Merge branch 'master' into hugo
This commit is contained in:
@@ -6,7 +6,7 @@
|
||||
|
||||
import LoginPage from "./LoginPage.svelte";
|
||||
import UserPage from "../UserPage.svelte";
|
||||
import NotFound from "../NotFound.svelte";
|
||||
import NotFound from "../pages/NotFound.svelte";
|
||||
|
||||
// Ideally fuck all this shit in the long run
|
||||
let pages = ['login', 'user', 'account'];
|
||||
@@ -0,0 +1,112 @@
|
||||
<script lang="ts">
|
||||
|
||||
import { onMount } from 'svelte';
|
||||
|
||||
import { location } from 'svelte-spa-router';
|
||||
import GenerateUserDisplay from './GenerateUserDisplay.svelte';
|
||||
|
||||
// using location won't work cuz i do a fetch but i don't change the page fragment, so means nothing to location...
|
||||
|
||||
// this is how you access /:first for example
|
||||
// export let params = {}
|
||||
// <p>Your name is: <b>{params.first}</b> <b>{#if params.last}{params.last}{/if}</b></p>
|
||||
|
||||
// If i export these vars, maybe as an nice tidy object, i could pass whatever i like to them
|
||||
// The current user, some other user, whatever, and thus reuse this Componente for the user and their friends or whatever
|
||||
// will have to coordinate with Back, will know more once the Game stats are in the back
|
||||
// wait maybe this won't work, cuz like it's still going through a route, i would have to update a Store Var each time...
|
||||
// not sure if that's what i want...
|
||||
|
||||
|
||||
// maybe the rank is determined dynamically just in the front based on win loss ratio or something no one cares about
|
||||
// why bother storing that shit in the back...
|
||||
// maybe i need a Rank.svelte component
|
||||
// ohhh i could make above a certain rank glitter! like that CSS tutorial showed me!
|
||||
|
||||
export let aUsername;
|
||||
|
||||
let user;
|
||||
let rank = '';
|
||||
let avatar;
|
||||
|
||||
// i think i don't need to do this once i sort out the {wrap} conditions: in theory i could pass values to the Route
|
||||
// once the async authentication check is done
|
||||
onMount( async() => {
|
||||
console.log('Display aUser username: '+ aUsername)
|
||||
// http://transcendance:8080/api/v2/user?username=NomDuUserATrouver
|
||||
user = await fetch(`http://transcendance:8080/api/v2/user?username=${aUsername}`)
|
||||
.then( (x) => x.json() );
|
||||
|
||||
console.log('Display a user: ' + user.username)
|
||||
|
||||
|
||||
// console.log('profile display did my fetch')
|
||||
// should i be updating the userStore or is that unnecessary?
|
||||
|
||||
if (user.loseGame > user.winGame) {
|
||||
rank = 'Bitch Ass Loser!'
|
||||
} else if (user.loseGame === user.winGame) {
|
||||
rank = 'Fine i guess...'
|
||||
} else {
|
||||
rank = 'Yea you da Boss!'
|
||||
}
|
||||
|
||||
await fetch("http://transcendance:8080/api/v2/user/avatar", {method: "GET"})
|
||||
.then(response => {return response.blob()})
|
||||
.then(data => {
|
||||
const url = URL.createObjectURL(data);
|
||||
avatar = url;
|
||||
});
|
||||
|
||||
// tmp
|
||||
// console.log('mounted Profile Display')
|
||||
// console.log(user);
|
||||
|
||||
|
||||
})
|
||||
|
||||
// Glittery Stars and such for Rank
|
||||
|
||||
let index = 0, interval = 1000;
|
||||
|
||||
const rand = (min, max) =>
|
||||
Math.floor(Math.random() * (max - min + 1)) + min;
|
||||
|
||||
// it's unhappy that "star" isn't typeset, no idea what to do about it...
|
||||
const animate = (star) => {
|
||||
// the if seems to have fixed the type issue
|
||||
if (star) {
|
||||
star.style.setProperty("--star-left", `${rand(-10, 100)}%`);
|
||||
star.style.setProperty("--star-top", `${rand(-40, 80)}%`);
|
||||
|
||||
star.style.animation = "none";
|
||||
star.offsetHeight;
|
||||
star.style.animation = "";
|
||||
}
|
||||
}
|
||||
|
||||
// This is the part i invented, it was kinda a fucking nightmare...
|
||||
let stars = [];
|
||||
|
||||
for (let i = 0; i < 3; i++) {
|
||||
setTimeout(() => {
|
||||
animate(stars[i]);
|
||||
|
||||
setInterval(() => animate(stars[i]), 1000);
|
||||
}, index++ * (interval / 3))
|
||||
}
|
||||
|
||||
</script>
|
||||
|
||||
{#if user !== undefined}
|
||||
<GenerateUserDisplay {user}/>
|
||||
{:else}
|
||||
<h2>Sorry</h2>
|
||||
<div>Failed to load user {aUsername}</div>
|
||||
{/if}
|
||||
|
||||
|
||||
|
||||
<style>
|
||||
|
||||
</style>
|
||||
@@ -6,7 +6,7 @@
|
||||
import Footer from "../components/Footer.svelte";
|
||||
import Login from "./Login.svelte";
|
||||
import Tabs from "../shared/Tabs.svelte"
|
||||
import Card from "../shared/Card.svelte"
|
||||
import Card from "../pieces/Card.svelte"
|
||||
// tmp
|
||||
let login = { username: '', password: ''};
|
||||
// let's us track any errors in a submited form
|
||||
@@ -1,6 +1,6 @@
|
||||
<script lang="ts">
|
||||
import { now } from "svelte/internal";
|
||||
import Card from "../shared/Card.svelte";
|
||||
import Card from "../pieces/Card.svelte";
|
||||
import { createEventDispatcher } from 'svelte';
|
||||
// import UserStore from './stores/UserStore';
|
||||
|
||||
@@ -2,8 +2,8 @@
|
||||
// import Header from "./Header.svelte";
|
||||
import Footer from "../components/Footer.svelte";
|
||||
import Tabs from "../shared/Tabs.svelte";
|
||||
import Card from "../shared/Card.svelte";
|
||||
import Canvas from "../components/Canvas.svelte";
|
||||
import Card from "../pieces/Card.svelte";
|
||||
import Canvas from "../pieces/Canvas.svelte";
|
||||
import ScrollTo from "../shared/ScrollTo.svelte";
|
||||
import UserStore from "./UserStore.js";
|
||||
import { createEventDispatcher } from "svelte";
|
||||
@@ -0,0 +1,305 @@
|
||||
<script lang="ts">
|
||||
|
||||
import { onMount } from 'svelte';
|
||||
|
||||
import { location } from 'svelte-spa-router';
|
||||
// this is how you access /:first for example
|
||||
// export let params = {}
|
||||
// <p>Your name is: <b>{params.first}</b> <b>{#if params.last}{params.last}{/if}</b></p>
|
||||
|
||||
// If i export these vars, maybe as an nice tidy object, i could pass whatever i like to them
|
||||
// The current user, some other user, whatever, and thus reuse this Componente for the user and their friends or whatever
|
||||
// will have to coordinate with Back, will know more once the Game stats are in the back
|
||||
// wait maybe this won't work, cuz like it's still going through a route, i would have to update a Store Var each time...
|
||||
// not sure if that's what i want...
|
||||
|
||||
|
||||
// maybe the rank is determined dynamically just in the front based on win loss ratio or something no one cares about
|
||||
// why bother storing that shit in the back...
|
||||
// maybe i need a Rank.svelte component
|
||||
// ohhh i could make above a certain rank glitter! like that CSS tutorial showed me!
|
||||
|
||||
let user;
|
||||
let rank = '';
|
||||
let avatar;
|
||||
|
||||
// i think i don't need to do this once i sort out the {wrap} conditions: in theory i could pass values to the Route
|
||||
// once the async authentication check is done
|
||||
onMount( async() => {
|
||||
// console.log('mounting profile display')
|
||||
user = await fetch('http://transcendance:8080/api/v2/user')
|
||||
.then( (x) => x.json() );
|
||||
|
||||
// console.log('profile display did my fetch')
|
||||
// should i be updating the userStore or is that unnecessary?
|
||||
|
||||
if (user.loseGame > user.winGame) {
|
||||
rank = 'Bitch Ass Loser!'
|
||||
} else if (user.loseGame === user.winGame) {
|
||||
rank = 'Fine i guess...'
|
||||
} else {
|
||||
rank = 'Yea you da Boss!'
|
||||
}
|
||||
|
||||
await fetch("http://transcendance:8080/api/v2/user/avatar", {method: "GET"})
|
||||
.then(response => {return response.blob()})
|
||||
.then(data => {
|
||||
const url = URL.createObjectURL(data);
|
||||
avatar = url;
|
||||
});
|
||||
|
||||
// tmp
|
||||
// console.log('mounted Profile Display')
|
||||
// console.log(user);
|
||||
|
||||
|
||||
})
|
||||
|
||||
// Glittery Stars and such for Rank
|
||||
|
||||
let index = 0, interval = 1000;
|
||||
|
||||
const rand = (min, max) =>
|
||||
Math.floor(Math.random() * (max - min + 1)) + min;
|
||||
|
||||
// it's unhappy that "star" isn't typeset, no idea what to do about it...
|
||||
const animate = (star) => {
|
||||
// the if seems to have fixed the type issue
|
||||
if (star) {
|
||||
star.style.setProperty("--star-left", `${rand(-10, 100)}%`);
|
||||
star.style.setProperty("--star-top", `${rand(-40, 80)}%`);
|
||||
|
||||
star.style.animation = "none";
|
||||
star.offsetHeight;
|
||||
star.style.animation = "";
|
||||
}
|
||||
}
|
||||
|
||||
// This is the part i invented, it was kinda a fucking nightmare...
