlayer: GameCommon.setPlayer,
setTile: GameCommon.setTile,
getImageUrl: GameCommon.getImageUrl,
setPuzzleData: GameCommon.setPuzzleData,
getTableWidth: GameCommon.getTableWidth,
getTableHeight: GameCommon.getTableHeight,
getPuzzle: GameCommon.getPuzzle,
getRng: GameCommon.getRng,
getPuzzleWidth: GameCommon.getPuzzleWidth,
getPuzzleHeight: GameCommon.getPuzzleHeight,
getTilesSortedByZIndex: GameCommon.getTilesSortedByZIndex,
getFirstOwnedTile: GameCommon.getFirstOwnedTile,
getTileDrawOffset: GameCommon.getTileDrawOffset,
getTileDrawSize: GameCommon.getTileDrawSize,
getStartTs: GameCommon.getStartTs,
getFinishTs: GameCommon.getFinishTs,
getFinishedTileCount: GameCommon.getFinishedTileCount,
getTileCount: GameCommon.getTileCount,
}

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function createCanvas(width = 0, height = 0) {
const c = document.createElement('canvas')
c.width = width
c.height = height
return c
}
async function loadImageToBitmap(imagePath) {
return new Promise((resolve) => {
const img = new Image()
img.onload = () => {
createImageBitmap(img).then(resolve)
}
img.src = imagePath
})
}
async function resizeBitmap (bitmap, width, height) {
const c = createCanvas(width, height)
const ctx = c.getContext('2d')
ctx.drawImage(bitmap, 0, 0, bitmap.width, bitmap.height, 0, 0, width, height)
return await createImageBitmap(c)
}
async function createBitmap(width, height, color) {
const c = createCanvas(width, height)
const ctx = c.getContext('2d')
ctx.fillStyle = color
ctx.fillRect(0, 0, width, height)
return await createImageBitmap(c)
}
async function colorize(image, mask, color) {
const c = createCanvas(image.width, image.height)
const ctx = c.getContext('2d')
ctx.save()
ctx.drawImage(mask, 0, 0)
ctx.fillStyle = color
ctx.globalCompositeOperation = "source-in"
ctx.fillRect(0, 0, mask.width, mask.height)
ctx.restore()
ctx.save()
ctx.globalCompositeOperation = "destination-over"
ctx.drawImage(image, 0, 0)
ctx.restore()
return await createImageBitmap(c)
}
export default {
createBitmap,
createCanvas,
loadImageToBitmap,
resizeBitmap,
colorize,
}

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import Geometry from '../common/Geometry.js'
import Graphics from './Graphics.js'
import Util, { logger } from './../common/Util.js'
const log = logger('PuzzleGraphics.js')
async function createPuzzleTileBitmaps(img, tiles, info) {
log.log('start createPuzzleTileBitmaps')
var tileSize = info.tileSize
var tileMarginWidth = info.tileMarginWidth
var tileDrawSize = info.tileDrawSize
var tileRatio = tileSize / 100.0
var curvyCoords = [
0, 0, 40, 15, 37, 5,
37, 5, 40, 0, 38, -5,
38, -5, 20, -20, 50, -20,
50, -20, 80, -20, 62, -5,
62, -5, 60, 0, 63, 5,
63, 5, 65, 15, 100, 0
];
const bitmaps = new Array(tiles.length)
const paths = {}
function pathForShape(shape) {
const key = `${shape.top}${shape.right}${shape.left}${shape.bottom}`
if (paths[key]) {
return paths[key]
}
const path = new Path2D()
const topLeftEdge = { x: tileMarginWidth, y: tileMarginWidth }
const topRightEdge = Geometry.pointAdd(topLeftEdge, { x: tileSize, y: 0 })
const bottomRightEdge = Geometry.pointAdd(topRightEdge, { x: 0, y: tileSize })
const bottomLeftEdge = Geometry.pointSub(bottomRightEdge, { x: tileSize, y: 0 })
path.moveTo(topLeftEdge.x, topLeftEdge.y)
if (shape.top !== 0) {
for (let i = 0; i < curvyCoords.length / 6; i++) {
const p1 = Geometry.pointAdd(topLeftEdge, { x: curvyCoords[i * 6 + 0] * tileRatio, y: shape.top * curvyCoords[i * 6 + 1] * tileRatio })
const p2 = Geometry.pointAdd(topLeftEdge, { x: curvyCoords[i * 6 + 2] * tileRatio, y: shape.top * curvyCoords[i * 6 + 3] * tileRatio })
const p3 = Geometry.pointAdd(topLeftEdge, { x: curvyCoords[i * 6 + 4] * tileRatio, y: shape.top * curvyCoords[i * 6 + 5] * tileRatio })
path.bezierCurveTo(p1.x, p1.y, p2.x, p2.y, p3.x, p3.y);
}
} else {
path.lineTo(topRightEdge.x, topRightEdge.y)
}
if (shape.right !== 0) {
for (let i = 0; i < curvyCoords.length / 6; i++) {
const p1 = Geometry.pointAdd(topRightEdge, { x: -shape.right * curvyCoords[i * 6 + 1] * tileRatio, y: curvyCoords[i * 6 + 0] * tileRatio })
const p2 = Geometry.pointAdd(topRightEdge, { x: -shape.right * curvyCoords[i * 6 + 3] * tileRatio, y: curvyCoords[i * 6 + 2] * tileRatio })
const p3 = Geometry.pointAdd(topRightEdge, { x: -shape.right * curvyCoords[i * 6 + 5] * tileRatio, y: curvyCoords[i * 6 + 4] * tileRatio })
path.bezierCurveTo(p1.x, p1.y, p2.x, p2.y, p3.x, p3.y);
}
} else {
