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client.mts
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client.mts
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import * as common from './common.mjs';
import {
Vector2, Player,
updatePlayer,
SERVER_PORT,
clamp, properMod
} from './common.mjs';
const PING_COOLDOWN = 60;
const NEAR_CLIPPING_PLANE = 0.1;
const FOV = Math.PI*0.5;
const SCREEN_FACTOR = 30;
const SCREEN_WIDTH = Math.floor(16*SCREEN_FACTOR);
const SCREEN_HEIGHT = Math.floor(9*SCREEN_FACTOR);
const MINIMAP = false;
const SPRITE_ANGLES_COUNT = 8;
const CONTROL_KEYS: {[key: string]: common.Moving} = {
'ArrowLeft' : common.Moving.TurningLeft,
'ArrowRight' : common.Moving.TurningRight,
'ArrowUp' : common.Moving.MovingForward,
'ArrowDown' : common.Moving.MovingBackward,
'KeyA' : common.Moving.TurningLeft,
'KeyD' : common.Moving.TurningRight,
'KeyW' : common.Moving.MovingForward,
'KeyS' : common.Moving.MovingBackward,
};
let game: Game;
interface Camera {
position: Vector2;
direction: number;
fovLeft: Vector2;
fovRight: Vector2;
}
function renderDebugInfo(ctx: CanvasRenderingContext2D, deltaTime: number, game: Game) {
const fontSize = 28;
ctx.font = `${fontSize}px bold`
game.dts.push(deltaTime);
if (game.dts.length > 60) // can be any number of frames
game.dts.shift();
const dtAvg = game.dts.reduce((a, b) => a + b, 0)/game.dts.length;
const labels = [];
labels.push(`FPS: ${Math.floor(1/dtAvg)}`)
switch (game.ws.readyState) {
case WebSocket.CONNECTING: {
labels.push('Connecting...');
} break;
case WebSocket.OPEN: {
labels.push(`Ping: ${game.ping.toFixed(2)}ms`);
labels.push(`Players: ${game.players.size}`);
} break;
case WebSocket.CLOSING:
case WebSocket.CLOSED: {
labels.push(`Offline`);
} break;
}
const shadowOffset = fontSize*0.06
const padding = 70
for (let i = 0; i < labels.length; ++i) {
ctx.fillStyle = "black"
ctx.fillText(labels[i], padding, padding + fontSize*i);
ctx.fillStyle = "white"
ctx.fillText(labels[i], padding + shadowOffset, padding - shadowOffset + fontSize*i);
}
}
interface Display {
ctx: CanvasRenderingContext2D;
backCtx: OffscreenCanvasRenderingContext2D;
minimapPtr: number;
backImagePtr: number;
zBufferPtr: number;
}
interface WasmClient extends common.WasmCommon {
allocate_zbuffer: (width: number) => number,
allocate_sprite_pool: () => number,
reset_sprite_pool: (sprite_pool: number) => void,
render_floor_and_ceiling: (display: number, position_x: number, position_y: number, direction: number) => void,
render_walls: (display: number, zbuffer: number, wall: number, position_x: number, position_y: number, direction: number, scene: number) => void;
render_minimap: (display: number, camera_position_x: number, camera_position_y: number, camera_direction: number, player_position_x: number, player_position_y: number, scene: number, sprite_pool: number) => void;
cull_and_sort_sprites: (camera_position_x: number, camera_position_y: number, camera_direction: number, sprite_pool: number) => void;
push_sprite: (sprite_pool: number, image: number, x: number, y: number, z: number, scale: number, crop_position_x: number, crop_position_y: number, crop_size_x: number, crop_size_y: number) => void;
render_sprites: (display: number, zbuffer: number, sprite_pool: number) => void,
allocate_particle_pool: () => number,
emit_particle: (source_x: number, source_y: number, source_z: number, particle_pool: number) => void,
update_particles: (image: number, sprite_pool: number, deltaTime: number, scene: number, particle_pool: number) => void
kill_all_items: (items: number) => void,
verify_items_collected_batch_message: (message: number) => boolean,
apply_items_collected_batch_message_to_level_items: (message: number, items: number, player_position_x: number, player_position_y: number) => boolean,
verify_items_spawned_batch_message: (message: number) => boolean,
