puzzle/src/frontend/game.ts

977 lines
28 KiB
TypeScript

"use strict"
import { GameLoopInstance, run } from './gameloop'
import Camera from './Camera'
import Graphics from './Graphics'
import Debug from './Debug'
import Communication from './Communication'
import Util, { logger } from './../common/Util'
import PuzzleGraphics from './PuzzleGraphics'
import Game from './../common/GameCommon'
import fireworksController from './Fireworks'
import Protocol from '../common/Protocol'
import Time from '../common/Time'
import settings from './settings'
import { SETTINGS } from './settings'
import { Dim, Point } from '../common/Geometry'
import {
FixedLengthArray,
Game as GameType,
Player,
Piece,
EncodedGame,
ReplayData,
Timestamp,
GameEvent,
ServerEvent,
} from '../common/Types'
declare global {
interface Window {
DEBUG?: boolean
}
}
const log = logger('game.ts')
// @ts-ignore
const images = import.meta.globEager('./*.png')
// @ts-ignore
const sounds = import.meta.globEager('./*.mp3')
export const MODE_PLAY = 'play'
export const MODE_REPLAY = 'replay'
let PIECE_VIEW_FIXED = true
let PIECE_VIEW_LOOSE = true
interface Hud {
setPuzzleCut: () => void
setActivePlayers: (v: Array<any>) => void
setIdlePlayers: (v: Array<any>) => void
setFinished: (v: boolean) => void
setDuration: (v: number) => void
setPiecesDone: (v: number) => void
setPiecesTotal: (v: number) => void
setConnectionState: (v: number) => void
togglePreview: () => void
toggleSoundsEnabled: () => void
togglePlayerNames: () => void
setReplaySpeed?: (v: number) => void
setReplayPaused?: (v: boolean) => void
}
interface Replay {
final: boolean
log: Array<any> // current log entries
logPointer: number // pointer to current item in the log array
speeds: Array<number>
speedIdx: number
paused: boolean
lastRealTs: number
lastGameTs: number
gameStartTs: number
skipNonActionPhases: boolean
//
dataOffset: number
}
const shouldDrawPiece = (piece: Piece) => {
if (piece.owner === -1) {
return PIECE_VIEW_FIXED
}
return PIECE_VIEW_LOOSE
}
let RERENDER = true
function addCanvasToDom(TARGET_EL: HTMLElement, canvas: HTMLCanvasElement) {
canvas.width = window.innerWidth
canvas.height = window.innerHeight
TARGET_EL.appendChild(canvas)
window.addEventListener('resize', () => {
canvas.width = window.innerWidth
canvas.height = window.innerHeight
RERENDER = true
})
return canvas
}
function EventAdapter (
canvas: HTMLCanvasElement,
window: any,
viewport: any,
MODE: string
) {
let events: Array<GameEvent> = []
let KEYS_ON = true
let LEFT = false
let RIGHT = false
let UP = false
let DOWN = false
let ZOOM_IN = false
let ZOOM_OUT = false
let SHIFT = false
const toWorldPoint = (x: number, y: number): [number, number] => {
const pos = viewport.viewportToWorld({x, y})
return [pos.x, pos.y]
}
const mousePos = (ev: MouseEvent) => toWorldPoint(ev.offsetX, ev.offsetY)
const canvasCenter = () => toWorldPoint(canvas.width / 2, canvas.height / 2)
const key = (state: boolean, ev: KeyboardEvent) => {
if (!KEYS_ON) {
return
}
if (ev.code === 'ShiftLeft' || ev.code === 'ShiftRight') {
SHIFT = state
} else if (ev.code === 'ArrowUp' || ev.code === 'KeyW') {
UP = state
} else if (ev.code === 'ArrowDown' || ev.code === 'KeyS') {
DOWN = state
} else if (ev.code === 'ArrowLeft' || ev.code === 'KeyA') {
LEFT = state
} else if (ev.code === 'ArrowRight' || ev.code === 'KeyD') {
RIGHT = state
} else if (ev.code === 'KeyQ') {
ZOOM_OUT = state
} else if (ev.code === 'KeyE') {
ZOOM_IN = state
}
}
let lastMouse: [number, number]|null = null
canvas.addEventListener('mousedown', (ev) => {
lastMouse = mousePos(ev)
if (ev.button === 0) {
addEvent([Protocol.INPUT_EV_MOUSE_DOWN, ...lastMouse])
}
})
canvas.addEventListener('mouseup', (ev) => {
lastMouse = mousePos(ev)
if (ev.button === 0) {
addEvent([Protocol.INPUT_EV_MOUSE_UP, ...lastMouse])
