refactoring

+ wip input to server
This commit is contained in:
LuckyLaszlo
2022-11-17 11:12:32 +01:00
parent a873b23d0f
commit 6fb1470dbb
19 changed files with 197 additions and 131 deletions

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/* Server */
enum EventTypes {
gameUpdate = 1,
start,
pause,
resume
}
interface EventData {
type: EventTypes;
}
class EventGameUpdate implements EventData {
type: EventTypes = EventTypes.gameUpdate;
player1 = {y: 0};
player2 = {y: 0};
ball = {x: 0, y: 0, speed: 0};
}
/* Client */
enum InputEnum {
up = 1,
down
}
class EventInput {
input: InputEnum;
constructor(input: InputEnum = 0) {
this.input = input;
}
}
export {
EventTypes, EventData, EventGameUpdate,
InputEnum, EventInput
}

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import {Vector, VectorInteger} from "./Vector.js";
import {Component, Moving} from "./interface.js";
class Rectangle implements Component {
ctx: CanvasRenderingContext2D;
pos: VectorInteger;
color: string;
width: number;
height: number;
constructor(ctx: CanvasRenderingContext2D, pos: VectorInteger, color: string, width: number, height: number) {
this.ctx = ctx;
this.pos = Object.assign({}, pos);
this.color = color;
this.width = width;
this.height = height;
}
update() {
this.ctx.fillStyle = this.color;
this.ctx.fillRect(this.pos.x, this.pos.y, this.width, this.height);
}
clear(pos?: VectorInteger) {
if (pos)
this.ctx.clearRect(pos.x, pos.y, this.width, this.height);
else
this.ctx.clearRect(this.pos.x, this.pos.y, this.width, this.height);
}
collision(collider: Rectangle): boolean { // Collision WIP. To redo
var myleft = this.pos.x;
var myright = this.pos.x + (this.width);
var mytop = this.pos.y;
var mybottom = this.pos.y + (this.height);
var otherleft = collider.pos.x;
var otherright = collider.pos.x + (collider.width);
var othertop = collider.pos.y;
var otherbottom = collider.pos.y + (collider.height);
if ((mybottom < othertop)
|| (mytop > otherbottom)
|| (myright < otherleft)
|| (myleft > otherright)) {
return false;
}
else
return true;
}
}
class MovingRectangle extends Rectangle implements Moving {
dir: Vector = new Vector(0,0);
speed: number;
readonly baseSpeed: number;
constructor(ctx: CanvasRenderingContext2D, pos: VectorInteger, color: string, width: number, height: number, baseSpeed: number) {
super(ctx, pos, color, width, height);
this.baseSpeed = baseSpeed;
this.speed = baseSpeed;
}
move(delta: number) { // Math.floor WIP until VectorInteger debug
// console.log("delta: "+ delta);
// console.log("speed: "+ this.speed);
// console.log("speed*delta: "+ this.speed * delta);
this.pos.x += Math.floor(this.dir.x * this.speed * delta);
this.pos.y += Math.floor(this.dir.y * this.speed * delta);
}
moveAndCollide(delta: number, colliderArr: Rectangle[]) {
let oldPos = Object.assign({}, this.pos);
this.move(delta);
if (colliderArr.some(this.collision, this))
{
this.pos.x = oldPos.x;
this.pos.y = oldPos.y;
}
else
{
this.clear(oldPos);
this.update();
}
}
}
class Player extends MovingRectangle {
constructor(ctx: CanvasRenderingContext2D, pos: VectorInteger, color: string, width: number, height: number, baseSpeed: number) {
super(ctx, pos, color, width, height, baseSpeed);
}
}
class Ball extends MovingRectangle {
constructor(ctx: CanvasRenderingContext2D, pos: VectorInteger, color: string, size: number, baseSpeed: number) {
super(ctx, pos, color, size, size, baseSpeed);
}
bounce(collider?: Rectangle) {
/* Could be more generic, but testing only player is enough,
because in Pong collider can only be Player or Wall. */
if (collider instanceof Player) {
this._bouncePlayer(collider);
}
else {
this._bounceWall();
}
}
moveAndBounce(delta: number, colliderArr: Rectangle[]) {
let oldPos = Object.assign({}, this.pos);
this.move(delta);
let i = colliderArr.findIndex(this.collision, this);
if (i != -1)
{
this.bounce(colliderArr[i]);
this.move(delta);
}
this.clear(oldPos);
this.update();
}
private _bounceWall() { // Should be enough for Wall
this.dir.y = this.dir.y * -1;
}
private _bouncePlayer(collider: Player) { // WIP
// Bounce for Player need to be more complexe than this
this.speed += this.baseSpeed/20;
this.dir.x = this.dir.x * -1;
}
}
class Line extends Rectangle {
gapeCount: number = 0;
segmentCount: number;
segmentWidth: number;
segmentHeight: number;
constructor(ctx: CanvasRenderingContext2D, pos: VectorInteger, color: string, width: number, height: number, gapeCount?: number) {
super(ctx, pos, color, width, height);
if (gapeCount)
this.gapeCount = gapeCount;
this.segmentCount = this.gapeCount * 2 + 1;
this.segmentWidth = this.width;
this.segmentHeight = this.height / this.segmentCount;
// for Horizontal Line
// this.segmentWidth = this.width / this.segmentCount;
// this.segmentHeight = this.height;
}
update() {
this.ctx.fillStyle = this.color;
let pos: VectorInteger = new VectorInteger;
let i = 0;
while (i < this.segmentCount)
{
// for Horizontal Line
// pos.y = this.pos.y;
// pos.x = this.pos.x + this.segmentWidth * i;
pos.x = this.pos.x;
pos.y = this.pos.y + this.segmentHeight * i;
this.ctx.fillRect(pos.x, pos.y, this.segmentWidth, this.segmentHeight);
i += 2;
}
}
}
export {Rectangle, MovingRectangle, Player, Ball, Line}

