Fix issues from mobile playtesting #5
6 changed files with 252 additions and 37 deletions
reactive controls
commit
d3750fde3c
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@ -208,7 +208,9 @@ body {
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mask-image: url('../static/mask.svg');
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&.contested {
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animation: contested-pulse 0.7s ease-in-out infinite;
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box-shadow:
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inset 0 0 0 2px rgba(255, 255, 255, 0.7),
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inset 0 0 3px 0px rgba(0, 0, 0, 0.2);
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}
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&.keystone {
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@ -320,6 +322,15 @@ body {
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display: inline-block;
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}
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&[hidden] {
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display: none;
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}
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&[aria-disabled='true'] {
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opacity: 0.3;
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cursor: default;
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}
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&.fire {
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right: $medium-padding;
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@ -757,18 +768,6 @@ body {
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}
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}
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@keyframes contested-pulse {
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0%,
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100% {
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opacity: 1;
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}
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50% {
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opacity: 0.35;
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}
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}
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.charge-ring {
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position: fixed;
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@include square(56px);
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@ -4,6 +4,7 @@ import type { Command } from 'shared';
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import type { Game } from '../game';
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import { ChargeIndicator } from '../charge-indicator';
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import { centeredTransform } from '../helper/centered-transform';
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import { localCharacterPredictor } from '../helper/prediction/local-character-predictor';
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import { InputGenerator } from './input-generator';
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const deadZone = 8;
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@ -196,15 +197,23 @@ export class TouchListener extends InputGenerator {
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event.stopPropagation();
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}
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private get isAlive(): boolean {
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return (this.game.gameObjects.localPlayer?.health ?? 0) > 0;
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}
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private leapButtonListener = (event: TouchEvent) => {
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this.swallowTouch(event);
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if (!this.isAlive || !localCharacterPredictor.canLeap) {
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return;
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}
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this.sendLeap();
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this.leapButton.hidden = true;
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};
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private fireButtonDownListener = (event: TouchEvent) => {
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this.swallowTouch(event);
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const touch = event.changedTouches[0];
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if (this.fireTouchId !== null || !touch) {
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if (!this.isAlive || this.fireTouchId !== null || !touch) {
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return;
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}
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this.fireTouchId = touch.identifier;
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@ -255,7 +264,7 @@ export class TouchListener extends InputGenerator {
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this.cancelFire();
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const character = this.game.gameObjects.localPlayer;
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if (!character) {
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if (!character || character.health <= 0) {
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return;
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}
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@ -287,6 +296,11 @@ export class TouchListener extends InputGenerator {
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}
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const character = this.game.gameObjects.localPlayer;
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this.fireButton.setAttribute('aria-disabled', String(!this.isAlive));
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this.leapButton.hidden = !this.isAlive || !localCharacterPredictor.canLeap;
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if (!this.isAlive && this.fireTouchId !== null) {
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this.cancelFire();
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}
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if (character) {
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this.fireStrengthRing.style.background = `conic-gradient(rgba(255, 255, 255, 0.75) ${
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character.strengthFraction * 360
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@ -55,7 +55,7 @@ export class Game extends CommandReceiver {
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private socket!: Socket;
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private socketReceiver!: CommandSocket;
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private tutorial!: Tutorial;
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private tutorial?: Tutorial;
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private resolveStarted!: () => void;
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private isBetweenGames = false;
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private isActive = true;
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@ -92,7 +92,7 @@ export class Game extends CommandReceiver {
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),
