this merge with master should come with the right backend stuff to make friendship requests work
This commit is contained in:
16
srcs/requirements/svelte/api_front/public/game/audio.ts
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16
srcs/requirements/svelte/api_front/public/game/audio.ts
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@@ -0,0 +1,16 @@
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import * as c from "./constants.js"
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export const soundPongArr: HTMLAudioElement[] = [];
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export const soundRoblox = new Audio("http://localhost:8080/sound/roblox-oof.ogg");
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export function initAudio(muteFlag: boolean)
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{
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for (let i = 0; i <= 32; i++) {
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soundPongArr.push(new Audio("http://localhost:8080/sound/pong/"+i+".ogg"));
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soundPongArr[i].volume = c.soundPongVolume;
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soundPongArr[i].muted = muteFlag;
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}
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soundRoblox.volume = c.soundRobloxVolume;
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soundRoblox.muted = muteFlag;
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}
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107
srcs/requirements/svelte/api_front/public/game/class/Event.ts
Normal file
107
srcs/requirements/svelte/api_front/public/game/class/Event.ts
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@@ -0,0 +1,107 @@
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import * as en from "../enums.js"
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/* From Server */
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class ServerEvent {
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type: en.EventTypes;
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constructor(type: en.EventTypes = 0) {
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this.type = type;
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}
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}
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class EventAssignId extends ServerEvent {
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id: string;
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constructor(id: string) {
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super(en.EventTypes.assignId);
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this.id = id;
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}
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}
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class EventMatchmakingComplete extends ServerEvent {
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side: en.PlayerSide;
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constructor(side: en.PlayerSide) {
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super(en.EventTypes.matchmakingComplete);
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this.side = side;
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}
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}
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class EventGameUpdate extends ServerEvent {
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playerLeft = {
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y: 0
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};
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playerRight = {
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y: 0
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};
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ballsArr: {
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x: number,
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y: number,
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dirX: number,
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dirY: number,
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speed: number
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}[] = [];
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wallTop? = {
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y: 0
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};
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wallBottom? = {
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y: 0
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};
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lastInputId = 0;
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constructor() { // TODO: constructor that take GameComponentsServer maybe ?
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super(en.EventTypes.gameUpdate);
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}
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}
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class EventScoreUpdate extends ServerEvent {
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scoreLeft: number;
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scoreRight: number;
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constructor(scoreLeft: number, scoreRight: number) {
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super(en.EventTypes.scoreUpdate);
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this.scoreLeft = scoreLeft;
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this.scoreRight = scoreRight;
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}
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}
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class EventMatchEnd extends ServerEvent {
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winner: en.PlayerSide;
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constructor(winner: en.PlayerSide) {
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super(en.EventTypes.matchEnd);
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this.winner = winner;
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}
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}
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/* From Client */
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class ClientEvent {
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type: en.EventTypes; // readonly ?