|
||||
let stars = [];
|
||||
|
||||
for (let i = 0; i < 3; i++) {
|
||||
setTimeout(() => {
|
||||
animate(stars[i]);
|
||||
|
||||
setInterval(() => animate(stars[i]), 1000);
|
||||
}, index++ * (interval / 3))
|
||||
}
|
||||
|
||||
</script>
|
||||
|
||||
<!-- is this if excessive? -->
|
||||
<div class="outer">
|
||||
{#if user !== undefined}
|
||||
<main>
|
||||
<!-- <img class="icon" src="img/default_user_icon.png" alt="default user icon"> -->
|
||||
<!-- <img class="icon" src="{user.image_url}" alt="default user icon"> -->
|
||||
<img class="avatar" src="{avatar}" alt="default user icon">
|
||||
<div class="username">{user.username}</div>
|
||||
<div class="rank">Rank:
|
||||
<span class="glitter">
|
||||
<span bind:this={stars[0]} class="glitter-star">
|
||||
<svg viewBox="0 0 512 512">
|
||||
<path d="M512 255.1c0 11.34-7.406 20.86-18.44 23.64l-171.3 42.78l-42.78 171.1C276.7 504.6 267.2 512 255.9 512s-20.84-7.406-23.62-18.44l-42.66-171.2L18.47 279.6C7.406 276.8 0 267.3 0 255.1c0-11.34 7.406-20.83 18.44-23.61l171.2-42.78l42.78-171.1C235.2 7.406 244.7 0 256 0s20.84 7.406 23.62 18.44l42.78 171.2l171.2 42.78C504.6 235.2 512 244.6 512 255.1z" />
|
||||
</svg>
|
||||
</span>
|
||||
<span bind:this={stars[1]} class="glitter-star">
|
||||
<svg viewBox="0 0 512 512">
|
||||
<path d="M512 255.1c0 11.34-7.406 20.86-18.44 23.64l-171.3 42.78l-42.78 171.1C276.7 504.6 267.2 512 255.9 512s-20.84-7.406-23.62-18.44l-42.66-171.2L18.47 279.6C7.406 276.8 0 267.3 0 255.1c0-11.34 7.406-20.83 18.44-23.61l171.2-42.78l42.78-171.1C235.2 7.406 244.7 0 256 0s20.84 7.406 23.62 18.44l42.78 171.2l171.2 42.78C504.6 235.2 512 244.6 512 255.1z" />
|
||||
</svg>
|
||||
</span>
|
||||
<span bind:this={stars[2]} class="glitter-star">
|
||||
<svg viewBox="0 0 512 512">
|
||||
<path d="M512 255.1c0 11.34-7.406 20.86-18.44 23.64l-171.3 42.78l-42.78 171.1C276.7 504.6 267.2 512 255.9 512s-20.84-7.406-23.62-18.44l-42.66-171.2L18.47 279.6C7.406 276.8 0 267.3 0 255.1c0-11.34 7.406-20.83 18.44-23.61l171.2-42.78l42.78-171.1C235.2 7.406 244.7 0 256 0s20.84 7.406 23.62 18.44l42.78 171.2l171.2 42.78C504.6 235.2 512 244.6 512 255.1z" />
|
||||
</svg>
|
||||
</span>
|
||||
<span class="glitter-text">{rank}</span>
|
||||
</span>
|
||||
</div>
|
||||
<section class="main-stats">
|
||||
<h4>Match Statistics</h4>
|
||||
<p>Total: {user.stats.totalGame}</p>
|
||||
<p>Victories: {user.stats.winGame}</p>
|
||||
<p>Losses: {user.stats.loseGame}</p>
|
||||
<p>Draws: {user.stats.drawGame}</p>
|
||||
</section>
|
||||
</main>
|
||||
{/if}
|
||||
</div>
|
||||
|
||||
<div>testing when there's tons of stuff</div>
|
||||
<div>testing when there's tons of stuff</div>
|
||||
<div>testing when there's tons of stuff</div>
|
||||
<div>testing when there's tons of stuff</div>
|
||||
<div>testing when there's tons of stuff</div>
|
||||
<div>testing when there's tons of stuff</div>
|
||||
<div>testing when there's tons of stuff</div>
|
||||
<div>testing when there's tons of stuff</div>
|
||||
<div>testing when there's tons of stuff</div>
|
||||
<div>testing when there's tons of stuff</div>
|
||||
<div>testing when there's tons of stuff</div>
|
||||
<div>testing when there's tons of stuff</div>
|
||||
<div>testing when there's tons of stuff</div>
|
||||
<div>testing when there's tons of stuff</div>
|
||||
<div>testing when there's tons of stuff</div>
|
||||
<div>testing when there's tons of stuff</div>
|
||||
<div>testing when there's tons of stuff</div>
|
||||
<div>testing when there's tons of stuff</div>
|
||||
<div>testing when there's tons of stuff</div>
|
||||
<div>testing when there's tons of stuff</div>
|
||||
<div>testing when there's tons of stuff</div>
|
||||
<div>testing when there's tons of stuff</div>
|
||||
<div>testing when there's tons of stuff</div>
|
||||
<div>testing when there's tons of stuff</div>
|
||||
<div>testing when there's tons of stuff</div>
|
||||
<div>testing when there's tons of stuff</div>
|
||||
<div>testing when there's tons of stuff</div>
|
||||
<div>testing when there's tons of stuff</div>
|
||||
<div>testing when there's tons of stuff</div>
|
||||
<div>testing when there's tons of stuff</div>
|
||||
|
||||
|
||||
|
||||
|
||||
<style>
|
||||
|
||||
div.outer{
|
||||
max-width: 960px;
|
||||
margin: 40px auto;
|
||||
}
|
||||
|
||||
/* The main part */
|
||||
main{
|
||||
max-width: 960px;
|
||||
margin: 40px auto;
|
||||
text-align: center;
|
||||
}
|
||||
|
||||
/* Normal CSS stuff */
|
||||
.avatar{
|
||||
max-width: 150px;
|
||||
/* padding: 5px; */
|
||||
}
|
||||
|
||||
/* The variable rich section */
|
||||
section.main-stats{
|
||||
max-width: 600px;
|
||||
margin: 40px auto;
|
||||
text-align: center;
|
||||
/* i think i want to use a grid? */
|
||||
display: grid;
|
||||
grid-template-columns: repeat(3, 1fr);
|
||||
/* not sure about this, maybe top should be larger? */
|
||||
grid-template-rows: repeat(3, 1fr);
|
||||
}
|
||||
|
||||
/* the stuff in the grid*/
|
||||
section.main-stats h4{
|
||||
grid-column: 1 / span 3;
|
||||
}
|
||||
|
||||
div.username{
|
||||
font-size: 1.5em;
|
||||
font-weight: bold;
|
||||
padding-bottom: 5px;
|
||||
}
|
||||
|
||||
div.rank {
|
||||
/* color: black; */
|
||||
font-size: 1.2em;
|
||||
font-weight: bold;
|
||||
}
|
||||
|
||||
|
||||
/* Glittery Star Stuff */
|
||||
|
||||
|
||||
:root {
|
||||
--purple: rgb(123, 31, 162);
|
||||
--violet: rgb(103, 58, 183);
|
||||
--pink: rgb(244, 143, 177);
|
||||
/* make shit gold? */
|
||||
}
|
||||
|
||||
@keyframes background-pan {
|
||||
from {
|
||||
background-position: 0% center;
|
||||
}
|
||||
|
||||
to {
|
||||
background-position: -200% center;
|
||||
}
|
||||
}
|
||||
|
||||
@keyframes scale {
|
||||
from, to {
|
||||
transform: scale(0);
|
||||
}
|
||||
|
||||
50% {
|
||||
transform: scale(1);
|
||||
}
|
||||
}
|
||||
|
||||
@keyframes rotate {
|
||||
from {
|
||||
transform: rotate(0deg);
|
||||
}
|
||||
|
||||
to {
|
||||
transform: rotate(180deg);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
div > .glitter {
|
||||
display: inline-block;
|
||||
position: relative;
|
||||
}
|
||||
|
||||
div > .glitter > .glitter-star {
|
||||
--size: clamp(20px, 1.5vw, 30px);
|
||||
|
||||
animation: scale 700ms ease forwards;
|
||||
display: block;
|
||||
height: var(--size);
|
||||
left: var(--star-left);
|
||||
position: absolute;
|
||||
top: var(--star-top);
|
||||
width: var(--size);
|
||||
}
|
||||
|
||||
div > .glitter > .glitter-star > svg {
|
||||
animation: rotate 1000ms linear infinite;
|
||||
display: block;
|
||||
opacity: 0.7;
|
||||
}
|
||||
|
||||
div > .glitter > .glitter-star > svg > path {
|
||||
fill: var(--violet);
|
||||
}
|
||||
|
||||
div > .glitter > .glitter-text {
|
||||
animation: background-pan 3s linear infinite;
|
||||
/* background-image: linear-gradient( */
|
||||
background: linear-gradient(
|
||||
to right,
|
||||
var(--purple),
|
||||
var(--violet),
|
||||
var(--pink),
|
||||
var(--purple)
|
||||
);
|
||||
background-size: 200%;
|
||||
|
||||
/* Keep these for Safari and chrome */
|
||||
-webkit-background-clip: text;
|
||||
-webkit-text-fill-color: transparent;
|
||||
|
||||
/* These are for Firefox */
|
||||
background-clip: text;
|
||||
color: transparent;
|
||||
|
||||
white-space: nowrap;
|
||||
}
|
||||
|
||||
</style>
|
||||
@@ -0,0 +1,137 @@
|
||||
<script lang="ts">
|
||||
|
||||
import { onMount } from 'svelte';
|
||||
import { loginStatus } from '../stores/loginStatusStore';
|
||||
|
||||
// Cherif's code
|
||||
|
||||
let qrCodeImg;
|
||||
let qrCode = "";
|
||||
let wrongCode = "";
|
||||
let maxTry = 3;
|
||||
// const fetchQrCodeImg = (async() => {
|
||||
// await fetch("http://transcendance:8080/api/v2/auth/2fa/generate",
|
||||
// {
|
||||
// method: 'POST',
|
||||
// })
|
||||
// .then(response => {return response.blob()})
|
||||
// .then(blob => {
|
||||
// const url = URL.createObjectURL(blob);
|
||||
// qrCodeImg = url;
|
||||
// });
|
||||
// })()
|
||||
|
||||
// $: submit = async() => {
|
||||
// const response = await fetch("http://transcendance:8080/api/v2/auth/2fa/turn-on",
|
||||
// {
|
||||
// method : 'POST',
|
||||
// headers : {
|
||||
// "Content-Type": "application/json",
|
||||
// },
|
||||
// body : JSON.stringify({
|
||||
// "twoFaCode" : qrCode,
|
||||
// }),
|
||||
// });
|
||||
// if (response.status === 401)
|
||||
// {
|
||||
// qrCode = "";
|
||||
// wrongCode = `Wrong code, please try again. You have ${maxTry} before end session`;
|
||||
// maxTry--;
|
||||
// }
|
||||
// if (maxTry === 0)
|
||||
// {
|
||||
// await fetch("http://transcendance:8080/auth/logout",
|
||||
// {
|
||||
// method : 'POST',
|
||||
// })
|
||||
// .then(response => response.json())
|
||||
// .then(push("/login"));
|
||||
// }
|
||||
// if (response.status === 200)
|
||||
// {
|
||||
// push("/");
|
||||
// }
|
||||
// }
|
||||
|
||||
|
||||
|
||||
// My code
|
||||
|
||||
|
||||
|
||||
let auth;
|
||||
// we're expecting secret and otpauth
|
||||
|
||||
onMount( async() => {
|
||||
// auth = await fetch('http://transcendance:8080/api/v2/auth/2fa/generate', {
|
||||
// method: 'POST'
|
||||
// })
|
||||
// .then((resp) => resp.json());
|
||||
// console.log(auth.secret);
|
||||
|
||||
await fetch("http://transcendance:8080/api/v2/auth/2fa/generate", {
|
||||
method: 'POST',
|
||||
})
|
||||
.then(response => {return response.blob()})
|
||||
.then(blob => {
|
||||
const url = URL.createObjectURL(blob);
|
||||
qrCodeImg = url;
|
||||
});
|
||||
|
||||
});
|
||||
|
||||
// testing loginStatus Custom Store
|
||||
|
||||
const toggleTFA = () => {
|
||||
loginStatus.toggleTFA();
|
||||
console.log($loginStatus.tfa);
|
||||
}
|
||||
|
||||
|
||||
// testing
|
||||
|
||||
let auth2
|
||||
const TFA = async() => {
|
||||
// ok no idea what goes in here...
|
||||
auth2 = await fetch('http://transcendance:8080/api/v2/auth/2fa/generate', {
|
||||
method: 'POST'
|
||||
})
|
||||
// .then((resp) => resp.json());
|
||||
|
||||
// console.log(auth2.secret);
|
||||
console.log(auth2);
|
||||
};
|
||||
|
||||
// if ($loginStatus.tfa && $loginStatus.fortyTwo)
|
||||
|
||||
</script>
|
||||
|
||||
<h1>2FA Test</h1>
|
||||
|
||||
<div>
|
||||
<button on:click={TFA}>TFA</button>
|
||||
</div>
|
||||
|
||||
<div>
|
||||
{#if auth2}
|
||||
<p>{auth2.json()}</p>
|
||||
{/if}
|
||||
</div>
|
||||
|
||||
<img src={qrCodeImg} alt="A QRCodeImg you must scan with google authenticator" id="qrcodeImg" />
|
||||
|
||||
|
||||
<!-- <p>FortyTwo: {$loginStatus.fortyTwo}</p>
|
||||
<p>TFA: {$loginStatus.tfa}</p>
|
||||
<p>isLogged: {loginStatus.isLogged}</p>
|
||||
|
||||
<div>
|
||||
<button on:click={toggleTFA}>toggleTFA</button>
|
||||
</div> -->
|
||||
|
||||
|
||||
|
||||
|
||||
<style>
|
||||
|
||||
</style>
|
||||
@@ -35,7 +35,7 @@
|
||||
let clickedLogout = async() => {
|
||||
console.log('clicked logout');
|
||||
await fetch('http://transcendance:8080/api/v2/auth/logout',);
|
||||
$loginStatus = false;
|
||||
// $loginStatus = false;
|
||||
// maybe use replace() ?
|
||||
push('/');
|
||||
};
|
||||
@@ -0,0 +1,24 @@
|
||||
import { writable } from "svelte/store";
|
||||
|
||||
// an alternative way of doing things where i have a svelte store connected to localStorage
|
||||
|
||||
// do in need to adapt this to work with 2fa?
|
||||
|
||||
let _user = localStorage.getItem('42User');
|
||||
|
||||
// turns out a simple store is actually the easiest :)
|
||||
// export const userStore = writable(_user ? JSON.parse(_user) : null); // we start with no user, but go get one if one exists
|
||||
// export const userStore = writable(null);
|
||||
|
||||
// ok so this will happen no matter what, basically we are telling it what to do if the store containing the user changes
|
||||
userStore.subscribe((value) => {
|
||||
if (value)
|
||||
localStorage.setItem('42User', JSON.stringify(value));
|
||||
else
|
||||
localStorage.removeItem('42User'); // for logout
|
||||
});
|
||||
|
||||
export const userLogout = () => userStore.set(null);
|
||||
|
||||
|
||||
// export const tmpStore = userStore
|
||||
@@ -0,0 +1,129 @@
|
||||
import { writable } from "svelte/store";
|
||||
|
||||
// This is a "Custom Store" see that chapter in the Svelte Tutorial, should be fine
|
||||
// NVM this is definitely overkill
|
||||
// function createLogin() {
|
||||
// const { subscribe, update } = writable(false);
|
||||
|
||||
// return {
|
||||
// subscribe,
|
||||
// login: () => update(s => s = true),
|
||||
// logout: () => update(s => s = false),
|
||||
// }
|
||||
// }
|
||||
// export const loginStatus = createLogin();
|
||||
|
||||
// export const loginStatus = writable({
|
||||
// 42: false,
|
||||
// tfa: false,
|
||||
// });
|
||||
|
||||
// function createLoginStatus() {
|
||||
|
||||
// //ok it really hated all this
|
||||
|
||||
// // const store = writable({
|
||||
// // fortyTwo: false,
|
||||
// // tfa: false,
|
||||
// // });
|
||||
|
||||
// // return {
|
||||
// // ...store,
|
||||
// // subscribe,
|
||||
// // // toggle42: () => update( l => l.fortyTwo = !l.fortyTwo ),
|
||||
// // toggle42: () => store.update( fortyTwo => !fortyTwo ),
|
||||
// // // toggleTFA: () => update( l => l.tfa = !l.tfa ),
|
||||
// // toggleTFA: () => store.update( tfa => !tfa ),
|
||||
// // isLogged: () => store.fortyTwo && store.tfa,
|
||||
// // // isLogged: this.fortyTwo && this.tfa,
|
||||
// // // it really doesn't like "this."