}
})
canvas.addEventListener('mousemove', (ev) => {
lastMouse = mousePos(ev)
addEvent([Protocol.INPUT_EV_MOUSE_MOVE, ...lastMouse])
})
canvas.addEventListener('wheel', (ev) => {
lastMouse = mousePos(ev)
if (viewport.canZoom(ev.deltaY < 0 ? 'in' : 'out')) {
const evt = ev.deltaY < 0
? Protocol.INPUT_EV_ZOOM_IN
: Protocol.INPUT_EV_ZOOM_OUT
addEvent([evt, ...lastMouse])
}
})
window.addEventListener('keydown', (ev: KeyboardEvent) => key(true, ev))
window.addEventListener('keyup', (ev: KeyboardEvent) => key(false, ev))
window.addEventListener('keypress', (ev: KeyboardEvent) => {
if (!KEYS_ON) {
return
}
if (ev.code === 'Space') {
addEvent([Protocol.INPUT_EV_TOGGLE_PREVIEW])
}
if (MODE === MODE_REPLAY) {
if (ev.code === 'KeyI') {
addEvent([Protocol.INPUT_EV_REPLAY_SPEED_UP])
}
if (ev.code === 'KeyO') {
addEvent([Protocol.INPUT_EV_REPLAY_SPEED_DOWN])
}
if (ev.code === 'KeyP') {
addEvent([Protocol.INPUT_EV_REPLAY_TOGGLE_PAUSE])
}
}
if (ev.code === 'KeyF') {
PIECE_VIEW_FIXED = !PIECE_VIEW_FIXED
RERENDER = true
}
if (ev.code === 'KeyG') {
PIECE_VIEW_LOOSE = !PIECE_VIEW_LOOSE
RERENDER = true
}
if (ev.code === 'KeyM') {
addEvent([Protocol.INPUT_EV_TOGGLE_SOUNDS])
}
if (ev.code === 'KeyN') {
addEvent([Protocol.INPUT_EV_TOGGLE_PLAYER_NAMES])
}
if (ev.code === 'KeyC') {
addEvent([Protocol.INPUT_EV_CENTER_FIT_PUZZLE])
}
})
const addEvent = (event: GameEvent) => {
events.push(event)
}
const consumeAll = (): GameEvent[] => {
if (events.length === 0) {
return []
}
const all = events.slice()
events = []
return all
}
const createKeyEvents = (): void => {
const w = (LEFT ? 1 : 0) - (RIGHT ? 1 : 0)
const h = (UP ? 1 : 0) - (DOWN ? 1 : 0)
if (w !== 0 || h !== 0) {
const amount = (SHIFT ? 24 : 12) * Math.sqrt(viewport.getCurrentZoom())
const pos = viewport.viewportDimToWorld({w: w * amount, h: h * amount})
addEvent([Protocol.INPUT_EV_MOVE, pos.w, pos.h])
if (lastMouse) {
lastMouse[0] -= pos.w
lastMouse[1] -= pos.h
}
}
if (ZOOM_IN && ZOOM_OUT) {
// cancel each other out
} else if (ZOOM_IN) {
if (viewport.canZoom('in')) {
const target = lastMouse || canvasCenter()
addEvent([Protocol.INPUT_EV_ZOOM_IN, ...target])
}
} else if (ZOOM_OUT) {
if (viewport.canZoom('out')) {
const target = lastMouse || canvasCenter()
addEvent([Protocol.INPUT_EV_ZOOM_OUT, ...target])
}
}
}
const setHotkeys = (state: boolean) => {
KEYS_ON = state
}
return {
addEvent,
consumeAll,
createKeyEvents,
setHotkeys,
}
}
export async function main(
gameId: string,
clientId: string,
wsAddress: string,
MODE: string,
TARGET_EL: HTMLElement,
HUD: Hud
) {
if (typeof window.DEBUG === 'undefined') window.DEBUG = false
const shouldDrawPlayer = (player: Player) => {
return MODE === MODE_REPLAY || player.id !== clientId
}
const click = sounds['./click.mp3'].default
const clickAudio = new Audio(click)
const cursorGrab = await Graphics.loadImageToBitmap(images['./grab.png'].default)
const cursorHand = await Graphics.loadImageToBitmap(images['./hand.png'].default)
const cursorGrabMask = await Graphics.loadImageToBitmap(images['./grab_mask.png'].default)
const cursorHandMask = await Graphics.loadImageToBitmap(images['./hand_mask.png'].default)
// 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: Record<string, ImageBitmap> = {}
const getPlayerCursor = async (p: Player) => {
const key = p.color + ' ' + p.d
if (!cursors[key]) {
const cursor = p.d ? cursorGrab : cursorHand
if (p.color) {
const mask = p.d ? cursorGrabMask : cursorHandMask
cursors[key] = await createImageBitmap(
Graphics.colorizedCanvas(cursor, mask, p.color)
)
} else {
cursors[key] = cursor
}
}
return cursors[key]
}
// Create a canvas and attach adapters to it so we can work with it
const canvas = addCanvasToDom(TARGET_EL, Graphics.createCanvas())
// stuff only available in replay mode...
