Something something games

This commit is contained in:
2025-04-29 17:51:52 +01:00
parent 6eaf1d6b9f
commit 9e72f0cc9a
36 changed files with 3395 additions and 1498 deletions

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@@ -7,6 +7,9 @@ const nextConfig = {
experimental: {
reactCompiler: true,
ppr: "incremental",
turbo: {
}
},
serverExternalPackages: ["typeorm", "better-sqlite3"],
reactStrictMode: true,

3173
package-lock.json generated

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@@ -3,7 +3,7 @@
"version": "0.1.0",
"private": true,
"scripts": {
"dev": "next dev",
"dev": "next dev --turbopack",
"build": "next build",
"build:analyse": "ANALYZE=true npm run build",
"start": "next start",
@@ -11,51 +11,59 @@
"lint:fix": "next lint --fix"
},
"dependencies": {
"@aws-sdk/client-s3": "^3.712.0",
"@aws-sdk/client-s3": "^3.750.0",
"@dimforge/rapier2d-compat": "^0.14.0",
"@heroicons/react": "^2.2.0",
"@mdx-js/loader": "^3.1.0",
"@mdx-js/react": "^3.1.0",
"@next/bundle-analyzer": "^15.1.0",
"@next/mdx": "^15.1.0",
"@tailwindcss/typography": "^0.5.15",
"@tanstack/react-query": "^5.62.7",
"@tanstack/react-virtual": "^3.11.1",
"@trpc/client": "^11.0.0-rc.660",
"@trpc/react-query": "^11.0.0-rc.660",
"@trpc/server": "^11.0.0-rc.660",
"@next/bundle-analyzer": "^15.1.7",
"@next/mdx": "^15.1.7",
"@pixi-essentials/object-pool": "^1.0.1",
"@pixi/events": "^7.4.2",
"@tailwindcss/postcss": "^4.0.8",
"@tailwindcss/typography": "^0.5.16",
"@tanstack/react-query": "^5.66.9",
"@tanstack/react-virtual": "^3.13.0",
"@trpc/client": "^11.0.0-rc.802",
"@trpc/react-query": "^11.0.0-rc.802",
"@trpc/server": "^11.0.0-rc.802",
"@types/better-sqlite3": "^7.6.12",
"@types/mdx": "^2.0.13",
"@types/node": "^22.10.2",
"@types/react": "^19.0.1",
"@types/react-dom": "^19.0.2",
"@typescript-eslint/eslint-plugin": "^8.18.0",
"@types/node": "^22.13.5",
"@types/react": "^19.0.10",
"@types/react-dom": "^19.0.4",
"@typescript-eslint/eslint-plugin": "^8.14.1",
"autoprefixer": "^10.4.20",
"babel-plugin-react-compiler": "beta",
"better-sqlite3": "^11.7.0",
"better-sqlite3": "^11.8.1",
"client-only": "^0.0.1",
"drizzle-kit": "^0.30.1",
"drizzle-orm": "^0.38.2",
"eslint": "^9.17.0",
"eslint-config-next": "^15.1.0",
"exif-reader": "^2.0.1",
"framer-motion": "^11.14.4",
"glob": "^11.0.0",
"drizzle-kit": "^0.30.4",
"drizzle-orm": "^0.39.3",
"eslint": "^9.21.0",
"eslint-config-next": "^15.1.7",
"eventemitter3": "^5.0.1",
"exif-reader": "^2.0.2",
"framer-motion": "^12.4.7",
"glob": "^11.0.1",
"million": "^3.1.11",
"next": "15.1.1-canary.5",
"next": "15.2.0-canary.69",
"next-auth": "5.0.0-beta.25",
"postcss": "^8.4.49",
"pixi-filters": "^6.1.0",
"pixi-viewport": "^6.0.3",
"pixi.js": "^8.8.0",
"postcss": "^8.5.3",
"radash": "^12.1.0",
"react": "19.0.0",
"react-dom": "19.0.0",
"react-zoom-pan-pinch": "^3.6.1",
"react-zoom-pan-pinch": "^3.7.0",
"reflect-metadata": "^0.2.2",
"server-only": "^0.0.1",
"sharp": "^0.33.5",
"superjson": "^2.2.2",
"tailwind-scrollbar": "^3.1.0",
"tailwindcss": "^3.4.16",
"typescript": "^5.7.2",
"tailwind-scrollbar": "^4.0.0",
"tailwindcss": "^4.0.8",
"typescript": "^5.7.3",
"yet-another-react-lightbox": "^3.21.7",
"zod": "^3.24.1"
"zod": "^3.24.2"
}
}

