Add better object updates

This commit is contained in:
schmelczerandras 2020-10-17 18:35:09 +02:00
commit e83c58e1a5
29 changed files with 289 additions and 123 deletions

View file

@ -1,7 +1,13 @@
import { PhysicalContainer } from './physics/containers/physical-container';
import { Player } from './players/player';
import ioserver from 'socket.io';
import { TransportEvents, deserialize, settings, ServerInformation } from 'shared';
import {
TransportEvents,
deserialize,
settings,
ServerInformation,
PlayerInformation,
} from 'shared';
import { createWorld } from './map/create-world';
import { DeltaTimeCalculator } from './helper/delta-time-calculator';
import { Options } from './options';
@ -22,8 +28,8 @@ export class GameServer {
this.objects.initialize();
io.on('connection', (socket: SocketIO.Socket) => {
socket.on(TransportEvents.PlayerJoining, () => {
const player = new Player(this.objects, socket);
socket.on(TransportEvents.PlayerJoining, (playerInfo: PlayerInformation) => {
const player = new Player(playerInfo, this.objects, socket);
this.players.push(player);
socket.on(TransportEvents.PlayerToServer, (json: string) => {
const command = deserialize(json);

View file

@ -1,5 +1,5 @@
import { vec2 } from 'gl-matrix';
import { Circle, GameObject, serializesTo, settings } from 'shared';
import { Circle, GameObject, serializesTo, settings, UpdateObjectMessage } from 'shared';
import { PhysicalBase } from '../physics/physicals/physical-base';
import { BoundingBox } from '../physics/bounding-boxes/bounding-box';
import { BoundingBoxBase } from '../physics/bounding-boxes/bounding-box-base';
@ -30,6 +30,10 @@ export class CirclePhysical implements Circle, DynamicPhysical, ReactsToCollisio
this.recalculateBoundingBox();
}
public calculateUpdates(): UpdateObjectMessage | null {
return null;
}
public get boundingBox(): BoundingBoxBase {
return this._boundingBox;
}

