Fix issues from mobile playtesting (#5)
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Reviewed-on: https://home.schmelczer.dev/git/andras/decla-red/pulls/5
This commit is contained in:
Andras Schmelczer 2026-09-15 21:03:47 +01:00
commit 4d1761df16
8 changed files with 543 additions and 113 deletions

View file

@ -208,7 +208,9 @@ body {
mask-image: url('../static/mask.svg');
&.contested {
animation: contested-pulse 0.7s ease-in-out infinite;
box-shadow:
inset 0 0 0 2px rgba(255, 255, 255, 0.7),
inset 0 0 3px 0px rgba(0, 0, 0, 0.2);
}
&.keystone {
@ -320,6 +322,15 @@ body {
display: inline-block;
}
&[hidden] {
display: none;
}
&[aria-disabled='true'] {
opacity: 0.3;
cursor: default;
}
&.fire {
right: $medium-padding;
@ -757,18 +768,6 @@ body {
}
}
@keyframes contested-pulse {
0%,
100% {
opacity: 1;
}
50% {
opacity: 0.35;
}
}
.charge-ring {
position: fixed;
@include square(56px);

View file

@ -4,6 +4,7 @@ import type { Command } from 'shared';
import type { Game } from '../game';
import { ChargeIndicator } from '../charge-indicator';
import { centeredTransform } from '../helper/centered-transform';
import { localCharacterPredictor } from '../helper/prediction/local-character-predictor';
import { InputGenerator } from './input-generator';
const deadZone = 8;
@ -196,15 +197,23 @@ export class TouchListener extends InputGenerator {
event.stopPropagation();
}
private get isAlive(): boolean {
return (this.game.gameObjects.localPlayer?.health ?? 0) > 0;
}
private leapButtonListener = (event: TouchEvent) => {
this.swallowTouch(event);
if (!this.isAlive || !localCharacterPredictor.canLeap) {
return;
}
this.sendLeap();
this.leapButton.hidden = true;
};
private fireButtonDownListener = (event: TouchEvent) => {
this.swallowTouch(event);
const touch = event.changedTouches[0];
if (this.fireTouchId !== null || !touch) {
if (!this.isAlive || this.fireTouchId !== null || !touch) {
return;
}
this.fireTouchId = touch.identifier;
@ -255,7 +264,7 @@ export class TouchListener extends InputGenerator {
this.cancelFire();
const character = this.game.gameObjects.localPlayer;
if (!character) {
if (!character || character.health <= 0) {
return;
}
@ -287,6 +296,11 @@ export class TouchListener extends InputGenerator {
}
const character = this.game.gameObjects.localPlayer;
this.fireButton.setAttribute('aria-disabled', String(!this.isAlive));
this.leapButton.hidden = !this.isAlive || !localCharacterPredictor.canLeap;
if (!this.isAlive && this.fireTouchId !== null) {
this.cancelFire();
}
if (character) {
this.fireStrengthRing.style.background = `conic-gradient(rgba(255, 255, 255, 0.75) ${
character.strengthFraction * 360

View file

@ -3,7 +3,6 @@ import { getDisplayPosition } from './helper/pointer';
let root: HTMLElement | undefined;
let killfeed: HTMLElement | undefined;
let elimination: HTMLElement | undefined;
function ensureRoot(): { root: HTMLElement; killfeed: HTMLElement } {
if (!root || !killfeed) {
@ -74,27 +73,7 @@ function killConfirmed(victimName?: string, streak = 1, charge = 0) {
}
}
function showElimination(): void {
if (elimination) {
return;
}
const { root: r } = ensureRoot();
const el = document.createElement('div');
el.className = 'elimination';
el.innerHTML =
'<div class="elimination-title">Eliminated</div>' +
'<div class="elimination-sub">Respawning…</div>';
r.appendChild(el);
elimination = el;
}
function hideElimination(): void {
elimination?.remove();
elimination = undefined;
}
function resetFeedbackHud(): void {
hideElimination();
root?.remove();
root = undefined;
killfeed = undefined;
@ -122,7 +101,5 @@ function escapeHtml(text: string): string {
export const FeedbackHud = {
hitMarker,
killConfirmed,
showElimination,
hideElimination,
reset: resetFeedbackHud,
};

