serveur de jeu - work in progress

This commit is contained in:
batche
2022-12-14 10:45:10 +01:00
parent 6ca35ccaa7
commit f1f94cb9bc
125 changed files with 3947 additions and 719 deletions

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import * as en from "../enums.js";
/* From Server */
export class ServerEvent {
constructor(type = 0) {
this.type = type;
}
}
export class EventAssignId extends ServerEvent {
constructor(id) {
super(en.EventTypes.assignId);
this.id = id;
}
}
export class EventMatchmakingComplete extends ServerEvent {
constructor(side) {
super(en.EventTypes.matchmakingComplete);
this.side = side;
}
}
export class EventGameUpdate extends ServerEvent {
constructor() {
super(en.EventTypes.gameUpdate);
this.playerLeft = {
y: 0
};
this.playerRight = {
y: 0
};
this.ballsArr = [];
this.wallTop = {
y: 0
};
this.wallBottom = {
y: 0
};
this.lastInputId = 0;
}
}
export class EventScoreUpdate extends ServerEvent {
constructor(scoreLeft, scoreRight) {
super(en.EventTypes.scoreUpdate);
this.scoreLeft = scoreLeft;
this.scoreRight = scoreRight;
}
}
export class EventMatchEnd extends ServerEvent {
constructor(winner, forfeit = false) {
super(en.EventTypes.matchEnd);
this.winner = winner;
this.forfeit = forfeit;
}
}
/* From Client */
export class ClientEvent {
constructor(type = 0) {
this.type = type;
}
}
export class ClientAnnounce extends ClientEvent {
constructor(role) {
super(en.EventTypes.clientAnnounce);
this.role = role;
}
}
export class ClientAnnouncePlayer extends ClientAnnounce {
constructor(matchOptions, clientId = "") {
super(en.ClientRole.player);
this.clientId = clientId;
this.matchOptions = matchOptions;
}
}
export class ClientAnnounceSpectator extends ClientAnnounce {
constructor(gameSessionId) {
super(en.ClientRole.spectator);
this.gameSessionId = gameSessionId;
}
}
export class EventInput extends ClientEvent {
constructor(input = en.InputEnum.noInput, id = 0) {
super(en.EventTypes.clientInput);
this.input = input;
this.id = id;
}
}

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import * as en from "../enums.js"
/* From Server */
export class ServerEvent {
type: en.EventTypes;
constructor(type: en.EventTypes = 0) {
this.type = type;
}
}
export class EventAssignId extends ServerEvent {
id: string;
constructor(id: string) {
super(en.EventTypes.assignId);
this.id = id;
}
}
export class EventMatchmakingComplete extends ServerEvent {
side: en.PlayerSide;
constructor(side: en.PlayerSide) {
super(en.EventTypes.matchmakingComplete);
this.side = side;
}
}
export 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);
}
}
export class EventScoreUpdate extends ServerEvent {
scoreLeft: number;
scoreRight: number;
constructor(scoreLeft: number, scoreRight: number) {
super(en.EventTypes.scoreUpdate);
this.scoreLeft = scoreLeft;
this.scoreRight = scoreRight;
}
}
export class EventMatchEnd extends ServerEvent {
winner: en.PlayerSide;
forfeit: boolean;
constructor(winner: en.PlayerSide, forfeit = false) {
super(en.EventTypes.matchEnd);
this.winner = winner;
this.forfeit = forfeit;
}
}
/* From Client */
export class ClientEvent {
type: en.EventTypes; // readonly ?
constructor(type: en.EventTypes = 0) {
this.type = type;
}
}
export class ClientAnnounce extends ClientEvent {
role: en.ClientRole;
constructor(role: en.ClientRole) {
super(en.EventTypes.clientAnnounce);
this.role = role;
}
}
export class ClientAnnouncePlayer extends ClientAnnounce {
clientId: string;
matchOptions: en.MatchOptions;
constructor(matchOptions: en.MatchOptions, clientId: string = "") {
super(en.ClientRole.player);
this.clientId = clientId;
this.matchOptions = matchOptions;
}
}
export class ClientAnnounceSpectator extends ClientAnnounce {
gameSessionId: string;
constructor(gameSessionId: string) {
super(en.ClientRole.spectator);
this.gameSessionId = gameSessionId;
}
}
export 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;
}
}