apply_items_spawned_batch_message_to_level_items: (message: number, items: number) => boolean,
render_items: (sprite_pool: number, items: number, time: number, key_image: number, bomb_image: number) => void,
verify_bombs_spawned_batch_message: (message: number) => boolean,
apply_bombs_spawned_batch_message_to_level_items: (message: number, bombs: number) => boolean,
verify_bombs_exploded_batch_message: (message: number) => boolean,
apply_bombs_exploded_batch_message_to_level_items: (message: number, bombs: number, player_position_x: number, player_position_y: number, particle_pool: number) => boolean,
update_bombs_on_client_side: (sprite_pool: number, particle_pool: number, bomb_image: number, scene: number, player_position_x: number, player_position_y: number, delta_time: number, bombs: number) => void
allocate_image: (width: number, height: number) => number,
image_width: (image: number) => number,
image_height: (image: number) => number,
image_pixels: (image: number) => number,
update_items: (sprite_pool: number, time: number, player_position_x: number, player_position_y: number, Itemitems: number, key_image: number, bomb_image: number) => void,
}
function createDisplay(wasmClient: WasmClient, backImageWidth: number, backImageHeight: number): Display {
const gameCanvas = document.getElementById("game") as (HTMLCanvasElement | null);
if (gameCanvas === null) throw new Error("No canvas with id `game` is found");
const factor = 80;
gameCanvas.width = 16*factor;
gameCanvas.height = 9*factor;
const ctx = gameCanvas.getContext("2d");
if (ctx === null) throw new Error("2D context is not supported");
ctx.imageSmoothingEnabled = false;
const minimapWidth = backImageWidth*0.03;
const minimapHeight = backImageHeight*0.03;
const minimapPtr = wasmClient.allocate_image(minimapWidth, minimapHeight);
const backImagePtr: number = wasmClient.allocate_image(backImageWidth, backImageHeight);
const zBufferPtr: number = wasmClient.allocate_zbuffer(backImageWidth);
const backCanvas = new OffscreenCanvas(backImageWidth, backImageHeight);
const backCtx = backCanvas.getContext("2d");
if (backCtx === null) throw new Error("2D context is not supported");
backCtx.imageSmoothingEnabled = false;
return {
ctx,
backCtx,
backImagePtr,
minimapPtr,
zBufferPtr,
};
}
function displaySwapBackImageData(display: Display, wasmClient: WasmClient) {
const backImagePixels = wasmClient.image_pixels(display.backImagePtr);
const backImageWidth = wasmClient.image_width(display.backImagePtr);
const backImageHeight = wasmClient.image_height(display.backImagePtr);
const backImageData = new Uint8ClampedArray(wasmClient.memory.buffer, backImagePixels, backImageWidth*backImageHeight*4);
display.backCtx.putImageData(new ImageData(backImageData, backImageWidth), 0, 0);
display.ctx.drawImage(display.backCtx.canvas, 0, 0, display.ctx.canvas.width, display.ctx.canvas.height);
}
function updateCamera(player: Player, camera: Camera) {
const halfFov = FOV*0.5;
const fovLen = NEAR_CLIPPING_PLANE/Math.cos(halfFov);
camera.position.copy(player.position);
camera.direction = properMod(player.direction, 2*Math.PI);
camera.fovLeft.setPolar(camera.direction-halfFov, fovLen).add(camera.position);
camera.fovRight.setPolar(camera.direction+halfFov, fovLen).add(camera.position);
}
interface Assets {
wallImagePtr: number,
keyImagePtr: number,
bombImagePtr: number,
playerImagePtr: number,
particleImagePtr: number,
nullImagePtr: number,
bombRicochetSound: HTMLAudioElement,
itemPickupSound: HTMLAudioElement,
bombBlastSound: HTMLAudioElement
}
interface Game {
camera: Camera,
ws: WebSocket,
me: Player,
players: Map<number, Player>,
spritePoolPtr: number,
particlesPtr: number,
assets: Assets,
ping: number,
dts: number[],
level: common.Level,
wasmClient: WasmClient,
display: Display,
}
async function loadImage(url: string): Promise<HTMLImageElement> {
const image = new Image();
image.src = url;