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[GameEndCommand.name]: () => (localCharacterPredictor.enabled = false),
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[UpdateMinimap.name]: (c: UpdateMinimap) => (this.lastMinimap = c),
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[GameStartCommand.name]: () => this.initialize(),
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[GameStartCommand.name]: () => this.initialize(true),
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};
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constructor(
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@ -106,7 +106,7 @@ export class Game extends CommandReceiver {
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const onInput = (c: Command) => {
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this.socketReceiver.queue(c);
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this.tutorial.handleCommand(c);
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this.tutorial?.handleCommand(c);
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};
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this.keyboardListener = new KeyboardListener(onInput);
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this.mouseListener = new MouseListener(this.canvas, this, onInput);
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@ -117,7 +117,7 @@ export class Game extends CommandReceiver {
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this.gameObjects.handleCommand(c);
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}
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private initialize() {
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private initialize(isNewGame = false) {
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this.isBetweenGames = true;
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this.socket?.close();
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@ -131,14 +131,15 @@ export class Game extends CommandReceiver {
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this.keystoneArrow = undefined;
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this.connectionBanner = undefined;
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this.lastMinimap = undefined;
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this.lastAnnouncementText = '';
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this.lastAnnouncementText = isNewGame ? 'New game!' : '';
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this.timeSinceLastAnnouncement = 0;
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this.announcementText.innerText = '';
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this.overlay.append(
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this.scoreboard.element,
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this.minimap.element,
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this.announcementText,
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);
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this.tutorial = new Tutorial(this.overlay);
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this.tutorial = isNewGame ? undefined : new Tutorial(this.overlay);
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this.socket = io(this.playerDecision.server, {
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reconnectionDelayMax: 10000,
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@ -354,7 +355,7 @@ export class Game extends CommandReceiver {
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this.gameObjects.step(deltaTime);
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this.gameObjects.render(renderer, this.overlay, shouldChangeLayout);
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this.touchListener.update();
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this.tutorial.step(this.gameObjects);
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this.tutorial?.step(this.gameObjects);
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this.socketReceiver.sendQueuedCommands();
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return this.isActive;
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@ -28,6 +28,11 @@ const maxReplayMs = 400;
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const correctionSeconds = 0.08;
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const snapDistance = 1500;
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interface PredictedMovementState extends CharacterMovementState {
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availableStrength: number;
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leapCooldownRemaining: number;
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}
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interface ReplaySnapshot {
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pose: { head: Circle; leftFoot: Circle; rightFoot: Circle };
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movement: CharacterMovementSnapshot;
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@ -35,7 +40,7 @@ interface ReplaySnapshot {
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leapAckMs: number;
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strength: number;
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planets: Array<PlanetSnapshot>;
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horizonState?: CharacterMovementState;
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horizonState?: PredictedMovementState;
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}
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const upwards = vec2.fromValues(0, 1);
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@ -59,6 +64,7 @@ export class LocalCharacterPredictor {
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private leapHistory: Array<number> = [];
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private lastLeapAckMs = -Infinity;
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private currentStrength = settings.playerMaxStrength;
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private predicted?: PredictedMovementState;
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private alive = true;
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private previousSnapshot?: ReplaySnapshot;
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@ -79,6 +85,17 @@ export class LocalCharacterPredictor {
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return this.renderRightFoot;
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}
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public get canLeap(): boolean {
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return (
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this.enabled &&
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this.alive &&
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!this.isAnimatingInOrOut &&
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!!this.predicted?.currentPlanet &&
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this.predicted.leapCooldownRemaining <= 0 &&
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this.predicted.availableStrength >= settings.leapStrengthCost
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);
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}
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public recordInput(direction: vec2): number {
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const timeMs = clientTimeMs();
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this.inputHistory.record(direction, timeMs);
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@ -103,6 +120,7 @@ export class LocalCharacterPredictor {