View file

@ -0,0 +1,318 @@
import { vec2 } from 'gl-matrix';
import {
id,
settings,
MoveActionCommand,
serializesTo,
clamp,
last,
GameObject,
Circle,
PlayerCharacterBase,
} from 'shared';
import { DynamicPhysical } from '../physics/physicals/dynamic-physical';
import { CirclePhysical } from './circle-physical';
import { PhysicalContainer } from '../physics/containers/physical-container';
import { BoundingBoxBase } from '../physics/bounding-boxes/bounding-box-base';
import { ProjectilePhysical } from './projectile-physical';
import { interpolateAngles } from '../helper/interpolate-angles';
import { forceAtPosition } from '../physics/functions/force-at-position';
import { getBoundingBoxOfCircle } from '../physics/functions/get-bounding-box-of-circle';
import { PlanetPhysical } from './planet-physical';
import { ReactsToCollision } from '../physics/physicals/reacts-to-collision';
import { UpdateObjectMessage } from 'shared/lib/src/objects/update-object-message';
import { UpdateGameObjectMessage } from '../update-game-object-message';
@serializesTo(PlayerCharacterBase)
export class PlayerCharacterPhysical
extends PlayerCharacterBase
implements DynamicPhysical, ReactsToCollision {
public readonly canCollide = true;
public readonly canMove = true;
private static readonly headRadius = 50;
private static readonly feetRadius = 20;
// offsets are meassured from (0, 0)
private static readonly desiredHeadOffset = vec2.fromValues(0, 65);
private static readonly desiredLeftFootOffset = vec2.fromValues(-20, 0);
private static readonly desiredRightFootOffset = vec2.fromValues(20, 0);
private static readonly centerOfMass = vec2.scale(
vec2.create(),
vec2.add(
vec2.create(),
vec2.add(
vec2.create(),
PlayerCharacterPhysical.desiredHeadOffset,
PlayerCharacterPhysical.desiredLeftFootOffset,
),
PlayerCharacterPhysical.desiredRightFootOffset,
),
1 / 3,
);
private static readonly headOffset = vec2.subtract(
vec2.create(),
PlayerCharacterPhysical.desiredHeadOffset,
PlayerCharacterPhysical.centerOfMass,
);
private static readonly leftFootOffset = vec2.subtract(
vec2.create(),
PlayerCharacterPhysical.desiredLeftFootOffset,
PlayerCharacterPhysical.centerOfMass,
);
private static readonly rightFootOffset = vec2.subtract(
vec2.create(),
PlayerCharacterPhysical.desiredRightFootOffset,
PlayerCharacterPhysical.centerOfMass,
);
public static readonly boundRadius =
(PlayerCharacterPhysical.headRadius + PlayerCharacterPhysical.feetRadius * 2) * 2;
private isDestroyed = false;
private direction = 0;
private currentPlanet?: PlanetPhysical;
private lastMovementWasRelative = false;
private secondsSinceOnSurface = 1000;
public head: CirclePhysical;
public leftFoot: CirclePhysical;
public rightFoot: CirclePhysical;
public bound: CirclePhysical;
public get isAlive(): boolean {
return !this.isDestroyed;
}
private movementActions: Array<MoveActionCommand> = [];
private lastMovementAction: MoveActionCommand = new MoveActionCommand(
vec2.create(),
false,
);
constructor(
name: string,
public readonly colorIndex: number,
private readonly container: PhysicalContainer,
startPosition: vec2,
) {
super(id(), name, colorIndex);
this.head = new CirclePhysical(
vec2.add(vec2.create(), startPosition, PlayerCharacterPhysical.headOffset),
PlayerCharacterPhysical.headRadius,
this,
container,
);
this.leftFoot = new CirclePhysical(
vec2.add(vec2.create(), startPosition, PlayerCharacterPhysical.leftFootOffset),
PlayerCharacterPhysical.feetRadius,
this,
container,
);
this.rightFoot = new CirclePhysical(
vec2.add(vec2.create(), startPosition, PlayerCharacterPhysical.rightFootOffset),
PlayerCharacterPhysical.feetRadius,
this,
container,
);
container.addObject(this.head);
container.addObject(this.leftFoot);
container.addObject(this.rightFoot);
this.bound = new CirclePhysical(
vec2.create(),
PlayerCharacterPhysical.boundRadius,
this,
container,
);
}
public calculateUpdates(): UpdateObjectMessage {
return new UpdateGameObjectMessage(this, ['head', 'leftFoot', 'rightFoot']);
}
public handleMovementAction(c: MoveActionCommand) {
this.movementActions.push(c);
}
public onCollision(other: GameObject) {
if (other instanceof ProjectilePhysical) {
other.destroy();
this.destroy();
}
}
public get boundingBox(): BoundingBoxBase {
this.bound.center = this.head.center;
return this.bound.boundingBox;
}
public get gameObject(): this {
return this;
}
public get center(): vec2 {
return this.head.center;
}
public get velocity(): vec2 {
return this.head.velocity;
}
public distance(target: vec2): number {
return (
Math.min(
this.head.distance(target),