|
||||
// // // isLogged: () => (this.tfa && this.fortyTwo),
|
||||
// // // this. ? or (l) => l.tfa ... ?
|
||||
// // }
|
||||
|
||||
|
||||
// // doesn't seem to work...
|
||||
// const { subscribe, update } = writable({
|
||||
// fortyTwo: false,
|
||||
// tfa: false,
|
||||
// });
|
||||
|
||||
// return {
|
||||
// subscribe,
|
||||
// // toggle42: () => update( l => l.fortyTwo = !l.fortyTwo ),
|
||||
// toggle42: () => update( fortyTwo => !fortyTwo ),
|
||||
// // toggleTFA: () => update( l => l.tfa = !l.tfa ),
|
||||
// toggleTFA: () => update( tfa => !tfa ),
|
||||
// // isLogged: () => fortyTwo && tfa,
|
||||
// // isLogged: this.fortyTwo && this.tfa,
|
||||
// // it really doesn't like "this."
|
||||
// // isLogged: () => (this.tfa && this.fortyTwo),
|
||||
// // this. ? or (l) => l.tfa ... ?
|
||||
// isLogged() {
|
||||
// return fortyTwo && tfa;
|
||||
// },
|
||||
// }
|
||||
|
||||
// // possible other way of doing this
|
||||
|
||||
// // const store = writable({
|
||||
// // fortyTwo: false,
|
||||
// // tfa: false,
|
||||
// // });
|
||||
|
||||
// // return {
|
||||
// // ...store,
|
||||
// // subscribe,
|
||||
// // // toggle42: () => update( l => l.fortyTwo = !l.fortyTwo ),
|
||||
// // toggle42: () => store.update( l.fortyTwo => !l.fortyTwo ),
|
||||
// // toggleTFA: () => store.update( l => l.tfa = !l.tfa ),
|
||||
// // isLogged: store.fortyTwo && store.tfa,
|
||||
// // // isLogged: () => (this.tfa && this.fortyTwo),
|
||||
// // // this. ? or (l) => l.tfa ... ?
|
||||
// // }
|
||||
|
||||
// }
|
||||
|
||||
function createLoginStatus() {
|
||||
const { subscribe, update } = writable({
|
||||
fortyTwo: false,
|
||||
tfa: false,
|
||||
});
|
||||
|
||||
function toggle42() {
|
||||
update( (old) => ({...old, fortyTwo: !old.fortyTwo}) );
|
||||
};
|
||||
|
||||
function toggleTFA() {
|
||||
// update( () => {
|
||||
// self.tfa = !self.tfa;
|
||||
// return self;
|
||||
// })
|
||||
// console.log("testing");
|
||||
update( (old) => ({...old, tfa: !old.tfa}) );
|
||||
};
|
||||
|
||||
function isLogged() {
|
||||
// return (l) => {l.fortyTwo && l.tfa};
|
||||
// return self.fortyTwo && self.tfa;
|
||||
// return fortyTwo && tfa;
|
||||
};
|
||||
|
||||
return { subscribe, update, toggle42, toggleTFA, isLogged };
|
||||
}
|
||||
|
||||
export const loginStatus = createLoginStatus();
|
||||
|
||||
// OK let's try a totally new approach
|
||||
|
||||
// const _loginStatus = writable({
|
||||
// fortyTwo: false,
|
||||
// tfa: false,
|
||||
// })
|
||||
|
||||
// export const loginStatus = {
|
||||
// subscribe: _loginStatus.subscribe,
|
||||
// set: _loginStatus.set,
|
||||
// update: _loginStatus.update,
|
||||
// toggle42: () =>
|
||||
// }
|
||||
@@ -0,0 +1,177 @@
|
||||
<script lang="ts">
|
||||
import NotFound from "../src/pages/NotFound.svelte";
|
||||
import ProfilePage from "../src/pages/profile/ProfilePage.svelte";
|
||||
import SplashPage from "../src/pages/SplashPage.svelte";
|
||||
import TwoFactorAuthentication from '../src/pages/TwoFactorAuthentication.svelte';
|
||||
import UnauthorizedAccessPage from '../src/pages/UnauthorizedAccessPage.svelte';
|
||||
import { wrap } from 'svelte-spa-router/wrap'
|
||||
import { get } from 'svelte/store';
|
||||
|
||||
import TestPage from '../src/pages/TmpTestPage.svelte';
|
||||
import { userStore, userLogout } from "../src/stores/loginStatusStore";
|
||||
|
||||
|
||||
|
||||
// "/article/:title": Article, // this is how you would do parameters!
|
||||
// "/": LoginPage,
|
||||
|
||||
// TMP not using this cuz need to work out how to authentical both 42 and 2FA from the backend
|
||||
|
||||
// export const primaryRoutes = {
|
||||
// '/': SplashPage,
|
||||
// // '/2fa': TwoFactorAuthentication,
|
||||
// '/2fa': wrap({
|
||||
// component: TwoFactorAuthentication,
|
||||
// conditions: [
|
||||
// (detail) => {
|
||||
// // let loggedIn;
|
||||
// // loginStatus.subscribe(value => {
|
||||
// // loggedIn = value;
|
||||
// // });
|
||||
|
||||
// const { fortyTwo, tfa } = get(loginStatus);
|
||||
|
||||
// console.log('condition in /2fa');
|
||||
// // return (loginStatus.fortyTwo && loginStatus.tfa);
|
||||
// // console.log($loginStatus.fortyTwo)
|
||||
// console.log(fortyTwo);
|
||||
// console.log(tfa);
|
||||
// return true;
|
||||
// }
|
||||
// ]
|
||||
// }),
|
||||
// '/profile': wrap({
|
||||
// component: ProfilePage,
|
||||
// conditions: [
|
||||
// (detail) => {
|
||||
// const { fortyTwo, tfa } = get(loginStatus);
|
||||
// // console.log(fortyTwo);
|
||||
// // console.log(tfa);
|
||||
// // return true;
|
||||
// return (fortyTwo && tfa);
|
||||
// }
|
||||
// ]
|
||||
// }),
|
||||
// '/profile/*': wrap({
|
||||
// component: ProfilePage,
|
||||
// conditions: [
|
||||
// (detail) => {
|
||||
// const { fortyTwo, tfa } = get(loginStatus);
|
||||
// // console.log(fortyTwo);
|
||||
// // console.log(tfa);
|
||||
// // return true;
|
||||
// return (fortyTwo && tfa);
|
||||
// }
|
||||
// ]
|
||||
// }),
|
||||
// '/profile': wrap({
|
||||
// // Use a dynamically-loaded component for this
|
||||
// asyncComponent: () => import('./ProfilePage.svelte'),
|
||||
// // Adding one pre-condition that's an async function
|
||||
// conditions: [
|
||||
// async (detail) => {
|
||||
// // Make a network request, which are async operations
|
||||
// const response = await fetch('http://transcendance:8080/api/v2/user')
|
||||
// const data = await response.json()
|
||||
// // Return true to continue loading the component, or false otherwise
|
||||
// if (data.isAdmin) {
|
||||
// return true
|
||||
// }
|
||||
// else {
|
||||
// return false
|
||||
// }
|
||||
// }
|
||||
// ]
|
||||
// }),
|
||||
// '/unauthorized-access': UnauthorizedAccessPage,
|
||||
// '*': NotFound
|
||||
// };
|
||||
|
||||
export const primaryRoutes = {
|
||||
"/": SplashPage,
|
||||
'/test': wrap({
|
||||
component: TestPage,
|
||||
conditions: [
|
||||
(detail) => {
|
||||
// const user = get(userStore); // seems like get(store) is not an option
|
||||
// // const user = userStore;
|
||||
// // console.log(fortyTwo);
|
||||
// // console.log(tfa);
|
||||
// console.log('in /test what is in user')
|
||||
// console.log(user)
|
||||
|
||||
// you moron $userStore is a Svelte Abreviation, this is .JS, duh
|
||||
// let user = $userStore;
|
||||
let user;
|
||||
const unsub = userStore.subscribe(value => {
|
||||
user = value;
|
||||
});
|
||||
console.log('in /test what is in userStore directly')
|
||||
console.log(user)
|
||||
|
||||
// return true;
|
||||
// obvi this doesn't work cuz skips to true after no user...
|
||||
// you gotta make the condition the true and the everything else false
|
||||
// if (user && user.statusCode && user.statusCode === 403)
|
||||
// if (user !== null) {
|
||||
if (user && user.username) {
|
||||
unsub();
|
||||
return true;
|
||||
} else {
|
||||
unsub();
|
||||
return false;
|
||||
}
|
||||
}
|
||||
]
|
||||
}),
|
||||
// '/test': wrap({
|
||||
// component: TestPage,
|
||||
// conditions: [
|
||||
// async(detail) => {
|
||||
// // THIS SHIT TOTALLY WORKS
|
||||
// const user = await fetch('http://transcendance:8080/api/v2/user')
|
||||
// .then((resp) => resp.json())
|
||||
|
||||
// console.log('in /test what is in user')
|
||||
// console.log(user)
|
||||
|
||||
// if (user && user.username)
|
||||
// return true;
|
||||
// else
|
||||
// return false;
|
||||
// }
|
||||
// ]
|
||||
// }),
|
||||
'/2fa': TwoFactorAuthentication,
|
||||
"/profile": ProfilePage,
|
||||
"/profile/*": ProfilePage,
|
||||
'/unauthorized-access': UnauthorizedAccessPage,
|
||||
"*": NotFound
|
||||
};
|
||||
|
||||
// export const primaryRoutes = {
|
||||
// "/": SplashPage,
|
||||
// "/profile": ProfilePage,
|
||||
// "/game": GamePage,
|
||||
// "/chat": ChatPage,
|
||||
// "*": NotFound
|
||||
// };
|
||||
|
||||
|
||||
// i might need to add /profile/* and such to make the nested routers work
|
||||
|
||||
// ok maybe these need to be in their own files?
|
||||
|
||||
|
||||
|
||||
// export const gameRoutes = {
|
||||
// "/": GamePage,
|
||||
// "*": NotFound
|
||||
// };
|
||||
|
||||
// export const chatRoutes = {
|
||||
// "/": ChatPage,
|
||||
// "*": NotFound
|
||||
// };
|
||||
|
||||
</script>
|
||||
BIN
srcs/requirements/svelte/api_front/public/fonts/Bit5x3.woff
Normal file
BIN
srcs/requirements/svelte/api_front/public/fonts/Bit5x3.woff
Normal file
Binary file not shown.
BIN
srcs/requirements/svelte/api_front/public/fonts/Bit5x3.woff2
Normal file
BIN
srcs/requirements/svelte/api_front/public/fonts/Bit5x3.woff2
Normal file
Binary file not shown.
16
srcs/requirements/svelte/api_front/public/game/audio.ts
Normal file
16
srcs/requirements/svelte/api_front/public/game/audio.ts
Normal file
@@ -0,0 +1,16 @@
|
||||
|
||||
import * as c from "./constants.js"
|
||||
|
||||
export const soundPongArr: HTMLAudioElement[] = [];
|
||||
export const soundRoblox = new Audio("http://localhost:8080/sound/roblox-oof.ogg");
|
||||
|
||||
export function initAudio(muteFlag: boolean)
|
||||
{
|
||||
for (let i = 0; i <= 32; i++) {
|
||||
soundPongArr.push(new Audio("http://localhost:8080/sound/pong/"+i+".ogg"));
|
||||
soundPongArr[i].volume = c.soundPongVolume;
|
||||
soundPongArr[i].muted = muteFlag;
|
||||
}
|
||||
soundRoblox.volume = c.soundRobloxVolume;
|
||||
soundRoblox.muted = muteFlag;
|
||||
}
|
||||
107
srcs/requirements/svelte/api_front/public/game/class/Event.ts
Normal file
107
srcs/requirements/svelte/api_front/public/game/class/Event.ts
Normal file
@@ -0,0 +1,107 @@
|
||||
|
||||
import * as en from "../enums.js"
|
||||
|
||||
/* From Server */
|
||||
class ServerEvent {
|
||||
type: en.EventTypes;
|
||||
constructor(type: en.EventTypes = 0) {
|
||||
this.type = type;
|
||||
}
|
||||
}
|
||||
|
||||
class EventAssignId extends ServerEvent {
|
||||
id: string;
|
||||
constructor(id: string) {
|
||||
super(en.EventTypes.assignId);
|
||||
this.id = id;
|
||||
}
|
||||
}
|
||||
|
||||
class EventMatchmakingComplete extends ServerEvent {
|
||||
side: en.PlayerSide;
|
||||
constructor(side: en.PlayerSide) {
|
||||
super(en.EventTypes.matchmakingComplete);
|
||||
this.side = side;
|
||||
}
|
||||
}
|
||||
|
||||
class EventGameUpdate extends ServerEvent {
|
||||
playerLeft = {
|
||||
y: 0
|
||||
};
|
||||
playerRight = {
|
||||
y: 0
|
||||
};
|
||||
ballsArr: {
|
||||
x: number,
|
||||
y: number,
|
||||
dirX: number,
|
||||
dirY: number,
|
||||
speed: number
|
||||
}[] = [];
|
||||
wallTop? = {
|
||||
y: 0
|
||||
};
|
||||
wallBottom? = {
|
||||
y: 0
|
||||
};
|
||||
lastInputId = 0;
|
||||
constructor() { // TODO: constructor that take GameComponentsServer maybe ?