// TODO: refactor
const REPLAY: Replay = {
final: false,
log: [],
logPointer: 0,
speeds: [0.5, 1, 2, 5, 10, 20, 50, 100, 250, 500],
speedIdx: 1,
paused: false,
lastRealTs: 0,
lastGameTs: 0,
gameStartTs: 0,
skipNonActionPhases: true,
dataOffset: 0,
}
Communication.onConnectionStateChange((state) => {
HUD.setConnectionState(state)
})
const queryNextReplayBatch = async (
gameId: string
): Promise<ReplayData> => {
const offset = REPLAY.dataOffset
REPLAY.dataOffset += 10000 // meh
const replay: ReplayData = await Communication.requestReplayData(
gameId,
offset
)
// cut log that was already handled
REPLAY.log = REPLAY.log.slice(REPLAY.logPointer)
REPLAY.logPointer = 0
REPLAY.log.push(...replay.log)
if (replay.log.length === 0) {
REPLAY.final = true
}
return replay
}
let TIME: () => number = () => 0
const connect = async () => {
if (MODE === MODE_PLAY) {
const game: EncodedGame = await Communication.connect(wsAddress, gameId, clientId)
const gameObject: GameType = Util.decodeGame(game)
Game.setGame(gameObject.id, gameObject)
TIME = () => Time.timestamp()
} else if (MODE === MODE_REPLAY) {
const replay: ReplayData = await queryNextReplayBatch(gameId)
if (!replay.game) {
throw '[ 2021-05-29 no game received ]'
}
const gameObject: GameType = Util.decodeGame(replay.game)
Game.setGame(gameObject.id, gameObject)
REPLAY.lastRealTs = Time.timestamp()
REPLAY.gameStartTs = parseInt(replay.log[0][4], 10)
REPLAY.lastGameTs = REPLAY.gameStartTs
TIME = () => REPLAY.lastGameTs
} else {
throw '[ 2020-12-22 MODE invalid, must be play|replay ]'
}
// rerender after (re-)connect
RERENDER = true
}
await connect()
const PIECE_DRAW_OFFSET = Game.getPieceDrawOffset(gameId)
const PIECE_DRAW_SIZE = Game.getPieceDrawSize(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 BOARD_POS = {
x: (TABLE_WIDTH - PUZZLE_WIDTH) / 2,
y: (TABLE_HEIGHT - PUZZLE_HEIGHT) / 2
}
const BOARD_DIM = {
w: PUZZLE_WIDTH,
h: PUZZLE_HEIGHT,
}
const PIECE_DIM = {
w: PIECE_DRAW_SIZE,
h: PIECE_DRAW_SIZE,
}
const bitmaps = await PuzzleGraphics.loadPuzzleBitmaps(Game.getPuzzle(gameId))
const fireworks = new fireworksController(canvas, Game.getRng(gameId))
fireworks.init()
const ctx = canvas.getContext('2d') as CanvasRenderingContext2D
canvas.classList.add('loaded')
HUD.setPuzzleCut()
// initialize some view data
// this global data will change according to input events
const viewport = Camera()
const centerPuzzle = () => {
// center on the puzzle
viewport.reset()
viewport.move(
-(TABLE_WIDTH - canvas.width) /2,
-(TABLE_HEIGHT - canvas.height) /2
)
// zoom viewport to fit whole puzzle in
const x = viewport.worldDimToViewport(BOARD_DIM)
const border = 20
const targetW = canvas.width - (border * 2)
const targetH = canvas.height - (border * 2)
if (
(x.w > targetW || x.h > targetH)
|| (x.w < targetW && x.h < targetH)
) {
const zoom = Math.min(targetW / x.w, targetH / x.h)
viewport.setZoom(zoom, {
x: canvas.width / 2,
y: canvas.height / 2,
})
}
}
centerPuzzle()
const evts = EventAdapter(canvas, window, viewport, MODE)
const previewImageUrl = Game.getImageUrl(gameId)
const updateTimerElements = () => {
const startTs = Game.getStartTs(gameId)
const finishTs = Game.getFinishTs(gameId)
const ts = TIME()