path.lineTo(bottomRightEdge.x, bottomRightEdge.y)
}
if (shape.bottom !== 0) {
for (let i = 0; i < curvyCoords.length / 6; i++) {
let p1 = Geometry.pointSub(bottomRightEdge, { x: curvyCoords[i * 6 + 0] * tileRatio, y: shape.bottom * curvyCoords[i * 6 + 1] * tileRatio })
let p2 = Geometry.pointSub(bottomRightEdge, { x: curvyCoords[i * 6 + 2] * tileRatio, y: shape.bottom * curvyCoords[i * 6 + 3] * tileRatio })
let p3 = Geometry.pointSub(bottomRightEdge, { x: curvyCoords[i * 6 + 4] * tileRatio, y: shape.bottom * curvyCoords[i * 6 + 5] * tileRatio })
path.bezierCurveTo(p1.x, p1.y, p2.x, p2.y, p3.x, p3.y);
}
} else {
path.lineTo(bottomLeftEdge.x, bottomLeftEdge.y)
}
if (shape.left !== 0) {
for (let i = 0; i < curvyCoords.length / 6; i++) {
let p1 = Geometry.pointSub(bottomLeftEdge, { x: -shape.left * curvyCoords[i * 6 + 1] * tileRatio, y: curvyCoords[i * 6 + 0] * tileRatio })
let p2 = Geometry.pointSub(bottomLeftEdge, { x: -shape.left * curvyCoords[i * 6 + 3] * tileRatio, y: curvyCoords[i * 6 + 2] * tileRatio })
let p3 = Geometry.pointSub(bottomLeftEdge, { x: -shape.left * curvyCoords[i * 6 + 5] * tileRatio, y: curvyCoords[i * 6 + 4] * tileRatio })
path.bezierCurveTo(p1.x, p1.y, p2.x, p2.y, p3.x, p3.y);
}
} else {
path.lineTo(topLeftEdge.x, topLeftEdge.y)
}
paths[key] = path
return path
}
const c = Graphics.createCanvas(tileDrawSize, tileDrawSize)
const ctx = c.getContext('2d')
const c2 = Graphics.createCanvas(tileDrawSize, tileDrawSize)
const ctx2 = c2.getContext('2d')
for (let t of tiles) {
const tile = Util.decodeTile(t)
const srcRect = srcRectByIdx(info, tile.idx)
const path = pathForShape(Util.decodeShape(info.shapes[tile.idx]))
ctx.clearRect(0, 0, tileDrawSize, tileDrawSize)
// stroke (slightly darker version of image)
// -----------------------------------------------------------
// -----------------------------------------------------------
ctx.save()
ctx.lineWidth = 2
ctx.stroke(path)
ctx.globalCompositeOperation = 'source-in'
ctx.drawImage(
img,
srcRect.x - tileMarginWidth,
srcRect.y - tileMarginWidth,
tileDrawSize,
tileDrawSize,
0,
0,
tileDrawSize,
tileDrawSize,
)
ctx.restore()
ctx.save()
ctx.globalCompositeOperation = 'source-in'
ctx.globalAlpha = .2
ctx.fillStyle = 'black'
ctx.fillRect(0,0, c.width, c.height)
ctx.restore()
// main image
// -----------------------------------------------------------
// -----------------------------------------------------------
ctx.save()
ctx.clip(path)
ctx.drawImage(
img,
srcRect.x - tileMarginWidth,
srcRect.y - tileMarginWidth,
tileDrawSize,
tileDrawSize,
0,
0,
tileDrawSize,
tileDrawSize,
)
ctx.restore()
// INSET SHADOW (bottom, right)
// -----------------------------------------------------------
// -----------------------------------------------------------
ctx.save()
ctx.clip(path)
ctx.strokeStyle = 'rgba(0,0,0,.4)'
ctx.lineWidth = 0
ctx.shadowColor = "black";
ctx.shadowBlur = 2;
ctx.shadowOffsetX = -1;
ctx.shadowOffsetY = -1;
ctx.stroke(path)
ctx.restore()
// INSET SHADOW (top, left)
// -----------------------------------------------------------
// -----------------------------------------------------------
ctx.save()
ctx.clip(path)
ctx.strokeStyle = 'rgba(255,255,255,.4)'
ctx.lineWidth = 0
ctx.shadowColor = "white";
ctx.shadowBlur = 2;
ctx.shadowOffsetX = 1;
ctx.shadowOffsetY = 1;
ctx.stroke(path)
ctx.restore()
// Redraw the path (border) in the color of the
// tile, this makes the tile look more realistic
// -----------------------------------------------------------
// -----------------------------------------------------------
ctx2.clearRect(0, 0, tileDrawSize, tileDrawSize)
ctx2.save()
ctx2.lineWidth = 1
ctx2.stroke(path)
ctx2.globalCompositeOperation = 'source-in'
ctx2.drawImage(
img,
srcRect.x - tileMarginWidth,
srcRect.y - tileMarginWidth,
tileDrawSize,
tileDrawSize,
0,
0,
tileDrawSize,
tileDrawSize,
)
ctx2.restore()
ctx.drawImage(c2, 0, 0)
bitmaps[tile.idx] = await createImageBitmap(c)
}
log.log('end createPuzzleTileBitmaps')
return bitmaps
}
function srcRectByIdx(puzzleInfo, idx) {
const c = Util.coordByTileIdx(puzzleInfo, idx)
return {
x: c.x * puzzleInfo.tileSize,
y: c.y * puzzleInfo.tileSize,
w: puzzleInfo.tileSize,
h: puzzleInfo.tileSize,
}
}
async function loadPuzzleBitmaps(puzzle) {
// load bitmap, to determine the original size of the image
const bmp = await Graphics.loadImageToBitmap(puzzle.info.imageUrl)
// creation of tile bitmaps
// then create the final puzzle bitmap
// NOTE: this can decrease OR increase in size!