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@@ -1,6 +1,3 @@
module.exports = {
plugins: {
tailwindcss: {},
autoprefixer: {},
},
plugins: ["@tailwindcss/postcss"],
};

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@@ -0,0 +1,9 @@
import Wrapper from "./wrapper";
export default function Game(): React.JSX.Element {
return (
<>
<Wrapper/>
</>
);
}

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@@ -0,0 +1,16 @@
"use client";
import dynamic from "next/dynamic";
import React from "react";
const MapGen = dynamic<Record<string, never>>(() => import('../../../../games/games/MapGen/MapGenWrapper').then((module) => module.default), {
ssr: false,
});
export default function Wrapper(): React.ReactNode {
return (
<div className="flex flex-1">
<MapGen/>
</div>
)
}

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@@ -0,0 +1,9 @@
import Wrapper from "./wrapper";
export default function Game(): React.JSX.Element {
return (
<>
<Wrapper/>
</>
);
}

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@@ -0,0 +1,16 @@
"use client";
import dynamic from "next/dynamic";
import React from "react";
const TestGame = dynamic<Record<string, never>>(() => import('../../../../games/games/TestGame/TestGameWrapper').then((module) => module.default), {
ssr: false,
});
export default function Wrapper(): React.ReactNode {
return (
<div className="flex flex-1">
<TestGame/>
</div>
)
}

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@@ -1,6 +1,4 @@
@tailwind base;
@tailwind components;
@tailwind utilities;
@import "tailwindcss";
@layer utilities {
.text-balance {

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@@ -0,0 +1,82 @@
import BaseGameApp from '@/core/BaseGameApp/BaseGameApp';
import Registry from '@/utils/Registry';
import Control from '@/control/Control';
import Tile, { TileDir } from './Tile';
import Vector from '@/games/lib/utils/Vector';
import { min, shuffle } from 'radash';
const grid = new Vector(64, 256);
/**
* A test "game" to start generating useful examples, building up classes as needed etc
*/
class TestGameApp extends BaseGameApp {
private _control: Control;
private _tileGrid: Tile[][] = Array.from({ length: grid.x }).map(() => Array.from({ length: grid.y }));
private _allTiles: Tile[] = Array.from({ length: grid.x * grid.y });
constructor(canvas: HTMLCanvasElement | null) {
super(canvas);
this._control = new Control();
}
protected async _start(canvas: HTMLCanvasElement): Promise<void> {
await super._start(canvas);
Registry.register('Control', this._control);
for (let x = 0; x < grid.x; x++) {
for (let y = 0; y < grid.y; y++) {
this._tileGrid[x][y] = new Tile({ x, y });
this._allTiles[x + y * grid.x] = this._tileGrid[x][y];
this._viewport.addChild(this._tileGrid[x][y]);
}
}
for (let x = 0; x < grid.x; x++) {
for (let y = 0; y < grid.y; y++) {
if (x > 0) {
this._tileGrid[x][y].link(this._tileGrid[x - 1][y], TileDir.west);
}
if (x < grid.x - 1) {
this._tileGrid[x][y].link(this._tileGrid[x + 1][y], TileDir.east);
}
if (y > 0) {
this._tileGrid[x][y].link(this._tileGrid[x][y - 1], TileDir.north);
}
if (y < grid.y - 1) {
this._tileGrid[x][y].link(this._tileGrid[x][y + 1], TileDir.south);
}
}
}
for (let x = 0; x < grid.x; x++) {
for (let y = 0; y < grid.y; y++) {
this._tileGrid[x][y].rescore()
}
}
}
/**
* Update the logic of the game
*
* @param timeDelta - The time difference since the last update (in ms)
*/
protected async _update(timeDelta: number): Promise<void> {
await super._update(timeDelta);
while (true) {
const activeTiles = this._allTiles.filter((tile) => !tile.selected && tile.score > 0);
if (activeTiles.length === 0) {
break;
}
const lowestScore = min(activeTiles, t => t.score)!.score;
const lowestTiles = activeTiles.filter((tile) => tile.score === lowestScore);
const selectedTile = shuffle(lowestTiles)[0];
selectedTile.select();
}
}
}
export default TestGameApp;

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@@ -0,0 +1,24 @@
import React, { useEffect, useRef } from 'react';
import MapGenApp from './MapGenApp';
/**
* The wrapper for Test Game so it can be dynamically loaded with the WebGL hook
*/
function TestGameWrapper(): React.ReactElement {
const canvas = useRef<HTMLCanvasElement>(null);
const gameCreated = useRef<boolean>(false);
useEffect(() => {
if (!gameCreated.current) {
console.log('Creating game');
gameCreated.current = true;
new MapGenApp(canvas.current);
}
}, []);
return (
<canvas ref={canvas} />
);
}
export default TestGameWrapper;