View file

@ -55,7 +55,7 @@ export class Game extends CommandReceiver {
private socket!: Socket;
private socketReceiver!: CommandSocket;
private tutorial!: Tutorial;
private tutorial?: Tutorial;
private resolveStarted!: () => void;
private isBetweenGames = false;
private isActive = true;
@ -92,7 +92,7 @@ export class Game extends CommandReceiver {
),
[GameEndCommand.name]: () => (localCharacterPredictor.enabled = false),
[UpdateMinimap.name]: (c: UpdateMinimap) => (this.lastMinimap = c),
[GameStartCommand.name]: () => this.initialize(),
[GameStartCommand.name]: () => this.initialize(true),
};
constructor(
@ -106,7 +106,7 @@ export class Game extends CommandReceiver {
const onInput = (c: Command) => {
this.socketReceiver.queue(c);
this.tutorial.handleCommand(c);
this.tutorial?.handleCommand(c);
};
this.keyboardListener = new KeyboardListener(onInput);
this.mouseListener = new MouseListener(this.canvas, this, onInput);
@ -117,7 +117,7 @@ export class Game extends CommandReceiver {
this.gameObjects.handleCommand(c);
}
private initialize() {
private initialize(isNewGame = false) {
this.isBetweenGames = true;
this.socket?.close();
@ -131,14 +131,15 @@ export class Game extends CommandReceiver {
this.keystoneArrow = undefined;
this.connectionBanner = undefined;
this.lastMinimap = undefined;
this.lastAnnouncementText = '';
this.lastAnnouncementText = isNewGame ? 'New game!' : '';
this.timeSinceLastAnnouncement = 0;
this.announcementText.innerText = '';
this.overlay.append(
this.scoreboard.element,
this.minimap.element,
this.announcementText,
);
this.tutorial = new Tutorial(this.overlay);
this.tutorial = isNewGame ? undefined : new Tutorial(this.overlay);
this.socket = io(this.playerDecision.server, {
reconnectionDelayMax: 10000,
@ -281,9 +282,9 @@ export class Game extends CommandReceiver {
public static rejectionText(reason: JoinRejectionReason): string {
switch (reason) {
case JoinRejectionReason.ServerFull:
return 'That server is full — pick another';
return 'That server is full. Pick another';
case JoinRejectionReason.RoundEnding:
return 'That round is just finishing — try again in a moment';
return 'That round is just finishing. Try again in a moment';
case JoinRejectionReason.AlreadyJoined:
return 'Already joined on this connection';
default:
@ -354,7 +355,7 @@ export class Game extends CommandReceiver {
this.gameObjects.step(deltaTime);
this.gameObjects.render(renderer, this.overlay, shouldChangeLayout);
this.touchListener.update();
this.tutorial.step(this.gameObjects);
this.tutorial?.step(this.gameObjects);
this.socketReceiver.sendQueuedCommands();
return this.isActive;