HUD.setFinished(!!(finishTs))
HUD.setDuration((finishTs || ts) - startTs)
}
updateTimerElements()
HUD.setPiecesDone(Game.getFinishedPiecesCount(gameId))
HUD.setPiecesTotal(Game.getPieceCount(gameId))
const ts = TIME()
HUD.setActivePlayers(Game.getActivePlayers(gameId, ts))
HUD.setIdlePlayers(Game.getIdlePlayers(gameId, ts))
const longFinished = !! Game.getFinishTs(gameId)
let finished = longFinished
const justFinished = () => finished && !longFinished
const playerSoundVolume = (): number => {
return settings.getInt(SETTINGS.SOUND_VOLUME, 100)
}
const playerSoundEnabled = (): boolean => {
return settings.getBool(SETTINGS.SOUND_ENABLED, false)
}
const showPlayerNames = (): boolean => {
return settings.getBool(SETTINGS.SHOW_PLAYER_NAMES, true)
}
const playClick = () => {
const vol = playerSoundVolume()
clickAudio.volume = vol / 100
clickAudio.play()
}
const playerBgColor = () => {
if (MODE === MODE_REPLAY) {
return settings.getStr(SETTINGS.COLOR_BACKGROUND, '#222222')
}
return Game.getPlayerBgColor(gameId, clientId)
|| settings.getStr(SETTINGS.COLOR_BACKGROUND, '#222222')
}
const playerColor = () => {
if (MODE === MODE_REPLAY) {
return settings.getStr(SETTINGS.PLAYER_COLOR, '#ffffff')
}
return Game.getPlayerColor(gameId, clientId)
|| settings.getStr(SETTINGS.PLAYER_COLOR, '#ffffff')
}
const playerName = () => {
if (MODE === MODE_REPLAY) {
return settings.getStr(SETTINGS.PLAYER_NAME, 'anon')
}
return Game.getPlayerName(gameId, clientId)
|| settings.getStr(SETTINGS.PLAYER_NAME, 'anon')
}
let cursorDown: string = ''
let cursor: string = ''
let cursorState: boolean = false
const updatePlayerCursorState = (d: boolean) => {
cursorState = d
const [url, fallback] = d ? [cursorDown, 'grab'] : [cursor, 'default']
canvas.style.cursor = `url('${url}') ${CURSOR_W_2} ${CURSOR_H_2}, ${fallback}`
}
const updatePlayerCursorColor = (color: string) => {
cursorDown = Graphics.colorizedCanvas(cursorGrab, cursorGrabMask, color).toDataURL()
cursor = Graphics.colorizedCanvas(cursorHand, cursorHandMask, color).toDataURL()
updatePlayerCursorState(cursorState)
}
updatePlayerCursorColor(playerColor())
const doSetSpeedStatus = () => {
if (HUD.setReplaySpeed) {
HUD.setReplaySpeed(REPLAY.speeds[REPLAY.speedIdx])
}
if (HUD.setReplayPaused) {
HUD.setReplayPaused(REPLAY.paused)
}
}
const replayOnSpeedUp = () => {
if (REPLAY.speedIdx + 1 < REPLAY.speeds.length) {
REPLAY.speedIdx++
doSetSpeedStatus()
}
}
const replayOnSpeedDown = () => {
if (REPLAY.speedIdx >= 1) {
REPLAY.speedIdx--
doSetSpeedStatus()
}
}
const replayOnPauseToggle = () => {
REPLAY.paused = !REPLAY.paused
doSetSpeedStatus()
}
const intervals: NodeJS.Timeout[] = []
let to: NodeJS.Timeout
const clearIntervals = () => {
intervals.forEach(inter => {
clearInterval(inter)
})
if (to) {
clearTimeout(to)
}
}
let gameLoopInstance: GameLoopInstance
const unload = () => {
clearIntervals()
if (gameLoopInstance) {
gameLoopInstance.stop()
}
}
if (MODE === MODE_PLAY) {
intervals.push(setInterval(() => {
updateTimerElements()
}, 1000))
} else if (MODE === MODE_REPLAY) {
doSetSpeedStatus()
}
if (MODE === MODE_PLAY) {
Communication.onServerChange((msg: ServerEvent) => {
const msgType = msg[0]
const evClientId = msg[1]