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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";
export class GameComponents {
constructor(options) {
this.ballsArr = [];
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);
this.wallTop.dir.y = -1;
pos.assign(0, c.h - c.wallSize);
this.wallBottom = new MovingRectangle(pos, c.w, c.wallSize, c.movingWallSpeed);
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);
}
}
}

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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";
export 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);
}
}
}

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import { Vector, VectorInteger } from "./Vector.js";
import * as c from "../constants.js";
export class Rectangle {
constructor(pos, width, height) {
this.pos = new VectorInteger(pos.x, pos.y);
this.width = width;
this.height = height;
}
collision(collider) {
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;
}
}
}
export class MovingRectangle extends Rectangle {
constructor(pos, width, height, baseSpeed) {
super(pos, width, height);
this.dir = new Vector(0, 0);
this.baseSpeed = baseSpeed;
this.speed = baseSpeed;
}
move(delta) {
// 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, colliderArr) {
this._moveAndCollideAlgo(delta, colliderArr);
}
_moveAndCollideAlgo(delta, colliderArr) {
let oldPos = new VectorInteger(this.pos.x, this.pos.y);
this.move(delta);
if (colliderArr.some(this.collision, this)) {
this.pos = oldPos;
}
}
}
export class Racket extends MovingRectangle {
constructor(pos, width, height, baseSpeed) {
super(pos, width, height, baseSpeed);
}
moveAndCollide(delta, colliderArr) {
// let oldPos = new VectorInteger(this.pos.x, this.pos.y); // debug
this._moveAndCollideAlgo(delta, colliderArr);
// console.log(`y change: ${this.pos.y - oldPos.y}`);
}
}
export class Ball extends MovingRectangle {
constructor(pos, size, baseSpeed, speedIncrease) {
super(pos, size, size, baseSpeed);
this.ballInPlay = false;
this.speedIncrease = speedIncrease;
}
moveAndBounce(delta, colliderArr) {
this.move(delta);
let i = colliderArr.findIndex(this.collision, this);
if (i != -1) {
this.bounce(colliderArr[i]);
this.move(delta);
}
}
bounce(collider) {
this._bounceAlgo(collider);
}
_bounceAlgo(collider) {
/* 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();
}
}
_bounceWall() {
this.dir.y = this.dir.y * -1;
}
_bounceRacket(racket) {
this._bounceRacketAlgo(racket);
}
_bounceRacketAlgo(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}`);
}
}

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import { Vector, VectorInteger } from "./Vector.js";
import { Component, Moving } from "./interface.js";
import * as c from "../constants.js"
export 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;
}
}
}
export 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;
}
}
}
export 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}`);
}
}
export 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;
}
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);
}
}
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();
}
}
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}`);
}
}

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export class Vector {
constructor(x = 0, y = 0) {
this.x = x;
this.y = y;
}
assign(x, y) {
this.x = x;
this.y = y;
}
normalized() {
const normalizationFactor = Math.abs(this.x) + Math.abs(this.y);
return new Vector(this.x / normalizationFactor, this.y / normalizationFactor);
}
}
export class VectorInteger extends Vector {
}
/*
export 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;
// }
}
*/

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export 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);
}
}
export class VectorInteger extends Vector {
// PLACEHOLDER
// VectorInteger with set/get dont work (No draw on the screen). Why ?
}
/*
export 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;
// }
}
*/

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export {};

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

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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);
export const gameSessionIdPLACEHOLDER = "42"; // TESTING SPECTATOR PLACEHOLDER
// for testing, force gameSession.id in wsServer.ts->matchmaking()

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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);
export const gameSessionIdPLACEHOLDER = "42"; // TESTING SPECTATOR PLACEHOLDER
// for testing, force gameSession.id in wsServer.ts->matchmaking()