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public recordLeap(): number {
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const timeMs = clientTimeMs();
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this.leapHistory.push(timeMs);
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this.predicted = undefined;
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const cutoff = timeMs - 1500;
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while (this.leapHistory.length > 0 && this.leapHistory[0] <= cutoff) {
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this.leapHistory.shift();
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@ -126,6 +144,7 @@ export class LocalCharacterPredictor {
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this.replayAnchorMs = undefined;
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this.movement = undefined;
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this.currentStrength = settings.playerMaxStrength;
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this.predicted = undefined;
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this.alive = true;
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this.previousSnapshot = undefined;
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this.lastUpdateMs = undefined;
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@ -149,6 +168,7 @@ export class LocalCharacterPredictor {
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public update(planets: Array<PlanetView>): boolean {
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if (!this.enabled || !this.alive || !this.canPredict || this.isAnimatingInOrOut) {
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this.predicted = undefined;
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this.previousSnapshot = undefined;
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this.lastUpdateMs = undefined;
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vec2.zero(this.correction);
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@ -182,6 +202,7 @@ export class LocalCharacterPredictor {
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),
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};
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const predicted = this.simulate(snapshot);
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this.predicted = predicted;
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if (this.previousSnapshot && this.previousSnapshot.pose !== snapshot.pose) {
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// Compare both snapshots at the same instant: smooth only the correction,
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@ -210,7 +231,7 @@ export class LocalCharacterPredictor {
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return true;
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}
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private simulate(snapshot: ReplaySnapshot): CharacterMovementState {
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private simulate(snapshot: ReplaySnapshot): PredictedMovementState {
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if (snapshot.horizonState) {
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return snapshot.horizonState;
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}
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@ -222,7 +243,7 @@ export class LocalCharacterPredictor {
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const steps = Math.floor(windowMs / stepMs);
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const partialStep = (windowMs - steps * stepMs) / stepMs;
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const state: CharacterMovementState = {
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const state: PredictedMovementState = {
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head: makeBody(auth.head.center, auth.head.radius, upwards),
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leftFoot: makeBody(
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auth.leftFoot.center,
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@ -238,11 +259,10 @@ export class LocalCharacterPredictor {
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currentPlanet: this.world.surfaceById(movement.groundPlanetId),
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secondsSinceOnSurface: movement.secondsSinceOnSurface,
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bodyVelocity: vec2.fromValues(movement.bodyVelocity[0], movement.bodyVelocity[1]),
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availableStrength: snapshot.strength,
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leapCooldownRemaining: movement.leapCooldownRemaining ?? 0,
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};
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let availableStrength = snapshot.strength;
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let cooldown = movement.leapCooldownRemaining ?? 0;
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let t = startMs;
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for (let i = 0; i < steps + (partialStep > 0 ? 1 : 0); i++) {
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const fraction = i < steps ? 1 : partialStep;
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@ -258,12 +278,12 @@ export class LocalCharacterPredictor {
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leapMs < t + stepMs * fraction &&
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leapMs > snapshot.leapAckMs &&
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state.currentPlanet &&
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cooldown <= 0 &&
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availableStrength >= settings.leapStrengthCost
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state.leapCooldownRemaining <= 0 &&
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state.availableStrength >= settings.leapStrengthCost
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) {
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applyLeapImpulse(state, this.inputHistory.directionAt(leapMs));
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availableStrength -= settings.leapStrengthCost;
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cooldown = settings.leapCooldownSeconds;
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state.availableStrength -= settings.leapStrengthCost;
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state.leapCooldownRemaining = settings.leapCooldownSeconds;
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}
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}
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this.world.advance(stepSeconds);
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@ -274,10 +294,14 @@ export class LocalCharacterPredictor {
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this.inputHistory.directionAt(t),
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stepSeconds,
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);
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cooldown = Math.max(0, cooldown - stepSeconds);
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availableStrength = Math.min(
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state.leapCooldownRemaining = Math.max(
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0,
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state.leapCooldownRemaining - stepSeconds,
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);
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state.availableStrength = Math.min(
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settings.playerMaxStrength,