|
||||
super(en.EventTypes.gameUpdate);
|
||||
}
|
||||
}
|
||||
|
||||
class EventScoreUpdate extends ServerEvent {
|
||||
scoreLeft: number;
|
||||
scoreRight: number;
|
||||
constructor(scoreLeft: number, scoreRight: number) {
|
||||
super(en.EventTypes.scoreUpdate);
|
||||
this.scoreLeft = scoreLeft;
|
||||
this.scoreRight = scoreRight;
|
||||
}
|
||||
}
|
||||
|
||||
class EventMatchEnd extends ServerEvent {
|
||||
winner: en.PlayerSide;
|
||||
constructor(winner: en.PlayerSide) {
|
||||
super(en.EventTypes.matchEnd);
|
||||
this.winner = winner;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/* From Client */
|
||||
class ClientEvent {
|
||||
type: en.EventTypes; // readonly ?
|
||||
constructor(type: en.EventTypes = 0) {
|
||||
this.type = type;
|
||||
}
|
||||
}
|
||||
|
||||
class ClientAnnounce extends ClientEvent {
|
||||
role: en.ClientRole;
|
||||
clientId: string;
|
||||
matchOptions: en.MatchOptions;
|
||||
constructor(role: en.ClientRole, matchOptions: en.MatchOptions, clientId: string = "") {
|
||||
super(en.EventTypes.clientAnnounce);
|
||||
this.role = role;
|
||||
this.clientId = clientId;
|
||||
this.matchOptions = matchOptions;
|
||||
}
|
||||
}
|
||||
|
||||
class EventInput extends ClientEvent {
|
||||
input: en.InputEnum;
|
||||
id: number;
|
||||
constructor(input: en.InputEnum = en.InputEnum.noInput, id: number = 0) {
|
||||
super(en.EventTypes.clientInput);
|
||||
this.input = input;
|
||||
this.id = id;
|
||||
}
|
||||
}
|
||||
|
||||
export {
|
||||
ServerEvent, EventAssignId, EventMatchmakingComplete,
|
||||
EventGameUpdate, EventScoreUpdate, EventMatchEnd,
|
||||
ClientEvent, ClientAnnounce, EventInput
|
||||
}
|
||||
@@ -0,0 +1,38 @@
|
||||
|
||||
import * as c from ".././constants.js"
|
||||
|
||||
class GameArea {
|
||||
keys: string[] = [];
|
||||
handleInputInterval: number = 0;
|
||||
gameLoopInterval: number = 0;
|
||||
drawLoopInterval: number = 0;
|
||||
canvas: HTMLCanvasElement;
|
||||
ctx: CanvasRenderingContext2D;
|
||||
constructor() {
|
||||
this.canvas = document.createElement("canvas");
|
||||
this.ctx = this.canvas.getContext("2d") as CanvasRenderingContext2D;
|
||||
this.canvas.width = c.CanvasWidth;
|
||||
this.canvas.height = c.CanvasWidth / c.CanvasRatio;
|
||||
let container = document.getElementById("canvas_container");
|
||||
if (container)
|
||||
container.insertBefore(this.canvas, container.childNodes[0]);
|
||||
}
|
||||
addKey(key: string) {
|
||||
key = key.toLowerCase();
|
||||
var i = this.keys.indexOf(key);
|
||||
if (i == -1)
|
||||
this.keys.push(key);
|
||||
}
|
||||
deleteKey(key: string) {
|
||||
key = key.toLowerCase();
|
||||
var i = this.keys.indexOf(key);
|
||||
if (i != -1) {
|
||||
this.keys.splice(i, 1);
|
||||
}
|
||||
}
|
||||
clear() {
|
||||
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
|
||||
}
|
||||
}
|
||||
|
||||
export {GameArea}
|
||||
@@ -0,0 +1,65 @@
|
||||
|
||||
import * as c from "../constants.js"
|
||||
import * as en from "../../shared_js/enums.js"
|
||||
import { VectorInteger } from "./Vector.js";
|
||||
import { Rectangle, MovingRectangle, Racket, Ball } from "./Rectangle.js";
|
||||
import { random } from "../utils.js";
|
||||
|
||||
class GameComponents {
|
||||
wallTop: Rectangle | MovingRectangle;
|
||||
wallBottom: Rectangle | MovingRectangle;
|
||||
playerLeft: Racket;
|
||||
playerRight: Racket;
|
||||
ballsArr: Ball[] = [];
|
||||
constructor(options: en.MatchOptions)
|
||||
{
|
||||
const pos = new VectorInteger;
|
||||
|
||||
// Rackets
|
||||
pos.assign(0+c.pw, c.h_mid-c.ph/2);
|
||||
this.playerLeft = new Racket(pos, c.pw, c.ph, c.racketSpeed);
|
||||
pos.assign(c.w-c.pw-c.pw, c.h_mid-c.ph/2);
|
||||
this.playerRight = new Racket(pos, c.pw, c.ph, c.racketSpeed);
|
||||
|
||||
// Balls
|
||||
let ballsCount = 1;
|
||||
if (options & en.MatchOptions.multiBalls) {
|
||||
ballsCount = c.multiBallsCount;
|
||||
}
|
||||
pos.assign(-c.ballSize, -c.ballSize); // ball out =)
|
||||
while (this.ballsArr.length < ballsCount) {
|
||||
this.ballsArr.push(new Ball(pos, c.ballSize, c.ballSpeed, c.ballSpeedIncrease))
|
||||
}
|
||||
this.ballsArr.forEach((ball) => {
|
||||
ball.dir.x = 1;
|
||||
if (random() > 0.5) {
|
||||
ball.dir.x *= -1;
|
||||
}
|
||||
|
||||
ball.dir.y = random(0, 0.2);
|
||||
if (random() > 0.5) {
|
||||
ball.dir.y *= -1;
|
||||
}
|
||||
|
||||
ball.dir = ball.dir.normalized();
|
||||
});
|
||||
|
||||
// Walls
|
||||
if (options & en.MatchOptions.movingWalls) {
|
||||
pos.assign(0, 0);
|
||||
this.wallTop = new MovingRectangle(pos, c.w, c.wallSize, c.movingWallSpeed);
|
||||
(<MovingRectangle>this.wallTop).dir.y = -1;
|
||||
pos.assign(0, c.h-c.wallSize);
|
||||
this.wallBottom = new MovingRectangle(pos, c.w, c.wallSize, c.movingWallSpeed);
|
||||
(<MovingRectangle>this.wallBottom).dir.y = 1;
|
||||
}
|
||||
else {
|
||||
pos.assign(0, 0);
|
||||
this.wallTop = new Rectangle(pos, c.w, c.wallSize);
|
||||
pos.assign(0, c.h-c.wallSize);
|
||||
this.wallBottom = new Rectangle(pos, c.w, c.wallSize);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
export {GameComponents}
|
||||
@@ -0,0 +1,114 @@
|
||||
|
||||
import * as c from "../constants.js"
|
||||
import * as en from "../../shared_js/enums.js"
|
||||
import { Vector, VectorInteger } from "../../shared_js/class/Vector.js";
|
||||
import { TextElem, TextNumericValue } from "./Text.js";
|
||||
import { RectangleClient, MovingRectangleClient, RacketClient, BallClient, Line } from "./RectangleClient.js";
|
||||
import { GameComponents } from "../../shared_js/class/GameComponents.js";
|
||||
import { MovingRectangle } from "../../shared_js/class/Rectangle.js";
|
||||
|
||||
class GameComponentsExtensionForClient extends GameComponents {
|
||||
wallTop: RectangleClient | MovingRectangleClient;
|
||||
wallBottom: RectangleClient | MovingRectangleClient;
|
||||
playerLeft: RacketClient;
|
||||
playerRight: RacketClient;
|
||||
ballsArr: BallClient[];
|
||||
constructor(options: en.MatchOptions, ctx: CanvasRenderingContext2D)
|
||||
{
|
||||
super(options);
|
||||
|
||||
// Rackets
|
||||
const basePL = this.playerLeft;
|
||||
const basePR = this.playerRight;
|
||||
this.playerLeft = new RacketClient(
|
||||
basePL.pos, basePL.width, basePL.height, basePL.baseSpeed,
|
||||
ctx, "white");
|
||||
this.playerRight = new RacketClient(
|
||||
basePR.pos, basePR.width, basePR.height, basePR.baseSpeed,
|
||||
ctx, "white");
|
||||
|
||||
// Balls
|
||||
const newBallsArr: BallClient[] = [];
|
||||
this.ballsArr.forEach((ball) => {
|
||||
newBallsArr.push(new BallClient(ball.pos, ball.width, ball.baseSpeed, ball.speedIncrease,
|
||||
ctx, "white")
|
||||
);
|
||||
});
|
||||
this.ballsArr = newBallsArr;
|
||||
|
||||
// Walls
|
||||
if (options & en.MatchOptions.movingWalls)
|
||||
{
|
||||
const baseWT = <MovingRectangle>this.wallTop;
|
||||
const baseWB = <MovingRectangle>this.wallBottom;
|
||||
|
||||
this.wallTop = new MovingRectangleClient(baseWT.pos, baseWT.width, baseWT.height, baseWT.baseSpeed,
|
||||
ctx, "grey");
|
||||
(<MovingRectangleClient>this.wallTop).dir.assign(baseWT.dir.x, baseWT.dir.y);
|
||||
|
||||
this.wallBottom = new MovingRectangleClient(baseWB.pos, baseWB.width, baseWB.height, baseWB.baseSpeed,
|
||||
ctx, "grey");
|
||||
(<MovingRectangleClient>this.wallBottom).dir.assign(baseWB.dir.x, baseWB.dir.y);
|
||||
}
|
||||
else
|
||||
{
|
||||
const baseWT = this.wallTop;
|
||||
const baseWB = this.wallBottom;
|
||||
this.wallTop = new RectangleClient(baseWT.pos, baseWT.width, baseWT.height,
|
||||
ctx, "grey");
|
||||
this.wallBottom = new RectangleClient(baseWB.pos, baseWB.width, baseWB.height,
|
||||
ctx, "grey");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
class GameComponentsClient extends GameComponentsExtensionForClient {
|
||||
midLine: Line;
|
||||
scoreLeft: TextNumericValue;
|
||||
scoreRight: TextNumericValue;
|
||||
text1: TextElem;
|
||||
|
||||
w_grid_mid: RectangleClient;
|
||||
w_grid_u1: RectangleClient;
|
||||
w_grid_d1: RectangleClient;
|
||||
h_grid_mid: RectangleClient;
|
||||
h_grid_u1: RectangleClient;
|
||||
h_grid_d1: RectangleClient;
|
||||
constructor(options: en.MatchOptions, ctx: CanvasRenderingContext2D)
|
||||
{
|
||||
super(options, ctx);
|
||||
let pos = new VectorInteger;
|
||||
// Scores
|
||||
pos.assign(c.w_mid-c.scoreSize*1.6, c.scoreSize*1.5);
|
||||
this.scoreLeft = new TextNumericValue(pos, c.scoreSize, ctx, "white");
|
||||
pos.assign(c.w_mid+c.scoreSize*1.1, c.scoreSize*1.5);
|
||||
this.scoreRight = new TextNumericValue(pos, c.scoreSize, ctx, "white");
|
||||
this.scoreLeft.value = 0;
|
||||
this.scoreRight.value = 0;
|
||||
|
||||
// Text
|
||||
pos.assign(0, c.h_mid);
|
||||
this.text1 = new TextElem(pos, Math.floor(c.w/8), ctx, "white");
|
||||
|
||||
// Dotted Midline
|
||||
pos.assign(c.w_mid-c.midLineSize/2, 0+c.wallSize);
|
||||
this.midLine = new Line(pos, c.midLineSize, c.h-c.wallSize*2, ctx, "white", 15);
|
||||
|
||||
// Grid
|
||||
pos.assign(0, c.h_mid);
|
||||
this.w_grid_mid = new RectangleClient(pos, c.w, c.gridSize, ctx, "darkgreen");
|
||||
pos.assign(0, c.h/4);
|
||||
this.w_grid_u1 = new RectangleClient(pos, c.w, c.gridSize, ctx, "darkgreen");
|
||||
pos.assign(0, c.h-c.h/4);
|
||||
this.w_grid_d1 = new RectangleClient(pos, c.w, c.gridSize, ctx, "darkgreen");
|
||||
pos.assign(c.w_mid, 0);
|
||||
this.h_grid_mid = new RectangleClient(pos, c.gridSize, c.h, ctx, "darkgreen");
|
||||
pos.assign(c.w/4, 0);
|
||||
this.h_grid_u1 = new RectangleClient(pos, c.gridSize, c.h, ctx, "darkgreen");
|
||||
pos.assign(c.w-c.w/4, 0);
|
||||
this.h_grid_d1 = new RectangleClient(pos, c.gridSize, c.h, ctx, "darkgreen");
|
||||
}
|
||||
}
|
||||
|
||||
export {GameComponentsClient}
|
||||
@@ -0,0 +1,16 @@
|
||||
|
||||
import * as en from "../../shared_js/enums.js"
|
||||
import * as ev from "../../shared_js/class/Event.js"
|
||||
|
||||
class InputHistory {
|
||||
input: en.InputEnum;
|
||||
id: number;
|
||||
deltaTime: number;
|
||||
constructor(inputState: ev.EventInput, deltaTime: number) {
|
||||
this.input = inputState.input;
|
||||
this.id = inputState.id;
|
||||
this.deltaTime = deltaTime;
|
||||
}
|
||||
}
|
||||
|
||||
export {InputHistory}
|
||||
@@ -0,0 +1,144 @@
|
||||
|
||||
import { Vector, VectorInteger } from "./Vector.js";
|
||||
import { Component, Moving } from "./interface.js";
|
||||
import * as c from "../constants.js"
|
||||
|
||||
class Rectangle implements Component {
|
||||
pos: VectorInteger;
|
||||
width: number;
