/// 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 } }