different game ids per game
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3917c591b0
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4 changed files with 39 additions and 15 deletions
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@ -7,6 +7,7 @@ import Camera from './Camera.js'
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import EventAdapter from './EventAdapter.js'
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import WsClient from './WsClient.js'
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if (!GAME_ID) throw '[ GAME_ID not set ]'
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if (!WS_ADDRESS) throw '[ WS_ADDRESS not set ]'
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function createCanvas(width = 0, height = 0) {
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@ -207,6 +208,7 @@ function imageToBitmap(img) {
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}
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async function loadImageToBitmap(imagePath) {
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console.log(imagePath)
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const img = new Image()
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await new Promise((resolve) => {
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img.onload = resolve
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@ -421,11 +423,11 @@ function setupNetwork(me) {
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async function main () {
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// todo: maybe put in protocols, same as `me()`
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let gameId = 'asdfbla' // uniqId()
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let gameId = GAME_ID // uniqId()
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let me = initme()
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let cursorGrab = await loadImageToBitmap('./grab.png')
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let cursorHand = await loadImageToBitmap('./hand.png')
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let cursorGrab = await loadImageToBitmap('/grab.png')
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let cursorHand = await loadImageToBitmap('/hand.png')
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let conn = setupNetwork(me + '|' + gameId)
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conn.send(JSON.stringify({ type: 'init' }))
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@ -926,7 +928,8 @@ async function main () {
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// if it improves performance:
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// 1. background
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// 2. tiles
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// 3. players
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// 3. (moving tiles)
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// 4. (players)
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// (currently, if a player moves, everthing needs to be
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// rerendered at that position manually, maybe it is faster
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// when using layers)
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@ -3,6 +3,7 @@ import WebSocketServer from './WebSocketServer.js'
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import express from 'express'
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import { createPuzzle } from './puzzle.js'
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import config from './config.js'
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import { uniqId, choice } from './util.js'
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// desired number of tiles
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// actual calculated number can be higher
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@ -14,7 +15,6 @@ const IMAGES = [
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'/example-images/saechsische_schweiz.jpg',
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'/example-images/132-2048x1365.jpg',
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]
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const IMAGE_URL = IMAGES[0]
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const games = {}
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@ -22,16 +22,32 @@ const port = config.http.port
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const hostname = config.http.hostname
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const app = express()
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const statics = express.static('./../game/')
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app.use('/', (req, res, next) => {
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if (req.path === '/') {
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app.use('/g/:gid', (req, res, next) => {
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res.send(`
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<html><head><style>
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html,body {margin: 0; overflow: hidden;}
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html, body, #main { background: #222 }
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canvas {cursor: none;}
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</style></head><body>
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<script>window.GAME_ID = '${req.params.gid}'</script>
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<script>window.WS_ADDRESS = '${config.ws.connectstring}'</script>
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<script src="index.js" type="module"></script>
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<script src="/index.js" type="module"></script>
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</body>
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</html>
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`)
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})
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app.use('/', (req, res, next) => {
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if (req.path === '/') {
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res.send(`
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<html><head><style>
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html,body {margin: 0; overflow: hidden;}
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html, body, #main { background: #222 }
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</style></head><body>
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<a href="/g/${uniqId()}">New game :P</a>
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${Object.keys(games).map(k => {
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return `<a href="/g/${k}">Game ${k}</a>`
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})}
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</body>
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</html>
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`)
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@ -58,7 +74,7 @@ wss.on('message', async ({socket, data}) => {
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switch (parsed.type) {
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case 'init': {
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// a new player (or previous player) joined
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games[gid] = games[gid] || {puzzle: await createPuzzle(TARGET_TILES, IMAGE_URL), players: {}}
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games[gid] = games[gid] || {puzzle: await createPuzzle(TARGET_TILES, choice(IMAGES)), players: {}}
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games[gid].players[uid] = {id: uid, x: 0, y: 0, down: false}
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@ -6,10 +6,11 @@ import { choice } from './util.js'
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const TILE_SIZE = 64
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async function createPuzzle(targetTiles, image) {
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const imgFile = './../game' + image
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const imgUrl = './' + image
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const imgPath = './../game' + image
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const imgUrl = image
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// load bitmap, to determine the original size of the image
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let dim = sizeOf(imgFile)
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let dim = sizeOf(imgPath)
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// determine puzzle information from the bitmap
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let info = determinePuzzleInfo(dim.width, dim.height, targetTiles)
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@ -1,4 +1,7 @@
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// get a unique id
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export const uniqId = () => Date.now().toString(36) + Math.random().toString(36).substring(2)
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// get a random int between min and max (inclusive)
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export const randomInt = (min, max) => Math.floor(Math.random() * (max - min + 1)) + min
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@ -19,6 +22,7 @@ export const shuffle = (array) => {
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}
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export default {
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uniqId,
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randomInt,
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choice,
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shuffle,
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