|
||||
height: number;
|
||||
constructor(pos: VectorInteger, width: number, height: number) {
|
||||
this.pos = new VectorInteger(pos.x, pos.y);
|
||||
this.width = width;
|
||||
this.height = height;
|
||||
}
|
||||
collision(collider: Rectangle): boolean {
|
||||
const thisLeft = this.pos.x;
|
||||
const thisRight = this.pos.x + this.width;
|
||||
const thisTop = this.pos.y;
|
||||
const thisBottom = this.pos.y + this.height;
|
||||
const colliderLeft = collider.pos.x;
|
||||
const colliderRight = collider.pos.x + collider.width;
|
||||
const colliderTop = collider.pos.y;
|
||||
const colliderBottom = collider.pos.y + collider.height;
|
||||
if ((thisBottom < colliderTop)
|
||||
|| (thisTop > colliderBottom)
|
||||
|| (thisRight < colliderLeft)
|
||||
|| (thisLeft > colliderRight)) {
|
||||
return false;
|
||||
}
|
||||
else {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
class MovingRectangle extends Rectangle implements Moving {
|
||||
dir: Vector = new Vector(0,0);
|
||||
speed: number;
|
||||
readonly baseSpeed: number;
|
||||
constructor(pos: VectorInteger, width: number, height: number, baseSpeed: number) {
|
||||
super(pos, width, height);
|
||||
this.baseSpeed = baseSpeed;
|
||||
this.speed = baseSpeed;
|
||||
}
|
||||
move(delta: number) { // Math.floor WIP until VectorInteger debug
|
||||
// console.log(`delta: ${delta}, speed: ${this.speed}, 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);
|
||||
this.pos.x += this.dir.x * this.speed * delta;
|
||||
this.pos.y += this.dir.y * this.speed * delta;
|
||||
}
|
||||
moveAndCollide(delta: number, colliderArr: Rectangle[]) {
|
||||
this._moveAndCollideAlgo(delta, colliderArr);
|
||||
}
|
||||
protected _moveAndCollideAlgo(delta: number, colliderArr: Rectangle[]) {
|
||||
let oldPos = new VectorInteger(this.pos.x, this.pos.y);
|
||||
this.move(delta);
|
||||
if (colliderArr.some(this.collision, this)) {
|
||||
this.pos = oldPos;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
class Racket extends MovingRectangle {
|
||||
constructor(pos: VectorInteger, width: number, height: number, baseSpeed: number) {
|
||||
super(pos, width, height, baseSpeed);
|
||||
}
|
||||
moveAndCollide(delta: number, colliderArr: Rectangle[]) {
|
||||
// let oldPos = new VectorInteger(this.pos.x, this.pos.y); // debug
|
||||
this._moveAndCollideAlgo(delta, colliderArr);
|
||||
// console.log(`y change: ${this.pos.y - oldPos.y}`);
|
||||
}
|
||||
}
|
||||
|
||||
class Ball extends MovingRectangle {
|
||||
readonly speedIncrease: number;
|
||||
ballInPlay: boolean = false;
|
||||
constructor(pos: VectorInteger, size: number, baseSpeed: number, speedIncrease: number) {
|
||||
super(pos, size, size, baseSpeed);
|
||||
this.speedIncrease = speedIncrease;
|
||||
}
|
||||
bounce(collider?: Rectangle) {
|
||||
this._bounceAlgo(collider);
|
||||
}
|
||||
protected _bounceAlgo(collider?: Rectangle) {
|
||||
/* Could be more generic, but testing only Racket is enough,
|
||||
because in Pong collider can only be Racket or Wall. */
|
||||
if (collider instanceof Racket) {
|
||||
this._bounceRacket(collider);
|
||||
}
|
||||
else {
|
||||
this._bounceWall();
|
||||
}
|
||||
}
|
||||
moveAndBounce(delta: number, colliderArr: Rectangle[]) {
|
||||
this.move(delta);
|
||||
let i = colliderArr.findIndex(this.collision, this);
|
||||
if (i != -1)
|
||||
{
|
||||
this.bounce(colliderArr[i]);
|
||||
this.move(delta);
|
||||
}
|
||||
}
|
||||
protected _bounceWall() { // Should be enough for Wall
|
||||
this.dir.y = this.dir.y * -1;
|
||||
}
|
||||
protected _bounceRacket(racket: Racket) {
|
||||
this._bounceRacketAlgo(racket);
|
||||
}
|
||||
protected _bounceRacketAlgo(racket: Racket) {
|
||||
this.speed += this.speedIncrease;
|
||||
|
||||
let x = this.dir.x * -1;
|
||||
|
||||
const angleFactorDegree = 60;
|
||||
const angleFactor = angleFactorDegree / 90;
|
||||
const racketHalf = racket.height/2;
|
||||
const ballMid = this.pos.y + this.height/2;
|
||||
const racketMid = racket.pos.y + racketHalf;
|
||||
|
||||
let impact = ballMid - racketMid;
|
||||
const horizontalMargin = racketHalf * 0.15;
|
||||
if (impact < horizontalMargin && impact > -horizontalMargin) {
|
||||
impact = 0;
|
||||
}
|
||||
else if (impact > 0) {
|
||||
impact = impact - horizontalMargin;
|
||||
}
|
||||
else if (impact < 0) {
|
||||
impact = impact + horizontalMargin;
|
||||
}
|
||||
|
||||
let y = impact / (racketHalf - horizontalMargin) * angleFactor;
|
||||
|
||||
this.dir.assign(x, y);
|
||||
// Normalize Vector (for consistency in speed independent of direction)
|
||||
if (c.normalizedSpeed) {
|
||||
this.dir = this.dir.normalized();
|
||||
}
|
||||
// console.log(`x: ${this.dir.x}, y: ${this.dir.y}`);
|
||||
}
|
||||
}
|
||||
|
||||
export {Rectangle, MovingRectangle, Racket, Ball}
|
||||
@@ -0,0 +1,141 @@
|
||||
|
||||
import { Vector, VectorInteger } from "../../shared_js/class/Vector.js";
|
||||
import { Component, GraphicComponent, Moving } from "../../shared_js/class/interface.js";
|
||||
import { Rectangle, MovingRectangle, Racket, Ball } from "../../shared_js/class/Rectangle.js";
|
||||
import { soundPongArr } from "../audio.js"
|
||||
import { random } from "../utils.js";
|
||||
|
||||
function updateRectangle(this: RectangleClient) {
|
||||
this.ctx.fillStyle = this.color;
|
||||
this.ctx.fillRect(this.pos.x, this.pos.y, this.width, this.height);
|
||||
}
|
||||
|
||||
function clearRectangle(this: RectangleClient, 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);
|
||||
}
|
||||
|
||||
class RectangleClient extends Rectangle implements GraphicComponent {
|
||||
ctx: CanvasRenderingContext2D;
|
||||
color: string;
|
||||
update: () => void;
|
||||
clear: (pos?: VectorInteger) => void;
|
||||
constructor(pos: VectorInteger, width: number, height: number,
|
||||
ctx: CanvasRenderingContext2D, color: string)
|
||||
{
|
||||
super(pos, width, height);
|
||||
this.ctx = ctx;
|
||||
this.color = color;
|
||||
this.update = updateRectangle;
|
||||
this.clear = clearRectangle;
|
||||
}
|
||||
// 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);
|
||||
// }
|
||||
}
|
||||
|
||||
class MovingRectangleClient extends MovingRectangle implements GraphicComponent {
|
||||
ctx: CanvasRenderingContext2D;
|
||||
color: string;
|
||||
update: () => void;
|
||||
clear: (pos?: VectorInteger) => void;
|
||||
constructor(pos: VectorInteger, width: number, height: number, baseSpeed: number,
|
||||
ctx: CanvasRenderingContext2D, color: string)
|
||||
{
|
||||
super(pos, width, height, baseSpeed);
|
||||
this.ctx = ctx;
|
||||
this.color = color;
|
||||
this.update = updateRectangle;
|
||||
this.clear = clearRectangle;
|
||||
}
|
||||
}
|
||||
|
||||
class RacketClient extends Racket implements GraphicComponent {
|
||||
ctx: CanvasRenderingContext2D;
|
||||
color: string;
|
||||
update: () => void;
|
||||
clear: (pos?: VectorInteger) => void;
|
||||
constructor(pos: VectorInteger, width: number, height: number, baseSpeed: number,
|
||||
ctx: CanvasRenderingContext2D, color: string)
|
||||
{
|
||||
super(pos, width, height, baseSpeed);
|
||||
this.ctx = ctx;
|
||||
this.color = color;
|
||||
this.update = updateRectangle;
|
||||
this.clear = clearRectangle;
|
||||
}
|
||||
}
|
||||
|
||||
class BallClient extends Ball implements GraphicComponent {
|
||||
ctx: CanvasRenderingContext2D;
|
||||
color: string;
|
||||
update: () => void;
|
||||
clear: (pos?: VectorInteger) => void;
|
||||
constructor(pos: VectorInteger, size: number, baseSpeed: number, speedIncrease: number,
|
||||
ctx: CanvasRenderingContext2D, color: string)
|
||||
{
|
||||
super(pos, size, baseSpeed, speedIncrease);
|
||||
this.ctx = ctx;
|
||||
this.color = color;
|
||||
this.update = updateRectangle;
|
||||
this.clear = clearRectangle;
|
||||
}
|
||||
bounce(collider?: Rectangle) {
|
||||
this._bounceAlgo(collider);
|
||||
soundPongArr[ Math.floor(random(0, soundPongArr.length)) ].play();
|
||||
}
|
||||
/* protected _bounceRacket(collider: Racket) {
|
||||
this._bounceRacketAlgo(collider);
|
||||
soundRoblox.play();
|
||||
} */
|
||||
}
|
||||
|
||||
function updateLine(this: Line) {
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
class Line extends RectangleClient {
|
||||
gapeCount: number = 0;
|
||||
segmentCount: number;
|
||||
segmentWidth: number;
|
||||
segmentHeight: number;
|
||||
constructor(pos: VectorInteger, width: number, height: number,
|
||||
ctx: CanvasRenderingContext2D, color: string, gapeCount?: number)
|
||||
{
|
||||
super(pos, width, height, ctx, color);
|
||||
this.update = updateLine;
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
export {RectangleClient, MovingRectangleClient, RacketClient, BallClient, Line}
|
||||
58
srcs/requirements/svelte/api_front/public/game/class/Text.ts
Normal file
58
srcs/requirements/svelte/api_front/public/game/class/Text.ts
Normal file
@@ -0,0 +1,58 @@
|
||||
|
||||
import { Vector, VectorInteger } from "../../shared_js/class/Vector.js";
|
||||
import { Component } from "../../shared_js/class/interface.js";
|
||||
|
||||
// conflict with Text
|
||||
class TextElem implements Component {
|
||||
ctx: CanvasRenderingContext2D;
|
||||
pos: VectorInteger;
|
||||
color: string;
|
||||
size: number;
|
||||
font: string;
|
||||
text: string = "";
|
||||
constructor(pos: VectorInteger, size: number,
|
||||
ctx: CanvasRenderingContext2D, color: string, font: string = "Bit5x3")
|
||||
{
|
||||
// this.pos = Object.assign({}, pos); // create bug, Uncaught TypeError: X is not a function
|
||||
this.pos = new VectorInteger(pos.x, pos.y);
|
||||
this.size = size;
|
||||
this.ctx = ctx;
|
||||
this.color = color;
|
||||
this.font = font;
|
||||
}
|
||||
update() {
|
||||
this.ctx.font = this.size + "px" + " " + this.font;
|
||||
this.ctx.fillStyle = this.color;
|
||||
this.ctx.fillText(this.text, this.pos.x, this.pos.y);
|
||||
}
|
||||
clear() {
|
||||
// clear no very accurate for Text
|
||||
// https://developer.mozilla.org/en-US/docs/Web/API/TextMetrics
|
||||
let textMetric = this.ctx.measureText(this.text);
|
||||
// console.log("textMetric.width = "+textMetric.width);
|
||||
// console.log("size = "+this.size);
|
||||
// console.log("x = "+this.pos.x);
|
||||
// console.log("y = "+this.pos.y);
|
||||
this.ctx.clearRect(this.pos.x - 1, this.pos.y-this.size + 1, textMetric.width, this.size);
|
||||
// +1 and -1 because float imprecision (and Math.floor() with VectorInteger dont work for the moment)
|
||||
// (or maybe its textMetric imprecision ?)
