///
import { Gamedata, ItemIndex, Message, PacketC, PacketS, PlayerID, TileIndex } from "./protocol.ts";
import { V2, add_v2, length, lerp_exp_v2_mut, normalize, aabb_circle_distance } from "./util.ts";
import { draw_ingame, draw_wait } from "./visual.ts";
export const PLAYER_SIZE = 0.4;
export let ctx: CanvasRenderingContext2D;
export let canvas: HTMLCanvasElement;
let ws: WebSocket;
document.addEventListener("DOMContentLoaded", () => {
const ws_uri = window.location.protocol.endsWith("s:")
? `wss://backend-${window.location.hostname}/`
: `ws://${window.location.hostname}:27032/`
ws = new WebSocket(ws_uri)
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", character: Math.floor(Math.random() * 255) })
}
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);
})
export interface ItemData {
kind: ItemIndex,
x: number,
y: number,
tracking?: V2,
progress?: number
remove_anim?: number
}
export interface PlayerData {
x: number,
y: number,
name: string,
rot: number,
item?: ItemData,
facing: V2,
character: number,
vel: { x: number, y: number },
message?: Message,
}
export interface TileData {
x: number
y: number
kind: TileIndex
item?: ItemData
}
export const players = new Map()
export const tiles = new Map()
export const items_removed = new Set()
export let data: Gamedata = { item_names: [], tile_names: [], spawn: [0, 0] }
let my_id: PlayerID = -1
export const camera: V2 = { x: 0, y: 0 }
export const interact_target_anim: V2 = { x: 0, y: 0 }
let interacting: V2 | undefined;
function send(p: PacketS) { ws.send(JSON.stringify(p)) }
function packet(p: PacketC) {
if (!["position", "set_active", "update_map"].includes(p.type))
console.log(p);
switch (p.type) {
case "init":
my_id = p.id
data = p.data
break;
case "add_player": {
players.set(p.id, {
x: p.position[0],
y: p.position[1],
character: p.character,
name: p.name,
rot: 0,
facing: { x: 0, y: 1 },
vel: { x: 0, y: 0 },
})
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 player = players.get(p.player)!
const tile = tiles.get(p.tile.toString())!
player.item = tile.item;
player.item!.tracking = player
tile.item = undefined
break;
}
case "put_item": {
const player = players.get(p.player)!
const tile = tiles.get(p.tile.toString())!
tile.item = player.item
tile.item!.tracking = add_v2(tile, 0.5)
player.item = undefined
break;
}
case "set_tile_item": {
const tile = tiles.get(p.tile.toString())!
if (tile.item !== undefined && tile.item !== null) items_removed.add(tile.item)
tile.item = undefined
if (p.item !== undefined && p.item !== null) tile.item = { kind: p.item, x: p.tile[0] + 0.5, y: p.tile[1] + 0.5 }
break;
}
case "set_player_item": {
const player = players.get(p.player)!
if (player.item !== undefined && player.item !== null) items_removed.add(player.item)
player.item = undefined
if (p.item !== undefined && p.item !== null) player.item = { kind: p.item, x: player.x + 0.5, y: player.y + 0.5 }
break;
}
case "set_active": {
tiles.get(p.tile.toString())!.item!.progress = p.progress
break;
}
case "update_map":
tiles.set(p.pos.toString(), { x: p.pos[0], y: p.pos[1], kind: p.tile })
break;
case "communicate": {
const player = players.get(p.player)!
player.message = p.message
break;
}
default:
console.warn("unknown packet", p);
}
}
export 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()
if (down) keys_down.add(ev.code)
else keys_down.delete(ev.code)
}
export 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 tick_update() {
const p = players.get(my_id)
if (!p) return
send({ type: "position", pos: [p.x, p.y], rot: p.rot })
const { x, y } = get_interact_target()!;
if (interacting && !keys_down.has("Space")) {
send({ type: "interact", pos: [interacting.x, interacting.y], edge: false })
interacting = undefined;
}
if (keys_down.has("Space") && x != interacting?.x && y != interacting?.y) {
if (interacting)
send({ type: "interact", pos: [interacting.x, interacting.y], edge: false })
send({ type: "interact", pos: [x, y], edge: true })
interacting = { x, y }
}
}
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.vel.x += input.x * dt * 0.5
p.vel.y += input.y * dt * 0.5
p.x += p.vel.x
p.y += p.vel.y
collide_player(p)
lerp_exp_v2_mut(p.vel, { x: 0, y: 0 }, dt * 5.)
const update_item = (item: ItemData) => {
if (item.tracking) lerp_exp_v2_mut(item, item.tracking, dt * 10.)
}
for (const [_, player] of players) {
if (player.item !== undefined && player.item !== null) update_item(player.item)
}
for (const [_, tile] of tiles) {
if (tile.item !== undefined && tile.item !== null) update_item(tile.item)
}
const remove = []
for (const item of items_removed) {
update_item(item)
if (item.remove_anim === undefined) item.remove_anim = 0
item.remove_anim += dt * 4.
if (item.remove_anim > 1.) remove.push(item)
}
remove.forEach(i => items_removed.delete(i))
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 = performance.now()
function draw() {
const now = performance.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 collide_player(p: PlayerData) {
const tiles_ignored = ["floor", "door", "chair"].map(t => data.tile_names.indexOf(t))
for (const [_, tile] of tiles) {
if (tiles_ignored.includes(tile.kind)) continue
const d = aabb_circle_distance(tile.x, tile.y, tile.x + 1, tile.y + 1, p.x, p.y)
if (d > PLAYER_SIZE) continue
const h = 0.01
const d_sample_x = aabb_circle_distance(tile.x, tile.y, tile.x + 1, tile.y + 1, p.x + h, p.y)
const d_sample_y = aabb_circle_distance(tile.x, tile.y, tile.x + 1, tile.y + 1, p.x, p.y + h)
const grad_x = (d_sample_x - d) / h
const grad_y = (d_sample_y - d) / h
p.x += (PLAYER_SIZE - d) * grad_x
p.y += (PLAYER_SIZE - d) * grad_y
const vdotn = (grad_x * p.vel.x) + (grad_y * p.vel.y)
p.vel.x -= grad_x * vdotn
p.vel.y -= grad_y * vdotn
}
}