const bmpResized = await Graphics.resizeBitmap(bmp, puzzle.info.width, puzzle.info.height)
return await createPuzzleTileBitmaps(bmpResized, puzzle.tiles, puzzle.info)
}
export default {
loadPuzzleBitmaps,
}

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import WsWrapper from './WsWrapper.js'
export default class WsClient extends WsWrapper {
constructor(addr, protocols) {
super(addr, protocols)
this._on = {}
this.onopen = (e) => {
this._dispatch('socket', 'open', e)
}
this.onmessage = (e) => {
this._dispatch('socket', 'message', e)
if (!!this._on['message']) {
const d = this._parseMessageData(e.data)
if (d.event) {
this._dispatch('message', d.event, d.data)
}
}
}
this.onclose = (e) => {
this._dispatch('socket', 'close', e)
}
}
onSocket(tag, callback) {
this.addEventListener('socket', tag, callback)
}
onMessage(tag, callback) {
this.addEventListener('message', tag, callback)
}
addEventListener(type, tag, callback) {
const tags = Array.isArray(tag) ? tag : [tag]
this._on[type] = this._on[type] || {}
for (const t of tags) {
this._on[type][t] = this._on[type][t] || []
this._on[type][t].push(callback)
}
}
_parseMessageData(data) {
try {
const d = JSON.parse(data)
if (d.event) {
return {event: d.event, data: d.data || null}
}
} catch {
}
return {event: null, data: null}
}
_dispatch(type, tag, ...args) {
const t = this._on[type] || {}
const callbacks = (t[tag] || [])
if (callbacks.length === 0) {
return
}
for (const callback of callbacks) {
callback(...args)
}
}
}

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import Time from '../common/Time.js'
/**
* Wrapper around ws that
* - buffers 'send' until a connection is available
* - automatically tries to reconnect on close
*/
export default class WsWrapper {
// actual ws handle
handle = null
// timeout for automatic reconnect
reconnectTimeout = null
// buffer for 'send'
sendBuffer = []
constructor(addr, protocols) {
this.addr = addr
this.protocols = protocols
this.onopen = () => {}
this.onclose = () => {}
this.onmessage = () => {}
}
send (txt) {
if (this.handle) {
this.handle.send(txt)
} else {
this.sendBuffer.push(txt)
}
}
connect() {
let ws = new WebSocket(this.addr, this.protocols)
ws.onopen = (e) => {
if (this.reconnectTimeout) {
clearTimeout(this.reconnectTimeout)
}
this.handle = ws
// should have a queue worker
while (this.sendBuffer.length > 0) {
this.handle.send(this.sendBuffer.shift())
}
this.onopen(e)
}
ws.onmessage = (e) => {
this.onmessage(e)
}
ws.onerror = (e) => {
this.handle = null
this.reconnectTimeout = setTimeout(() => { this.connect() }, 1 * Time.SEC)
this.onclose(e)
}
ws.onclose = (e) => {
this.handle = null
this.reconnectTimeout = setTimeout(() => { this.connect() }, 1 * Time.SEC)
this.onclose(e)
}
}
}

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"use strict"
import {run} from './gameloop.js'
import Camera from './Camera.js'
import Graphics from './Graphics.js'
import Debug from './Debug.js'
import Communication from './Communication.js'
import Util from './../common/Util.js'
import PuzzleGraphics from './PuzzleGraphics.js'
import Game from './Game.js'
import fireworksController from './Fireworks.js'
import Protocol from '../common/Protocol.js'
import Time from '../common/Time.js'
if (typeof GAME_ID === 'undefined') throw '[ GAME_ID not set ]'
if (typeof WS_ADDRESS === 'undefined') throw '[ WS_ADDRESS not set ]'
if (typeof MODE === 'undefined') throw '[ MODE not set ]'
if (typeof DEBUG === 'undefined') window.DEBUG = false
const MODE_PLAY = 'play'
const MODE_REPLAY = 'replay'
let RERENDER = true
let TIME = () => Time.timestamp()
function addCanvasToDom(canvas) {
canvas.width = window.innerWidth
canvas.height = window.innerHeight
document.body.appendChild(canvas)
window.addEventListener('resize', () => {
canvas.width = window.innerWidth
canvas.height = window.innerHeight
RERENDER = true
})
return canvas
}
const ELEMENTS = {
TABLE: document.createElement('table'),
TR: document.createElement('tr'),
TD: document.createElement('td'),
BUTTON: document.createElement('button'),
INPUT: document.createElement('input'),
LABEL: document.createElement('label'),
DIV: document.createElement('div'),
A: document.createElement('a'),
}
let KEY_LISTENER_OFF = false
let PIECE_VIEW_FIXED = true
let PIECE_VIEW_LOOSE = true
function addMenuToDom(gameId) {
const previewImageUrl = Game.getImageUrl(gameId)
function row (...elements) {
const row = ELEMENTS.TR.cloneNode(true)
for (let el of elements) {
const td = ELEMENTS.TD.cloneNode(true)
if (typeof el === 'string') {
td.appendChild(document.createTextNode(el))
} else {
td.appendChild(el)
}
row.appendChild(td)
}
return row
}
function btn(txt) {
const btn = ELEMENTS.BUTTON.cloneNode(true)
btn.classList.add('btn')
btn.innerText = txt
return btn
}
function colorinput() {
const input = ELEMENTS.INPUT.cloneNode(true)
input.type = 'color'
return input
}
function textinput(maxLength) {
const input = ELEMENTS.INPUT.cloneNode(true)
input.type = 'text'
input.maxLength = maxLength
return input
}
function label(text) {
const label = ELEMENTS.LABEL.cloneNode(true)
label.innerText = text
return label
}
const bgColorPickerEl = colorinput()
const bgColorPickerRow = row(
label('Background: '),
bgColorPickerEl
)
const playerColorPickerEl = colorinput()
const playerColorPickerRow = row(
label('Color: '),
playerColorPickerEl
)
const nameChangeEl = textinput(16)
const nameChangeRow = row(
label('Name: '),
nameChangeEl
)
const kbd = function(txt) {
const el = document.createElement('kbd')
el.appendChild(document.createTextNode(txt))
return el
}
const h = function(...els) {
const el = ELEMENTS.DIV.cloneNode(true)
for (const other of els) {
if (typeof other === 'string') {
el.appendChild(document.createTextNode(other))
} else {
el.appendChild(other)
}
}
return el
}