|
||||
}
|
||||
}
|
||||
|
||||
class TextNumericValue extends TextElem {
|
||||
private _value: number = 0;
|
||||
constructor(pos: VectorInteger, size: number,
|
||||
ctx: CanvasRenderingContext2D, color: string, font?: string)
|
||||
{
|
||||
super(pos, size, ctx, color, font);
|
||||
}
|
||||
get value() {
|
||||
return this._value;
|
||||
}
|
||||
set value(v: number) {
|
||||
this._value = v;
|
||||
this.text = v.toString();
|
||||
}
|
||||
}
|
||||
|
||||
export {TextElem, TextNumericValue}
|
||||
@@ -0,0 +1,49 @@
|
||||
|
||||
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;
|
||||
}
|
||||
normalized() : Vector {
|
||||
const normalizationFactor = Math.abs(this.x) + Math.abs(this.y);
|
||||
return new Vector(this.x/normalizationFactor, this.y/normalizationFactor);
|
||||
}
|
||||
}
|
||||
|
||||
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}
|
||||
@@ -0,0 +1,21 @@
|
||||
|
||||
import { Vector, VectorInteger } from "./Vector.js";
|
||||
|
||||
interface Component {
|
||||
pos: VectorInteger;
|
||||
}
|
||||
|
||||
interface GraphicComponent extends Component {
|
||||
ctx: CanvasRenderingContext2D;
|
||||
color: string;
|
||||
update: () => void;
|
||||
clear: (pos?: VectorInteger) => void;
|
||||
}
|
||||
|
||||
interface Moving {
|
||||
dir: Vector;
|
||||
speed: number; // pixel per second
|
||||
move(delta: number): void;
|
||||
}
|
||||
|
||||
export {Component, GraphicComponent, Moving}
|
||||
@@ -0,0 +1,26 @@
|
||||
|
||||
export const CanvasWidth = 1500;
|
||||
export const CanvasRatio = 1.66666;
|
||||
/* ratio 5/3 (1.66) */
|
||||
|
||||
export const w = CanvasWidth;
|
||||
export const h = CanvasWidth / CanvasRatio;
|
||||
export const w_mid = Math.floor(w/2);
|
||||
export const h_mid = Math.floor(h/2);
|
||||
export const pw = Math.floor(w*0.017);
|
||||
export const ph = pw*6;
|
||||
export const ballSize = pw;
|
||||
export const wallSize = Math.floor(w*0.01);
|
||||
export const racketSpeed = Math.floor(w*0.66); // pixel per second
|
||||
export const ballSpeed = Math.floor(w*0.66); // pixel per second
|
||||
export const ballSpeedIncrease = Math.floor(ballSpeed*0.05); // pixel per second
|
||||
|
||||
export const normalizedSpeed = false; // for consistency in speed independent of direction
|
||||
|
||||
export const matchStartDelay = 3000; // millisecond
|
||||
export const newRoundDelay = 1500; // millisecond
|
||||
|
||||
// Game Variantes
|
||||
export const multiBallsCount = 3;
|
||||
export const movingWallPosMax = Math.floor(w*0.12);
|
||||
export const movingWallSpeed = Math.floor(w*0.08);
|
||||
18
srcs/requirements/svelte/api_front/public/game/constants.ts
Normal file
18
srcs/requirements/svelte/api_front/public/game/constants.ts
Normal file
@@ -0,0 +1,18 @@
|
||||
|
||||
import { w } from "../shared_js/constants.js"
|
||||
export * from "../shared_js/constants.js"
|
||||
|
||||
export const midLineSize = Math.floor(w/150);
|
||||
export const scoreSize = Math.floor(w/16);
|
||||
export const gridSize = Math.floor(w/500);
|
||||
|
||||
// min interval on Firefox seems to be 15. Chrome can go lower.
|
||||
export const handleInputIntervalMS = 15; // millisecond
|
||||
export const sendLoopIntervalMS = 15; // millisecond // unused
|
||||
export const gameLoopIntervalMS = 15; // millisecond
|
||||
export const drawLoopIntervalMS = 15; // millisecond
|
||||
|
||||
export const fixedDeltaTime = gameLoopIntervalMS/1000; // second
|
||||
|
||||
export const soundRobloxVolume = 0.3; // between 0 and 1
|
||||
export const soundPongVolume = 0.3; // between 0 and 1
|
||||
51
srcs/requirements/svelte/api_front/public/game/draw.ts
Normal file
51
srcs/requirements/svelte/api_front/public/game/draw.ts
Normal file
@@ -0,0 +1,51 @@
|
||||
|
||||
import { pong, gc } from "./global.js"
|
||||
import * as c from "./constants.js"
|
||||
import * as en from "../shared_js/enums.js"
|
||||
import { gridDisplay } from "./handleInput.js";
|
||||
|
||||
function drawLoop()
|
||||
{
|
||||
pong.clear();
|
||||
|
||||
if (gridDisplay) {
|
||||
drawGrid();
|
||||
}
|
||||
|
||||
drawStatic();
|
||||
|
||||
gc.text1.update();
|
||||
|
||||
drawDynamic();
|
||||
}
|
||||
|
||||
function drawDynamic()
|
||||
{
|
||||
gc.scoreLeft.update();
|
||||
gc.scoreRight.update();
|
||||
gc.playerLeft.update();
|
||||
gc.playerRight.update();
|
||||
gc.ballsArr.forEach((ball) => {
|
||||
ball.update();
|
||||
});
|
||||
}
|
||||
|
||||
function drawStatic()
|
||||
{
|
||||
gc.midLine.update();
|
||||
gc.wallTop.update();
|
||||
gc.wallBottom.update();
|
||||
}
|
||||
|
||||
function drawGrid()
|
||||
{
|
||||
gc.w_grid_mid.update();
|
||||
gc.w_grid_u1.update();
|
||||
gc.w_grid_d1.update();
|
||||
|
||||
gc.h_grid_mid.update();
|
||||
gc.h_grid_u1.update();
|
||||
gc.h_grid_d1.update();
|
||||
}
|
||||
|
||||
export {drawLoop}
|
||||
47
srcs/requirements/svelte/api_front/public/game/enums.ts
Normal file
47
srcs/requirements/svelte/api_front/public/game/enums.ts
Normal file
@@ -0,0 +1,47 @@
|
||||
|
||||
enum EventTypes {
|
||||
// Class Implemented
|
||||
gameUpdate = 1,
|
||||
scoreUpdate,
|
||||
matchEnd,
|
||||
assignId,
|
||||
matchmakingComplete,
|
||||
|
||||
// Generic
|
||||
matchmakingInProgress,
|
||||
matchStart,
|
||||
matchNewRound, // unused
|
||||
matchPause, // unused
|
||||
matchResume, // unused
|
||||
|
||||
// Client
|
||||
clientAnnounce,
|
||||
clientPlayerReady,
|
||||
clientInput,
|
||||
|
||||
}
|
||||
|
||||
enum InputEnum {
|
||||
noInput = 0,
|
||||
up = 1,
|
||||
down,
|
||||
}
|
||||
|
||||
enum PlayerSide {
|
||||
left = 1,
|
||||
right
|
||||
}
|
||||
|
||||
enum ClientRole {
|
||||
player = 1,
|
||||
spectator
|
||||
}
|
||||
|
||||
enum MatchOptions {
|
||||
// binary flags, can be mixed
|
||||
noOption = 0b0,
|
||||
multiBalls = 1 << 0,
|
||||
movingWalls = 1 << 1
|
||||
}
|
||||
|
||||
export {EventTypes, InputEnum, PlayerSide, ClientRole, MatchOptions}
|
||||
49
srcs/requirements/svelte/api_front/public/game/gameLoop.ts
Normal file
49
srcs/requirements/svelte/api_front/public/game/gameLoop.ts
Normal file
@@ -0,0 +1,49 @@
|
||||
|
||||
import * as c from "./constants.js";
|
||||
import * as en from "../shared_js/enums.js"
|
||||
import { gc, matchOptions, clientInfo } from "./global.js";
|
||||
import { wallsMovements } from "../shared_js/wallsMovement.js";
|
||||
|
||||
let actual_time: number = Date.now();
|
||||
let last_time: number;
|
||||
let delta_time: number;
|
||||
|
||||
function gameLoop()
|
||||
{
|
||||
/* last_time = actual_time;
|
||||
actual_time = Date.now();
|
||||
delta_time = (actual_time - last_time) / 1000; */
|
||||
|
||||
delta_time = c.fixedDeltaTime;
|
||||
// console.log(`delta_gameLoop: ${delta_time}`);
|
||||
|
||||
// interpolation
|
||||
// console.log(`dir.y: ${clientInfo.opponent.dir.y}, pos.y: ${clientInfo.opponent.pos.y}, opponentNextPos.y: ${clientInfo.opponentNextPos.y}`);
|
||||
if (clientInfo.opponent.dir.y != 0 ) {
|
||||
opponentInterpolation(delta_time);
|
||||
}
|
||||
|
||||
// client prediction
|
||||
gc.ballsArr.forEach((ball) => {
|
||||
ball.moveAndBounce(delta_time, [gc.wallTop, gc.wallBottom, gc.playerLeft, gc.playerRight]);
|
||||
});
|
||||
|
||||
if (matchOptions & en.MatchOptions.movingWalls) {
|
||||
wallsMovements(delta_time, gc);
|
||||
}
|
||||
}
|
||||
|
||||
function opponentInterpolation(delta: number)
|
||||
{
|
||||
// interpolation
|
||||
clientInfo.opponent.moveAndCollide(delta, [gc.wallTop, gc.wallBottom]);
|
||||
|
||||
if ((clientInfo.opponent.dir.y > 0 && clientInfo.opponent.pos.y > clientInfo.opponentNextPos.y)
|
||||
|| (clientInfo.opponent.dir.y < 0 && clientInfo.opponent.pos.y < clientInfo.opponentNextPos.y))
|
||||
{
|
||||
clientInfo.opponent.dir.y = 0;
|
||||
clientInfo.opponent.pos.y = clientInfo.opponentNextPos.y;
|
||||
}
|
||||
}
|
||||
|
||||
export {gameLoop}
|
||||
3
srcs/requirements/svelte/api_front/public/game/global.ts
Normal file
3
srcs/requirements/svelte/api_front/public/game/global.ts
Normal file
@@ -0,0 +1,3 @@
|
||||
|
||||
export {pong, gc, matchOptions} from "./pong.js"
|
||||
export {socket, clientInfo} from "./ws.js"
|
||||
110
srcs/requirements/svelte/api_front/public/game/handleInput.ts
Normal file
110
srcs/requirements/svelte/api_front/public/game/handleInput.ts
Normal file
@@ -0,0 +1,110 @@
|
||||
|
||||
import { pong, gc, socket, clientInfo } from "./global.js"
|
||||
import * as ev from "../shared_js/class/Event.js"
|
||||
import * as en from "../shared_js/enums.js"
|
||||
import { InputHistory } from "./class/InputHistory.js"
|
||||
import * as c from "./constants.js";
|
||||
|
||||
export let gridDisplay = false;
|
||||
|
||||
let actual_time: number = Date.now();
|
||||
let last_time: number;
|
||||
let delta_time: number;
|
||||
|
||||
const inputState: ev.EventInput = new ev.EventInput();
|
||||
const inputHistoryArr: InputHistory[] = [];
|
||||
|
||||
// test
|
||||
/* export function sendLoop()
|
||||
{
|
||||
socket.send(JSON.stringify(inputState));
|
||||
} */
|
||||
|
||||
function handleInput()
|
||||
{
|
||||
/* last_time = actual_time;
|
||||
actual_time = Date.now();
|
||||
delta_time = (actual_time - last_time) / 1000; */
|
||||
|
||||
delta_time = c.fixedDeltaTime;
|
||||
// console.log(`delta_time: ${delta_time}`);
|
||||
|
||||
inputState.id = Date.now();
|
||||
inputState.input = en.InputEnum.noInput;
|
||||
|
||||
const keys = pong.keys;
|
||||
if (keys.length !== 0)
|
||||
{
|
||||
if (keys.indexOf("g") != -1)
|
||||
{
|
||||
gridDisplay = !gridDisplay;
|
||||
pong.deleteKey("g");
|
||||
}
|
||||
playerMovements(delta_time, keys);
|
||||
}
|
||||
|
||||
socket.send(JSON.stringify(inputState));
|
||||
// setTimeout(testInputDelay, 100);
|
||||
inputHistoryArr.push(new InputHistory(inputState, delta_time));
|
||||
|
||||
// client prediction
|
||||
if (inputState.input !== en.InputEnum.noInput) {
|
||||
// TODO: peut-etre le mettre dans game loop ?
|
||||
// Attention au delta time dans ce cas !
