"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' if (typeof GAME_ID === 'undefined') throw '[ GAME_ID not set ]' if (typeof WS_ADDRESS === 'undefined') throw '[ WS_ADDRESS not set ]' if (typeof DEBUG === 'undefined') window.DEBUG = false let RERENDER = true 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 } function addMenuToDom(previewImageUrl) { function row (...elements) { const row = document.createElement('tr') for (let el of elements) { const td = document.createElement('td') td.appendChild(el) row.appendChild(td) } return row } function colorinput() { const input = document.createElement('input') input.type = 'color' return input } function textinput(maxLength) { const input = document.createElement('input') input.type = 'text' input.maxLength = maxLength return input } function label(text) { const label = document.createElement('label') 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 settingsEl = document.createElement('table') settingsEl.classList.add('layer', 'settings', 'closed') settingsEl.appendChild(bgColorPickerRow) settingsEl.appendChild(playerColorPickerRow) settingsEl.appendChild(nameChangeRow) const previewEl = document.createElement('div') previewEl.classList.add('preview') const imgEl = document.createElement('div') imgEl.classList.add('img') imgEl.style.backgroundImage = `url(${previewImageUrl})` previewEl.appendChild(imgEl) const previewOverlay = document.createElement('div') previewOverlay.classList.add('overlay', 'closed') previewOverlay.appendChild(previewEl) previewOverlay.addEventListener('click', () => { previewOverlay.classList.toggle('closed') }) const settingsOpenerEl = document.createElement('div') settingsOpenerEl.classList.add('opener') settingsOpenerEl.appendChild(document.createTextNode('🛠️ Settings')) settingsOpenerEl.addEventListener('click', () => { settingsEl.classList.toggle('closed') }) const homeEl = document.createElement('a') homeEl.classList.add('opener') homeEl.appendChild(document.createTextNode('🧩 Puzzles')) homeEl.href = "/" const previewOpenerEl = document.createElement('div') previewOpenerEl.classList.add('opener') previewOpenerEl.appendChild(document.createTextNode('🖼️ Preview')) previewOpenerEl.addEventListener('click', () => { previewOverlay.classList.toggle('closed') }) const tabsEl = document.createElement('div') tabsEl.classList.add('tabs') tabsEl.appendChild(homeEl) tabsEl.appendChild(previewOpenerEl) tabsEl.appendChild(settingsOpenerEl) const menuEl = document.createElement('div') menuEl.classList.add('menu') menuEl.appendChild(tabsEl) const scoresTitleEl = document.createElement('div') scoresTitleEl.appendChild(document.createTextNode('Scores')) const scoresListEl = document.createElement('table') const updateScores = (gameId) => { const activePlayers = Game.getActivePlayers(gameId) const scores = activePlayers.map(p => ({ name: p.name, points: p.points, color: p.color, })) scores.sort((a, b) => b.points - a.points) scoresListEl.innerHTML = '' for (let score of scores) { const r = row( document.createTextNode(score.name), document.createTextNode(score.points) ) r.style.color = score.color scoresListEl.appendChild(r) } } const scoresEl = document.createElement('div') scoresEl.classList.add('scores') scoresEl.appendChild(scoresTitleEl) scoresEl.appendChild(scoresListEl) document.body.appendChild(settingsEl) document.body.appendChild(previewOverlay) document.body.appendChild(menuEl) document.body.appendChild(scoresEl) return { bgColorPickerEl, playerColorPickerEl, nameChangeEl, updateScores, } } 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, viewport) { this.events = [] this._viewport = viewport 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)) } addEvent(event) { this.events.push(event) } consumeAll() { if (this.events.length === 0) { return [] } const all = this.events.slice() this.events = [] return all } _mouseDown(e) { if (e.button === 0) { const pos = this._viewport.viewportToWorld({ x: e.offsetX, y: e.offsetY, }) this.addEvent(['down', pos.x, pos.y]) } } _mouseUp(e) { if (e.button === 0) { const pos = this._viewport.viewportToWorld({ x: e.offsetX, y: e.offsetY, }) this.addEvent(['up', pos.x, pos.y]) } } _mouseMove(e) { const pos = this._viewport.viewportToWorld({ x: e.offsetX, y: e.offsetY, }) this.addEvent(['move', pos.x, pos.y]) } _wheel(e) { const pos = this._viewport.viewportToWorld({ x: e.offsetX, y: e.offsetY, }) const evt = e.deltaY < 0 ? 