282 lines
7.4 KiB
JavaScript
282 lines
7.4 KiB
JavaScript
"use strict"
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import {run} from './gameloop.js'
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import Camera from './Camera.js'
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import Graphics from './Graphics.js'
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import Debug from './Debug.js'
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import Communication from './Communication.js'
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import Util from './../common/Util.js'
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import PuzzleGraphics from './PuzzleGraphics.js'
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if (typeof GAME_ID === 'undefined') throw '[ GAME_ID not set ]'
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if (typeof WS_ADDRESS === 'undefined') throw '[ WS_ADDRESS not set ]'
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if (typeof DEBUG === 'undefined') window.DEBUG = false
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function addCanvasToDom(canvas) {
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document.body.append(canvas)
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return canvas
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}
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function initme() {
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// return uniqId()
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let ID = localStorage.getItem("ID")
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if (!ID) {
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ID = Util.uniqId()
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localStorage.setItem("ID", ID)
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}
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return ID
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}
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const getFirstOwnedTile = (puzzle, userId) => {
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for (let t of puzzle.tiles) {
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if (t.owner === userId) {
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return t
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}
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}
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return null
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}
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export default class EventAdapter {
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constructor(canvas, viewport) {
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this._mouseEvts = []
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this._viewport = viewport
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canvas.addEventListener('mousedown', this._mouseDown.bind(this))
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canvas.addEventListener('mouseup', this._mouseUp.bind(this))
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canvas.addEventListener('mousemove', this._mouseMove.bind(this))
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canvas.addEventListener('wheel', this._wheel.bind(this))
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}
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consumeAll() {
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if (this._mouseEvts.length === 0) {
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return []
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}
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const all = this._mouseEvts.slice()
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this._mouseEvts = []
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return all
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}
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_mouseDown(e) {
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if (e.button === 0) {
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const pos = this._viewport.viewportToWorld({
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x: e.offsetX,
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y: e.offsetY,
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})
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this._mouseEvts.push(['down', pos.x, pos.y])
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}
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}
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_mouseUp(e) {
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if (e.button === 0) {
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const pos = this._viewport.viewportToWorld({
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x: e.offsetX,
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y: e.offsetY,
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})
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this._mouseEvts.push(['up', pos.x, pos.y])
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}
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}
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_mouseMove(e) {
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const pos = this._viewport.viewportToWorld({
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x: e.offsetX,
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y: e.offsetY,
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})
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this._mouseEvts.push(['move', pos.x, pos.y])
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}
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_wheel(e) {
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const pos = this._viewport.viewportToWorld({
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x: e.offsetX,
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y: e.offsetY,
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})
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const evt = e.deltaY < 0 ? 'zoomin' : 'zoomout'
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this._mouseEvts.push([evt, pos.x, pos.y])
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}
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}
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async function main() {
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let gameId = GAME_ID
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let me = initme()
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let cursorGrab = await Graphics.loadImageToBitmap('/grab.png')
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let cursorHand = await Graphics.loadImageToBitmap('/hand.png')
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const game = await Communication.connect(gameId, me)
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const bitmaps = await PuzzleGraphics.loadPuzzleBitmaps(game.puzzle)
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const puzzle = game.puzzle
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const players = game.players
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let rerender = true
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const changePlayer = (change) => {
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for (let k of Object.keys(change)) {
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players[me][k] = change[k]
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}
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}
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// Create a dom and attach adapters to it so we can work with it
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const canvas = addCanvasToDom(Graphics.createCanvas())
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const ctx = canvas.getContext('2d')
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// initialize some view data
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// this global data will change according to input events
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const viewport = new Camera(canvas)
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// center viewport
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viewport.move(
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-(puzzle.info.table.width - viewport.width) /2,
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-(puzzle.info.table.height - viewport.height) /2
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)
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const evts = new EventAdapter(canvas, viewport)
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Communication.onServerChange((msg) => {
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const msgType = msg[0]
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const evClientId = msg[1]
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const evClientSeq = msg[2]
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const evChanges = msg[3]
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for(let [changeType, changeData] of evChanges) {
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switch (changeType) {
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case 'player': {
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if (changeData.id !== me) {
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players[changeData.id] = changeData
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rerender = true