return new Promise((resolve, reject) => {
image.onload = () => resolve(image);
image.onerror = reject;
});
}
async function loadWasmImage(wasmClient: WasmClient, url: string): Promise<number> {
const image = await loadImage(url);
const canvas = new OffscreenCanvas(image.width, image.height);
const ctx = canvas.getContext("2d");
if (ctx === null) throw new Error("2d canvas is not supported");
ctx.drawImage(image, 0, 0);
const imageData = ctx.getImageData(0, 0, image.width, image.height);
const ptr = wasmClient.allocate_image(image.width, image.height);
new Uint8ClampedArray(wasmClient.memory.buffer, wasmClient.image_pixels(ptr), image.width*image.height*4).set(imageData.data);
return ptr;
}
// WARNING! Must be synchronized with AssetSound in client.c3
enum AssetSound {
BOMB_BLAST,
BOMB_RICOCHET,
ITEM_PICKUP,
}
async function instantiateWasmClient(url: string): Promise<WasmClient> {
const wasm = await WebAssembly.instantiateStreaming(fetch(url), {
"env": {
"fmodf": (x: number, y: number) => x%y,
"fminf": Math.min,
"fmaxf": Math.max,
"platform_random": Math.random,
// NOTE: This implicitly adds newline, but given how we using this
// function in client.c3 it's actually fine. This function is called
// once per io::printn() anyway.
"platform_write": (buffer: number, buffer_len: number) => {
console.log(new TextDecoder().decode(new Uint8ClampedArray(game.wasmClient.memory.buffer, buffer, buffer_len)));
},
"platform_is_offline_mode": () => game.ws.readyState != WebSocket.OPEN,
"platform_play_sound": (sound: number, player_position_x: number, player_position_y: number, object_position_x: number, object_position_y: number) => {
const maxVolume = 1;
const objectPosition = new Vector2(object_position_x, object_position_y);
const playerPosition = new Vector2(player_position_x, player_position_y);
const distanceToPlayer = objectPosition.distanceTo(playerPosition);
switch (sound) {
case AssetSound.BOMB_BLAST:
game.assets.bombBlastSound.volume = clamp(maxVolume / distanceToPlayer, 0.0, 1.0);
game.assets.bombBlastSound.currentTime = 0;
game.assets.bombBlastSound.play();
break;
case AssetSound.BOMB_RICOCHET:
game.assets.bombRicochetSound.volume = clamp(maxVolume / distanceToPlayer, 0.0, 1.0);
game.assets.bombRicochetSound.currentTime = 0;
game.assets.bombRicochetSound.play();
break;
case AssetSound.ITEM_PICKUP:
game.assets.itemPickupSound.volume = clamp(maxVolume / distanceToPlayer, 0.0, 1.0);
game.assets.itemPickupSound.currentTime = 0;
game.assets.itemPickupSound.play();
break;
}
}
}
})
const wasmCommon = common.makeWasmCommon(wasm);
wasmCommon._initialize();
return {
...wasmCommon,
allocate_zbuffer: wasm.instance.exports.allocate_zbuffer as (width: number) => number,
allocate_sprite_pool: wasm.instance.exports.allocate_sprite_pool as () => number,
reset_sprite_pool: wasm.instance.exports.reset_sprite_pool as (sprite_pool: number) => void,
render_floor_and_ceiling: wasm.instance.exports.render_floor_and_ceiling as (display: number, position_x: number, position_y: number, direction: number) => void,
render_walls: wasm.instance.exports.render_walls as (display: number, zbuffer: number, wall: number, position_x: number, position_y: number, direction: number, scene: number) => void,
render_minimap: wasm.instance.exports.render_minimap as (display: number, camera_position_x: number, camera_position_y: number, camera_direction: number, player_position_x: number, player_position_y: number, scene: number, sprite_pool: number) => void,
cull_and_sort_sprites: wasm.instance.exports.cull_and_sort_sprites as (camera_position_x: number, camera_position_y: number, camera_direction: number, sprite_pool: number) => void,
push_sprite: wasm.instance.exports.push_sprite as (sprite_pool: number, image: number, x: number, y: number, z: number, scale: number, crop_position_x: number, crop_position_y: number, crop_size_x: number, crop_size_y: number) => void,