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availableStrength + settings.playerStrengthRegenerationPerSeconds * stepSeconds,
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state.availableStrength +
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settings.playerStrengthRegenerationPerSeconds * stepSeconds,
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);
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if (from) {
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[state.head, state.leftFoot, state.rightFoot].forEach((body, index) =>
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@ -6,6 +6,8 @@ import { TouchListener } from '../frontend/src/scripts/commands/touch-listener';
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import { JoinFormHandler } from '../frontend/src/scripts/join-form-handler';
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import { initializeOptions, options } from '../frontend/src/scripts/options-handler';
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import { loadStoredValue, saveStoredValue } from '../frontend/src/scripts/helper/storage';
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import { ChargeIndicator } from '../frontend/src/scripts/charge-indicator';
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import { localCharacterPredictor } from '../frontend/src/scripts/helper/prediction/local-character-predictor';
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const { connect } = vi.hoisted(() => ({ connect: vi.fn() }));
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vi.mock('../frontend/node_modules/socket.io-client/build/esm-debug/index.js', () => ({
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@ -30,8 +32,16 @@ class Element extends EventTarget {
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public className = '';
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public checked = false;
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public disabled = false;
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public hidden = false;
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private attributes = new Map<string, string>();
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public onsubmit: ((event: Event) => void) | null = null;
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public setAttribute(name: string, value: string) {
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this.attributes.set(name, value);
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}
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public getAttribute(name: string) {
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return this.attributes.get(name) ?? null;
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}
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public appendChild(child: Element) {
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child.remove();
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this.children.push(child);
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@ -81,6 +91,7 @@ let sockets: Socket[];
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beforeEach(() => {
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vi.useFakeTimers();
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localCharacterPredictor.reset();
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windowTarget = new EventTarget();
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sockets = [];
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vi.stubGlobal('window', windowTarget);
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@ -103,6 +114,7 @@ afterEach(() => {
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vi.useRealTimers();
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vi.unstubAllGlobals();
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vi.clearAllMocks();
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vi.restoreAllMocks();
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});
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const chooser = () => {
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@ -194,10 +206,16 @@ const touchControls = () => {
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const canvas = new Element();
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const overlay = new Element();
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const send = vi.fn();
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const character = {
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health: 100,
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bodyCenter: [0, 0],
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facingDirection: [1, 0],
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strengthFraction: 1,
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};
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const game = {
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displayToWorldCoordinates: (position: number[]) => position,
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gameObjects: {
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localPlayer: { bodyCenter: [0, 0], facingDirection: [1, 0], strengthFraction: 1 },
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localPlayer: character as typeof character | undefined,
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},
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};
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const listener = new TouchListener(
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@ -207,8 +225,85 @@ const touchControls = () => {
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send,
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);
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listener.update();
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return { canvas, overlay, send, listener, fire: overlay.children[0] };
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return {
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canvas,
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overlay,
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send,
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listener,
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game,
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character,
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fire: overlay.children[0],
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leap: overlay.children[1],
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};
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};
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describe('touch action availability', () => {
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it('cancels a held shot on death and requires a fresh press after respawn', () => {
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const { fire, send, listener, game, character } = touchControls();
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touchEvent(fire, 'touchstart', [touch(1)]);
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touchEvent(fire, 'touchmove', [touch(1, 100, 50)]);
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expect(fire.children[1].style.opacity).toBe('1');
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character.health = 0;
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listener.update();
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expect(fire.getAttribute('aria-disabled')).toBe('true');
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expect(fire.children[1].style.opacity).toBe('0');