const helpEl = ELEMENTS.TABLE.cloneNode(true)
helpEl.classList.add('help')
helpEl.appendChild(row('⬆️ Move up:', h(kbd('W'), '/', kbd('↑'), '/🖱️')))
helpEl.appendChild(row('⬇️ Move down:', h(kbd('S'), '/', kbd('↓'), '/🖱️')))
helpEl.appendChild(row('⬅️ Move left:', h(kbd('A'), '/', kbd('←'), '/🖱️')))
helpEl.appendChild(row('➡️ Move right:', h(kbd('D'), '/', kbd('→'), '/🖱️')))
helpEl.appendChild(row('', h('Move faster by holding ', kbd('Shift'))))
helpEl.appendChild(row('🔍+ Zoom in:', h(kbd('E'), '/🖱️-Wheel')))
helpEl.appendChild(row('🔍- Zoom out:', h(kbd('Q'), '/🖱️-Wheel')))
helpEl.appendChild(row('🖼️ Toggle preview:', h(kbd('Space'))))
helpEl.appendChild(row('🧩✔️ Toggle fixed pieces:', h(kbd('F'))))
helpEl.appendChild(row('🧩❓ Toggle loose pieces:', h(kbd('G'))))
helpEl.addEventListener('click', (e) => {
e.stopPropagation()
})
const toggle = (el, disableHotkeys = true) => {
el.classList.toggle('closed')
if (disableHotkeys) {
KEY_LISTENER_OFF = !el.classList.contains('closed')
}
}
const helpOverlay = ELEMENTS.DIV.cloneNode(true)
helpOverlay.classList.add('overlay', 'transparent', 'closed')
helpOverlay.appendChild(helpEl)
helpOverlay.addEventListener('click', () => {
toggle(helpOverlay)
})
const settingsEl = ELEMENTS.TABLE.cloneNode(true)
settingsEl.classList.add('settings')
settingsEl.appendChild(bgColorPickerRow)
settingsEl.appendChild(playerColorPickerRow)
settingsEl.appendChild(nameChangeRow)
settingsEl.addEventListener('click', (e) => {
e.stopPropagation()
})
const settingsOverlay = ELEMENTS.DIV.cloneNode(true)
settingsOverlay.classList.add('overlay', 'transparent', 'closed')
settingsOverlay.appendChild(settingsEl)
settingsOverlay.addEventListener('click', () => {
toggle(settingsOverlay)
})
const previewEl = ELEMENTS.DIV.cloneNode(true)
previewEl.classList.add('preview')
const imgEl = ELEMENTS.DIV.cloneNode(true)
imgEl.classList.add('img')
imgEl.style.backgroundImage = `url(${previewImageUrl})`
previewEl.appendChild(imgEl)
const previewOverlay = ELEMENTS.DIV.cloneNode(true)
previewOverlay.classList.add('overlay', 'closed')
previewOverlay.appendChild(previewEl)
const togglePreview = () => {
previewOverlay.classList.toggle('closed')
}
previewOverlay.addEventListener('click', () => {
togglePreview()
})
const opener = (txt, overlay, disableHotkeys = true) => {
const el = ELEMENTS.DIV.cloneNode(true)
el.classList.add('opener')
el.appendChild(document.createTextNode(txt))
el.addEventListener('click', () => {
toggle(overlay, disableHotkeys)
})
return el
}
const homeEl = ELEMENTS.A.cloneNode(true)
homeEl.classList.add('opener')
homeEl.appendChild(document.createTextNode('🧩 Puzzles'))
homeEl.target = '_blank'
homeEl.href = '/'
const settingsOpenerEl = opener('🛠️ Settings', settingsOverlay)
const previewOpenerEl = opener('🖼️ Preview', previewOverlay, false)
const helpOpenerEl = opener(' Help', helpOverlay)
const tabsEl = ELEMENTS.DIV.cloneNode(true)
tabsEl.classList.add('tabs')
tabsEl.appendChild(homeEl)
tabsEl.appendChild(previewOpenerEl)
tabsEl.appendChild(settingsOpenerEl)
tabsEl.appendChild(helpOpenerEl)
const menuEl = ELEMENTS.DIV.cloneNode(true)
menuEl.classList.add('menu')
menuEl.appendChild(tabsEl)
const scoresTitleEl = ELEMENTS.DIV.cloneNode(true)
scoresTitleEl.appendChild(document.createTextNode('Scores'))
const scoresListEl = ELEMENTS.TABLE.cloneNode(true)
const updateScoreBoard = (ts) => {
const minTs = ts - 30 * Time.SEC
const players = Game.getRelevantPlayers(gameId, ts)
const actives = players.filter(player => player.ts >= minTs)
const nonActives = players.filter(player => player.ts < minTs)
actives.sort((a, b) => b.points - a.points)
nonActives.sort((a, b) => b.points - a.points)
scoresListEl.innerHTML = ''
for (let player of actives) {
const r = row(
document.createTextNode('⚡'),
document.createTextNode(player.name),
document.createTextNode(player.points)
)
r.style.color = player.color
scoresListEl.appendChild(r)
}
for (let player of nonActives) {
const r = row(
document.createTextNode('💤'),
document.createTextNode(player.name),
document.createTextNode(player.points)
)
r.style.color = player.color
scoresListEl.appendChild(r)
}
}
const timerStr = () => {
const started = Game.getStartTs(gameId)
const ended = Game.getFinishTs(gameId)
const icon = ended ? '🏁' : '⏳'
const from = started;
const to = ended || TIME()
const timeDiffStr = Time.timeDiffStr(from, to)
return `${icon} ${timeDiffStr}`
}
const timerCountdownEl = ELEMENTS.DIV.cloneNode(true)
const updateTimer = () => {
timerCountdownEl.innerText = timerStr()
}
const tilesDoneEl = ELEMENTS.DIV.cloneNode(true)
const udateTilesDone = () => {
const tilesFinished = Game.getFinishedTileCount(gameId)
const tilesTotal = Game.getTileCount(gameId)
tilesDoneEl.innerText = `🧩 ${tilesFinished}/${tilesTotal}`
}
const timerEl = ELEMENTS.DIV.cloneNode(true)
timerEl.classList.add('timer')
timerEl.appendChild(tilesDoneEl)
timerEl.appendChild(timerCountdownEl)
let replayControl = null
if (MODE === MODE_REPLAY) {
const replayControlEl = ELEMENTS.DIV.cloneNode(true)
const speedUp = btn('⏫')
const speedDown = btn('⏬')
const pause = btn('⏸️')
const speed = ELEMENTS.DIV.cloneNode(true)
replayControlEl.appendChild(speed)
replayControlEl.appendChild(speedUp)
replayControlEl.appendChild(speedDown)
replayControlEl.appendChild(pause)
timerEl.appendChild(replayControlEl)
replayControl = { speedUp, speedDown, pause, speed }
}
const scoresEl = ELEMENTS.DIV.cloneNode(true)
scoresEl.classList.add('scores')
scoresEl.appendChild(scoresTitleEl)
scoresEl.appendChild(scoresListEl)
document.body.appendChild(settingsOverlay)
document.body.appendChild(previewOverlay)
document.body.appendChild(helpOverlay)
document.body.appendChild(timerEl)
document.body.appendChild(menuEl)
document.body.appendChild(scoresEl)
return {
bgColorPickerEl,
playerColorPickerEl,