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export var EventTypes;
(function (EventTypes) {
// Class Implemented
EventTypes[EventTypes["gameUpdate"] = 1] = "gameUpdate";
EventTypes[EventTypes["scoreUpdate"] = 2] = "scoreUpdate";
EventTypes[EventTypes["matchEnd"] = 3] = "matchEnd";
EventTypes[EventTypes["assignId"] = 4] = "assignId";
EventTypes[EventTypes["matchmakingComplete"] = 5] = "matchmakingComplete";
// Generic
EventTypes[EventTypes["matchmakingInProgress"] = 6] = "matchmakingInProgress";
EventTypes[EventTypes["matchStart"] = 7] = "matchStart";
EventTypes[EventTypes["matchAbort"] = 8] = "matchAbort";
EventTypes[EventTypes["matchNewRound"] = 9] = "matchNewRound";
EventTypes[EventTypes["matchPause"] = 10] = "matchPause";
EventTypes[EventTypes["matchResume"] = 11] = "matchResume";
// Client
EventTypes[EventTypes["clientAnnounce"] = 12] = "clientAnnounce";
EventTypes[EventTypes["clientPlayerReady"] = 13] = "clientPlayerReady";
EventTypes[EventTypes["clientInput"] = 14] = "clientInput";
})(EventTypes || (EventTypes = {}));
export var InputEnum;
(function (InputEnum) {
InputEnum[InputEnum["noInput"] = 0] = "noInput";
InputEnum[InputEnum["up"] = 1] = "up";
InputEnum[InputEnum["down"] = 2] = "down";
})(InputEnum || (InputEnum = {}));
export var PlayerSide;
(function (PlayerSide) {
PlayerSide[PlayerSide["left"] = 1] = "left";
PlayerSide[PlayerSide["right"] = 2] = "right";
})(PlayerSide || (PlayerSide = {}));
export var ClientRole;
(function (ClientRole) {
ClientRole[ClientRole["player"] = 1] = "player";
ClientRole[ClientRole["spectator"] = 2] = "spectator";
})(ClientRole || (ClientRole = {}));
export var MatchOptions;
(function (MatchOptions) {
// binary flags, can be mixed
MatchOptions[MatchOptions["noOption"] = 0] = "noOption";
MatchOptions[MatchOptions["multiBalls"] = 1] = "multiBalls";
MatchOptions[MatchOptions["movingWalls"] = 2] = "movingWalls";
})(MatchOptions || (MatchOptions = {}));

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export enum EventTypes {
// Class Implemented
gameUpdate = 1,
scoreUpdate,
matchEnd,
assignId,
matchmakingComplete,
// Generic
matchmakingInProgress,
matchStart,
matchAbort,
matchNewRound, // unused
matchPause, // unused
matchResume, // unused
// Client
clientAnnounce,
clientPlayerReady,
clientInput,
}
export enum InputEnum {
noInput = 0,
up = 1,
down,
}
export enum PlayerSide {
left = 1,
right
}
export enum ClientRole {
player = 1,
spectator
}
export enum MatchOptions {
// binary flags, can be mixed
noOption = 0b0,
multiBalls = 1 << 0,
movingWalls = 1 << 1
}

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export function random(min = 0, max = 1) {
return Math.random() * (max - min) + min;
}
export function sleep(ms) {
return new Promise((resolve) => setTimeout(resolve, ms));
}
export function clamp(n, min, max) {
if (n < min)
n = min;
else if (n > max)
n = max;
return (n);
}
// Typescript hack, unused
export function assertMovingRectangle(value) {
// if (value !== MovingRectangle) throw new Error("Not a MovingRectangle");
return;
}

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import { MovingRectangle } from "./class/Rectangle.js";
export function random(min: number = 0, max: number = 1) {
return Math.random() * (max - min) + min;
}
export function sleep (ms: number) {
return new Promise((resolve) => setTimeout(resolve, ms));
}
export 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
export function assertMovingRectangle(value: unknown): asserts value is MovingRectangle {
// if (value !== MovingRectangle) throw new Error("Not a MovingRectangle");
return;
}

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import * as c from "./constants.js";
export function wallsMovements(delta, gc) {
const wallTop = gc.wallTop;
const wallBottom = 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]);
}

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import * as c from "./constants.js";
import { MovingRectangle } from "../shared_js/class/Rectangle.js";
import { GameComponents } from "./class/GameComponents.js";
export 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]);
}