const evClientSeq = msg[2]
const evChanges = msg[3]
for (const [changeType, changeData] of evChanges) {
switch (changeType) {
case Protocol.CHANGE_PLAYER: {
const p = Util.decodePlayer(changeData)
if (p.id !== clientId) {
Game.setPlayer(gameId, p.id, p)
RERENDER = true
}
} break;
case Protocol.CHANGE_TILE: {
const t = Util.decodePiece(changeData)
Game.setPiece(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) {
const handleLogEntry = (logEntry: any[], ts: Timestamp) => {
const entry = logEntry
if (entry[0] === Protocol.LOG_ADD_PLAYER) {
const playerId = entry[1]
Game.addPlayer(gameId, playerId, ts)
return true
}
if (entry[0] === Protocol.LOG_UPDATE_PLAYER) {
const playerId = Game.getPlayerIdByIndex(gameId, entry[1])
if (!playerId) {
throw '[ 2021-05-17 player not found (update player) ]'
}
Game.addPlayer(gameId, playerId, ts)
return true
}
if (entry[0] === Protocol.LOG_HANDLE_INPUT) {
const playerId = Game.getPlayerIdByIndex(gameId, entry[1])
if (!playerId) {
throw '[ 2021-05-17 player not found (handle input) ]'
}
const input = entry[2]
Game.handleInput(gameId, playerId, input, ts)
return true
}
return false
}
let GAME_TS = REPLAY.lastGameTs
const next = async () => {
if (REPLAY.logPointer + 1 >= REPLAY.log.length) {
await queryNextReplayBatch(gameId)
}
const realTs = Time.timestamp()
if (REPLAY.paused) {
REPLAY.lastRealTs = realTs
to = setTimeout(next, 50)
return
}
const timePassedReal = realTs - REPLAY.lastRealTs
const timePassedGame = timePassedReal * REPLAY.speeds[REPLAY.speedIdx]
let maxGameTs = REPLAY.lastGameTs + timePassedGame
do {
if (REPLAY.paused) {
break
}
const nextIdx = REPLAY.logPointer + 1
if (nextIdx >= REPLAY.log.length) {
break
}
const currLogEntry = REPLAY.log[REPLAY.logPointer]
const currTs: Timestamp = GAME_TS + currLogEntry[currLogEntry.length - 1]
const nextLogEntry = REPLAY.log[nextIdx]
const diffToNext = nextLogEntry[nextLogEntry.length - 1]
const nextTs: Timestamp = currTs + diffToNext
if (nextTs > maxGameTs) {
// next log entry is too far into the future
if (REPLAY.skipNonActionPhases && (maxGameTs + 500 * Time.MS < nextTs)) {
maxGameTs += diffToNext
}
break
}
GAME_TS = currTs
if (handleLogEntry(nextLogEntry, nextTs)) {
RERENDER = true
}
REPLAY.logPointer = nextIdx
} while (true)
REPLAY.lastRealTs = realTs
REPLAY.lastGameTs = maxGameTs
updateTimerElements()
if (!REPLAY.final) {
to = setTimeout(next, 50)
}
}
next()
}
let _last_mouse_down: Point|null = null
const onUpdate = (): void => {
// handle key downs once per onUpdate
// this will create Protocol.INPUT_EV_MOVE events if something
// relevant is pressed
evts.createKeyEvents()
for (const evt of evts.consumeAll()) {
if (MODE === MODE_PLAY) {
// LOCAL ONLY CHANGES
// -------------------------------------------------------------
const type = evt[0]
if (type === Protocol.INPUT_EV_MOVE) {
const w = evt[1]
const h = evt[2]
const dim = viewport.worldDimToViewport({w, h})
RERENDER = true
viewport.move(dim.w, dim.h)
} else if (type === Protocol.INPUT_EV_MOUSE_MOVE) {
if (_last_mouse_down && !Game.getFirstOwnedPiece(gameId, clientId)) {
// 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_PLAYER_COLOR) {
updatePlayerCursorColor(evt[1])
} else if (type === Protocol.INPUT_EV_MOUSE_DOWN) {