this.leftFoot.distance(target),
this.rightFoot.distance(target),
) - 20
);
}
private averageAndResetMovementActions(): vec2 {
let direction: vec2;
if (this.movementActions.length === 0) {
direction = vec2.clone(this.lastMovementAction.direction);
} else {
direction = this.movementActions.reduce(
(sum, current) => vec2.add(sum, sum, current.direction),
vec2.create(),
);
vec2.scale(direction, direction, 1 / this.movementActions.length);
this.lastMovementWasRelative =
this.movementActions.find((a) => a.isCharacterRelative) !== undefined;
this.lastMovementAction = last(this.movementActions)!;
this.movementActions = [];
}
return direction;
}
public step(deltaTime: number) {
if ((this.secondsSinceOnSurface += deltaTime) > 1) {
this.currentPlanet = undefined;
}
const intersectingWithForcefield = this.container.findIntersecting(
getBoundingBoxOfCircle(
new Circle(
this.center,
PlayerCharacterPhysical.boundRadius + settings.maxGravityDistance,
),
),
);
const actualGravity = forceAtPosition(this.center, intersectingWithForcefield);
const direction = this.averageAndResetMovementActions();
const movementForce = vec2.scale(direction, direction, settings.maxAcceleration);
if (!this.currentPlanet) {
this.applyForce(this.leftFoot, actualGravity, deltaTime);
this.applyForce(this.rightFoot, actualGravity, deltaTime);
const sumForce = vec2.subtract(vec2.create(), actualGravity, movementForce);
this.setDirection(
vec2.length(sumForce) === 0 ? vec2.fromValues(0, -1) : sumForce,
deltaTime,
);
} else {
const leftFootGravity = this.currentPlanet!.getForce(this.leftFoot.center);
const rightFootGravity = this.currentPlanet!.getForce(this.rightFoot.center);
if (movementForce.y > settings.maxAcceleration / 4) {
vec2.scale(leftFootGravity, leftFootGravity, 0.35);
vec2.scale(rightFootGravity, rightFootGravity, 0.35);
}
this.applyForce(this.leftFoot, leftFootGravity, deltaTime);
this.applyForce(this.rightFoot, rightFootGravity, deltaTime);
if (this.lastMovementWasRelative) {
vec2.rotate(movementForce, movementForce, vec2.create(), this.direction);
}
const headGravity = this.currentPlanet!.getForce(this.head.center);
if (vec2.length(headGravity) < vec2.length(actualGravity) / 2) {
this.currentPlanet = undefined;
}
this.setDirection(headGravity, deltaTime);
}
this.applyForce(this.leftFoot, movementForce, deltaTime);
this.applyForce(this.rightFoot, movementForce, deltaTime);
this.stepBodyPart(this.leftFoot, deltaTime);
this.stepBodyPart(this.rightFoot, deltaTime);
this.keepPosture();
}
private setDirection(direction: vec2, deltaTime: number) {
this.direction = interpolateAngles(
this.direction,
Math.atan2(direction.y, direction.x) + Math.PI / 2,
Math.pow(4, deltaTime),
);
}
private keepPosture() {
const bodyCenter = vec2.add(vec2.create(), this.head.center, this.leftFoot.center);
vec2.add(bodyCenter, bodyCenter, this.rightFoot.center);
vec2.scale(bodyCenter, bodyCenter, 1 / 3);
this.springMove(this.leftFoot, bodyCenter, PlayerCharacterPhysical.leftFootOffset);
this.springMove(this.rightFoot, bodyCenter, PlayerCharacterPhysical.rightFootOffset);
this.springMove(this.head, bodyCenter, PlayerCharacterPhysical.headOffset);
}
private springMove(object: CirclePhysical, center: vec2, offset: vec2) {
// todo: make time-independent
const springConstant = 0.35;
const desiredPosition = vec2.add(vec2.create(), center, offset);
vec2.rotate(desiredPosition, desiredPosition, center, this.direction);
const positionDelta = vec2.subtract(desiredPosition, desiredPosition, object.center);
vec2.scale(positionDelta, positionDelta, springConstant);
const hitObject = object.tryMove(positionDelta);
if (hitObject instanceof PlanetPhysical) {
this.secondsSinceOnSurface = 0;
this.currentPlanet = hitObject;
}
}
private stepBodyPart(part: CirclePhysical, deltaTime: number) {
const hitObject = part.step2(deltaTime);
if (hitObject instanceof PlanetPhysical) {
this.secondsSinceOnSurface = 0;
this.currentPlanet = hitObject;
}
}
public applyForce(circle: CirclePhysical, force: vec2, timeInSeconds: number) {
vec2.add(
circle.velocity,
circle.velocity,
vec2.scale(vec2.create(), force, timeInSeconds),
);
vec2.set(
circle.velocity,
clamp(circle.velocity.x, -settings.maxVelocityX, settings.maxVelocityX),
clamp(circle.velocity.y, -settings.maxVelocityY, settings.maxVelocityY),
);
}
public destroy() {
if (!this.isDestroyed) {
this.isDestroyed = true;
this.container.removeObject(this);
this.container.removeObject(this.head);
this.container.removeObject(this.leftFoot);
this.container.removeObject(this.rightFoot);
}
}
}

