everything

This commit is contained in:
Zutatensuppe 2020-11-12 19:19:02 +01:00
parent 1e9abebfd3
commit d592cef494
9 changed files with 619 additions and 539 deletions

View file

@ -5,6 +5,7 @@ import EventAdapter from './EventAdapter.js'
import Graphics from './Graphics.js'
import Debug from './Debug.js'
import Communication from './Communication.js'
import Geometry from './../common/Geometry.js'
if (typeof GAME_ID === 'undefined') throw '[ GAME_ID not set ]'
if (typeof WS_ADDRESS === 'undefined') throw '[ WS_ADDRESS not set ]'
@ -16,55 +17,6 @@ function addCanvasToDom(canvas) {
return canvas
}
function pointDistance(a, b) {
const diffX = a.x - b.x
const diffY = a.y - b.y
return Math.sqrt(diffX * diffX + diffY * diffY)
}
function rectMoved(rect, x, y) {
return {
x: rect.x + x,
y: rect.y + y,
w: rect.w,
h: rect.h,
}
}
const rectCenter = (rect) => {
return {
x: rect.x + (rect.w / 2),
y: rect.y + (rect.h / 2),
}
}
function rectCenterDistance(a, b) {
return pointDistance(rectCenter(a), rectCenter(b))
}
function pointInBounds(pt, rect) {
return pt.x >= rect.x
&& pt.x <= rect.x + rect.w
&& pt.y >= rect.y
&& pt.y <= rect.y + rect.h
}
function getSurroundingTilesByIdx(puzzle, idx) {
var _X = puzzle.info.coords[idx].x
var _Y = puzzle.info.coords[idx].y
return [
// top
_Y === 0 ? null : puzzle.tiles[idx - puzzle.info.tiles_x],
// right
(_X === puzzle.info.tiles_x - 1) ? null : puzzle.tiles[idx + 1],
// bottom
(_Y === puzzle.info.tiles_y - 1) ? null : puzzle.tiles[idx + puzzle.info.tiles_x],
// left
_X === 0 ? null : puzzle.tiles[idx - 1]
]
}
async function createPuzzleTileBitmaps(img, tiles, info) {
var tileSize = info.tileSize
var tileMarginWidth = info.tileMarginWidth
@ -93,30 +45,30 @@ async function createPuzzleTileBitmaps(img, tiles, info) {
const topLeftEdge = { x: tileMarginWidth, y: tileMarginWidth }
path.moveTo(topLeftEdge.x, topLeftEdge.y)
for (let i = 0; i < curvyCoords.length / 6; i++) {
const p1 = pointAdd(topLeftEdge, { x: curvyCoords[i * 6 + 0] * tileRatio, y: shape.top * curvyCoords[i * 6 + 1] * tileRatio })
const p2 = pointAdd(topLeftEdge, { x: curvyCoords[i * 6 + 2] * tileRatio, y: shape.top * curvyCoords[i * 6 + 3] * tileRatio })
const p3 = pointAdd(topLeftEdge, { x: curvyCoords[i * 6 + 4] * tileRatio, y: shape.top * curvyCoords[i * 6 + 5] * tileRatio })
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);
}
const topRightEdge = pointAdd(topLeftEdge, { x: tileSize, y: 0 })
const topRightEdge = Geometry.pointAdd(topLeftEdge, { x: tileSize, y: 0 })
for (let i = 0; i < curvyCoords.length / 6; i++) {
const p1 = pointAdd(topRightEdge, { x: -shape.right * curvyCoords[i * 6 + 1] * tileRatio, y: curvyCoords[i * 6 + 0] * tileRatio })
const p2 = pointAdd(topRightEdge, { x: -shape.right * curvyCoords[i * 6 + 3] * tileRatio, y: curvyCoords[i * 6 + 2] * tileRatio })
const p3 = pointAdd(topRightEdge, { x: -shape.right * curvyCoords[i * 6 + 5] * tileRatio, y: curvyCoords[i * 6 + 4] * tileRatio })
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);
}
const bottomRightEdge = pointAdd(topRightEdge, { x: 0, y: tileSize })
const bottomRightEdge = Geometry.pointAdd(topRightEdge, { x: 0, y: tileSize })
for (let i = 0; i < curvyCoords.length / 6; i++) {
let p1 = pointSub(bottomRightEdge, { x: curvyCoords[i * 6 + 0] * tileRatio, y: shape.bottom * curvyCoords[i * 6 + 1] * tileRatio })
let p2 = pointSub(bottomRightEdge, { x: curvyCoords[i * 6 + 2] * tileRatio, y: shape.bottom * curvyCoords[i * 6 + 3] * tileRatio })
let p3 = pointSub(bottomRightEdge, { x: curvyCoords[i * 6 + 4] * tileRatio, y: shape.bottom * curvyCoords[i * 6 + 5] * tileRatio })