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constructor(type: en.EventTypes = 0) {
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this.type = type;
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}
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}
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class ClientAnnounce extends ClientEvent {
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role: en.ClientRole;
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clientId: string;
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matchOptions: en.MatchOptions;
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constructor(role: en.ClientRole, matchOptions: en.MatchOptions, clientId: string = "") {
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super(en.EventTypes.clientAnnounce);
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this.role = role;
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this.clientId = clientId;
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this.matchOptions = matchOptions;
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}
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}
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class EventInput extends ClientEvent {
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input: en.InputEnum;
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id: number;
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||||
constructor(input: en.InputEnum = en.InputEnum.noInput, id: number = 0) {
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super(en.EventTypes.clientInput);
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this.input = input;
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this.id = id;
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}
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}
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export {
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ServerEvent, EventAssignId, EventMatchmakingComplete,
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EventGameUpdate, EventScoreUpdate, EventMatchEnd,
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ClientEvent, ClientAnnounce, EventInput
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}
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@@ -0,0 +1,38 @@
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import * as c from ".././constants.js"
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class GameArea {
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keys: string[] = [];
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handleInputInterval: number = 0;
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||||
gameLoopInterval: number = 0;
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drawLoopInterval: number = 0;
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canvas: HTMLCanvasElement;
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ctx: CanvasRenderingContext2D;
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constructor() {
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this.canvas = document.createElement("canvas");
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this.ctx = this.canvas.getContext("2d") as CanvasRenderingContext2D;
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this.canvas.width = c.CanvasWidth;
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this.canvas.height = c.CanvasWidth / c.CanvasRatio;
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let container = document.getElementById("canvas_container");
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if (container)
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container.insertBefore(this.canvas, container.childNodes[0]);
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}
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addKey(key: string) {
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key = key.toLowerCase();
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||||
var i = this.keys.indexOf(key);
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||||
if (i == -1)
|
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this.keys.push(key);
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}
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||||
deleteKey(key: string) {
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key = key.toLowerCase();
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var i = this.keys.indexOf(key);
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||||
if (i != -1) {
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||||
this.keys.splice(i, 1);
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}
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||||
}
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||||
clear() {
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this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
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}
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}
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export {GameArea}
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@@ -0,0 +1,65 @@
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import * as c from "../constants.js"
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import * as en from "../../shared_js/enums.js"
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import { VectorInteger } from "./Vector.js";
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import { Rectangle, MovingRectangle, Racket, Ball } from "./Rectangle.js";
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import { random } from "../utils.js";
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class GameComponents {
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wallTop: Rectangle | MovingRectangle;
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wallBottom: Rectangle | MovingRectangle;
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playerLeft: Racket;
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playerRight: Racket;
|
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ballsArr: Ball[] = [];
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constructor(options: en.MatchOptions)
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{
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const pos = new VectorInteger;
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// Rackets
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||||
pos.assign(0+c.pw, c.h_mid-c.ph/2);
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this.playerLeft = new Racket(pos, c.pw, c.ph, c.racketSpeed);
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pos.assign(c.w-c.pw-c.pw, c.h_mid-c.ph/2);
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||||
this.playerRight = new Racket(pos, c.pw, c.ph, c.racketSpeed);
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|
||||
// Balls
|
||||
let ballsCount = 1;
|
||||
if (options & en.MatchOptions.multiBalls) {
|
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ballsCount = c.multiBallsCount;
|
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}
|
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pos.assign(-c.ballSize, -c.ballSize); // ball out =)
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||||
while (this.ballsArr.length < ballsCount) {
|
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this.ballsArr.push(new Ball(pos, c.ballSize, c.ballSpeed, c.ballSpeedIncrease))
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}
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this.ballsArr.forEach((ball) => {
|
||||
ball.dir.x = 1;
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||||
if (random() > 0.5) {
|
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ball.dir.x *= -1;
|
||||
}
|
||||
|
||||
ball.dir.y = random(0, 0.2);
|
||||
if (random() > 0.5) {
|
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ball.dir.y *= -1;
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||||
}
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|
||||
ball.dir = ball.dir.normalized();
|
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});
|
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||||
// Walls
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if (options & en.MatchOptions.movingWalls) {
|
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pos.assign(0, 0);
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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 {
|
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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}
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||||
@@ -0,0 +1,114 @@
|
||||
|
||||
import * as c from "../constants.js"
|
||||
import * as en from "../../shared_js/enums.js"
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||||
import { Vector, VectorInteger } from "../../shared_js/class/Vector.js";
|
||||
import { TextElem, TextNumericValue } from "./Text.js";
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||||
import { RectangleClient, MovingRectangleClient, RacketClient, BallClient, Line } from "./RectangleClient.js";
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||||
import { GameComponents } from "../../shared_js/class/GameComponents.js";
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||||
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;
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||||
this.playerLeft = new RacketClient(
|
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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;
|
||||
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Reference in New Issue
Block a user