|
||||
playerMovePrediction(delta_time, inputState.input);
|
||||
}
|
||||
}
|
||||
|
||||
function playerMovements(delta: number, keys: string[])
|
||||
{
|
||||
if (keys.indexOf("w") !== -1 || keys.indexOf("ArrowUp".toLowerCase()) !== -1)
|
||||
{
|
||||
if (keys.indexOf("s") === -1 && keys.indexOf("ArrowDown".toLowerCase()) === -1) {
|
||||
inputState.input = en.InputEnum.up;
|
||||
}
|
||||
}
|
||||
else if (keys.indexOf("s") !== -1 || keys.indexOf("ArrowDown".toLowerCase()) !== -1) {
|
||||
inputState.input = en.InputEnum.down;
|
||||
}
|
||||
}
|
||||
|
||||
function testInputDelay() {
|
||||
socket.send(JSON.stringify(inputState));
|
||||
}
|
||||
|
||||
|
||||
function playerMovePrediction(delta: number, input: en.InputEnum)
|
||||
{
|
||||
// client prediction
|
||||
const racket = clientInfo.racket;
|
||||
if (input === en.InputEnum.up) {
|
||||
racket.dir.y = -1;
|
||||
}
|
||||
else if (input === en.InputEnum.down) {
|
||||
racket.dir.y = 1;
|
||||
}
|
||||
racket.moveAndCollide(delta, [gc.wallTop, gc.wallBottom]);
|
||||
}
|
||||
|
||||
function repeatInput(lastInputId: number)
|
||||
{
|
||||
// server reconciliation
|
||||
let i = inputHistoryArr.findIndex((value: InputHistory) => {
|
||||
if (value.id === lastInputId) {
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
});
|
||||
|
||||
// console.log(`inputHistory total: ${inputHistoryArr.length}` );
|
||||
inputHistoryArr.splice(0, i+1);
|
||||
// console.log(`inputHistory left: ${inputHistoryArr.length}` );
|
||||
|
||||
inputHistoryArr.forEach((value: InputHistory) => {
|
||||
if (value.input !== en.InputEnum.noInput) {
|
||||
playerMovePrediction(value.deltaTime, value.input);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
export {handleInput, repeatInput}
|
||||
99
srcs/requirements/svelte/api_front/public/game/pong.ts
Normal file
99
srcs/requirements/svelte/api_front/public/game/pong.ts
Normal file
@@ -0,0 +1,99 @@
|
||||
|
||||
initDom();
|
||||
function initDom() {
|
||||
document.getElementById("play_pong_button").addEventListener("click", init);
|
||||
}
|
||||
|
||||
import * as c from "./constants.js"
|
||||
import * as en from "../shared_js/enums.js"
|
||||
import { GameArea } from "./class/GameArea.js";
|
||||
import { GameComponentsClient } from "./class/GameComponentsClient.js";
|
||||
import { handleInput } from "./handleInput.js";
|
||||
// import { sendLoop } from "./handleInput.js";
|
||||
import { gameLoop } from "./gameLoop.js"
|
||||
import { drawLoop } from "./draw.js";
|
||||
import { countdown } from "./utils.js";
|
||||
import { initWebSocket } from "./ws.js";
|
||||
import { initAudio } from "./audio.js";
|
||||
|
||||
|
||||
/* Keys
|
||||
Racket: W/S OR Up/Down
|
||||
Grid On-Off: G
|
||||
*/
|
||||
|
||||
/* TODO: A way to delay the init of variables, but still use "const" not "let" ? */
|
||||
export let pong: GameArea;
|
||||
export let gc: GameComponentsClient;
|
||||
export let matchOptions: en.MatchOptions = en.MatchOptions.noOption;
|
||||
|
||||
function init()
|
||||
{
|
||||
console.log("multi_balls:"+(<HTMLInputElement>document.getElementById("multi_balls")).checked);
|
||||
console.log("moving_walls:"+(<HTMLInputElement>document.getElementById("moving_walls")).checked);
|
||||
console.log("sound_on:"+(<HTMLInputElement>document.getElementById("sound_on")).checked);
|
||||
|
||||
let soundMutedFlag = false;
|
||||
if ( (<HTMLInputElement>document.getElementById("sound_off")).checked ) {
|
||||
soundMutedFlag = true;
|
||||
}
|
||||
initAudio(soundMutedFlag);
|
||||
|
||||
if ( (<HTMLInputElement>document.getElementById("multi_balls")).checked ) {
|
||||
matchOptions |= en.MatchOptions.multiBalls;
|
||||
}
|
||||
if ( (<HTMLInputElement>document.getElementById("moving_walls")).checked ) {
|
||||
matchOptions |= en.MatchOptions.movingWalls;
|
||||
}
|
||||
|
||||
document.getElementById("div_game_options").hidden = true;
|
||||
|
||||
pong = new GameArea();
|
||||
gc = new GameComponentsClient(matchOptions, pong.ctx);
|
||||
initWebSocket(matchOptions);
|
||||
}
|
||||
|
||||
function matchmaking()
|
||||
{
|
||||
console.log("Searching an opponent...");
|
||||
gc.text1.clear();
|
||||
gc.text1.pos.assign(c.w/5, c.h_mid);
|
||||
gc.text1.text = "Searching...";
|
||||
gc.text1.update();
|
||||
}
|
||||
|
||||
function matchmakingComplete()
|
||||
{
|
||||
console.log("Match Found !");
|
||||
gc.text1.clear();
|
||||
gc.text1.pos.assign(c.w/8, c.h_mid);
|
||||
gc.text1.text = "Match Found !";
|
||||
gc.text1.update();
|
||||
}
|
||||
|
||||
function startGame() {
|
||||
gc.text1.pos.assign(c.w_mid, c.h_mid+c.h/4);
|
||||
countdown(c.matchStartDelay/1000, (count: number) => {
|
||||
gc.text1.clear();
|
||||
gc.text1.text = `${count}`;
|
||||
gc.text1.update();
|
||||
}, resumeGame);
|
||||
}
|
||||
|
||||
function resumeGame()
|
||||
{
|
||||
gc.text1.text = "";
|
||||
window.addEventListener('keydown', function (e) {
|
||||
pong.addKey(e.key);
|
||||
});
|
||||
window.addEventListener('keyup', function (e) {
|
||||
pong.deleteKey(e.key);
|
||||
});
|
||||
pong.handleInputInterval = window.setInterval(handleInput, c.handleInputIntervalMS);
|
||||
// pong.handleInputInterval = window.setInterval(sendLoop, c.sendLoopIntervalMS);
|
||||
pong.gameLoopInterval = window.setInterval(gameLoop, c.gameLoopIntervalMS);
|
||||
pong.drawLoopInterval = window.setInterval(drawLoop, c.drawLoopIntervalMS);
|
||||
}
|
||||
|
||||
|
||||
export {matchmaking, matchmakingComplete, startGame}
|
||||
27
srcs/requirements/svelte/api_front/public/game/utils copy.ts
Normal file
27
srcs/requirements/svelte/api_front/public/game/utils copy.ts
Normal file
@@ -0,0 +1,27 @@
|
||||
|
||||
import { MovingRectangle } from "./class/Rectangle.js";
|
||||
|
||||
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));
|
||||
}
|
||||
|
||||
function clamp(n: number, min: number, max: number) : number
|
||||
{
|
||||
if (n < min)
|
||||
n = min;
|
||||
else if (n > max)
|
||||
n = max;
|
||||
return (n);
|
||||
}
|
||||
|
||||
// Typescript hack, unused
|
||||
function assertMovingRectangle(value: unknown): asserts value is MovingRectangle {
|
||||
// if (value !== MovingRectangle) throw new Error("Not a MovingRectangle");
|
||||
return;
|
||||
}
|
||||
|
||||
export {random, sleep, clamp, assertMovingRectangle}
|
||||
18
srcs/requirements/svelte/api_front/public/game/utils.ts
Normal file
18
srcs/requirements/svelte/api_front/public/game/utils.ts
Normal file
@@ -0,0 +1,18 @@
|
||||
|
||||
export * from "../shared_js/utils.js"
|
||||
|
||||
function countdown(count: number, callback?: (count: number) => void, endCallback?: () => void)
|
||||
{
|
||||
console.log("countdown ", count);
|
||||
if (count > 0) {
|
||||
if (callback) {
|
||||
callback(count);
|
||||
}
|
||||
setTimeout(countdown, 1000, --count, callback, endCallback);
|
||||
}
|
||||
else if (endCallback) {
|
||||
endCallback();
|
||||
}
|
||||
}
|
||||
|
||||
export {countdown}
|
||||
@@ -0,0 +1,20 @@
|
||||
|
||||
import * as c from "./constants.js";
|
||||
import { MovingRectangle } from "../shared_js/class/Rectangle.js";
|
||||
import { GameComponents } from "./class/GameComponents.js";
|
||||
|
||||
function wallsMovements(delta: number, gc: GameComponents)
|
||||
{
|
||||
const wallTop = <MovingRectangle>gc.wallTop;
|
||||
const wallBottom = <MovingRectangle>gc.wallBottom;
|
||||
if (wallTop.pos.y <= 0 || wallTop.pos.y >= c.movingWallPosMax) {
|
||||
wallTop.dir.y *= -1;
|
||||
}
|
||||
if (wallBottom.pos.y >= c.h-c.wallSize || wallBottom.pos.y <= c.h-c.movingWallPosMax) {
|
||||
wallBottom.dir.y *= -1;
|
||||
}
|
||||
wallTop.moveAndCollide(delta, [gc.playerLeft, gc.playerRight]);
|
||||
wallBottom.moveAndCollide(delta, [gc.playerLeft, gc.playerRight]);
|
||||
}
|
||||
|
||||
export {wallsMovements}
|
||||
182
srcs/requirements/svelte/api_front/public/game/ws.ts
Normal file
182
srcs/requirements/svelte/api_front/public/game/ws.ts
Normal file
@@ -0,0 +1,182 @@
|
||||
|
||||
import * as c from "./constants.js"
|
||||
import { gc, matchOptions } from "./global.js"
|
||||
import * as ev from "../shared_js/class/Event.js"
|
||||
import * as en from "../shared_js/enums.js"
|
||||
import { matchmaking, matchmakingComplete, startGame } from "./pong.js";
|
||||
import { RacketClient } from "./class/RectangleClient.js";
|
||||
import { repeatInput } from "./handleInput.js";
|
||||
import { soundRoblox } from "./audio.js"
|
||||
import { sleep } from "./utils.js";
|
||||
import { Vector, VectorInteger } from "../shared_js/class/Vector.js";
|
||||
|
||||
class ClientInfo {
|
||||
id = "";
|
||||
side: en.PlayerSide;
|
||||
racket: RacketClient;
|
||||
opponent: RacketClient;
|
||||
opponentNextPos: VectorInteger;
|
||||
}
|
||||
|
||||
const wsPort = 8042;
|
||||
const wsUrl = "ws://" + document.location.hostname + ":" + wsPort + "/pong";
|
||||
export let socket: WebSocket; /* TODO: A way to still use "const" not "let" ? */
|
||||
export const clientInfo = new ClientInfo();
|
||||
|
||||
export function initWebSocket(options: en.MatchOptions)
|
||||
{
|
||||
socket = new WebSocket(wsUrl, "json");
|
||||
socket.addEventListener("open", (event) => {
|
||||
socket.send(JSON.stringify( new ev.ClientAnnounce(en.ClientRole.player, options, clientInfo.id) ));
|
||||
});
|
||||
// socket.addEventListener("message", logListener); // for testing purpose
|
||||
socket.addEventListener("message", preMatchListener);
|
||||
}
|
||||
|
||||
function logListener(this: WebSocket, event: MessageEvent) {
|
||||
console.log("%i: " + event.data, Date.now());
|
||||
}
|
||||
|
||||
function preMatchListener(this: WebSocket, event: MessageEvent)
|
||||
{
|
||||
const data: ev.ServerEvent = JSON.parse(event.data);
|
||||
switch (data.type) {
|
||||
case en.EventTypes.assignId:
|
||||
clientInfo.id = (<ev.EventAssignId>data).id;
|
||||
break;
|
||||
case en.EventTypes.matchmakingInProgress:
|
||||
matchmaking();
|
||||
break;
|
||||
case en.EventTypes.matchmakingComplete:
|
||||
clientInfo.side = (<ev.EventMatchmakingComplete>data).side;
|
||||
if (clientInfo.side === en.PlayerSide.left)
|
||||
{
|
||||
clientInfo.racket = gc.playerLeft;
|
||||
clientInfo.opponent = gc.playerRight;
|
||||
}
|
||||
else if (clientInfo.side === en.PlayerSide.right)
|
||||
{
|
||||
clientInfo.racket = gc.playerRight;
|
||||
clientInfo.opponent = gc.playerLeft;
|
||||
}
|
||||
clientInfo.opponentNextPos = new VectorInteger(clientInfo.opponent.pos.x, clientInfo.opponent.pos.y);
|
||||
clientInfo.racket.color = "darkgreen"; // for testing purpose
|
||||
socket.send(JSON.stringify( new ev.ClientEvent(en.EventTypes.clientPlayerReady) )); // TODO: set an interval/timeout to resend until matchStart response (in case of network problem)