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);
}
const bottomLeftEdge = pointSub(bottomRightEdge, { x: tileSize, y: 0 })
const bottomLeftEdge = Geometry.pointSub(bottomRightEdge, { x: tileSize, y: 0 })
for (let i = 0; i < curvyCoords.length / 6; i++) {
let p1 = pointSub(bottomLeftEdge, { x: -shape.left * curvyCoords[i * 6 + 1] * tileRatio, y: curvyCoords[i * 6 + 0] * tileRatio })
let p2 = pointSub(bottomLeftEdge, { x: -shape.left * curvyCoords[i * 6 + 3] * tileRatio, y: curvyCoords[i * 6 + 2] * tileRatio })
let p3 = pointSub(bottomLeftEdge, { x: -shape.left * curvyCoords[i * 6 + 5] * tileRatio, y: curvyCoords[i * 6 + 4] * tileRatio })
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);
}
paths[key] = path
@ -169,64 +121,6 @@ function srcRectByIdx(puzzleInfo, idx) {
}
}
const pointSub = (a, b) => ({ x: a.x - b.x, y: a.y - b.y })
const pointAdd = (a, b) => ({x: a.x + b.x, y: a.y + b.y})
// Returns the index of the puzzle tile with the highest z index
// that is not finished yet and that matches the position
const unfinishedTileByPos = (puzzle, pos) => {
let maxZ = -1
let tileIdx = -1
for (let idx = 0; idx < puzzle.tiles.length; idx++) {
const tile = puzzle.tiles[idx]
if (tile.owner === -1) {
continue
}
const collisionRect = {
x: tile.pos.x,
y: tile.pos.y,
w: puzzle.info.tileSize,
h: puzzle.info.tileSize,
}
if (pointInBounds(pos, collisionRect)) {
if (maxZ === -1 || tile.z > maxZ) {
maxZ = tile.z
tileIdx = idx
}
}
}
return tileIdx
}
class DirtyRect {
constructor() {
this.reset()
}
get () {
return this.x0 === null ? null : [
{x0: this.x0, x1: this.x1, y0: this.y0, y1: this.y1}
]
}
add (pos, offset) {
const x0 = pos.x - offset
const x1 = pos.x + offset
const y0 = pos.y - offset
const y1 = pos.y + offset
this.x0 = this.x0 === null ? x0 : Math.min(this.x0, x0)
this.x1 = this.x1 === null ? x1 : Math.max(this.x1, x1)
this.y0 = this.y0 === null ? y0 : Math.min(this.y0, y0)
this.y1 = this.y1 === null ? y1 : Math.max(this.y1, y1)
}
reset () {
this.x0 = null
this.x1 = null
this.y0 = null
this.y1 = null
}
}
async function loadPuzzleBitmaps(puzzle) {
// load bitmap, to determine the original size of the image
const bmp = await Graphics.loadImageToBitmap(puzzle.info.imageUrl)
@ -252,6 +146,15 @@ function initme() {
return ID
}
const getFirstOwnedTile = (puzzle, userId) => {
for (let t of puzzle.tiles) {
if (t.owner === userId) {
return t
}
}
return null
}
async function main () {
let gameId = GAME_ID
let me = initme()
@ -265,30 +168,12 @@ async function main () {
const puzzle = game.puzzle
const players = game.players
// information for next render cycle
let rectPlayer = new DirtyRect()
let rerenderPlayer = true
let rectTable = new DirtyRect()
let rerenderTable = true
let rerender = true
const changePlayer = (change) => {
for (let k of Object.keys(change)) {
players[me][k] = change[k]
}
Communication.addChange({type: 'change_player', player: players[me]})
}
const changeData = (change) => {
for (let k of Object.keys(change)) {
puzzle.data[k] = change[k]
}
Communication.addChange({type: 'change_data', data: puzzle.data})
}
const changeTile = (t, change) => {
for (let k of Object.keys(change)) {
t[k] = change[k]
}
Communication.addChange({type: 'change_tile', tile: t})
}
// Create a dom and attach adapters to it so we can work with it
@ -299,311 +184,67 @@ async function main () {
// initialize some view data
// this global data will change according to input events
const viewport = new Camera(canvas)
// center viewport
viewport.move(
-(puzzle.info.table.width - viewport.width) /2,