render_sprites: wasm.instance.exports.render_sprites as (display: number, zbuffer: number, sprite_pool: number) => void,
allocate_particle_pool: wasm.instance.exports.allocate_particle_pool as () => number,
emit_particle: wasm.instance.exports.emit_particle as (source_x: number, source_y: number, source_z: number, particle_pool: number) => void,
update_particles: wasm.instance.exports.update_particles as (image: number, sprite_pool: number, deltaTime: number, scene: number, particle_pool: number) => void,
kill_all_items: wasm.instance.exports.kill_all_items as (items: number) => void,
verify_items_collected_batch_message: wasm.instance.exports.verify_items_collected_batch_message as (message: number) => boolean,
apply_items_collected_batch_message_to_level_items: wasm.instance.exports.apply_items_collected_batch_message_to_level_items as (message: number, items: number, player_position_x: number, player_position_y: number) => boolean,
verify_items_spawned_batch_message: wasm.instance.exports.verify_items_spawned_batch_message as (message: number) => boolean,
apply_items_spawned_batch_message_to_level_items: wasm.instance.exports.apply_items_spawned_batch_message_to_level_items as (message: number, items: number) => boolean,
render_items: wasm.instance.exports.render_items as (sprite_pool: number, items: number, time: number, key_image: number, bomb_image: number) => void,
verify_bombs_spawned_batch_message: wasm.instance.exports.verify_bombs_spawned_batch_message as (message: number) => boolean,
apply_bombs_spawned_batch_message_to_level_items: wasm.instance.exports.apply_bombs_spawned_batch_message_to_level_items as (message: number, bombs: number) => boolean,
verify_bombs_exploded_batch_message: wasm.instance.exports.verify_bombs_exploded_batch_message as (message: number) => boolean,
apply_bombs_exploded_batch_message_to_level_items: wasm.instance.exports.apply_bombs_exploded_batch_message_to_level_items as (message: number, bombs: number, player_position_x: number, player_position_y: number, particle_pool: number) => boolean,
update_bombs_on_client_side: wasm.instance.exports.update_bombs_on_client_side as (sprite_pool: number, particle_pool: number, bomb_image: number, scene: number, player_position_x: number, player_position_y: number, delta_time: number, bombs: number) => void,
allocate_image: wasm.instance.exports.allocate_image as (width: number, height: number) => number,
image_width: wasm.instance.exports.image_width as (image: number) => number,
image_height: wasm.instance.exports.image_height as (image: number) => number,
image_pixels: wasm.instance.exports.image_pixels as (image: number) => number,
update_items: wasm.instance.exports.update_items as (sprite_pool: number, time: number, player_position_x: number, player_position_y: number, Itemitems: number, key_image: number, bomb_image: number) => void,
};
}
function arrayBufferAsMessageInWasm(wasmClient: WasmClient, buffer: ArrayBuffer): number {
const wasmBufferSize = buffer.byteLength + common.UINT32_SIZE;
const wasmBufferPtr = wasmClient.allocate_temporary_buffer(wasmBufferSize);
new DataView(wasmClient.memory.buffer, wasmBufferPtr, common.UINT32_SIZE).setUint32(0, wasmBufferSize, true);
new Uint8ClampedArray(wasmClient.memory.buffer, wasmBufferPtr + common.UINT32_SIZE, wasmBufferSize - common.UINT32_SIZE).set(new Uint8ClampedArray(buffer));
return wasmBufferPtr;
}
async function createGame(): Promise<Game> {
const wasmClient = await instantiateWasmClient("client.wasm");
const [
wallImagePtr,
keyImagePtr,
bombImagePtr,
playerImagePtr,
particleImagePtr,
nullImagePtr,
] = await Promise.all([
loadWasmImage(wasmClient, "assets/images/custom/wall.png"),
loadWasmImage(wasmClient, "assets/images/custom/key.png"),
loadWasmImage(wasmClient, "assets/images/custom/bomb.png"),
loadWasmImage(wasmClient, "assets/images/custom/player.png"),
