reduce size of game json files

This commit is contained in:
Zutatensuppe 2020-12-05 19:45:34 +01:00
parent c6899a615b
commit b6a3cfd8ba
9 changed files with 380 additions and 149 deletions

View file

@ -1,6 +1,23 @@
import GameCommon from './../common/GameCommon.js'
export default {
createGame: GameCommon.setGame,
newGame: GameCommon.newGame,
getActivePlayers: GameCommon.getActivePlayers,
handleInput: GameCommon.handleInput,
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,
getPuzzleWidth: GameCommon.getPuzzleWidth,
getPuzzleHeight: GameCommon.getPuzzleHeight,
getTilesSortedByZIndex: GameCommon.getTilesSortedByZIndex,
getFirstOwnedTile: GameCommon.getFirstOwnedTile,
getTileDrawOffset: GameCommon.getTileDrawOffset,
getTileDrawSize: GameCommon.getTileDrawSize,
}

View file

@ -1,5 +1,6 @@
import Geometry from '../common/Geometry.js'
import Graphics from './Graphics.js'
import Util from './../common/Util.js'
async function createPuzzleTileBitmaps(img, tiles, info) {
var tileSize = info.tileSize
@ -76,9 +77,10 @@ async function createPuzzleTileBitmaps(img, tiles, info) {
return path
}
for (let tile of tiles) {
for (let t of tiles) {
const tile = Util.decodeTile(t)
const srcRect = srcRectByIdx(info, tile.idx)
const path = pathForShape(info.shapes[tile.idx])
const path = pathForShape(Util.decodeShape(info.shapes[tile.idx]))
const c = Graphics.createCanvas(tileDrawSize, tileDrawSize)
const ctx = c.getContext('2d')
@ -192,7 +194,7 @@ async function createPuzzleTileBitmaps(img, tiles, info) {
}
function srcRectByIdx(puzzleInfo, idx) {
const c = puzzleInfo.coords[idx]
const c = Util.coordByTileIdx(puzzleInfo, idx)
return {
x: c.x * puzzleInfo.tileSize,
y: c.y * puzzleInfo.tileSize,