-(puzzle.info.table.height - viewport.height) /2
)
Communication.onChanges((changes) => {
for (let change of changes) {
switch (change.type) {
case 'change_player': {
if (players[change.player.id]) {
rectPlayer.add(viewport.worldToViewport(players[change.player.id]), cursorGrab.width)
for (let [type, typeData] of changes) {
switch (type) {
case 'player': {
if (typeData.id !== me) {
players[typeData.id] = typeData
rerender = true
}
players[change.player.id] = change.player
rectPlayer.add(viewport.worldToViewport(players[change.player.id]), cursorGrab.width)
} break;
case 'change_tile': {
rectTable.add(puzzle.tiles[change.tile.idx].pos, puzzle.info.tileDrawSize)
puzzle.tiles[change.tile.idx] = change.tile
rectTable.add(puzzle.tiles[change.tile.idx].pos, puzzle.info.tileDrawSize)
case 'tile': {
puzzle.tiles[typeData.idx] = typeData
rerender = true
} break;
case 'change_data': {
puzzle.data = change.data
case 'data': {
puzzle.data = typeData
rerender = true
} break;
}
}
})
// Information about what tile is the player currently grabbing
let grabbingTileIdx = -1
// The actual place for the puzzle. The tiles may
// not be moved around infinitely, just on the (invisible)
// puzzle table. however, the camera may move away from the table
const puzzleTableColor = '#222'
const puzzleTable = await Graphics.createBitmap(
puzzle.info.table.width,
puzzle.info.table.height,
puzzleTableColor
)
// In the middle of the table, there is a board. this is to
// tell the player where to place the final puzzle
const boardColor = '#505050'
const board = await Graphics.createBitmap(
puzzle.info.width,
puzzle.info.height,
boardColor
)
const boardPos = {
x: (puzzleTable.width - board.width) / 2,
y: (puzzleTable.height - board.height) / 2
} // relative to table.
// Some helper functions for working with the grabbing and snapping
// ---------------------------------------------------------------
// get all grouped tiles for a tile
function getGroupedTiles(tile) {
let grouped = []
if (tile.group) {
for (let other of puzzle.tiles) {
if (other.group === tile.group) {
grouped.push(other)
}
}
} else {
grouped.push(tile)
}
return grouped
}
// put both tiles (and their grouped tiles) in the same group
const groupTiles = (tile, other) => {
let targetGroup
let searchGroups = []
if (tile.group) {
searchGroups.push(tile.group)
}
if (other.group) {
searchGroups.push(other.group)
}
if (tile.group) {
targetGroup = tile.group
} else if (other.group) {
targetGroup = other.group
} else {
changeData({ maxGroup: puzzle.data.maxGroup + 1 })
targetGroup = puzzle.data.maxGroup
}
changeTile(tile, { group: targetGroup })
changeTile(other, { group: targetGroup })
if (searchGroups.length > 0) {
for (let tmp of puzzle.tiles) {
if (searchGroups.includes(tmp.group)) {
changeTile(tmp, { group: targetGroup })
}
}
}
}
// determine if two tiles are grouped together
const areGrouped = (t1, t2) => {
return t1.group && t1.group === t2.group
}
// get the center position of a tile
const tileCenterPos = (tile) => {
return rectCenter(tileRectByTile(tile))
}
// get the would-be visible bounding rect if a tile was
// in given position
const tileRectByPos = (pos) => {
return {
x: pos.x,
y: pos.y,
w: puzzle.info.tileSize,
h: puzzle.info.tileSize,
}
}
// get the current visible bounding rect for a tile
const tileRectByTile = (tile) => {
return tileRectByPos(tile.pos)
}
const tilesSortedByZIndex = () => {
const sorted = puzzle.tiles.slice()
return sorted.sort((t1, t2) => t1.z - t2.z)
}
const setGroupedZIndex = (tile, zIndex) => {
for (let t of getGroupedTiles(tile)) {