View file

@ -28,6 +28,11 @@ const maxReplayMs = 400;
const correctionSeconds = 0.08;
const snapDistance = 1500;
interface PredictedMovementState extends CharacterMovementState {
availableStrength: number;
leapCooldownRemaining: number;
}
interface ReplaySnapshot {
pose: { head: Circle; leftFoot: Circle; rightFoot: Circle };
movement: CharacterMovementSnapshot;
@ -35,7 +40,7 @@ interface ReplaySnapshot {
leapAckMs: number;
strength: number;
planets: Array<PlanetSnapshot>;
horizonState?: CharacterMovementState;
horizonState?: PredictedMovementState;
}
const upwards = vec2.fromValues(0, 1);
@ -59,6 +64,7 @@ export class LocalCharacterPredictor {
private leapHistory: Array<number> = [];
private lastLeapAckMs = -Infinity;
private currentStrength = settings.playerMaxStrength;
private predicted?: PredictedMovementState;
private alive = true;
private previousSnapshot?: ReplaySnapshot;
@ -79,6 +85,17 @@ export class LocalCharacterPredictor {
return this.renderRightFoot;
}
public get canLeap(): boolean {
return (
this.enabled &&
this.alive &&
!this.isAnimatingInOrOut &&
!!this.predicted?.currentPlanet &&
this.predicted.leapCooldownRemaining <= 0 &&
this.predicted.availableStrength >= settings.leapStrengthCost
);
}
public recordInput(direction: vec2): number {
const timeMs = clientTimeMs();
this.inputHistory.record(direction, timeMs);
@ -103,6 +120,7 @@ export class LocalCharacterPredictor {
public recordLeap(): number {
const timeMs = clientTimeMs();
this.leapHistory.push(timeMs);
this.predicted = undefined;
const cutoff = timeMs - 1500;
while (this.leapHistory.length > 0 && this.leapHistory[0] <= cutoff) {
this.leapHistory.shift();
@ -126,6 +144,7 @@ export class LocalCharacterPredictor {
this.replayAnchorMs = undefined;
this.movement = undefined;
this.currentStrength = settings.playerMaxStrength;
this.predicted = undefined;
this.alive = true;
this.previousSnapshot = undefined;
this.lastUpdateMs = undefined;
@ -149,6 +168,7 @@ export class LocalCharacterPredictor {
public update(planets: Array<PlanetView>): boolean {
if (!this.enabled || !this.alive || !this.canPredict || this.isAnimatingInOrOut) {
this.predicted = undefined;
this.previousSnapshot = undefined;
this.lastUpdateMs = undefined;
vec2.zero(this.correction);
@ -182,6 +202,7 @@ export class LocalCharacterPredictor {
),
};
const predicted = this.simulate(snapshot);
this.predicted = predicted;
if (this.previousSnapshot && this.previousSnapshot.pose !== snapshot.pose) {
// Compare both snapshots at the same instant: smooth only the correction,
@ -210,7 +231,7 @@ export class LocalCharacterPredictor {
return true;
}
private simulate(snapshot: ReplaySnapshot): CharacterMovementState {
private simulate(snapshot: ReplaySnapshot): PredictedMovementState {
if (snapshot.horizonState) {
return snapshot.horizonState;
}
@ -222,7 +243,7 @@ export class LocalCharacterPredictor {
const steps = Math.floor(windowMs / stepMs);
const partialStep = (windowMs - steps * stepMs) / stepMs;
const state: CharacterMovementState = {
const state: PredictedMovementState = {
head: makeBody(auth.head.center, auth.head.radius, upwards),
leftFoot: makeBody(
auth.leftFoot.center,
@ -238,11 +259,10 @@ export class LocalCharacterPredictor {
currentPlanet: this.world.surfaceById(movement.groundPlanetId),
secondsSinceOnSurface: movement.secondsSinceOnSurface,
bodyVelocity: vec2.fromValues(movement.bodyVelocity[0], movement.bodyVelocity[1]),
availableStrength: snapshot.strength,
leapCooldownRemaining: movement.leapCooldownRemaining ?? 0,
};
let availableStrength = snapshot.strength;
let cooldown = movement.leapCooldownRemaining ?? 0;
let t = startMs;
for (let i = 0; i < steps + (partialStep > 0 ? 1 : 0); i++) {
const fraction = i < steps ? 1 : partialStep;
@ -258,12 +278,12 @@ export class LocalCharacterPredictor {
leapMs < t + stepMs * fraction &&
leapMs > snapshot.leapAckMs &&
state.currentPlanet &&
cooldown <= 0 &&
availableStrength >= settings.leapStrengthCost
state.leapCooldownRemaining <= 0 &&
state.availableStrength >= settings.leapStrengthCost
) {
applyLeapImpulse(state, this.inputHistory.directionAt(leapMs));
availableStrength -= settings.leapStrengthCost;
cooldown = settings.leapCooldownSeconds;
state.availableStrength -= settings.leapStrengthCost;
state.leapCooldownRemaining = settings.leapCooldownSeconds;
}
}
this.world.advance(stepSeconds);
@ -274,10 +294,14 @@ export class LocalCharacterPredictor {
this.inputHistory.directionAt(t),
stepSeconds,
);
cooldown = Math.max(0, cooldown - stepSeconds);
availableStrength = Math.min(
state.leapCooldownRemaining = Math.max(
0,
state.leapCooldownRemaining - stepSeconds,
);
state.availableStrength = Math.min(
settings.playerMaxStrength,
availableStrength + settings.playerStrengthRegenerationPerSeconds * stepSeconds,
state.availableStrength +
settings.playerStrengthRegenerationPerSeconds * stepSeconds,
);
if (from) {
[state.head, state.leftFoot, state.rightFoot].forEach((body, index) =>