loadWasmImage(wasmClient, "assets/images/custom/particle.png"),
loadWasmImage(wasmClient, "assets/images/custom/null.png"),
]);
const itemPickupSound = new Audio("assets/sounds/bomb-pickup.ogg");
const bombRicochetSound = new Audio("assets/sounds/ricochet.wav");
const bombBlastSound = new Audio("assets/sounds/blast.ogg");
const assets = {
wallImagePtr,
keyImagePtr,
bombImagePtr,
playerImagePtr,
particleImagePtr,
nullImagePtr,
bombRicochetSound,
itemPickupSound,
bombBlastSound,
}
const particlesPtr = wasmClient.allocate_particle_pool();
const spritePoolPtr = wasmClient.allocate_sprite_pool();
const players = new Map<number, Player>();
const camera: Camera = {
position: new Vector2(),
direction: 0,
fovLeft: new Vector2(),
fovRight: new Vector2(),
};
const protocol = window.location.protocol === 'https:' ? 'wss:' : 'ws:';
const ws = new WebSocket(`${protocol}//${window.location.hostname}:${SERVER_PORT}`);
// HACK: This application is deployed to GitHub Pages for the demo
// purposes. Unfortunately, GitHub Pages only allow hosting static
// assets, so we can only operate in Offline Mode. At the same
// time, tsoding.github.io accepts WebSocket connection on the
// port 6970 and later times out on the shandshake which results
// in the client displaying "Connecting..." for the whole time,
// which does not look good in the demo. So if we are on
// tsoding.github.io we just instantly close the connection.
if (window.location.hostname === 'tsoding.github.io') ws.close();
const me = {
id: 0,
position: new Vector2(),
direction: 0,
moving: 0,
hue: 0,
};
const level = common.createLevel(wasmClient);
// TODO: make a better initialization of the items on client
// The problem is that on the server all the items must be alive,
// but on the client we first need them to be dead so we can recieve
// the actual state of the items from the server.
wasmClient.kill_all_items(level.itemsPtr);
const display = createDisplay(wasmClient, SCREEN_WIDTH, SCREEN_HEIGHT);
const game: Game = {
camera, ws, me, ping: 0, players, particlesPtr, assets, spritePoolPtr, dts: [],
level, wasmClient, display
};
ws.binaryType = 'arraybuffer';
ws.addEventListener("close", (event) => {
console.log("WEBSOCKET CLOSE", event)
game.players.clear();
});
ws.addEventListener("error", (event) => {
// TODO: reconnect on errors
console.log("WEBSOCKET ERROR", event)
});
ws.addEventListener("message", (event) => {
// console.log('Received message', event);
if (!(event.data instanceof ArrayBuffer)) {
console.error("Received bogus-amogus message from server. Expected binary data", event);
ws?.close();
}
const eventDataPtr = arrayBufferAsMessageInWasm(wasmClient, event.data);
const view = new DataView(event.data);
if (common.HelloStruct.verify(view)) {
game.me = {
id: common.HelloStruct.id.read(view),
position: new Vector2(common.HelloStruct.x.read(view), common.HelloStruct.y.read(view)),
direction: common.HelloStruct.direction.read(view),
moving: 0,
hue: common.HelloStruct.hue.read(view)/256*360,
}
players.set(game.me.id, game.me)
} else if (common.PlayersJoinedHeaderStruct.verify(view)) {
const count = common.PlayersJoinedHeaderStruct.count(view);
for (let i = 0; i < count; ++i) {
const playerView = common.PlayersJoinedHeaderStruct.item(event.data, i);
const id = common.PlayerStruct.id.read(playerView);
const player = players.get(id);
if (player !== undefined) {
player.position.x = common.PlayerStruct.x.read(playerView);
player.position.y = common.PlayerStruct.y.read(playerView);
player.direction = common.PlayerStruct.direction.read(playerView);
player.moving = common.PlayerStruct.moving.read(playerView);
player.hue = common.PlayerStruct.hue.read(playerView)/256*360;
} else {
const x = common.PlayerStruct.x.read(playerView);
const y = common.PlayerStruct.y.read(playerView);
players.set(id, {
id,
position: new Vector2(x, y),