const pos = { x: evt[1], y: evt[2] }
_last_mouse_down = viewport.worldToViewport(pos)
updatePlayerCursorState(true)
} else if (type === Protocol.INPUT_EV_MOUSE_UP) {
_last_mouse_down = null
updatePlayerCursorState(false)
} else if (type === Protocol.INPUT_EV_ZOOM_IN) {
const pos = { x: evt[1], y: evt[2] }
RERENDER = true
viewport.zoom('in', viewport.worldToViewport(pos))
} else if (type === Protocol.INPUT_EV_ZOOM_OUT) {
const pos = { x: evt[1], y: evt[2] }
RERENDER = true
viewport.zoom('out', viewport.worldToViewport(pos))
} else if (type === Protocol.INPUT_EV_TOGGLE_PREVIEW) {
HUD.togglePreview()
} else if (type === Protocol.INPUT_EV_TOGGLE_SOUNDS) {
HUD.toggleSoundsEnabled()
} else if (type === Protocol.INPUT_EV_TOGGLE_PLAYER_NAMES) {
HUD.togglePlayerNames()
} else if (type === Protocol.INPUT_EV_CENTER_FIT_PUZZLE) {
centerPuzzle()
}
// LOCAL + SERVER CHANGES
// -------------------------------------------------------------
const ts = TIME()
const changes = Game.handleInput(
gameId,
clientId,
evt,
ts,
(playerId: string) => {
if (playerSoundEnabled()) {
playClick()
}
}
)
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_REPLAY_TOGGLE_PAUSE) {
replayOnPauseToggle()
} else if (type === Protocol.INPUT_EV_REPLAY_SPEED_DOWN) {
replayOnSpeedDown()
} else if (type === Protocol.INPUT_EV_REPLAY_SPEED_UP) {
replayOnSpeedUp()
} else 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) {
// 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_PLAYER_COLOR) {
updatePlayerCursorColor(evt[1])
} else if (type === Protocol.INPUT_EV_MOUSE_DOWN) {
const pos = { x: evt[1], y: evt[2] }
_last_mouse_down = viewport.worldToViewport(pos)
updatePlayerCursorState(true)
} else if (type === Protocol.INPUT_EV_MOUSE_UP) {
_last_mouse_down = null
updatePlayerCursorState(false)
} else if (type === Protocol.INPUT_EV_ZOOM_IN) {
const pos = { x: evt[1], y: evt[2] }
RERENDER = true
viewport.zoom('in', viewport.worldToViewport(pos))
} else if (type === Protocol.INPUT_EV_ZOOM_OUT) {
const pos = { x: evt[1], y: evt[2] }
RERENDER = true
viewport.zoom('out', viewport.worldToViewport(pos))
} else if (type === Protocol.INPUT_EV_TOGGLE_PREVIEW) {
HUD.togglePreview()
} else if (type === Protocol.INPUT_EV_TOGGLE_SOUNDS) {
HUD.toggleSoundsEnabled()
} else if (type === Protocol.INPUT_EV_TOGGLE_PLAYER_NAMES) {
HUD.togglePlayerNames()
} else if (type === Protocol.INPUT_EV_CENTER_FIT_PUZZLE) {
centerPuzzle()
}
}
}
finished = !! Game.getFinishTs(gameId)
if (justFinished()) {
fireworks.update()
RERENDER = true
}
}
const onRender = async (): Promise<void> => {
if (!RERENDER) {
return
}
const ts = TIME()
let pos: Point
let dim: Dim
let bmp: ImageBitmap
if (window.DEBUG) Debug.checkpoint_start(0)
// CLEAR CTX
// ---------------------------------------------------------------
ctx.fillStyle = playerBgColor()
ctx.fillRect(0, 0, canvas.width, canvas.height)
if (window.DEBUG) Debug.checkpoint('clear done')
// ---------------------------------------------------------------
// DRAW BOARD
// ---------------------------------------------------------------
pos = viewport.worldToViewportRaw(BOARD_POS)
dim = viewport.worldDimToViewportRaw(BOARD_DIM)
ctx.fillStyle = 'rgba(255, 255, 255, .3)'