'zoomin' : 'zoomout' 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') const cursors = {} const getPlayerCursor = async (p) => { let 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] } const game = await Communication.connect(gameId, CLIENT_ID) Game.newGame(game) const bitmaps = await PuzzleGraphics.loadPuzzleBitmaps(game.puzzle) 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()) const ctx = canvas.getContext('2d') // initialize some view data // this global data will change according to input events const viewport = new Camera(canvas) // center viewport viewport.move( -(Game.getTableWidth(gameId) - viewport.width) /2, -(Game.getTableHeight(gameId) - viewport.height) /2 ) const evts = new EventAdapter(canvas, viewport) bgColorPickerEl.value = Game.getPlayerBgColor(gameId, CLIENT_ID) bgColorPickerEl.addEventListener('change', () => { evts.addEvent(['bg_color', bgColorPickerEl.value]) }) playerColorPickerEl.value = Game.getPlayerBgColor(gameId, CLIENT_ID) playerColorPickerEl.addEventListener('change', () => { evts.addEvent(['player_color', playerColorPickerEl.value]) }) nameChangeEl.value = Game.getPlayerName(gameId, CLIENT_ID) nameChangeEl.addEventListener('change', () => { evts.addEvent(['player_name', nameChangeEl.value]) }) 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 'player': { const p = Util.decodePlayer(changeData) if (p.id !== CLIENT_ID) { Game.setPlayer(gameId, p.id, p) RERENDER = true } } break; case 'tile': { const t = Util.decodeTile(changeData) Game.setTile(gameId, t.idx, t) RERENDER = true } break; case 'data': { Game.setPuzzleData(gameId, changeData) RERENDER = true } break; } } }) let _last_mouse_down = null const onUpdate = () => { for (let evt of evts.consumeAll()) { // LOCAL ONLY CHANGES // ------------------------------------------------------------- const type = evt[0] if (type === '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) viewport.move(diffX, diffY) _last_mouse_down = mouse } } else if (type === 'down') { const pos = { x: evt[1], y: evt[2] } _last_mouse_down = viewport.worldToViewport(pos) } else if (type === 'up') { _last_mouse_down = null } else if (type === 'zoomin') { if (viewport.zoomIn()) { const pos = { x: evt[1], y: evt[2] } RERENDER = true Game.changePlayer(gameId, CLIENT_ID, pos) } } else if (type === 'zoomout') { if (viewport.zoomOut()) { const pos = { x: evt[1], y: evt[2] } RERENDER = true Game.changePlayer(gameId, CLIENT_ID, pos) } } // LOCAL + SERVER CHANGES // ------------------------------------------------------------- const changes = Game.handleInput(GAME_ID, CLIENT_ID, evt) if (changes.length > 0) { RERENDER = true } Communication.sendClientEvent(evt) } } const onRender = async () => { if (!RERENDER) { return } let pos let dim if (DEBUG) Debug.checkpoint_start(0) // CLEAR CTX // --------------------------------------------------------------- ctx.fillStyle = Game.getPlayerBgColor(gameId, CLIENT_ID) || '#222222' ctx.fillRect(0, 0, canvas.width, canvas.height) if (DEBUG) Debug.checkpoint('clear done') // --------------------------------------------------------------- // DRAW BOARD // --------------------------------------------------------------- pos = viewport.worldToViewport({ x: (Game.getTableWidth(gameId) - Game.getPuzzleWidth(gameId)) / 2, y: (Game.getTableHeight(gameId) - Game.getPuzzleHeight(gameId)) / 2 }) dim = viewport.worldDimToViewport({ 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) if (DEBUG) Debug.checkpoint('board done') // --------------------------------------------------------------- // DRAW TILES // --------------------------------------------------------------- for (let tile of Game.getTilesSortedByZIndex(gameId)) { const bmp = bitmaps[tile.idx] pos = viewport.worldToViewport({ x: Game.getTileDrawOffset(gameId) + tile.pos.x, y: Game.getTileDrawOffset(gameId) + tile.pos.y, }) dim = viewport.worldDimToViewport({ w: Game.getTileDrawSize(gameId), h: Game.getTileDrawSize(gameId), }) 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 // --------------------------------------------------------------- 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 (player.id !== CLIENT_ID) { ctx.fillStyle = 'white' ctx.font = '10px sans-serif' ctx.textAlign = 'center' ctx.fillText(player.name + ' (' + player.points + ')', Math.round(pos.x), Math.round(pos.y) + cursor.height ) } } if (DEBUG) Debug.checkpoint('players done') // DRAW PLAYERS // --------------------------------------------------------------- updateScores(gameId) if (DEBUG) Debug.checkpoint('scores done') // --------------------------------------------------------------- RERENDER = false } run({ update: onUpdate, render: onRender, }) } main()