nameChangeEl,
updateScoreBoard,
updateTimer,
udateTilesDone,
togglePreview,
replayControl,
}
}
function initme() {
// return uniqId()
let ID = localStorage.getItem('ID')
if (!ID) {
ID = Util.uniqId()
localStorage.setItem('ID', ID)
}
return ID
}
export default class EventAdapter {
constructor(canvas, window, viewport) {
this.events = []
this._viewport = viewport
this._canvas = canvas
this.LEFT = false
this.RIGHT = false
this.UP = false
this.DOWN = false
this.ZOOM_IN = false
this.ZOOM_OUT = false
this.SHIFT = false
canvas.addEventListener('mousedown', this._mouseDown.bind(this))
canvas.addEventListener('mouseup', this._mouseUp.bind(this))
canvas.addEventListener('mousemove', this._mouseMove.bind(this))
canvas.addEventListener('wheel', this._wheel.bind(this))
window.addEventListener('keydown', (ev) => {
if (KEY_LISTENER_OFF) {
return
}
if (ev.key === 'Shift') {
this.SHIFT = true
} else if (ev.key === 'ArrowUp' || ev.key === 'w' || ev.key === 'W') {
this.UP = true
} else if (ev.key === 'ArrowDown' || ev.key === 's' || ev.key === 'S') {
this.DOWN = true
} else if (ev.key === 'ArrowLeft' || ev.key === 'a' || ev.key === 'A') {
this.LEFT = true
} else if (ev.key === 'ArrowRight' || ev.key === 'd' || ev.key === 'D') {
this.RIGHT = true
} else if (ev.key === 'q') {
this.ZOOM_OUT = true
} else if (ev.key === 'e') {
this.ZOOM_IN = true
}
})
window.addEventListener('keyup', (ev) => {
if (KEY_LISTENER_OFF) {
return
}
if (ev.key === 'Shift') {
this.SHIFT = false
} else if (ev.key === 'ArrowUp' || ev.key === 'w' || ev.key === 'W') {
this.UP = false
} else if (ev.key === 'ArrowDown' || ev.key === 's' || ev.key === 'S') {
this.DOWN = false
} else if (ev.key === 'ArrowLeft' || ev.key === 'a' || ev.key === 'A') {
this.LEFT = false
} else if (ev.key === 'ArrowRight' || ev.key === 'd' || ev.key === 'D') {
this.RIGHT = false
} else if (ev.key === 'q') {
this.ZOOM_OUT = false
} else if (ev.key === 'e') {
this.ZOOM_IN = false
}
})
}
addEvent(event) {
this.events.push(event)
}
consumeAll() {
if (this.events.length === 0) {
return []
}
const all = this.events.slice()
this.events = []
return all
}
_keydowns() {
let amount = this.SHIFT ? 20 : 10
let x = 0
let y = 0
if (this.UP) {
y += amount
}
if (this.DOWN) {
y -= amount
}
if (this.LEFT) {
x += amount
}
if (this.RIGHT) {
x -= amount
}
if (x !== 0 || y !== 0) {
this.addEvent([Protocol.INPUT_EV_MOVE, x, y])
}
// zoom keys
const pos = this._viewport.viewportToWorld({
x: this._canvas.width / 2,
y: this._canvas.height / 2,
})
if (this.ZOOM_IN && this.ZOOM_OUT) {
// cancel each other out
} else if (this.ZOOM_IN) {
this.addEvent([Protocol.INPUT_EV_ZOOM_IN, pos.x, pos.y])
} else if (this.ZOOM_OUT) {
this.addEvent([Protocol.INPUT_EV_ZOOM_OUT, pos.x, pos.y])
}
}
_mouseDown(e) {
if (e.button === 0) {
const pos = this._viewport.viewportToWorld({
x: e.offsetX,
y: e.offsetY,
})
this.addEvent([Protocol.INPUT_EV_MOUSE_DOWN, pos.x, pos.y])
}
}
_mouseUp(e) {
if (e.button === 0) {
const pos = this._viewport.viewportToWorld({
x: e.offsetX,
y: e.offsetY,
})
this.addEvent([Protocol.INPUT_EV_MOUSE_UP, pos.x, pos.y])
}
}
_mouseMove(e) {
const pos = this._viewport.viewportToWorld({
x: e.offsetX,
y: e.offsetY,
})
this.addEvent([Protocol.INPUT_EV_MOUSE_MOVE, pos.x, pos.y])
}
_wheel(e) {
const pos = this._viewport.viewportToWorld({
x: e.offsetX,
y: e.offsetY,
})
const evt = e.deltaY < 0 ? Protocol.INPUT_EV_ZOOM_IN : Protocol.INPUT_EV_ZOOM_OUT
this.addEvent([evt, pos.x, pos.y])
}
}
async function main() {
let gameId = GAME_ID
let CLIENT_ID = initme()
const cursorGrab = await Graphics.loadImageToBitmap('/grab.png')
const cursorHand = await Graphics.loadImageToBitmap('/hand.png')
const cursorGrabMask = await Graphics.loadImageToBitmap('/grab_mask.png')
const cursorHandMask = await Graphics.loadImageToBitmap('/hand_mask.png')
// all cursors must be of the same dimensions
const CURSOR_W = cursorGrab.width
const CURSOR_W_2 = Math.round(CURSOR_W / 2)
const CURSOR_H = cursorGrab.height
const CURSOR_H_2 = Math.round(CURSOR_H / 2)
const cursors = {}
const getPlayerCursor = async (p) => {
const key = p.color + ' ' + p.d
if (!cursors[key]) {
const cursor = p.d ? cursorGrab : cursorHand
const mask = p.d ? cursorGrabMask : cursorHandMask
cursors[key] = await Graphics.colorize(cursor, mask, p.color)
}
return cursors[key]
}
// Create a canvas and attach adapters to it so we can work with it
const canvas = addCanvasToDom(Graphics.createCanvas())
// stuff only available in replay mode...
// TODO: refactor
const REPLAY = {
log: null,
logIdx: 0,
speeds: [0.5, 1, 2, 5, 10, 20, 50],
speedIdx: 1,
paused: false,
lastRealTs: null,
lastGameTs: null,
gameStartTs: null,
}
if (MODE === MODE_PLAY) {
const game = await Communication.connect(gameId, CLIENT_ID)
const gameObject = Util.decodeGame(game)
Game.setGame(gameObject.id, gameObject)
} else if (MODE === MODE_REPLAY) {
const {game, log} = await Communication.connectReplay(gameId, CLIENT_ID)
const gameObject = Util.decodeGame(game)
Game.setGame(gameObject.id, gameObject)
REPLAY.log = log
REPLAY.lastRealTs = Time.timestamp()
REPLAY.gameStartTs = REPLAY.log[0][REPLAY.log[0].length - 1]
REPLAY.lastGameTs = REPLAY.gameStartTs
TIME = () => REPLAY.lastGameTs
} else {
throw '[ 2020-12-22 MODE invalid, must be play|replay ]'
}
const TILE_DRAW_OFFSET = Game.getTileDrawOffset(gameId)
const TILE_DRAW_SIZE = Game.getTileDrawSize(gameId)
const PUZZLE_WIDTH = Game.getPuzzleWidth(gameId)
const PUZZLE_HEIGHT = Game.getPuzzleHeight(gameId)
const TABLE_WIDTH = Game.getTableWidth(gameId)
const TABLE_HEIGHT = Game.getTableHeight(gameId)
const bitmaps = await PuzzleGraphics.loadPuzzleBitmaps(Game.getPuzzle(gameId))
const {
bgColorPickerEl,
playerColorPickerEl,
nameChangeEl,
updateScoreBoard,
updateTimer,
udateTilesDone,
togglePreview,
replayControl,
} = addMenuToDom(gameId)