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}
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} break;
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case 'tile': {
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puzzle.tiles[changeData.idx] = changeData
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rerender = true
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} break;
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case 'data': {
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puzzle.data = changeData
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rerender = true
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} break;
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}
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}
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})
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// In the middle of the table, there is a board. this is to
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// tell the player where to place the final puzzle
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const boardColor = '#505050'
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const tilesSortedByZIndex = () => {
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const sorted = puzzle.tiles.slice()
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return sorted.sort((t1, t2) => t1.z - t2.z)
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}
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let _last_mouse_down = null
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const onUpdate = () => {
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for (let evt of evts.consumeAll()) {
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const type = evt[0]
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const pos = {x: evt[1], y: evt[2]}
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if (type === 'move') {
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rerender = true
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changePlayer(pos)
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if (_last_mouse_down && !getFirstOwnedTile(puzzle, me)) {
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// move the cam
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const mouse = viewport.worldToViewport(pos)
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const diffX = Math.round(mouse.x - _last_mouse_down.x)
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const diffY = Math.round(mouse.y - _last_mouse_down.y)
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viewport.move(diffX, diffY)
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_last_mouse_down = mouse
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}
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} else if (type === 'down') {
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_last_mouse_down = viewport.worldToViewport(pos)
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} else if (type === 'up') {
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_last_mouse_down = null
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} else if (type === 'zoomin') {
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if (viewport.zoomIn()) {
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rerender = true
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changePlayer(pos)
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}
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} else if (type === 'zoomout') {
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if (viewport.zoomOut()) {
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rerender = true
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changePlayer(pos)
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}
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}
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Communication.sendClientEvent(evt)
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}
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}
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const onRender = () => {
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if (!rerender) {
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return
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}
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let pos
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let dim
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if (DEBUG) Debug.checkpoint_start(0)
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// CLEAR CTX
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// ---------------------------------------------------------------
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ctx.clearRect(0, 0, canvas.width, canvas.height)
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if (DEBUG) Debug.checkpoint('clear done')
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// ---------------------------------------------------------------
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// DRAW BOARD
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// ---------------------------------------------------------------
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pos = viewport.worldToViewport({
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x: (puzzle.info.table.width - puzzle.info.width) / 2,
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y: (puzzle.info.table.height - puzzle.info.height) / 2
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})
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dim = viewport.worldDimToViewport({
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w: puzzle.info.width,
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h: puzzle.info.height,
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})
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ctx.fillStyle = boardColor
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ctx.fillRect(pos.x, pos.y, dim.w, dim.h)
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if (DEBUG) Debug.checkpoint('board done')
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// ---------------------------------------------------------------
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// DRAW TILES
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// ---------------------------------------------------------------
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for (let tile of tilesSortedByZIndex()) {
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const bmp = bitmaps[tile.idx]
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pos = viewport.worldToViewport({
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x: puzzle.info.tileDrawOffset + tile.pos.x,
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y: puzzle.info.tileDrawOffset + tile.pos.y,
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})
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dim = viewport.worldDimToViewport({
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w: puzzle.info.tileDrawSize,
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h: puzzle.info.tileDrawSize,
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})
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ctx.drawImage(bmp,
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0, 0, bmp.width, bmp.height,
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pos.x, pos.y, dim.w, dim.h
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)
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}
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if (DEBUG) Debug.checkpoint('tiles done')
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// ---------------------------------------------------------------
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// DRAW PLAYERS
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// ---------------------------------------------------------------
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for (let id of Object.keys(players)) {
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const p = players[id]
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const cursor = p.down ? cursorGrab : cursorHand
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const pos = viewport.worldToViewport(p)
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ctx.drawImage(cursor,
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Math.round(pos.x - cursor.width/2),
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Math.round(pos.y - cursor.height/2)
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)
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}
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if (DEBUG) Debug.checkpoint('players done')
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// ---------------------------------------------------------------
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rerender = false
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}
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run({
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update: onUpdate,
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render: onRender,
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})
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}
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main()
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