View file

@ -27,18 +27,6 @@ function addCanvasToDom(canvas) {
return canvas
}
function getActivePlayers(players) {
const ts = Util.timestamp()
const activePlayers = []
for (let id of Object.keys(players)) {
const player = players[id]
if (player.ts >= ts - 30000) {
activePlayers.push(player)
}
}
return activePlayers
}
function addMenuToDom(previewImageUrl) {
function row (...elements) {
const row = document.createElement('tr')
@ -141,8 +129,8 @@ function addMenuToDom(previewImageUrl) {
scoresTitleEl.appendChild(document.createTextNode('Scores'))
const scoresListEl = document.createElement('table')
const updateScores = (players) => {
const activePlayers = getActivePlayers(players)
const updateScores = (gameId) => {
const activePlayers = Game.getActivePlayers(gameId)
const scores = activePlayers.map(p => ({
name: p.name,
points: p.points,
@ -188,15 +176,6 @@ function initme() {
return ID
}
const getFirstOwnedTile = (puzzle, userId) => {
for (let t of puzzle.tiles) {
if (t.owner === userId) {
return t
}
}
return null
}
export default class EventAdapter {
constructor(canvas, viewport) {
this.events = []
@ -279,20 +258,12 @@ async function main() {
}
const game = await Communication.connect(gameId, CLIENT_ID)
Game.createGame(GAME_ID, game);
Game.newGame(game)
const bitmaps = await PuzzleGraphics.loadPuzzleBitmaps(game.puzzle)
const puzzle = game.puzzle
const players = game.players
const changePlayer = (change) => {
for (let k of Object.keys(change)) {
players[CLIENT_ID][k] = change[k]
}
}
const {bgColorPickerEl, playerColorPickerEl, nameChangeEl, updateScores} = addMenuToDom(game.puzzle.info.imageUrl)
updateScores(players)
const {bgColorPickerEl, playerColorPickerEl, nameChangeEl, updateScores} = addMenuToDom(Game.getImageUrl(gameId))
updateScores(gameId)
// Create a dom and attach adapters to it so we can work with it
const canvas = addCanvasToDom(Graphics.createCanvas())
@ -303,21 +274,21 @@ async function main() {
const viewport = new Camera(canvas)
// center viewport
viewport.move(
-(puzzle.info.table.width - viewport.width) /2,
-(puzzle.info.table.height - viewport.height) /2
-(Game.getTableWidth(gameId) - viewport.width) /2,
-(Game.getTableHeight(gameId) - viewport.height) /2
)
const evts = new EventAdapter(canvas, viewport)
bgColorPickerEl.value = players[CLIENT_ID].bgcolor
bgColorPickerEl.value = Game.getPlayerBgColor(gameId, CLIENT_ID)
bgColorPickerEl.addEventListener('change', () => {
evts.addEvent(['bg_color', bgColorPickerEl.value])
})
playerColorPickerEl.value = players[CLIENT_ID].color
playerColorPickerEl.value = Game.getPlayerBgColor(gameId, CLIENT_ID)
playerColorPickerEl.addEventListener('change', () => {
evts.addEvent(['player_color', playerColorPickerEl.value])
})
nameChangeEl.value = players[CLIENT_ID].name
nameChangeEl.value = Game.getPlayerName(gameId, CLIENT_ID)
nameChangeEl.addEventListener('change', () => {
evts.addEvent(['player_name', nameChangeEl.value])
})
@ -330,28 +301,25 @@ async function main() {
for(let [changeType, changeData] of evChanges) {
switch (changeType) {
case 'player': {
if (changeData.id !== CLIENT_ID) {
players[changeData.id] = changeData
const p = Util.decodePlayer(changeData)
if (p.id !== CLIENT_ID) {
Game.setPlayer(gameId, p.id, p)
RERENDER = true
}
} break;
case 'tile': {
puzzle.tiles[changeData.idx] = changeData
const t = Util.decodeTile(changeData)
Game.setTile(gameId, t.idx, t)
RERENDER = true
} break;
case 'data': {
puzzle.data = changeData
Game.setPuzzleData(gameId, changeData)
RERENDER = true
} break;
}
}
})
const tilesSortedByZIndex = () => {
const sorted = puzzle.tiles.slice()
return sorted.sort((t1, t2) => t1.z - t2.z)
}
let _last_mouse_down = null
const onUpdate = () => {
for (let evt of evts.consumeAll()) {
@ -360,12 +328,9 @@ async function main() {
// -------------------------------------------------------------
const type = evt[0]
if (type === 'move') {
const pos = { x: evt[1], y: evt[2] }
RERENDER = true
changePlayer(pos)
if (_last_mouse_down && !getFirstOwnedTile(puzzle, CLIENT_ID)) {
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)
@ -382,13 +347,13 @@ async function main() {
if (viewport.zoomIn()) {
const pos = { x: evt[1], y: evt[2] }
RERENDER = true
changePlayer(pos)
Game.changePlayer(gameId, CLIENT_ID, pos)
}
} else if (type === 'zoomout') {
if (viewport.zoomOut()) {
const pos = { x: evt[1], y: evt[2] }
RERENDER = true
changePlayer(pos)
Game.changePlayer(gameId, CLIENT_ID, pos)
}
}
@ -414,7 +379,7 @@ async function main() {
// CLEAR CTX
// ---------------------------------------------------------------
ctx.fillStyle = players[CLIENT_ID].bgcolor || '#222222'
ctx.fillStyle = Game.getPlayerBgColor(gameId, CLIENT_ID) || '#222222'
ctx.fillRect(0, 0, canvas.width, canvas.height)
if (DEBUG) Debug.checkpoint('clear done')
// ---------------------------------------------------------------
@ -423,12 +388,12 @@ async function main() {
// DRAW BOARD
// ---------------------------------------------------------------
pos = viewport.worldToViewport({
x: (puzzle.info.table.width - puzzle.info.width) / 2,
y: (puzzle.info.table.height - puzzle.info.height) / 2
x: (Game.getTableWidth(gameId) - Game.getPuzzleWidth(gameId)) / 2,
y: (Game.getTableHeight(gameId) - Game.getPuzzleHeight(gameId)) / 2
})
dim = viewport.worldDimToViewport({
w: puzzle.info.width,
h: puzzle.info.height,
w: Game.getPuzzleWidth(gameId),
h: Game.getPuzzleHeight(gameId),
})
ctx.fillStyle = 'rgba(255, 255, 255, .5)'
ctx.fillRect(pos.x, pos.y, dim.w, dim.h)
@ -438,15 +403,15 @@ async function main() {
// DRAW TILES
// ---------------------------------------------------------------
for (let tile of tilesSortedByZIndex()) {
for (let tile of Game.getTilesSortedByZIndex(gameId)) {
const bmp = bitmaps[tile.idx]
pos = viewport.worldToViewport({
x: puzzle.info.tileDrawOffset + tile.pos.x,
y: puzzle.info.tileDrawOffset + tile.pos.y,
x: Game.getTileDrawOffset(gameId) + tile.pos.x,
y: Game.getTileDrawOffset(gameId) + tile.pos.y,
})
dim = viewport.worldDimToViewport({
w: puzzle.info.tileDrawSize,
h: puzzle.info.tileDrawSize,
w: Game.getTileDrawSize(gameId),
h: Game.getTileDrawSize(gameId),
})
ctx.drawImage(bmp,
0, 0, bmp.width, bmp.height,
@ -459,18 +424,18 @@ async function main() {
// DRAW PLAYERS
// ---------------------------------------------------------------
for (let p of getActivePlayers(players)) {
const cursor = await getPlayerCursor(p)
const pos = viewport.worldToViewport(p)
for (let player of Game.getActivePlayers(gameId)) {
const cursor = await getPlayerCursor(player)
const pos = viewport.worldToViewport(player)
ctx.drawImage(cursor,
Math.round(pos.x - cursor.width/2),
Math.round(pos.y - cursor.height/2)
)
if (p.id !== CLIENT_ID) {
if (player.id !== CLIENT_ID) {
ctx.fillStyle = 'white'
ctx.font = '10px sans-serif'
ctx.textAlign = 'center'
ctx.fillText(p.name + ' (' + p.points + ')',
ctx.fillText(player.name + ' (' + player.points + ')',
Math.round(pos.x),
Math.round(pos.y) + cursor.height
)
@ -480,7 +445,7 @@ async function main() {
// DRAW PLAYERS
// ---------------------------------------------------------------
updateScores(players)
updateScores(gameId)
if (DEBUG) Debug.checkpoint('scores done')
// ---------------------------------------------------------------

View file

@ -38,12 +38,16 @@ export default {
<div id="app">
<h1>Running games</h1>
<div v-for="g in games">
<a :href="'/g/' + g.id">{{g.title}}</a>
<a :href="'/g/' + g.id">
<img :src="g.imageUrl" style="width: 150px; display: inline-block; margin: 5px;" />
<br />
{{g.tilesFinished}}/{{g.tilesTotal}} pieces, {{g.players}} players
</a>
</div>
<h1>New game</h1>
<div>
<label>Tiles: </label>
<label>Pieces: </label>
<input type="text" v-model="tiles" />
</div>
<div>