|
||||
matchmakingComplete();
|
||||
break;
|
||||
case en.EventTypes.matchStart:
|
||||
socket.removeEventListener("message", preMatchListener);
|
||||
socket.addEventListener("message", inGameListener);
|
||||
startGame();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
function inGameListener(event: MessageEvent)
|
||||
{
|
||||
const data: ev.ServerEvent = JSON.parse(event.data);
|
||||
switch (data.type) {
|
||||
case en.EventTypes.gameUpdate:
|
||||
// setTimeout(gameUpdate, 500, data as ev.EventGameUpdate); // artificial latency for testing purpose
|
||||
gameUpdate(data as ev.EventGameUpdate);
|
||||
break;
|
||||
case en.EventTypes.scoreUpdate:
|
||||
scoreUpdate(data as ev.EventScoreUpdate);
|
||||
break;
|
||||
case en.EventTypes.matchEnd:
|
||||
matchEnd(data as ev.EventMatchEnd);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
function gameUpdate(data: ev.EventGameUpdate)
|
||||
{
|
||||
console.log("gameUpdate");
|
||||
|
||||
if (matchOptions & en.MatchOptions.movingWalls) {
|
||||
gc.wallTop.pos.y = data.wallTop.y;
|
||||
gc.wallBottom.pos.y = data.wallBottom.y;
|
||||
}
|
||||
|
||||
data.ballsArr.forEach((ball, i) => {
|
||||
gc.ballsArr[i].pos.assign(ball.x, ball.y);
|
||||
gc.ballsArr[i].dir.assign(ball.dirX, ball.dirY);
|
||||
gc.ballsArr[i].speed = ball.speed;
|
||||
});
|
||||
/* // Equivalent to
|
||||
gc.ballsArr.forEach((ball, i) => {
|
||||
ball.pos.assign(data.ballsArr[i].x, data.ballsArr[i].y);
|
||||
ball.dir.assign(data.ballsArr[i].dirX, data.ballsArr[i].dirY);
|
||||
ball.speed = data.ballsArr[i].speed;
|
||||
}); */
|
||||
|
||||
const predictionPos = new VectorInteger(clientInfo.racket.pos.x, clientInfo.racket.pos.y); // debug
|
||||
|
||||
if (clientInfo.side === en.PlayerSide.left) {
|
||||
clientInfo.racket.pos.assign(clientInfo.racket.pos.x, data.playerLeft.y);
|
||||
}
|
||||
else if (clientInfo.side === en.PlayerSide.right) {
|
||||
clientInfo.racket.pos.assign(clientInfo.racket.pos.x, data.playerRight.y);
|
||||
}
|
||||
|
||||
// interpolation
|
||||
clientInfo.opponent.pos.assign(clientInfo.opponentNextPos.x, clientInfo.opponentNextPos.y);
|
||||
if (clientInfo.side === en.PlayerSide.left) {
|
||||
clientInfo.opponentNextPos.assign(clientInfo.opponent.pos.x, data.playerRight.y);
|
||||
}
|
||||
else if (clientInfo.side === en.PlayerSide.right) {
|
||||
clientInfo.opponentNextPos.assign(clientInfo.opponent.pos.x, data.playerLeft.y);
|
||||
}
|
||||
|
||||
clientInfo.opponent.dir = new Vector(
|
||||
clientInfo.opponentNextPos.x - clientInfo.opponent.pos.x,
|
||||
clientInfo.opponentNextPos.y - clientInfo.opponent.pos.y
|
||||
);
|
||||
|
||||
if (Math.abs(clientInfo.opponent.dir.x) + Math.abs(clientInfo.opponent.dir.y) !== 0) {
|
||||
clientInfo.opponent.dir = clientInfo.opponent.dir.normalized();
|
||||
}
|
||||
|
||||
// server reconciliation
|
||||
repeatInput(data.lastInputId);
|
||||
|
||||
// debug
|
||||
if (clientInfo.racket.pos.y > predictionPos.y + 1
|
||||
|| clientInfo.racket.pos.y < predictionPos.y - 1)
|
||||
{
|
||||
console.log(
|
||||
`Reconciliation error:
|
||||
server y: ${data.playerLeft.y}
|
||||
reconciliation y: ${clientInfo.racket.pos.y}
|
||||
prediction y: ${predictionPos.y}`
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
function scoreUpdate(data: ev.EventScoreUpdate)
|
||||
{
|
||||
// console.log("scoreUpdate");
|
||||
if (clientInfo.side === en.PlayerSide.left && data.scoreRight > gc.scoreRight.value) {
|
||||
soundRoblox.play();
|
||||
}
|
||||
else if (clientInfo.side === en.PlayerSide.right && data.scoreLeft > gc.scoreLeft.value) {
|
||||
soundRoblox.play();
|
||||
}
|
||||
gc.scoreLeft.value = data.scoreLeft;
|
||||
gc.scoreRight.value = data.scoreRight;
|
||||
}
|
||||
|
||||
function matchEnd(data: ev.EventMatchEnd)
|
||||
{
|
||||
if (data.winner === clientInfo.side) {
|
||||
gc.text1.pos.assign(c.w*0.415, c.h_mid);
|
||||
gc.text1.text = "WIN";
|
||||
}
|
||||
else {
|
||||
gc.text1.pos.assign(c.w*0.383, c.h_mid);
|
||||
gc.text1.text = "LOSE";
|
||||
}
|
||||
// matchEnded = true;
|
||||
}
|
||||
|
||||
// export let matchEnded = false;
|
||||
@@ -12,6 +12,11 @@ body {
|
||||
font-family: -apple-system, BlinkMacSystemFont, "Segoe UI", Roboto, Oxygen-Sans, Ubuntu, Cantarell, "Helvetica Neue", sans-serif;
|
||||
/* tmp? */
|
||||
background: bisque;
|
||||
|
||||
/* overflow-x: hidden; */
|
||||
/* This seems to have fixed my pages that are too long */
|
||||
/* but now i can't scroll anywhere ... */
|
||||
/* overflow-y: hidden; */
|
||||
}
|
||||
|
||||
a {
|
||||
|
||||
BIN
srcs/requirements/svelte/api_front/public/sound/pong/0.ogg
Normal file
BIN
srcs/requirements/svelte/api_front/public/sound/pong/0.ogg
Normal file
Binary file not shown.
BIN
srcs/requirements/svelte/api_front/public/sound/pong/1.ogg
Normal file
BIN
srcs/requirements/svelte/api_front/public/sound/pong/1.ogg
Normal file
Binary file not shown.
BIN
srcs/requirements/svelte/api_front/public/sound/pong/10.ogg
Normal file
BIN
srcs/requirements/svelte/api_front/public/sound/pong/10.ogg
Normal file
Binary file not shown.
BIN
srcs/requirements/svelte/api_front/public/sound/pong/11.ogg
Normal file
BIN
srcs/requirements/svelte/api_front/public/sound/pong/11.ogg
Normal file
Binary file not shown.
BIN
srcs/requirements/svelte/api_front/public/sound/pong/12.ogg
Normal file
BIN
srcs/requirements/svelte/api_front/public/sound/pong/12.ogg
Normal file
Binary file not shown.
BIN
srcs/requirements/svelte/api_front/public/sound/pong/13.ogg
Normal file
BIN
srcs/requirements/svelte/api_front/public/sound/pong/13.ogg
Normal file
Binary file not shown.
BIN
srcs/requirements/svelte/api_front/public/sound/pong/14.ogg
Normal file
BIN
srcs/requirements/svelte/api_front/public/sound/pong/14.ogg
Normal file
Binary file not shown.
BIN
srcs/requirements/svelte/api_front/public/sound/pong/15.ogg
Normal file
BIN
srcs/requirements/svelte/api_front/public/sound/pong/15.ogg
Normal file
Binary file not shown.
BIN
srcs/requirements/svelte/api_front/public/sound/pong/16.ogg
Normal file
BIN
srcs/requirements/svelte/api_front/public/sound/pong/16.ogg
Normal file
Binary file not shown.
BIN
srcs/requirements/svelte/api_front/public/sound/pong/17.ogg
Normal file
BIN
srcs/requirements/svelte/api_front/public/sound/pong/17.ogg
Normal file
Binary file not shown.
BIN
srcs/requirements/svelte/api_front/public/sound/pong/18.ogg
Normal file
BIN
srcs/requirements/svelte/api_front/public/sound/pong/18.ogg
Normal file
Binary file not shown.
BIN
srcs/requirements/svelte/api_front/public/sound/pong/19.ogg
Normal file
BIN
srcs/requirements/svelte/api_front/public/sound/pong/19.ogg
Normal file
Binary file not shown.
BIN
srcs/requirements/svelte/api_front/public/sound/pong/2.ogg
Normal file
BIN
srcs/requirements/svelte/api_front/public/sound/pong/2.ogg
Normal file
Binary file not shown.
BIN
srcs/requirements/svelte/api_front/public/sound/pong/20.ogg
Normal file
BIN
srcs/requirements/svelte/api_front/public/sound/pong/20.ogg
Normal file
Binary file not shown.
BIN
srcs/requirements/svelte/api_front/public/sound/pong/21.ogg
Normal file
BIN
srcs/requirements/svelte/api_front/public/sound/pong/21.ogg
Normal file
Binary file not shown.
BIN
srcs/requirements/svelte/api_front/public/sound/pong/22.ogg
Normal file
BIN
srcs/requirements/svelte/api_front/public/sound/pong/22.ogg
Normal file
Binary file not shown.
BIN
srcs/requirements/svelte/api_front/public/sound/pong/23.ogg
Normal file
BIN
srcs/requirements/svelte/api_front/public/sound/pong/23.ogg
Normal file
Binary file not shown.
BIN
srcs/requirements/svelte/api_front/public/sound/pong/24.ogg
Normal file
BIN
srcs/requirements/svelte/api_front/public/sound/pong/24.ogg
Normal file
Binary file not shown.
BIN
srcs/requirements/svelte/api_front/public/sound/pong/25.ogg
Normal file
BIN
srcs/requirements/svelte/api_front/public/sound/pong/25.ogg
Normal file
Binary file not shown.
BIN
srcs/requirements/svelte/api_front/public/sound/pong/26.ogg
Normal file
BIN
srcs/requirements/svelte/api_front/public/sound/pong/26.ogg
Normal file
Binary file not shown.
BIN
srcs/requirements/svelte/api_front/public/sound/pong/27.ogg
Normal file
BIN
srcs/requirements/svelte/api_front/public/sound/pong/27.ogg
Normal file
Binary file not shown.
BIN
srcs/requirements/svelte/api_front/public/sound/pong/28.ogg
Normal file
BIN
srcs/requirements/svelte/api_front/public/sound/pong/28.ogg
Normal file
Binary file not shown.
BIN
srcs/requirements/svelte/api_front/public/sound/pong/29.ogg
Normal file
BIN
srcs/requirements/svelte/api_front/public/sound/pong/29.ogg
Normal file
Binary file not shown.
BIN
srcs/requirements/svelte/api_front/public/sound/pong/3.ogg
Normal file
BIN
srcs/requirements/svelte/api_front/public/sound/pong/3.ogg
Normal file
Binary file not shown.
BIN
srcs/requirements/svelte/api_front/public/sound/pong/30.ogg
Normal file
BIN
srcs/requirements/svelte/api_front/public/sound/pong/30.ogg
Normal file
Binary file not shown.
BIN
srcs/requirements/svelte/api_front/public/sound/pong/31.ogg
Normal file
BIN
srcs/requirements/svelte/api_front/public/sound/pong/31.ogg
Normal file
Binary file not shown.
BIN
srcs/requirements/svelte/api_front/public/sound/pong/32.ogg
Normal file
BIN
srcs/requirements/svelte/api_front/public/sound/pong/32.ogg
Normal file
Binary file not shown.
BIN
srcs/requirements/svelte/api_front/public/sound/pong/4.ogg
Normal file
BIN
srcs/requirements/svelte/api_front/public/sound/pong/4.ogg
Normal file
Binary file not shown.
BIN
srcs/requirements/svelte/api_front/public/sound/pong/5.ogg
Normal file
BIN
srcs/requirements/svelte/api_front/public/sound/pong/5.ogg
Normal file
Binary file not shown.
BIN
srcs/requirements/svelte/api_front/public/sound/pong/6.ogg
Normal file
BIN
srcs/requirements/svelte/api_front/public/sound/pong/6.ogg
Normal file
Binary file not shown.
BIN
srcs/requirements/svelte/api_front/public/sound/pong/7.ogg
Normal file
BIN
srcs/requirements/svelte/api_front/public/sound/pong/7.ogg
Normal file
Binary file not shown.
BIN
srcs/requirements/svelte/api_front/public/sound/pong/8.ogg
Normal file
BIN
srcs/requirements/svelte/api_front/public/sound/pong/8.ogg
Normal file
Binary file not shown.
BIN
srcs/requirements/svelte/api_front/public/sound/pong/9.ogg
Normal file
BIN
srcs/requirements/svelte/api_front/public/sound/pong/9.ogg
Normal file
Binary file not shown.
BIN
srcs/requirements/svelte/api_front/public/sound/roblox-oof.ogg
Normal file
BIN
srcs/requirements/svelte/api_front/public/sound/roblox-oof.ogg
Normal file
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Binary file not shown.
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user