updateTimer()
udateTilesDone()
updateScoreBoard(TIME())
const longFinished = !! Game.getFinishTs(gameId)
let finished = longFinished
const justFinished = () => finished && !longFinished
const fireworks = new fireworksController(canvas, Game.getRng(gameId))
fireworks.init(canvas)
const ctx = canvas.getContext('2d')
canvas.classList.add('loaded')
// initialize some view data
// this global data will change according to input events
const viewport = new Camera()
// center viewport
viewport.move(
-(TABLE_WIDTH - canvas.width) /2,
-(TABLE_HEIGHT - canvas.height) /2
)
const playerBgColor = () => {
return (Game.getPlayerBgColor(gameId, CLIENT_ID)
|| localStorage.getItem('bg_color')
|| '#222222')
}
const playerColor = () => {
return (Game.getPlayerColor(gameId, CLIENT_ID)
|| localStorage.getItem('player_color')
|| '#ffffff')
}
const playerName = () => {
return (Game.getPlayerName(gameId, CLIENT_ID)
|| localStorage.getItem('player_name')
|| 'anon')
}
window.addEventListener('keypress', (ev) => {
if (KEY_LISTENER_OFF) {
return
}
if (ev.key === ' ') {
togglePreview()
}
if (ev.key === 'F' || ev.key === 'f') {
PIECE_VIEW_FIXED = !PIECE_VIEW_FIXED
RERENDER = true
}
if (ev.key === 'G' || ev.key === 'g') {
PIECE_VIEW_LOOSE = !PIECE_VIEW_LOOSE
RERENDER = true
}
})
const evts = new EventAdapter(canvas, window, viewport)
if (MODE === MODE_PLAY) {
bgColorPickerEl.value = playerBgColor()
evts.addEvent([Protocol.INPUT_EV_BG_COLOR, bgColorPickerEl.value])
bgColorPickerEl.addEventListener('change', () => {
localStorage.setItem('bg_color', bgColorPickerEl.value)
evts.addEvent([Protocol.INPUT_EV_BG_COLOR, bgColorPickerEl.value])
})
playerColorPickerEl.value = playerColor()
evts.addEvent([Protocol.INPUT_EV_PLAYER_COLOR, playerColorPickerEl.value])
playerColorPickerEl.addEventListener('change', () => {
localStorage.setItem('player_color', playerColorPickerEl.value)
evts.addEvent([Protocol.INPUT_EV_PLAYER_COLOR, playerColorPickerEl.value])
})
nameChangeEl.value = playerName()
evts.addEvent([Protocol.INPUT_EV_PLAYER_NAME, nameChangeEl.value])
nameChangeEl.addEventListener('change', () => {
localStorage.setItem('player_name', nameChangeEl.value)
evts.addEvent([Protocol.INPUT_EV_PLAYER_NAME, nameChangeEl.value])
})
setInterval(updateTimer, 1000)
} else if (MODE === MODE_REPLAY) {
const setSpeedStatus = () => {
replayControl.speed.innerText = 'Replay-Speed: ' +
(REPLAY.speeds[REPLAY.speedIdx] + 'x') +
(REPLAY.paused ? ' Paused' : '')
}
setSpeedStatus()
replayControl.speedUp.addEventListener('click', () => {
if (REPLAY.speedIdx + 1 < REPLAY.speeds.length) {
REPLAY.speedIdx++
setSpeedStatus()
}
})
replayControl.speedDown.addEventListener('click', () => {
if (REPLAY.speedIdx >= 1) {
REPLAY.speedIdx--
setSpeedStatus()
}
})
replayControl.pause.addEventListener('click', () => {
REPLAY.paused = !REPLAY.paused
setSpeedStatus()
})
}
if (MODE === MODE_PLAY) {
Communication.onServerChange((msg) => {
const msgType = msg[0]
const evClientId = msg[1]
const evClientSeq = msg[2]
const evChanges = msg[3]
for(let [changeType, changeData] of evChanges) {
switch (changeType) {
case Protocol.CHANGE_PLAYER: {
const p = Util.decodePlayer(changeData)
if (p.id !== CLIENT_ID) {
Game.setPlayer(gameId, p.id, p)
RERENDER = true
}
} break;
case Protocol.CHANGE_TILE: {
const t = Util.decodeTile(changeData)
Game.setTile(gameId, t.idx, t)
RERENDER = true
} break;
case Protocol.CHANGE_DATA: {
Game.setPuzzleData(gameId, changeData)
RERENDER = true
} break;
}
}
finished = !! Game.getFinishTs(gameId)
})
} else if (MODE === MODE_REPLAY) {
// no external communication for replay mode,
// only the REPLAY.log is relevant
let inter = setInterval(() => {
const realTs = Time.timestamp()
if (REPLAY.paused) {
REPLAY.lastRealTs = realTs
return
}
const timePassedReal = realTs - REPLAY.lastRealTs
const timePassedGame = timePassedReal * REPLAY.speeds[REPLAY.speedIdx]
const maxGameTs = REPLAY.lastGameTs + timePassedGame
do {
if (REPLAY.paused) {
break
}
const nextIdx = REPLAY.logIdx + 1
if (nextIdx >= REPLAY.log.length) {
clearInterval(inter)
break
}
const logEntry = REPLAY.log[nextIdx]
const nextTs = REPLAY.gameStartTs + logEntry[logEntry.length - 1]
if (nextTs > maxGameTs) {
break
}
const entryWithTs = logEntry.slice()
entryWithTs[entryWithTs.length - 1] = nextTs
if (entryWithTs[0] === Protocol.LOG_ADD_PLAYER) {
Game.addPlayer(gameId, ...entryWithTs.slice(1))
RERENDER = true
} else if (entryWithTs[0] === Protocol.LOG_UPDATE_PLAYER) {
const playerId = Game.getPlayerIdByIndex(gameId, entryWithTs[1])
Game.addPlayer(gameId, playerId, ...entryWithTs.slice(2))
RERENDER = true
} else if (entryWithTs[0] === Protocol.LOG_HANDLE_INPUT) {
const playerId = Game.getPlayerIdByIndex(gameId, entryWithTs[1])
Game.handleInput(gameId, playerId, ...entryWithTs.slice(2))
RERENDER = true
}
REPLAY.logIdx = nextIdx
} while (true)
REPLAY.lastRealTs = realTs
REPLAY.lastGameTs = maxGameTs
updateTimer()
}, 50)
}
let _last_mouse_down = null
const onUpdate = () => {
// handle key downs once per onUpdate
// this will create Protocol.INPUT_EV_MOVE events if something
// relevant is pressed
evts._keydowns()
for (let 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, CLIENT_ID)) {
// 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] }
if (viewport.zoomIn(viewport.worldToViewport(pos))) {
RERENDER = true
Game.changePlayer(gameId, CLIENT_ID, pos)
}
} else if (type === Protocol.INPUT_EV_ZOOM_OUT) {
const pos = { x: evt[1], y: evt[2] }
if (viewport.zoomOut(viewport.worldToViewport(pos))) {
RERENDER = true
Game.changePlayer(gameId, CLIENT_ID, pos)
}
}
// LOCAL + SERVER CHANGES
// -------------------------------------------------------------
const ts = TIME()
const changes = Game.handleInput(GAME_ID, CLIENT_ID, 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_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] }