View file

@ -6,6 +6,8 @@ import { DynamicPhysical } from '../physics/physicals/dynamic-physical';
import { PhysicalContainer } from '../physics/containers/physical-container';
import { PlanetPhysical } from './planet-physical';
import { ReactsToCollision } from '../physics/physicals/reacts-to-collision';
import { UpdateObjectMessage } from 'shared/lib/src/objects/update-object-message';
import { UpdateGameObjectMessage } from '../update-game-object-message';
@serializesTo(ProjectileBase)
export class ProjectilePhysical
@ -15,6 +17,7 @@ export class ProjectilePhysical
public readonly canMove = true;
private isDestroyed = false;
private bounceCount = 0;
private _boundingBox?: ImmutableBoundingBox;
public object: CirclePhysical;
@ -28,7 +31,9 @@ export class ProjectilePhysical
this.object = new CirclePhysical(center, radius, this, container, 0.9);
}
private _boundingBox?: ImmutableBoundingBox;
public calculateUpdates(): UpdateObjectMessage {
return new UpdateGameObjectMessage(this, ['center']);
}
public get boundingBox(): ImmutableBoundingBox {
if (!this._boundingBox) {

View file

@ -1,4 +1,4 @@
import { DynamicPhysical } from '../dynamic-physical';
import { DynamicPhysical } from '../physicals/dynamic-physical';
import { BoundingBoxBase } from '../bounding-boxes/bounding-box-base';
export class BoundingBoxList {

View file

@ -1,5 +1,5 @@
import { BoundingBoxBase } from '../bounding-boxes/bounding-box-base';
import { StaticPhysical } from './static-physical';
import { StaticPhysical } from '../physicals/static-physical';
// source: https://github.com/ubilabs/kd-tree-javascript/blob/master/kdTree.js
class Node {

View file

@ -1,6 +1,9 @@
import { UpdateObjectMessage } from 'shared/lib/src/objects/update-object-message';
import { PhysicalBase } from './physical-base';
export interface DynamicPhysical extends PhysicalBase {
readonly canMove: true;
step(deltaTimeInMilliseconds: number): void;
calculateUpdates(): UpdateObjectMessage | null;
}