changeTile(t, { z: zIndex })
}
}
const setGroupedOwner = (tile, owner) => {
for (let t of getGroupedTiles(tile)) {
// may only change own tiles or untaken tiles
if (t.owner === me || t.owner === 0) {
changeTile(t, { owner: owner })
}
}
}
const moveGroupedTilesDiff = (tile, diffX, diffY) => {
for (let t of getGroupedTiles(tile)) {
changeTile(t, { pos: pointAdd(t.pos, { x: diffX, y: diffY }) })
// TODO: instead there could be a function to
// get min/max x/y of a group
rectTable.add(tileCenterPos(t), puzzle.info.tileDrawSize)
}
}
const moveGroupedTiles = (tile, dst) => {
let diff = pointSub(tile.pos, dst)
moveGroupedTilesDiff(tile, -diff.x, -diff.y)
}
const finishGroupedTiles = (tile) => {
for (let t of getGroupedTiles(tile)) {
changeTile(t, { owner: -1, z: 1 })
}
}
// ---------------------------------------------------------------
let _last_mouse = null
let _last_mouse_down = null
const onUpdate = () => {
let last_x = null
let last_y = null
if (_last_mouse_down !== null) {
last_x = _last_mouse_down.x
last_y = _last_mouse_down.y
}
for (let mouse of evts.consumeAll()) {
const tp = viewport.viewportToWorld(mouse)
if (mouse.type === 'move') {
Communication.addMouse(['move', tp.x, tp.y])
rerender = true
changePlayer({ x: tp.x, y: tp.y })
if (_last_mouse) {
rectPlayer.add(_last_mouse, cursorGrab.width)
}
rectPlayer.add(mouse, cursorGrab.width)
if (_last_mouse_down !== null) {
_last_mouse_down = mouse
if (last_x === null || last_y === null) {
last_x = mouse.x
last_y = mouse.y
}
if (grabbingTileIdx >= 0) {
const tp_last = viewport.viewportToWorld({ x: last_x, y: last_y })
const diffX = tp.x - tp_last.x
const diffY = tp.y - tp_last.y
const t = puzzle.tiles[grabbingTileIdx]
moveGroupedTilesDiff(t, diffX, diffY)
// todo: dont +- tileDrawSize, we can work with less?
rectTable.add(tp, puzzle.info.tileDrawSize)
rectTable.add(tp_last, puzzle.info.tileDrawSize)
} else {
if (_last_mouse_down && !getFirstOwnedTile(puzzle, me)) {
// move the cam
const diffX = Math.round(mouse.x - last_x)
const diffY = Math.round(mouse.y - last_y)
const diffX = Math.round(mouse.x - _last_mouse_down.x)
const diffY = Math.round(mouse.y - _last_mouse_down.y)
viewport.move(diffX, diffY)
rerender = true
}
_last_mouse_down = mouse
}
} else if (mouse.type === 'down') {
changePlayer({ down: true })
rectPlayer.add(mouse, cursorGrab.width)
Communication.addMouse(['down', tp.x, tp.y])
_last_mouse_down = mouse
if (last_x === null || last_y === null) {
last_x = mouse.x
last_y = mouse.y
}
grabbingTileIdx = unfinishedTileByPos(puzzle, tp)
console.log(grabbingTileIdx)
if (grabbingTileIdx >= 0) {
changeData({ maxZ: puzzle.data.maxZ + 1 })
setGroupedZIndex(puzzle.tiles[grabbingTileIdx], puzzle.data.maxZ)
setGroupedOwner(puzzle.tiles[grabbingTileIdx], me)
}
} else if (mouse.type === 'up') {
changePlayer({ down: false })
if (_last_mouse) {
rectPlayer.add(_last_mouse, cursorGrab.width)
}
rectPlayer.add(mouse, cursorGrab.width)
Communication.addMouse(['up', tp.x, tp.y])
_last_mouse_down = null
last_x = null
last_y === null
if (grabbingTileIdx >= 0) {
// Check if the tile was dropped at the correct
// location
let tile = puzzle.tiles[grabbingTileIdx]
setGroupedOwner(tile, 0)
let pt = pointSub(tile.pos, boardPos)
let dst = tileRectByPos(pt)
let srcRect = srcRectByIdx(puzzle.info, grabbingTileIdx)
if (rectCenterDistance(srcRect, dst) < puzzle.info.snapDistance) {
// Snap the tile to the final destination
moveGroupedTiles(tile, {
x: srcRect.x + boardPos.x,
y: srcRect.y + boardPos.y,
})
finishGroupedTiles(tile)
rectTable.add(tp, puzzle.info.tileDrawSize)
