///
import { Gamedata, ItemID, ItemIndex, PacketC, PacketS, PlayerID, TileIndex } from "./protocol.ts";
import { FALLBACK_ITEM } from "./tiles.ts";
import { FALLBACK_TILE, ITEMS, TILES } from "./tiles.ts";
import { V2, add_v2, ceil_v2, floor_v2, length, lerp_exp_v2_mut, normalize } from "./util.ts";
let ctx: CanvasRenderingContext2D;
let canvas: HTMLCanvasElement;
let ws: WebSocket;
document.addEventListener("DOMContentLoaded", () => {
ws = new WebSocket(`${window.location.protocol.endsWith("s:") ? "wss" : "ws"}://${window.location.hostname}:27032/`)
ws.onerror = console.error
ws.onmessage = m => {
packet(JSON.parse(m.data) as PacketC);
}
ws.onclose = () => console.log("close")
ws.onopen = () => {
console.log("open")
send({ type: "join", name: "test" })
}
canvas = document.createElement("canvas");
document.body.append(canvas)
ctx = canvas.getContext("2d")!
resize()
globalThis.addEventListener("resize", resize)
draw()
document.addEventListener("keydown", ev => keyboard(ev, true))
document.addEventListener("keyup", ev => keyboard(ev, false))
document.addEventListener("contextmenu", ev => ev.preventDefault())
setInterval(tick_update, 1000 / 25);
})
interface PlayerData { x: number; y: number, name: string, rot: number, hand?: ItemID, facing: V2 }
const players = new Map()
interface ItemData { kind: ItemIndex, tile?: V2, player?: PlayerID, tracking_player: boolean, x: number, y: number }
const items = new Map()
interface TileData { x: number; y: number, kind: TileIndex, items: ItemID[], active_progress?: number }
const tiles = new Map()
let data: Gamedata = { item_names: [], tile_names: [] }
let my_id: PlayerID = -1
const camera: V2 = { x: 0, y: 0 }
const interact_target_anim: V2 = { x: 0, y: 0 }
let scale = 0
function send(p: PacketS) { ws.send(JSON.stringify(p)) }
function packet(p: PacketC) {
if (!["position", "set_active"].includes(p.type)) console.log(p);
switch (p.type) {
case "joined":
my_id = p.id
data = p.data
break;
case "add_player":
if (p.hand) items.set(p.hand[0], { kind: p.hand[1], player: p.id, tracking_player: true, x: 0, y: 0 })
players.set(p.id, { x: 0, y: 0, name: p.name, rot: 0, hand: p.hand?.[0], facing: { x: 0, y: 1 } })
break;
case "remove_player":
players.delete(p.id)
break;
case "position": {
if (p.player == my_id) return; // we know better where we are
const pl = players.get(p.player)!
pl.x = p.pos[0]
pl.y = p.pos[1]
pl.rot = p.rot
break;
}
case "take_item": {
const item = items.get(p.item)!
item.tracking_player = true
item.player = p.player
break;
}
case "put_item": {
const item = items.get(p.item)!
item.tracking_player = false
item.tile = { x: p.pos[0], y: p.pos[1] }
break;
}
case "produce_item":
items.set(p.id, { kind: p.kind, x: p.pos[0] + 0.5, y: p.pos[1] + 0.5, tracking_player: false, tile: { x: p.pos[0], y: p.pos[1] } })
tiles.get(p.pos.toString())!.items.push(p.id)
break;
case "consume_item": {
const t = tiles.get(p.pos.toString())!
t.items.splice(t.items.indexOf(p.id))
items.delete(p.id)
break;
}
case "set_active": {
tiles.get(p.tile.toString())!.active_progress = p.progress
break;
}
case "update_map":
tiles.set(p.pos.toString(), { x: p.pos[0], y: p.pos[1], kind: p.tile, items: [] })
break;
default:
console.warn("unknown packet", p);
}
}
const keys_down = new Set();
const HANDLED_KEYS = ["KeyW", "KeyA", "KeyS", "KeyD", "Space"]
function keyboard(ev: KeyboardEvent, down: boolean) {
if (HANDLED_KEYS.includes(ev.code)) ev.preventDefault()
let change;
if (down) change = !keys_down.has(ev.code)
else change = keys_down.has(ev.code)
if (down) keys_down.add(ev.code)
else keys_down.delete(ev.code)
if (change && ev.code == "Space") interact(down)
}
function get_interact_target(): V2 | undefined {
const me = players.get(my_id)
if (!me) return
return {
x: Math.floor(me.x + Math.sin(me.rot)),
y: Math.floor(me.y + Math.cos(me.rot))
}
}
function interact(edge: boolean) {
const { x, y } = get_interact_target()!;
send({ type: "interact", pos: [x, y], edge })
}
function tick_update() {
const p = players.get(my_id)
if (!p) return
send({ type: "position", pos: [p.x, p.y], rot: p.rot })
}
function frame_update(dt: number) {
const p = players.get(my_id)
if (!p) return
const input = normalize({
x: (+keys_down.has("KeyD") - +keys_down.has("KeyA")),
y: (+keys_down.has("KeyS") - +keys_down.has("KeyW"))
})
if (length(input) > 0.1) lerp_exp_v2_mut(p.facing, input, dt * 10.)
