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-rw-r--r--test-client/main.ts12
-rw-r--r--test-client/visual.ts16
2 files changed, 12 insertions, 16 deletions
diff --git a/test-client/main.ts b/test-client/main.ts
index cfda74b5..c2619f6e 100644
--- a/test-client/main.ts
+++ b/test-client/main.ts
@@ -100,6 +100,7 @@ export let data: Gamedata = { item_names: [], tile_names: [], spawn: [0, 0], til
export let my_id: PlayerID = -1
export const camera: V2 = { x: 0, y: 0 }
+export let camera_scale = 0.05;
export const interact_target_anim: V2 = { x: 0, y: 0 }
export let interact_possible_anim: number = 0
export let interact_active_anim: number = 0
@@ -118,14 +119,11 @@ function packet(p: PacketC) {
break;
case "add_player": {
players.set(p.id, {
- position: {
- x: p.position[0],
- y: p.position[1],
- },
+ position: { x: p.position[0], y: p.position[1], },
+ anim_position: { x: p.position[0], y: p.position[1] },
character: p.character,
name: p.name,
rot: 0,
- anim_position: { x: 0, y: 1 },
facing: { x: 0, y: 1 },
vel: { x: 0, y: 0 },
stamina: 0,
@@ -140,6 +138,7 @@ function packet(p: PacketC) {
const pl = players.get(p.player)!
const pos = { x: p.pos[0], y: p.pos[1] }
const dist = length(sub_v2(pl.position, pos));
+ // TODO this is actually not a good idea if latency is too high
if (p.player == my_id && dist < 3) return; // we know better where we are
pl.position.x = pos.x
pl.position.y = pos.y
@@ -301,6 +300,9 @@ function frame_update(dt: number) {
lerp_exp_v2_mut(interact_target_anim, it, dt * 15.)
interact_possible_anim = lerp_exp(interact_possible_anim, +possible, dt * 18.)
interact_active_anim = lerp_exp(interact_active_anim, +!!interacting, dt * 15.)
+
+ const zoom_target = Math.min(canvas.width, canvas.height) * (keys_down.has("KeyL") ? 0.05 : 0.1)
+ camera_scale = lerp_exp(camera_scale, zoom_target, dt * 5)
}
function resize() {
diff --git a/test-client/visual.ts b/test-client/visual.ts
index fbe9ad10..6a02dbee 100644
--- a/test-client/visual.ts
+++ b/test-client/visual.ts
@@ -15,14 +15,11 @@
along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
-import { ItemData, MessageData, PlayerData, TileData, camera, canvas, ctx, data, get_interact_target, interact_active_anim, interact_possible_anim, interact_target_anim, items_removed, keys_down, my_id, players, tiles } from "./main.ts";
+import { ItemData, MessageData, PlayerData, TileData, camera, camera_scale, canvas, ctx, data, get_interact_target, interact_active_anim, interact_possible_anim, interact_target_anim, items_removed, keys_down, my_id, players, tiles } from "./main.ts";
import { PLAYER_SIZE } from "./movement.ts";
import { FALLBACK_TILE, ITEMS, TILES, FALLBACK_ITEM } from "./tiles.ts";
import { V2, ceil_v2, floor_v2 } from "./util.ts";
-let camera_zoom = 0.1
-let scale = 0
-
export function draw_wait(text: string) {
ctx.fillStyle = "#444"
ctx.fillRect(0, 0, canvas.width, canvas.height)
@@ -44,11 +41,9 @@ export function draw_ingame() {
ctx.fillStyle = "#111"
ctx.fillRect(0, 0, canvas.width, canvas.height)
- scale = Math.min(canvas.width, canvas.height) * camera_zoom;
-
ctx.save()
ctx.translate(canvas.width / 2, canvas.height / 2)
- ctx.scale(scale, scale)
+ ctx.scale(camera_scale, camera_scale)
ctx.translate(-camera.x, -camera.y)
draw_grid()
@@ -80,9 +75,8 @@ export function draw_ingame() {
ctx.restore()
if (keys_down.has("KeyP")) {
- camera_zoom = 0.05
draw_debug()
- } else { camera_zoom = 0.1 }
+ }
}
function draw_debug() {
@@ -202,8 +196,8 @@ function draw_message(m: MessageData) {
function map_screen_to_world(screen: V2): V2 {
return {
- x: ((screen.x - canvas.width / 2) / scale) + camera.x,
- y: ((screen.y - canvas.height / 2) / scale) + camera.y,
+ x: ((screen.x - canvas.width / 2) / camera_scale) + camera.x,
+ y: ((screen.y - canvas.height / 2) / camera_scale) + camera.y,
}
}