ctx.fillRect(pos.x, pos.y, dim.w, dim.h)
if (window.DEBUG) Debug.checkpoint('board done')
// ---------------------------------------------------------------
// DRAW TILES
// ---------------------------------------------------------------
const tiles = Game.getPiecesSortedByZIndex(gameId)
if (window.DEBUG) Debug.checkpoint('get tiles done')
dim = viewport.worldDimToViewportRaw(PIECE_DIM)
for (const tile of tiles) {
if (!shouldDrawPiece(tile)) {
continue
}
bmp = bitmaps[tile.idx]
pos = viewport.worldToViewportRaw({
x: PIECE_DRAW_OFFSET + tile.pos.x,
y: PIECE_DRAW_OFFSET + tile.pos.y,
})
ctx.drawImage(bmp,
0, 0, bmp.width, bmp.height,
pos.x, pos.y, dim.w, dim.h
)
}
if (window.DEBUG) Debug.checkpoint('tiles done')
// ---------------------------------------------------------------
// DRAW PLAYERS
// ---------------------------------------------------------------
const texts: Array<FixedLengthArray<[string, number, number]>> = []
// Cursors
for (const p of Game.getActivePlayers(gameId, ts)) {
if (shouldDrawPlayer(p)) {
bmp = await getPlayerCursor(p)
pos = viewport.worldToViewport(p)
ctx.drawImage(bmp, pos.x - CURSOR_W_2, pos.y - CURSOR_H_2)
if (showPlayerNames()) {
// performance:
// not drawing text directly here, to have less ctx
// switches between drawImage and fillTxt
texts.push([`${p.name} (${p.points})`, pos.x, pos.y + CURSOR_H])
}
}
}
// Names
ctx.fillStyle = 'white'
ctx.textAlign = 'center'
for (const [txt, x, y] of texts) {
ctx.fillText(txt, x, y)
}
if (window.DEBUG) Debug.checkpoint('players done')
// propagate HUD changes
// ---------------------------------------------------------------
HUD.setActivePlayers(Game.getActivePlayers(gameId, ts))
HUD.setIdlePlayers(Game.getIdlePlayers(gameId, ts))
HUD.setPiecesDone(Game.getFinishedPiecesCount(gameId))
if (window.DEBUG) Debug.checkpoint('HUD done')
// ---------------------------------------------------------------
if (justFinished()) {
fireworks.render()
}
RERENDER = false
}
gameLoopInstance = run({
update: onUpdate,
render: onRender,
})
return {
setHotkeys: (state: boolean) => {
evts.setHotkeys(state)
},
onBgChange: (value: string) => {
settings.setStr(SETTINGS.COLOR_BACKGROUND, value)
evts.addEvent([Protocol.INPUT_EV_BG_COLOR, value])
},
onColorChange: (value: string) => {
settings.setStr(SETTINGS.PLAYER_COLOR, value)
evts.addEvent([Protocol.INPUT_EV_PLAYER_COLOR, value])
},
onNameChange: (value: string) => {
settings.setStr(SETTINGS.PLAYER_NAME, value)
evts.addEvent([Protocol.INPUT_EV_PLAYER_NAME, value])
},
onSoundsEnabledChange: (value: boolean) => {
settings.setBool(SETTINGS.SOUND_ENABLED, value)
},
onSoundsVolumeChange: (value: number) => {
settings.setInt(SETTINGS.SOUND_VOLUME, value)
playClick()
},
onShowPlayerNamesChange: (value: boolean) => {
settings.setBool(SETTINGS.SHOW_PLAYER_NAMES, value)
},
replayOnSpeedUp,
replayOnSpeedDown,
replayOnPauseToggle,
previewImageUrl,
player: {
background: playerBgColor(),
color: playerColor(),
name: playerName(),
soundsEnabled: playerSoundEnabled(),
soundsVolume: playerSoundVolume(),
showPlayerNames: showPlayerNames(),
},
game: Game.get(gameId),
disconnect: Communication.disconnect,
connect: connect,
unload: unload,
}
}