View file

@ -14,27 +14,28 @@ import {
SecondaryActionCommand,
settings,
Circle,
PlayerInformation,
} from 'shared';
import { getTimeInMilliseconds } from '../helper/get-time-in-milliseconds';
import { CharacterPhysical } from '../objects/character-physical';
import { ProjectilePhysical } from '../objects/projectile-physical';
import { BoundingBox } from '../physics/bounding-boxes/bounding-box';
import { PhysicalContainer } from '../physics/containers/physical-container';
import { PhysicalBase } from '../physics/physicals/physical-base';
import { getBoundingBoxOfCircle } from '../physics/functions/get-bounding-box-of-circle';
import { isCircleIntersecting } from '../physics/functions/is-circle-intersecting';
import { requestColor, freeColor } from './player-color-service';
import { PlayerCharacterPhysical } from '../objects/player-character-physical';
import { DynamicPhysical } from '../physics/physicals/dynamic-physical';
import { Physical } from '../physics/physicals/physical';
export class Player extends CommandReceiver {
private character: CharacterPhysical;
private character: PlayerCharacterPhysical;
private aspectRatio: number = 16 / 9;
private isActive = true;
private timeSinceLastProjectile = 0;
private objectsPreviouslyInViewArea: Array<PhysicalBase> = [];
private objectsInViewArea: Array<PhysicalBase> = [];
private objectsPreviouslyInViewArea: Array<Physical> = [];
private objectsInViewArea: Array<Physical> = [];
private pingTime?: number;
private _latency?: number;
@ -56,7 +57,10 @@ export class Player extends CommandReceiver {
[MoveActionCommand.type]: (c: MoveActionCommand) =>
this.character.handleMovementAction(c),
[SecondaryActionCommand.type]: (c: SecondaryActionCommand) => {
if (this.timeSinceLastProjectile < settings.projectileCreationInterval) {
if (
!this.character.isAlive ||
this.timeSinceLastProjectile < settings.projectileCreationInterval
) {
return;
}
@ -88,7 +92,7 @@ export class Player extends CommandReceiver {
const playerBoundingCircle = new Circle(
playerPosition,
CharacterPhysical.boundRadius,
PlayerCharacterPhysical.boundRadius,
);
const playerBoundingBox = getBoundingBoxOfCircle(playerBoundingCircle);
@ -97,27 +101,26 @@ export class Player extends CommandReceiver {
return playerPosition;
}
rotation += Math.PI / 12;
radius += 10;
rotation += Math.PI / 8;
radius += 30;
}
}
constructor(
playerInfo: PlayerInformation,
private readonly objects: PhysicalContainer,
private readonly socket: SocketIO.Socket,
) {
super();
const colorIndex = requestColor();
this.character = new CharacterPhysical(
this.character = new PlayerCharacterPhysical(
playerInfo.name,
colorIndex,
objects,
this.findEmptyPositionForPlayer(),
);
this.objectsPreviouslyInViewArea.push(this.character);
this.objectsInViewArea.push(this.character);
this.objects.addObject(this.character);
socket.emit(
@ -138,6 +141,7 @@ export class Player extends CommandReceiver {
this.sendObjects();
this.timeSinceLastProjectile += deltaTime;
}
public sendObjects() {
const viewArea = calculateViewArea(this.character.center, this.aspectRatio, 1.5);
const bb = new BoundingBox();
@ -161,7 +165,11 @@ export class Player extends CommandReceiver {
TransportEvents.ServerToPlayer,
serialize(
new DeleteObjectsCommand([
...new Set(noLongerIntersecting.map((p) => p.gameObject.id)),
...new Set(
noLongerIntersecting
.filter((p) => p.gameObject !== this.character)
.map((p) => p.gameObject.id),
),
]),
),
);
@ -172,20 +180,25 @@ export class Player extends CommandReceiver {
TransportEvents.ServerToPlayer,
serialize(
new CreateObjectsCommand([
...new Set(newlyIntersecting.map((p) => p.gameObject)),
...new Set(
newlyIntersecting
.map((p) => p.gameObject)
.filter((g) => g !== this.character),
),
]),
),
);
}
this.socket.volatile.emit(
this.socket.emit(
TransportEvents.ServerToPlayer,
serialize(
new UpdateObjectsCommand([
...new Set(
this.objectsInViewArea.filter((p) => p.canMove).map((p) => p.gameObject),
),
]),
new UpdateObjectsCommand(
Array.from(new Set(this.objectsInViewArea))
.filter((p) => p.canMove)
.map((p) => (p as DynamicPhysical).calculateUpdates())
.filter((p) => p !== null) as any,
),
),
);
}

View file

@ -0,0 +1,11 @@
import { GameObject, serializesTo, UpdateMessage, UpdateObjectMessage } from 'shared';
@serializesTo(UpdateObjectMessage)
export class UpdateGameObjectMessage<T extends GameObject> extends UpdateObjectMessage {
constructor(object: T, keys: Array<string & keyof T>) {
super(
object.id,
keys.map((k) => new UpdateMessage(k, object[k])),
);
}
}