direction: common.PlayerStruct.direction.read(playerView),
moving: common.PlayerStruct.moving.read(playerView),
hue: common.PlayerStruct.hue.read(playerView)/256*360,
});
}
}
} else if (common.PlayersLeftHeaderStruct.verify(view)) {
const count = common.PlayersLeftHeaderStruct.count(view);
for (let i = 0; i < count; ++i) {
const id = common.PlayersLeftHeaderStruct.item(event.data, i).getUint32(0, true);
players.delete(id);
}
} else if (common.PlayersMovingHeaderStruct.verify(view)) {
const count = common.PlayersMovingHeaderStruct.count(view);
for (let i = 0; i < count; ++i) {
const playerView = common.PlayersMovingHeaderStruct.item(event.data, i);
const id = common.PlayerStruct.id.read(playerView);
const player = players.get(id);
if (player === undefined) {
console.error(`Received bogus-amogus message from server. We don't know anything about player with id ${id}`)
ws?.close();
return;
}
player.moving = common.PlayerStruct.moving.read(playerView);
player.position.x = common.PlayerStruct.x.read(playerView);
player.position.y = common.PlayerStruct.y.read(playerView);
player.direction = common.PlayerStruct.direction.read(playerView);
}
} else if (common.PongStruct.verify(view)) {
game.ping = performance.now() - common.PongStruct.timestamp.read(view);
} else if (wasmClient.verify_items_collected_batch_message(eventDataPtr)) {
if (!wasmClient.apply_items_collected_batch_message_to_level_items(eventDataPtr, game.level.itemsPtr, game.me.position.x, game.me.position.y)) {
ws?.close();
return;
}
} else if (wasmClient.verify_items_spawned_batch_message(eventDataPtr)) {
if (!wasmClient.apply_items_spawned_batch_message_to_level_items(eventDataPtr, game.level.itemsPtr)) {
ws?.close();
return;
}
} else if (wasmClient.verify_bombs_spawned_batch_message(eventDataPtr)) {
if (!wasmClient.apply_bombs_spawned_batch_message_to_level_items(eventDataPtr, game.level.bombsPtr)) {
ws?.close();
return;
}
} else if (wasmClient.verify_bombs_exploded_batch_message(eventDataPtr)) {
if (!wasmClient.apply_bombs_exploded_batch_message_to_level_items(eventDataPtr, game.level.bombsPtr, game.me.position.x, game.me.position.y, game.particlesPtr)) {
ws?.close();
return;
}
} else {
console.error("Received bogus-amogus message from server.", view)
ws?.close();
}
});
ws.addEventListener("open", (event) => {
console.log("WEBSOCKET OPEN", event)
});
return game;
}
function spriteAngleIndex(cameraPosition: Vector2, entity: Player): number {
return Math.floor(properMod(properMod(entity.direction, 2*Math.PI) - properMod(entity.position.clone().sub(cameraPosition).angle(), 2*Math.PI) - Math.PI + Math.PI/8, 2*Math.PI)/(2*Math.PI)*SPRITE_ANGLES_COUNT);
}
function renderGame(display: Display, deltaTime: number, time: number, game: Game) {
game.wasmClient.reset_sprite_pool(game.spritePoolPtr);
game.players.forEach((player) => {
if (player !== game.me) updatePlayer(game.wasmClient, player, game.level.scenePtr, deltaTime)
});
updatePlayer(game.wasmClient, game.me, game.level.scenePtr, deltaTime);
updateCamera(game.me, game.camera);
game.wasmClient.update_items(game.spritePoolPtr, time, game.me.position.x, game.me.position.y, game.level.itemsPtr, game.assets.keyImagePtr, game.assets.bombImagePtr);
game.wasmClient.update_bombs_on_client_side(game.spritePoolPtr, game.particlesPtr, game.assets.bombImagePtr, game.level.scenePtr, game.me.position.x, game.me.position.y, deltaTime, game.level.bombsPtr);
game.wasmClient.update_particles(game.assets.particleImagePtr, game.spritePoolPtr, deltaTime, game.level.scenePtr, game.particlesPtr);
game.players.forEach((player) => {
if (player !== game.me) {
const index = spriteAngleIndex(game.camera.position, player);
game.wasmClient.push_sprite(game.spritePoolPtr, game.assets.playerImagePtr, player.position.x, player.position.y, 1, 1, 55*index, 0, 55, 55);
}
})