View file

@ -13,7 +13,6 @@ import {
RemoteCallsForObjects,
UpdatePropertyCommand,
} from 'shared';
import { FeedbackHud } from '../feedback-hud';
import type { Game } from '../game';
import { serverTimeline } from '../helper/server-timeline';
import { localCharacterPredictor } from '../helper/prediction/local-character-predictor';
@ -50,7 +49,6 @@ export class GameObjectContainer extends CommandReceiver {
this.addObject(this.player);
localCharacterPredictor.reset();
this.game.resendMovement();
FeedbackHud.hideElimination();
this.wasLocalPlayerAlive = true;
},
@ -133,9 +131,6 @@ export class GameObjectContainer extends CommandReceiver {
const player = this.localPlayer;
const alive = !!player && player.health > 0;
if (this.wasLocalPlayerAlive && !alive) {
FeedbackHud.showElimination();
}
this.wasLocalPlayerAlive = alive;
if (player) {

View file

@ -8,37 +8,51 @@ import { options } from './options-handler';
export const Sounds = { hit: 'hit', shoot: 'shoot', click: 'click' } as const;
export type Sound = (typeof Sounds)[keyof typeof Sounds];
let sounds: Record<Sound, HTMLAudioElement>;
const sounds: Partial<Record<Sound, AudioBuffer>> = {};
const maxVoices = 16;
const voices = new Set<{ source: AudioBufferSourceNode; gain: GainNode }>();
let context: AudioContext | undefined;
let initialization: Promise<void> | undefined;
let isAmbientPlaying = false;
const ambient = new Audio(ambientAudio);
let initialized = false;
let ambientInitialized = false;
async function initializeSound(src: string): Promise<HTMLAudioElement> {
const snd = new Audio(src);
snd.muted = true;
await snd.play().catch(() => undefined);
snd.pause();
snd.muted = false;
snd.currentTime = 0;
return snd;
async function initializeEffects() {
try {
context = new AudioContext({ latencyHint: 'interactive' });
} catch {
return;
}
const audioContext = context;
// Unlock during the initiating gesture, before any network or decode work.
void audioContext.resume().catch(() => undefined);
await Promise.all(
Object.entries({ hit: hitSound, shoot: shootSound, click: clickSound }).map(
async ([name, src]) => {
try {
const response = await fetch(src);
if (response.ok) {
sounds[name as Sound] = await audioContext.decodeAudioData(
await response.arrayBuffer(),
);
}
} catch {
// Missing audio must not interrupt gameplay or prevent other effects loading.
}
},
),
);
}
async function initialize(
onPlayKeypress: () => unknown = () => null,
onPauseKeypress: () => unknown = () => null,
async function initializeAmbient(
onPlayKeypress: () => unknown,
onPauseKeypress: () => unknown,
) {
ambient.muted = true;
ambient.volume = 0.5;
ambient.loop = true;
// Unlock every audio element during the initiating click, before awaiting any one.
const ambientReady = ambient.play().catch(() => undefined);
const [hit, shoot, click] = await Promise.all(
[hitSound, shootSound, clickSound].map(initializeSound),
);
sounds = { hit, shoot, click };
await ambientReady;
initialized = true;
await ambient.play().catch(() => undefined);
ambientInitialized = true;
ambient.onpause = onPauseKeypress;
ambient.onplay = onPlayKeypress;
@ -49,32 +63,65 @@ async function initialize(
}
}
function initialize(
onPlayKeypress: () => unknown = () => null,
onPauseKeypress: () => unknown = () => null,
): Promise<void> {
if (!initialization) {
initialization = initializeEffects();
// Streaming music can take much longer to load than the short effects.
void initializeAmbient(onPlayKeypress, onPauseKeypress);
}
return initialization;
}
function play(snd: Sound, volume = 1, playbackRate = 1) {
if (!initialized || !options.soundsEnabled) {
const buffer = sounds[snd];
if (!context || !buffer || !options.soundsEnabled) {
return;
}
if (context.state !== 'running') {
void context.resume().catch(() => undefined);
return;
}
const pooled = sounds[snd];
const isBusy = !pooled.paused && !pooled.ended;
const audio = isBusy ? (pooled.cloneNode(true) as HTMLAudioElement) : pooled;
if (!isBusy) {
audio.currentTime = 0;
// Delayed network packets can deliver many effects together. Keep their audio work bounded.
if (voices.size >= maxVoices) {
const oldest = voices.values().next().value!;
oldest.source.stop();
oldest.source.disconnect();
oldest.gain.disconnect();
voices.delete(oldest);
}
audio.volume = clamp01(volume);
audio.playbackRate = playbackRate;
void audio.play().catch(() => undefined);
const source = context.createBufferSource();
const gain = context.createGain();
source.buffer = buffer;
source.playbackRate.value = playbackRate;
gain.gain.value = clamp01(volume);
source.connect(gain);
gain.connect(context.destination);
const voice = { source, gain };
voices.add(voice);
source.onended = () => {
if (voices.delete(voice)) {
source.disconnect();
gain.disconnect();
}
};
source.start();
}
function playAmbient() {
isAmbientPlaying = true;
if (initialized) {
if (ambientInitialized) {
void ambient.play().catch(() => undefined);
}
}
function stopAmbient() {
isAmbientPlaying = false;
if (initialized) {
if (ambientInitialized) {
ambient.pause();
}
}