View file

@ -15,6 +15,9 @@
</head>
<body>
<canvas></canvas>
<div id="overlay"></div>
<article id="landing-ui">
<h1>decla.<span class="red">red</span></h1>
<form id="join-game-form">
@ -41,7 +44,5 @@
</article>
<noscript>Javascript is required for this website.</noscript>
<div id="overlay"></div>
<canvas></canvas>
</body>
</html>

View file

@ -1,7 +1,12 @@
import { glMatrix } from 'gl-matrix';
import { CharacterBase, LampBase, overrideDeserialization, PlanetBase } from 'shared';
import { ProjectileBase } from 'shared/src/objects/types/projectile-base';
import {
CharacterBase,
LampBase,
overrideDeserialization,
PlanetBase,
PlayerCharacterBase,
ProjectileBase,
} from 'shared';
import { CharacterView } from './scripts/objects/character-view';
import { LampView } from './scripts/objects/lamp-view';
import { ProjectileView } from './scripts/objects/projectile-view';
@ -10,43 +15,32 @@ import './styles/main.scss';
import { LandingPageBackground } from './scripts/landing-page-background';
import { JoinFormHandler } from './scripts/join-form-handler';
import { Game } from './scripts/game';
import { PlayerCharacterView } from './scripts/objects/player-character-view';
glMatrix.setMatrixArrayType(Array);
overrideDeserialization(CharacterBase, CharacterView);
overrideDeserialization(PlayerCharacterBase, PlayerCharacterView);
overrideDeserialization(PlanetBase, PlanetView);
overrideDeserialization(LampBase, LampView);
overrideDeserialization(ProjectileBase, ProjectileView);
const addSupportForTabNavigation = () =>
(document.onkeydown = (e) => {
if (e.key === ' ') {
(document.activeElement as HTMLElement)?.click();
e.preventDefault();
}
});
/*const removeUnnecessaryOutlines = () =>
(document.onclick = (e) => {
(e.target as HTMLElement)?.blur();
});
*/
addSupportForTabNavigation();
//removeUnnecessaryOutlines();
const main = async () => {
try {
const landingUI = document.querySelector('#landing-ui') as HTMLElement;
const background = new LandingPageBackground();
const joinHandler = new JoinFormHandler(
document.querySelector('#join-game-form') as HTMLFormElement,
document.querySelector('#server-container') as HTMLElement,
);
const joinGameForm = document.querySelector('#join-game-form') as HTMLFormElement;
const serverContainer = document.querySelector('#server-container') as HTMLElement;
const canvas = document.querySelector('canvas') as HTMLCanvasElement;
const overlay = document.querySelector('#overlay') as HTMLElement;
const background = new LandingPageBackground(canvas);
const joinHandler = new JoinFormHandler(joinGameForm, serverContainer);
const playerDecision = await joinHandler.getPlayerDecision();
landingUI.style.display = 'none';
console.log(playerDecision);
background.destroy();
await new Game(playerDecision).start();
await new Game(playerDecision, canvas, overlay).start();
} catch (e) {
console.error(e);
alert(e);