game.wasmClient.render_floor_and_ceiling(display.backImagePtr, game.camera.position.x, game.camera.position.y, game.camera.direction);
game.wasmClient.render_walls(display.backImagePtr, display.zBufferPtr, game.assets.wallImagePtr, game.camera.position.x, game.camera.position.y, game.camera.direction, game.level.scenePtr);
game.wasmClient.cull_and_sort_sprites(game.camera.position.x, game.camera.position.y, game.camera.direction, game.spritePoolPtr)
game.wasmClient.render_sprites(display.backImagePtr, display.zBufferPtr, game.spritePoolPtr)
displaySwapBackImageData(display, game.wasmClient);
if (MINIMAP) game.wasmClient.render_minimap(display.minimapPtr, game.camera.position.x, game.camera.position.y, game.camera.direction, game.me.position.x, game.me.position.y, game.level.scenePtr, game.spritePoolPtr);
renderDebugInfo(display.ctx, deltaTime, game);
}
(async () => {
game = await createGame();
window.addEventListener("keydown", (e) => {
if (!e.repeat) {
const direction = CONTROL_KEYS[e.code];
if (direction !== undefined) {
if (game.ws.readyState === WebSocket.OPEN) {
const view = new DataView(new ArrayBuffer(common.AmmaMovingStruct.size));
common.AmmaMovingStruct.kind.write(view, common.MessageKind.AmmaMoving);
common.AmmaMovingStruct.start.write(view, 1);
common.AmmaMovingStruct.direction.write(view, direction);
game.ws.send(view);
} else {
game.me.moving |= 1<<direction;
}
} else if (e.code === 'Space') {
if (game.ws.readyState === WebSocket.OPEN) {
const view = new DataView(new ArrayBuffer(common.AmmaThrowingStruct.size));
common.AmmaThrowingStruct.kind.write(view, common.MessageKind.AmmaThrowing);
game.ws.send(view);
} else {
game.wasmClient.throw_bomb(game.me.position.x, game.me.position.y, game.me.direction, game.level.bombsPtr);
}
}
}
});
// TODO: When the window loses the focus, reset all the controls
window.addEventListener("keyup", (e) => {
if (!e.repeat) {
const direction = CONTROL_KEYS[e.code];
if (direction !== undefined) {
if (game.ws.readyState === WebSocket.OPEN) {
const view = new DataView(new ArrayBuffer(common.AmmaMovingStruct.size));
common.AmmaMovingStruct.kind.write(view, common.MessageKind.AmmaMoving);
common.AmmaMovingStruct.start.write(view, 0);
common.AmmaMovingStruct.direction.write(view, direction);
game.ws.send(view);
} else {
game.me.moving &= ~(1<<direction);
}
}
}
});
let prevTimestamp = 0;
let pingCooldown = PING_COOLDOWN;
const frame = (timestamp: number) => {
const deltaTime = (timestamp - prevTimestamp)/1000;
const time = timestamp/1000;
prevTimestamp = timestamp;
renderGame(game.display, deltaTime, time, game);
if (game.ws.readyState == WebSocket.OPEN) {
pingCooldown -= 1;
if (pingCooldown <= 0) {
const view = new DataView(new ArrayBuffer(common.PingStruct.size));
common.PingStruct.kind.write(view, common.MessageKind.Ping);
common.PingStruct.timestamp.write(view, performance.now());
game.ws.send(view);
pingCooldown = PING_COOLDOWN;
}
}
game.wasmClient.reset_temp_mark();
window.requestAnimationFrame(frame);
}
window.requestAnimationFrame((timestamp) => {
prevTimestamp = timestamp;
window.requestAnimationFrame(frame);
});
})();
// TODO: bring hotreloading back
// - hot reloading should not break if the game crashes
// - hot reload assets as well
// TODO: Load assets asynchronously
// While a texture is loading, replace it with a color tile.
// TODO: Mobile controls
// TODO: "magnet" items into the player
// TODO: Blast particles should fade out as they age
// TODO: Bomb collision should take into account the bomb's size
// TODO: Try lighting with normal maps that come with some of the assets
// TODO: Try cel shading the walls (using normals and stuff)
// TODO: sound don't mix properly
// Right now same sounds are just stopped and replaced instantly. Which generally does not sound good.
// We need to fix them properly.
// Consider looking into Web Audio API https://developer.mozilla.org/en-US/docs/Web/API/Web_Audio_API