} else {
// Snap to other tiles
const check = (t, off, other) => {
if (!other || (other.owner === -1) || areGrouped(t, other)) {
return false
}
const trec_ = tileRectByTile(t)
const otrec = rectMoved(
tileRectByTile(other),
off[0] * puzzle.info.tileSize,
off[1] * puzzle.info.tileSize
)
if (rectCenterDistance(trec_, otrec) < puzzle.info.snapDistance) {
moveGroupedTiles(t, { x: otrec.x, y: otrec.y })
groupTiles(t, other)
setGroupedZIndex(t, t.z)
rectTable.add(tileCenterPos(t), puzzle.info.tileDrawSize)
return true
}
return false
}
for (let t of getGroupedTiles(tile)) {
let others = getSurroundingTilesByIdx(puzzle, t.idx)
if (
check(t, [0, 1], others[0]) // top
|| check(t, [-1, 0], others[1]) // right
|| check(t, [0, -1], others[2]) // bottom
|| check(t, [1, 0], others[3]) // left
) {
break
}
}
}
}
grabbingTileIdx = -1
} else if (mouse.type === 'wheel') {
if (
mouse.deltaY < 0 && viewport.zoomIn()
@ -611,27 +252,13 @@ async function main () {
) {
rerender = true
changePlayer({ x: tp.x, y: tp.y })
if (_last_mouse) {
rectPlayer.add(_last_mouse, cursorGrab.width)
}
rectPlayer.add(mouse, cursorGrab.width)
}
}
// console.log(mouse)
_last_mouse = mouse
}
if (rectTable.get()) {
rerenderTable = true
}
if (rectPlayer.get()) {
rerenderPlayer = true
}
Communication.sendChanges()
}
const onRender = () => {
if (!rerenderTable && !rerenderPlayer && !rerender) {
if (!rerender) {
return
}
@ -640,24 +267,33 @@ async function main () {
if (DEBUG) Debug.checkpoint_start(0)
ctx.fillStyle = puzzleTableColor
ctx.fillRect(0, 0, canvas.width, canvas.height)
// CLEAR CTX
// ---------------------------------------------------------------
ctx.clearRect(0, 0, canvas.width, canvas.height)
if (DEBUG) Debug.checkpoint('clear done')
// ---------------------------------------------------------------
// DRAW BOARD
// ---------------------------------------------------------------
pos = viewport.worldToViewport(boardPos)
dim = viewport.worldDimToViewport({w: board.width, h: board.height})
ctx.drawImage(board,
0, 0, board.width, board.height,
pos.x, pos.y, dim.w, dim.h
)
pos = viewport.worldToViewport({
x: (puzzle.info.table.width - puzzle.info.width) / 2,
y: (puzzle.info.table.height - puzzle.info.height) / 2
})
dim = viewport.worldDimToViewport({
w: puzzle.info.width,
h: puzzle.info.height,
})
ctx.fillStyle = boardColor
ctx.fillRect(pos.x, pos.y, dim.w, dim.h)
if (DEBUG) Debug.checkpoint('board done')
// ---------------------------------------------------------------
// DRAW TILES
// ---------------------------------------------------------------
for (let tile of tilesSortedByZIndex()) {
let bmp = bitmaps[tile.idx]
const bmp = bitmaps[tile.idx]
pos = viewport.worldToViewport({
x: puzzle.info.tileDrawOffset + tile.pos.x,
y: puzzle.info.tileDrawOffset + tile.pos.y,
@ -672,6 +308,8 @@ async function main () {
)
}
if (DEBUG) Debug.checkpoint('tiles done')
// ---------------------------------------------------------------
// DRAW PLAYERS
// ---------------------------------------------------------------
@ -679,19 +317,16 @@ async function main () {
const p = players[id]
const cursor = p.down ? cursorGrab : cursorHand
const pos = viewport.worldToViewport(p)
ctx.drawImage(cursor, pos.x, pos.y)
ctx.drawImage(cursor,
Math.round(pos.x - cursor.width/2),
Math.round(pos.y - cursor.height/2)
)
}
//
if (DEBUG) Debug.checkpoint('players done')
// ---------------------------------------------------------------
if (DEBUG) Debug.checkpoint('all done')
rerenderTable = false
rerenderPlayer = false
rerender = false
rectTable.reset()
rectPlayer.reset()
}
run({