View file

@ -16,6 +16,7 @@ import {
TransportEvents,
SetAspectRatioActionCommand,
rgb,
PlayerInformation,
} from 'shared';
import io from 'socket.io-client';
import { KeyboardListener } from './commands/generators/keyboard-listener';
@ -32,15 +33,16 @@ import { Polygon } from './shapes/polygon';
export class Game {
public readonly gameObjects = new GameObjectContainer(this);
private readonly canvas = document.querySelector('canvas') as HTMLCanvasElement;
private renderer!: Renderer;
private socket!: SocketIOClient.Socket;
private promises: Promise<[void, void]>;
private deltaTimeCalculator = new DeltaTimeCalculator();
private overlay: HTMLElement = document.querySelector('#overlay') as HTMLDivElement;
constructor(playerDecision: PlayerDecision) {
console.log(playerDecision.server);
constructor(
private readonly playerDecision: PlayerDecision,
private readonly canvas: HTMLCanvasElement,
private readonly overlay: HTMLElement,
) {
this.promises = Promise.all([
this.setupCommunication(playerDecision.server),
this.setupRenderer(),
@ -66,7 +68,9 @@ export class Game {
this.socket.emit(TransportEvents.Pong);
});
this.socket.emit(TransportEvents.PlayerJoining, null);
this.socket.emit(TransportEvents.PlayerJoining, {
name: this.playerDecision.playerName,
} as PlayerInformation);
broadcastCommands(
[
@ -98,7 +102,7 @@ export class Game {
},
{
...CircleLight.descriptor,
shaderCombinationSteps: [0, 1, 2, 4, 8, 16],
shaderCombinationSteps: [0, 1, 2, 4, 8],
},
{
...Flashlight.descriptor,

View file

@ -18,10 +18,9 @@ const LangindPagePolygon = NoisyPolygonFactory(
);
export class LandingPageBackground {
private readonly canvas = document.querySelector('canvas') as HTMLCanvasElement;
private renderer!: Renderer;
constructor() {
constructor(private readonly canvas: HTMLCanvasElement) {
this.start();
}

View file

@ -1,6 +1,6 @@
import { vec2 } from 'gl-matrix';
import { Renderer } from 'sdf-2d';
import { calculateViewArea, GameObject, mixRgb, settings } from 'shared';
import { calculateViewArea, GameObject, mixRgb, settings, UpdateMessage } from 'shared';
import { Game } from '../game';
import { ViewObject } from './view-object';
@ -14,6 +14,10 @@ export class Camera extends GameObject implements ViewObject {
super(null);
}
public update(updates: Array<UpdateMessage>) {
throw new Error();
}
public step(deltaTimeInMilliseconds: number): void {}
public draw(renderer: Renderer) {

View file

@ -1,6 +1,6 @@
import { vec2 } from 'gl-matrix';
import { Renderer } from 'sdf-2d';
import { CharacterBase, Circle, Id } from 'shared';
import { CharacterBase, Circle, Id, UpdateMessage } from 'shared';
import { BlobShape } from '../shapes/blob-shape';
import { ViewObject } from './view-object';
@ -19,6 +19,10 @@ export class CharacterView extends CharacterBase implements ViewObject {
this.shape = new BlobShape(colorIndex);
}
public update(updates: Array<UpdateMessage>) {
updates.forEach((u) => ((this as any)[u.key] = u.value));
}
public get position(): vec2 {
return this.head!.center;
}

View file

@ -5,22 +5,23 @@ import {
CreateObjectsCommand,
CreatePlayerCommand,
DeleteObjectsCommand,
GameObject,
Id,
UpdateObjectsCommand,
} from 'shared';
import { Game } from '../game';
import { Camera } from './camera';
import { CharacterView } from './character-view';
import { PlayerCharacterView } from './player-character-view';
import { ViewObject } from './view-object';
export class GameObjectContainer extends CommandReceiver {
protected objects: Map<Id, ViewObject> = new Map();
public player!: CharacterView;
public player!: PlayerCharacterView;
public camera!: Camera;
protected commandExecutors: CommandExecutors = {
[CreatePlayerCommand.type]: (c: CreatePlayerCommand) => {
this.player = c.character as CharacterView;
this.player = c.character as PlayerCharacterView;
this.camera = new Camera(this.game);
this.addObject(this.player);
this.addObject(this.camera);
@ -33,13 +34,7 @@ export class GameObjectContainer extends CommandReceiver {
c.ids.forEach((id: Id) => this.objects.delete(id)),
[UpdateObjectsCommand.type]: (c: UpdateObjectsCommand) => {
c.objects.forEach((o) => {
this.objects.delete(o.id);
this.addObject(o as ViewObject);
if (o.id === this.player.id) {
this.player = o as CharacterView;
}
});
c.updates.forEach((u) => this.objects.get(u.id)?.update(u.updates));
},
};