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expect(ChargeIndicator.end).toHaveBeenCalled();
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vi.mocked(ChargeIndicator.begin).mockClear();
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touchEvent(fire, 'touchstart', [touch(2)]);
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touchEvent(fire, 'touchend', [touch(2)], []);
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expect(ChargeIndicator.begin).not.toHaveBeenCalled();
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expect(send).not.toHaveBeenCalled();
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game.gameObjects.localPlayer = undefined;
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listener.update();
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touchEvent(fire, 'touchstart', [touch(3)]);
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touchEvent(fire, 'touchend', [touch(3)], []);
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expect(send).not.toHaveBeenCalled();
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game.gameObjects.localPlayer = { ...character, health: 100 };
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listener.update();
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expect(fire.getAttribute('aria-disabled')).toBe('false');
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touchEvent(fire, 'touchend', [touch(1)], []);
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expect(send).not.toHaveBeenCalled();
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touchEvent(fire, 'touchstart', [touch(4)]);
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touchEvent(fire, 'touchend', [touch(4)], []);
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expect(send).toHaveBeenCalledTimes(1);
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listener.destroy();
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});
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it('rejects a shot released after death before the controls update', () => {
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const { fire, send, listener, character } = touchControls();
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touchEvent(fire, 'touchstart', [touch(1)]);
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character.health = 0;
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touchEvent(fire, 'touchend', [touch(1)], []);
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expect(send).not.toHaveBeenCalled();
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listener.destroy();
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});
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it('only shows and accepts jumps while the living player can leap', () => {
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const canLeap = vi.spyOn(localCharacterPredictor, 'canLeap', 'get');
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canLeap.mockReturnValue(false);
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const { leap, send, listener, character } = touchControls();
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expect(leap.hidden).toBe(true);
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touchEvent(leap, 'touchstart', [touch(1)]);
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expect(send).not.toHaveBeenCalled();
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canLeap.mockReturnValue(true);
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listener.update();
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expect(leap.hidden).toBe(false);
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touchEvent(leap, 'touchstart', [touch(2)]);
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expect(send.mock.lastCall?.[0].constructor.name).toBe('LeapActionCommand');
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expect(leap.hidden).toBe(true);
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character.health = 0;
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listener.update();
|
||||
expect(leap.hidden).toBe(true);
|
||||
touchEvent(leap, 'touchstart', [touch(3)]);
|
||||
expect(send).toHaveBeenCalledTimes(1);
|
||||
listener.destroy();
|
||||
});
|
||||
});
|
||||
|
||||
describe('touch ownership', () => {
|
||||
it('keeps the first canvas gesture when a second finger lands before dragging', () => {
|
||||
|
|
|
|||
|
|
@ -1,4 +1,5 @@
|
|||
import { describe, it, expect } from 'vitest';
|
||||
import { settings } from '../shared/src/settings';
|
||||
import {
|
||||
LocalCharacterPredictor,
|
||||
setFrameTimeMs,
|
||||
|
|
@ -313,3 +314,84 @@ describe('leap prediction', () => {
|
|||
expect(leapHeight(0.2, true)).toEqual(leapHeight(0.2, false));
|
||||
});
|
||||
});
|
||||
|
||||
describe('leap availability', () => {
|
||||
const prepare = (
|
||||
cooldown = 0,
|
||||
strength = settings.leapStrengthCost,
|
||||
groundPlanetId: number | null = ground.id,
|
||||
) => {
|
||||
const predictor = new LocalCharacterPredictor();
|
||||
setFrameTimeMs(1000);
|
||||
const pose = poseAt(0, 900);
|
||||
predictor.acknowledge(
|
||||
1000,
|
||||
{
|
||||
...movementState(),
|
||||
groundPlanetId,
|
||||
secondsSinceOnSurface: 0,
|
||||
leapCooldownRemaining: cooldown,
|
||||
} as never,
|
||||
-Infinity,
|
||||
);
|
||||
predictor.setStrength(strength);
|
||||
predictor.setAuthoritative(
|
||||
pose.head as never,
|
||||
pose.leftFoot as never,
|
||||
pose.rightFoot as never,
|
||||
);
|
||||
predictor.update([ground] as never);
|
||||
return { predictor, pose };
|
||||
};
|
||||
|
||||
it('requires a planet, sufficient strength, and an expired cooldown', () => {
|
||||
expect(new LocalCharacterPredictor().canLeap).toBe(false);
|
||||
expect(prepare().predictor.canLeap).toBe(true);
|
||||
expect(prepare(0.2).predictor.canLeap).toBe(false);
|
||||
expect(prepare(0, settings.leapStrengthCost - 1).predictor.canLeap).toBe(false);
|
||||
expect(prepare(0, settings.playerMaxStrength, null).predictor.canLeap).toBe(false);
|
||||
});
|
||||
|
||||
it('becomes available as the predicted cooldown and strength recover', () => {
|
||||
const { predictor } = prepare(0.02, settings.leapStrengthCost - 1);
|
||||
expect(predictor.canLeap).toBe(false);
|
||||
setFrameTimeMs(1030);
|
||||
predictor.update([ground] as never);
|
||||
expect(predictor.canLeap).toBe(true);
|
||||
});
|
||||
|
||||
it('disables immediately after a leap and stays unavailable in flight', () => {
|
||||
const { predictor } = prepare();
|
||||
predictor.recordLeap();
|
||||
expect(predictor.canLeap).toBe(false);
|
||||
setFrameTimeMs(1002);
|
||||
predictor.update([ground] as never);
|
||||
expect(predictor.canLeap).toBe(false);
|
||||
setFrameTimeMs(1380);
|
||||
predictor.update([ground] as never);
|
||||
expect(predictor.canLeap).toBe(false);
|
||||
});
|
||||
|
||||
it('clears availability on death, reset, spawn animation, and game end', () => {
|
||||
const { predictor, pose } = prepare();
|
||||
predictor.setAlive(false);
|
||||
expect(predictor.canLeap).toBe(false);
|
||||
predictor.update([ground] as never);
|
||||
predictor.setAlive(true);
|
||||
expect(predictor.canLeap).toBe(false);
|
||||
predictor.update([ground] as never);
|
||||
expect(predictor.canLeap).toBe(true);
|
||||
|
||||
predictor.enabled = false;
|
||||
expect(predictor.canLeap).toBe(false);
|
||||
predictor.enabled = true;
|
||||
predictor.setAuthoritative(
|
||||
{ ...pose.head, radius: 10 } as never,
|
||||
pose.leftFoot as never,
|
||||
pose.rightFoot as never,
|
||||
);
|
||||
expect(predictor.canLeap).toBe(false);
|
||||
predictor.reset();
|
||||
expect(predictor.canLeap).toBe(false);
|
||||
});
|
||||
});
|
||||
|
|
|
|||
Loading…
Reference in a new issue