if (viewport.zoomIn(viewport.worldToViewport(pos))) {
RERENDER = true
}
} else if (type === Protocol.INPUT_EV_ZOOM_OUT) {
const pos = { x: evt[1], y: evt[2] }
if (viewport.zoomOut(viewport.worldToViewport(pos))) {
RERENDER = true
}
}
}
}
finished = !! Game.getFinishTs(gameId)
if (justFinished()) {
fireworks.update()
RERENDER = true
}
}
const onRender = async () => {
if (!RERENDER) {
return
}
let pos
let dim
if (DEBUG) Debug.checkpoint_start(0)
// CLEAR CTX
// ---------------------------------------------------------------
ctx.fillStyle = playerBgColor()
ctx.fillRect(0, 0, canvas.width, canvas.height)
if (DEBUG) Debug.checkpoint('clear done')
// ---------------------------------------------------------------
// DRAW BOARD
// ---------------------------------------------------------------
pos = viewport.worldToViewportRaw({
x: (TABLE_WIDTH - PUZZLE_WIDTH) / 2,
y: (TABLE_HEIGHT - PUZZLE_HEIGHT) / 2
})
dim = viewport.worldDimToViewportRaw({
w: PUZZLE_WIDTH,
h: PUZZLE_HEIGHT,
})
ctx.fillStyle = 'rgba(255, 255, 255, .3)'
ctx.fillRect(pos.x, pos.y, dim.w, dim.h)
if (DEBUG) Debug.checkpoint('board done')
// ---------------------------------------------------------------
// DRAW TILES
// ---------------------------------------------------------------
const tiles = Game.getTilesSortedByZIndex(gameId)
if (DEBUG) Debug.checkpoint('get tiles done')
for (let tile of tiles) {
if (tile.owner === -1) {
if (!PIECE_VIEW_FIXED) {
continue;
}
} else {
if (!PIECE_VIEW_LOOSE) {
continue;
}
}
const bmp = bitmaps[tile.idx]
pos = viewport.worldToViewportRaw({
x: TILE_DRAW_OFFSET + tile.pos.x,
y: TILE_DRAW_OFFSET + tile.pos.y,
})
dim = viewport.worldDimToViewportRaw({
w: TILE_DRAW_SIZE,
h: TILE_DRAW_SIZE,
})
ctx.drawImage(bmp,
0, 0, bmp.width, bmp.height,
pos.x, pos.y, dim.w, dim.h
)
}
if (DEBUG) Debug.checkpoint('tiles done')
// ---------------------------------------------------------------
// DRAW PLAYERS
// ---------------------------------------------------------------
const ts = TIME()
const texts = []
// Cursors
for (let player of Game.getActivePlayers(gameId, ts)) {
const cursor = await getPlayerCursor(player)
const pos = viewport.worldToViewport(player)
ctx.drawImage(cursor, pos.x - CURSOR_W_2, pos.y - CURSOR_H_2)
if (
(MODE === MODE_PLAY && player.id !== CLIENT_ID)
|| (MODE === MODE_REPLAY)
) {
// performance:
// not drawing text directly here, to have less ctx
// switches between drawImage and fillTxt
texts.push([
`${player.name} (${player.points})`,
pos.x,
pos.y + CURSOR_H,
])
}
}
// Names
ctx.fillStyle = 'white'
ctx.textAlign = 'center'
for (let [txt, x, y] of texts) {
ctx.fillText(txt, x, y)
}
if (DEBUG) Debug.checkpoint('players done')
// DRAW PLAYERS
// ---------------------------------------------------------------
updateScoreBoard(ts)
udateTilesDone()
if (DEBUG) Debug.checkpoint('scores done')
// ---------------------------------------------------------------
if (justFinished()) {
fireworks.render()
}
RERENDER = false
}
run({
update: onUpdate,
render: onRender,
})
}
main()

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export const run = options => {
const fps = options.fps || 60
const slow = options.slow || 1
const update = options.update
const render = options.render
const raf = window.requestAnimationFrame
const step = 1 / fps
const slowStep = slow * step
let now
let dt = 0
let last = window.performance.now()
const frame = () => {
now = window.performance.now()
dt = dt + Math.min(1, (now - last) / 1000) // duration capped at 1.0 seconds
while (dt > slowStep) {
dt = dt - slowStep
update(step)
}
render(dt / slow)
last = now
raf(frame)
}
raf(frame)
}
export default {
run
}

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import GameCommon from '../common/GameCommon.js';
import Time from '../common/Time.js'
const Upload = {
name: 'upload',
props: {
accept: String,
label: String,
},
template: `
<label>
<input type="file" style="display: none" @change="upload" :accept="accept" />
<span class="btn">{{label || 'Upload File'}}</span>
</label>
`,
methods: {
async upload(evt) {
const file = evt.target.files[0]
if (!file) return;
const formData = new FormData();
formData.append('file', file, file.name);
const res = await fetch('/upload', {
method: 'post',
body: formData,
})
const j = await res.json()
this.$emit('uploaded', j)
},
}
}
const GameTeaser = {
name: 'game-teaser',
props: {
game: Object,
},
template: `
<div class="game-teaser" :style="style">
<a class="game-info" :href="'/g/' + game.id">
<span class="game-info-text">
🧩 {{game.tilesFinished}}/{{game.tilesTotal}}<br />
👥 {{game.players}}<br />
{{time(game.started, game.finished)}}<br />
</span>
</a>
<a v-if="false && game.hasReplay" class="game-replay" :href="'/replay/' + game.id">
Watch replay
</a>
</div>`,
computed: {
style() {
const url = this.game.imageUrl.replace('uploads/', 'uploads/r/') + '-375x210.webp'
return {
'background-image': `url("${url}")`,
}
},
},
methods: {
time(start, end) {
const icon = end ? '🏁' : '⏳'
const from = start;
const to = end || Time.timestamp()
const timeDiffStr = Time.timeDiffStr(from, to)
return `${icon} ${timeDiffStr}`
},
},
}
const ImageTeaser = {
name: 'image-teaser',
props: {
image: Object
},
template: `<div class="imageteaser" :style="style" @click="onClick"></div>`,
computed: {
style() {
const url = this.image.url.replace('uploads/', 'uploads/r/') + '-150x100.webp'
return {
'background-image': `url("${url}")`,
}
},
},
methods: {
onClick() {
this.$emit('click')
},
},
}
export default {
components: {
Upload,
GameTeaser,
ImageTeaser,
},
props: {
gamesRunning: Array,
gamesFinished: Array,
images: Array,
},
template: `
<div id="app">
<h1>Running games</h1>
<div class="game-teaser-wrap" v-for="g in gamesRunning">
<game-teaser :game="g" />