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class Vector {
x: number;
y: number;
constructor(x: number = 0, y: number = 0) {
this.x = x;
this.y = y;
}
assign(x: number, y: number) {
this.x = x;
this.y = y;
}
}
class VectorInteger extends Vector {
// PLACEHOLDER
// VectorInteger with set/get dont work (No draw on the screen). Why ?
}
/*
class VectorInteger {
// private _x: number = 0;
// private _y: number = 0;
// constructor(x: number = 0, y: number = 0) {
// this._x = x;
// this._y = y;
// }
// get x(): number {
// return this._x;
// }
// set x(v: number) {
// // this._x = Math.floor(v);
// this._x = v;
// }
// get y(): number {
// return this._y;
// }
// set y(v: number) {
// // this._y = Math.floor(v);
// this._y = v;
// }
}
*/
export {Vector, VectorInteger}

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import {Vector, VectorInteger} from "./Vector.js";
interface Component {
pos: VectorInteger;
color: string;
ctx: CanvasRenderingContext2D;
update(): void;
clear(): void;
}
interface Moving {
dir: Vector;
speed: number; // pixel per second
move(delta: number): void;
}
export {Component, Moving}

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export const CanvasWidth = 1500;
/* ratio 5/3 (1.66) */
export const CanvasRatio = 1.66666;

43
src/shared_js/initGame.ts Normal file
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import * as c from "./constants.js"
import {Vector, VectorInteger} from "./class/Vector.js";
import {Rectangle, MovingRectangle, Player, Ball, Line} from "./class/Rectangle.js";
export let wall_top: Rectangle;
export let wall_bottom: Rectangle;
export let player1: Player;
export let player2: Player;
export let ball: Ball;
function initGame(ctx: CanvasRenderingContext2D)
{
// Const (could maybe be in constants.ts ?)
const w = c.CanvasWidth;
const h = c.CanvasWidth / c.CanvasRatio;
const w_mid = Math.floor(w/2);
const h_mid = Math.floor(h/2);
const pw = Math.floor(w/50);
const ph = pw*5;
const ballSize = pw;
const wallSize = Math.floor(w/100);
const playerSpeed = Math.floor(w/1.5); // pixel per second
const ballSpeed = Math.floor(w/1.5); // pixel per second
let pos = new VectorInteger;
// Component
pos.assign(0, 0);
wall_top = new Rectangle(ctx, pos, "grey", w, wallSize);
pos.assign(0, h-wallSize);
wall_bottom = new Rectangle(ctx, pos, "grey", w, wallSize);
pos.assign(0+pw, h_mid-ph/2);
player1 = new Player(ctx, pos, "white", pw, ph, playerSpeed);
pos.assign(w-pw-pw, h_mid-ph/2);
player2 = new Player(ctx, pos, "white", pw, ph, playerSpeed);
pos.assign(w_mid-ballSize/2, h_mid-ballSize/2);
ball = new Ball(ctx, pos, "white", ballSize, ballSpeed);
ball.dir.assign(-0.8, +0.2);
}
export {initGame}

10
src/shared_js/utils.ts Normal file
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function random(min: number = 0, max: number = 1) {
return Math.random() * (max - min) + min;
}
function sleep (ms: number) {
return new Promise((resolve) => setTimeout(resolve, ms));
}
export {random, sleep}