p.rot = Math.atan2(p.facing.x, p.facing.y)
p.x += input.x * dt * 5
p.y += input.y * dt * 5
for (const [_, i] of items) {
lerp_exp_v2_mut(i, i.tracking_player ? players.get(i.player!)! : add_v2(i.tile!, 0.5), dt * 10.)
}
lerp_exp_v2_mut(interact_target_anim, get_interact_target() ?? { x: 0, y: 0 }, dt * 15.)
lerp_exp_v2_mut(camera, p, dt * 10.)
}
function resize() {
canvas.width = globalThis.innerWidth
canvas.height = globalThis.innerHeight
}
let last_frame = Date.now()
function draw() {
const now = Date.now()
frame_update((now - last_frame) / 1000)
last_frame = now;
if (ws.readyState == ws.CONNECTING) draw_wait("Connecting...")
else if (ws.readyState == ws.CLOSING) draw_wait("Closing...")
else if (ws.readyState == ws.CLOSED) draw_wait("Disconnected")
else if (ws.readyState == ws.OPEN) draw_ingame()
else throw new Error(`ws state invalid`);
requestAnimationFrame(draw)
}
function draw_wait(text: string) {
ctx.fillStyle = "#444"
ctx.fillRect(0, 0, canvas.width, canvas.height)
ctx.fillStyle = "#555"
ctx.font = "50px sans-serif"
ctx.strokeStyle = "black"
ctx.fillStyle = "white"
ctx.lineWidth = 10
ctx.textAlign = "center"
ctx.textBaseline = "middle"
ctx.lineJoin = "round"
ctx.lineCap = "round"
ctx.strokeText(text, canvas.width / 2, canvas.height / 2)
ctx.fillText(text, canvas.width / 2, canvas.height / 2)
}
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,
}
}
function draw_ingame() {
ctx.fillStyle = "#111"
ctx.fillRect(0, 0, canvas.width, canvas.height)
scale = Math.min(canvas.width, canvas.height) / 10;
ctx.save()
ctx.translate(canvas.width / 2, canvas.height / 2)
ctx.scale(scale, scale)
ctx.translate(-camera.x, -camera.y)
draw_grid()
for (const [_, tile] of tiles) {
ctx.save()
ctx.translate(tile.x + 0.5, tile.y + 0.5)
const comps = TILES[data.tile_names[tile.kind]] ?? FALLBACK_TILE
for (const c of comps) {
c(ctx)
}
ctx.restore()
}
for (const [_, player] of players) {
ctx.save()
ctx.translate(player.x, player.y)
ctx.rotate(-player.rot)
ctx.fillStyle = "rgb(226, 176, 26)"
const psize = 0.6;
ctx.fillRect(-psize / 2, -psize / 2, psize, psize)
ctx.restore()
}
for (const [_, item] of items) {
ctx.save()
ctx.translate(item.x, item.y)
const comps = ITEMS[data.item_names[item.kind]] ?? FALLBACK_ITEM
for (const c of comps) {
c(ctx)
}
ctx.restore()
}
for (const [_, tile] of tiles) {
ctx.save()
ctx.translate(tile.x, tile.y)
if (tile.active_progress !== null && tile.active_progress !== undefined) {
ctx.fillStyle = "rgba(115, 230, 58, 0.66)"
ctx.fillRect(0, 0, 1, tile.active_progress)
}
ctx.restore()
}
draw_interact_target()
ctx.restore()
}
function draw_interact_target() {
ctx.save()
ctx.translate(interact_target_anim.x, interact_target_anim.y)
ctx.lineCap = "round"
ctx.lineJoin = "round"
ctx.lineWidth = 0.06 + 0.03 * Math.sin(Date.now() / 100)
ctx.strokeStyle = "rgb(84, 122, 236)"
ctx.strokeRect(0, 0, 1, 1)
ctx.restore()
}
function draw_grid() {
ctx.strokeStyle = "#333"
ctx.lineWidth = 0.01
ctx.beginPath()
const min = floor_v2(map_screen_to_world({ x: 0, y: 0 }))
const max = ceil_v2(map_screen_to_world({ x: canvas.width, y: canvas.height }))
for (let x = min.x; x < max.x; x++) {
ctx.moveTo(x, min.y)
ctx.lineTo(x, max.y)
}
for (let y = min.y; y < max.y; y++) {
ctx.moveTo(min.x, y)
ctx.lineTo(max.x, y)
}
ctx.stroke()
}