</div>
<h1>New game</h1>
<table>
<tr>
<td><label>Pieces: </label></td>
<td><input type="text" v-model="tiles" /></td>
</tr>
<tr>
<td><label>Scoring: </label></td>
<td>
<label><input type="radio" v-model="scoreMode" value="1" /> Any (Score when pieces are connected to each other or on final location)</label>
<br />
<label><input type="radio" v-model="scoreMode" value="0" /> Final (Score when pieces are put to their final location)</label>
</td>
</tr>
<tr>
<td><label>Image: </label></td>
<td>
<span v-if="image">
<img :src="image.url" style="width: 150px;" />
or
<upload @uploaded="mediaImgUploaded($event)" accept="image/*" label="Upload an image" />
</span>
<span v-else>
<upload @uploaded="mediaImgUploaded($event)" accept="image/*" label="Upload an image" />
(or select from below)
</span>
</td>
</tr>
<tr>
<td colspan="2">
<span class="btn" :class="" @click="onNewGameClick">Start new game</span>
</td>
</tr>
</table>
<h1>Image lib</h1>
<div>
<image-teaser v-for="i in images" :image="i" @click="image = i" />
</div>
<h1>Finished games</h1>
<div class="game-teaser-wrap" v-for="g in gamesFinished">
<game-teaser :game="g" />
</div>
</div>`,
data() {
return {
tiles: 1000,
image: '',
scoreMode: GameCommon.SCORE_MODE_ANY,
}
},
methods: {
time(start, end) {
const icon = end ? '🏁' : '⏳'
const from = start;
const to = end || Time.timestamp()
const timeDiffStr = Time.timeDiffStr(from, to)
return `${icon} ${timeDiffStr}`
},
mediaImgUploaded(j) {
this.image = j.image
},
async onNewGameClick() {
const res = await fetch('/newgame', {
method: 'post',
headers: {
'Accept': 'application/json',
'Content-Type': 'application/json'
},
body: JSON.stringify({
tiles: this.tiles,
image: this.image,
scoreMode: parseInt(this.scoreMode, 10),
}),
})
if (res.status === 200) {
const game = await res.json()
location.assign(game.url)
}
}
}
}

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:root {
--main-color: #c1b19f;
--link-color: #808db0;
--link-hover-color: #c5cfeb;
--highlight-color: #dd7e7e;
--input-bg-color: #262523;
--bg-color: rgba(0,0,0,.7);
}
html,
body {
margin: 0;
background: #2b2b2b;
color: var(--main-color);
height: 100%;
}
* {
font-family: monospace;
font-size: 15px;
}
h1, h2, h3, h4 {
font-size: 20px;
}
a { color: var(--link-color); text-decoration: none; }
a:hover { color: var(--link-hover-color); }
td, th {
vertical-align: top;
}
.scores {
position: absolute;
right: 0;
top: 0;
background: var(--bg-color);
padding: 5px;
border: solid 1px black;
box-shadow: 0 0 10px 0 rgba(0,0,0,.7);
}
.timer {
position: absolute;
left: 0;
top: 0;
background: var(--bg-color);
padding: 5px;
border: solid 1px black;
box-shadow: 0 0 10px 0 rgba(0,0,0,.7);
}
.menu {
position: absolute;
top: 0;
left: 50%;
transform: translateX(-50%);
background: var(--bg-color);
padding: 5px;
border: solid 1px black;
box-shadow: 0 0 10px 0 rgba(0,0,0,.7);
z-index: 2;
}
.closed {
display: none;
}
.overlay {
position: absolute;
top: 0;
left: 0;
right: 0;
bottom: 0;
z-index: 10;
background: var(--bg-color);
}
.overlay.transparent {
background: transparent;
}
.help {
position: absolute;
left: 50%;
top: 50%;
transform: translate(-50%,-50%);
background: var(--bg-color);
padding: 5px;
border: solid 1px black;
box-shadow: 0 0 10px 0 rgba(0,0,0,.7);
z-index: 1;
}
.settings {
position: absolute;
left: 50%;
top: 50%;
transform: translate(-50%,-50%);
background: var(--bg-color);
padding: 5px;
border: solid 1px black;
box-shadow: 0 0 10px 0 rgba(0,0,0,.7);
z-index: 1;
}
.preview {
position: absolute;
top: 20px;
left: 20px;
bottom: 20px;
right: 20px;
}
.preview .img {
height: 100%;
width: 100%;
position: absolute;
background-repeat: no-repeat;
background-position: center;
background-size: contain;
}
.menu .opener {
display: inline-block;
margin-right: 10px;
color: var(--link-color);
}
.menu .opener:last-child {
margin-right: 0;
}
.menu .opener:hover {
color: var(--link-hover-color);
cursor: pointer;
}
canvas.loaded {
cursor: none;
}
input {
background: #333230;
border-radius: 4px;
color: var(--main-color);
padding: 6px 10px;
border: solid 1px black;
box-shadow: 0 0 3px rgba(0, 0,0,0.3) inset;
}
input:focus {
border: solid 1px #686767;
background: var(--input-bg-color);
}
.btn {
display: inline-block;
background: var(--input-bg-color);
color: var(--link-color);
border: solid 1px black;
padding: 5px 10px;
box-shadow: 1px 1px 2px rgba(0,0,0,.5), 0 0 1px rgba(150,150,150,.4) inset;
border-radius: 4px;
user-select: none;
}
.btn:hover {
background: #2f2e2c;
color: var(--link-hover-color);
border: solid 1px #111;
box-shadow: 0 0 1px rgba(150,150,150,.4) inset;
cursor: pointer;
}
.btn:disabled {
background: #2f2e2c;
color: #8c4747 !important;
border: solid 1px #111;
box-shadow: 0 0 1px rgba(150,150,150,.4) inset;
cursor: not-allowed;
}
.game-teaser-wrap {
display: inline-block;
width: 20%;
padding: 5px;
box-sizing: border-box;
}
.game-teaser {
display: block;
background-repeat: no-repeat;
background-position: center;
background-size: contain;
position: relative;
padding-top: 56.25%;
width: 100%;
background-color: #222222;
}
.game-info {
position: absolute;
top: 0;
left: 0;
right: 0;
bottom: 0;
width: 100%;
height: 100%;
}
.game-info-text {
position: absolute;
top: 0;
background: var(--bg-color);
padding: 5px;
}
.game-replay {
position: absolute;
top: 0;
right: 0;
}
.imageteaser {
width: 150px;
height: 100px;
display: inline-block;
margin: 5px;
background-size: contain;
background-position: center;
background-repeat: no-repeat;
background-color: #222;
}
kbd {
background-color: #eee;
border-radius: 3px;
border: 1px solid #b4b4b4;
box-shadow: 0 1px 1px rgba(0, 0, 0, .2), 0 2px 0 0 rgba(255, 255, 255, .7) inset;
color: #333;
display: inline-block;
font-size: .85em;
font-weight: 700;
line-height: 1;
padding: 2px 4px;
white-space: nowrap;
}