View file

@ -13,10 +13,18 @@ import { PlanetView } from './objects/types/planet-view';
type StageTrigger = 'move' | 'shoot' | 'leap' | 'capture';
const stages: ReadonlyArray<{ hint: string; clearsOn: StageTrigger }> = [
{ hint: 'WASD / drag to walk', clearsOn: 'move' },
{ hint: 'Click / tap to shoot', clearsOn: 'shoot' },
{ hint: 'Space / leap button to launch off a planet', clearsOn: 'leap' },
const stages: ReadonlyArray<{
hint: string;
touchHint?: string;
clearsOn: StageTrigger;
}> = [
{ hint: 'WASD to walk', touchHint: 'Drag to walk', clearsOn: 'move' },
{ hint: 'Click to shoot', touchHint: 'Tap to shoot', clearsOn: 'shoot' },
{
hint: 'Space to launch off a planet',
touchHint: 'Tap the leap button to launch off a planet',
clearsOn: 'leap',
},
{ hint: 'Stand on a planet to capture it', clearsOn: 'capture' },
];
@ -54,7 +62,7 @@ export class Tutorial extends CommandReceiver {
constructor(overlay: HTMLElement) {
super();
this.element.className = 'tutorial-hint';
this.element.innerText = stages[0].hint;
this.setStage(0);
overlay.appendChild(this.element);
}
@ -107,6 +115,14 @@ export class Tutorial extends CommandReceiver {
private setStage(stage: number) {
this.stage = stage;
this.element.innerText = stages[stage]?.hint ?? '';
// Keep the hints consistent with the touch buttons' visibility in main.scss.
const useTouchControls = window.matchMedia(
'(hover: none) and (pointer: coarse)',
).matches;
const currentStage = stages[stage];
this.element.innerText =
(useTouchControls ? currentStage?.touchHint : undefined) ??
currentStage?.hint ??
'';
}
}