View file

@ -1,6 +1,6 @@
import { vec2, vec3 } from 'gl-matrix';
import { CircleLight, Renderer } from 'sdf-2d';
import { CommandExecutors, Id, LampBase } from 'shared';
import { CommandExecutors, Id, LampBase, UpdateMessage } from 'shared';
import { RenderCommand } from '../commands/types/render';
import { ViewObject } from './view-object';
@ -16,6 +16,10 @@ export class LampView extends LampBase implements ViewObject {
this.light = new CircleLight(center, color, lightness);
}
public update(message: Array<UpdateMessage>): void {
throw new Error('Method not implemented.');
}
public step(deltaTimeInMilliseconds: number): void {}
public draw(renderer: Renderer): void {

View file

@ -1,6 +1,6 @@
import { vec2 } from 'gl-matrix';
import { Drawable, Renderer } from 'sdf-2d';
import { CommandExecutors, Id, Random, PlanetBase } from 'shared';
import { CommandExecutors, Id, Random, PlanetBase, UpdateMessage } from 'shared';
import { RenderCommand } from '../commands/types/render';
import { Polygon } from '../shapes/polygon';
import { ViewObject } from './view-object';
@ -18,6 +18,10 @@ export class PlanetView extends PlanetBase implements ViewObject {
(this.shape as any).randomOffset = Random.getRandom();
}
public update(message: Array<UpdateMessage>): void {
throw new Error('Method not implemented.');
}
public step(deltaTimeInMilliseconds: number): void {
(this.shape as any).randomOffset += deltaTimeInMilliseconds / 4000;
}

View file

@ -0,0 +1,37 @@
import { vec2 } from 'gl-matrix';
import { Renderer } from 'sdf-2d';
import { Circle, Id, PlayerCharacterBase, UpdateMessage } from 'shared';
import { BlobShape } from '../shapes/blob-shape';
import { ViewObject } from './view-object';
export class PlayerCharacterView extends PlayerCharacterBase implements ViewObject {
private shape: BlobShape;
constructor(
id: Id,
name: string,
colorIndex: number,
head?: Circle,
leftFoot?: Circle,
rightFoot?: Circle,
) {
super(id, name, colorIndex, head, leftFoot, rightFoot);
this.shape = new BlobShape(colorIndex);
}
public update(updates: Array<UpdateMessage>) {
updates.forEach((u) => ((this as any)[u.key] = u.value));
}
public get position(): vec2 {
return this.head!.center;
}
public step(deltaTimeInMilliseconds: number): void {}
public draw(renderer: Renderer): void {
this.shape.setCircles([this.head!, this.leftFoot!, this.rightFoot!]);
renderer.addDrawable(this.shape);
}
}

View file

@ -1,6 +1,6 @@
import { vec2 } from 'gl-matrix';
import { CircleLight, Renderer } from 'sdf-2d';
import { Id, ProjectileBase, rgb } from 'shared';
import { Id, ProjectileBase, rgb, UpdateMessage } from 'shared';
import { ViewObject } from './view-object';
import { Circle } from '../shapes/circle';
@ -14,7 +14,14 @@ export class ProjectileView extends ProjectileBase implements ViewObject {
this.light = new CircleLight(center, rgb(1, 0.5, 0), 0.15);
}
public step(deltaTimeInMilliseconds: number): void {}
update(updates: Array<UpdateMessage>): void {
updates.forEach((u) => ((this as any)[u.key] = u.value));
}
public step(deltaTimeInMilliseconds: number): void {
this.circle.center = this.center;
this.light.center = this.center;
}
public draw(renderer: Renderer): void {
renderer.addDrawable(this.circle);

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