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@@ -0,0 +1,212 @@
import Container from "@/games/lib/visual/Container";
import Graphics from "@/games/lib/visual/Graphics";
import Text from "@/games/lib/visual/Text";
const TileTypes = {
grass: "grass",
dirt: "dirt",
rock: "rock",
iron: "iron",
copper: "copper",
};
export enum TileDir {
north,
east,
south,
west
};
type TileData = {
available: boolean,
colour: number
}
const tileData: { [key in keyof typeof TileTypes]: TileData } = {
grass: {
available: false,
colour: 0x117c13
},
rock: {
available: false,
colour: 0xc6bfb8
},
dirt: {
available: false,
colour: 0x402905
},
copper: {
available: false,
colour: 0xb87333
},
iron: {
available: false,
colour: 0xa19d94
},
}
export default class Tile extends Container {
private static readonly size = {
x: 30,
y: 30
}
private _graphic: Graphics = new Graphics();
private _point: { x: number, y: number };
private _text: Text = new Text({
position: {
x: Tile.size.x / 2,
y: Tile.size.y / 2,
}
});
private _choices = structuredClone(tileData);
private _selected: null | keyof typeof tileData = null;
public score = 0;
public neighbors: Tile[] = [];
constructor(point: { x: number, y: number }) {
super({
position: {
x: point.x * Tile.size.x,
y: point.y * Tile.size.y,
}
});
this._point = point;
this.addChild(this._graphic, this._text);
this._graphic.rect(0, 0, Tile.size.x, Tile.size.y).fill({ color: 0xcccccc }).stroke();
this._text.text = "-1";
}
link(tile: Tile, dir: TileDir) {
this.neighbors[dir] = tile;
}
reset() {
this._graphic.clear();
this._graphic.rect(0, 0, Tile.size.x, Tile.size.y).fill({ color: 0xcccccc }).stroke();
Object.values(this._choices).forEach((choice) => choice.available = false);
this._text.text = "-1";
this._point = {
x: -1,
y: -1
}
this._selected = null;
}
_calculateAvailable() {
if (!this.neighbors[TileDir.north]) {
this._choices.grass.available = true;
this._choices.dirt.available = true;
return;
}
this.neighbors.forEach((neighbor) => {
if (neighbor.selected === 'grass') {
this._choices.dirt.available = true;
}
if (neighbor.selected === 'dirt') {
this._choices.dirt.available = true;
this._choices.rock.available = true;
}
if (neighbor.selected === 'rock') {
this._choices.rock.available = true;
this._choices.iron.available = true;
this._choices.copper.available = true;
}
if (neighbor.selected === 'iron') {
this._choices.rock.available = true;
this._choices.iron.available = true;
}
if (neighbor.selected === 'copper') {
this._choices.rock.available = true;
this._choices.copper.available = true;
}
})
if (this._point.y < 32) {
this._choices.iron.available = false;
}
if (this._point.y < 64) {
this._choices.copper.available = false;
this._choices.dirt.available = true;
this._choices.rock.available = true;
}
}
rescore(): number {
if (this._selected) {
return 0;
}
this._calculateAvailable();
this.score = Object.values(this._choices).reduce((count, choice) => {
return choice.available ? count + 1 : count;
}, 0);
this._text.text = this.score;
return this.score;
}
select(): void {
//const available = Object.entries(this._choices).filter((choice) => choice[1].available);
//this._selected = shuffle(available)[0][0] as keyof typeof tileData;
const available = Object.entries(this._choices).filter((choice) => choice[1].available) as [keyof typeof TileTypes, TileData][];
const weightedAvailable = available.map(([tileType, tileData]) => {
const weightedEntry = {
type: tileType,
weight: 4
};
if (tileType === 'grass') {
weightedEntry.weight = 8;
}
else if (tileType === 'dirt') {
if (this._point.y === 0) {
weightedEntry.weight = 2;
} else {
weightedEntry.weight += 20 - Math.floor(((Math.min(this._point.y, 63) / 64) * 20) + 3);
}
}
else if (tileType === 'iron') {
weightedEntry.weight = 3;
}
else if (tileType === 'copper') {
weightedEntry.weight = 1;
}
return weightedEntry;
});
const totalWeight = weightedAvailable.reduce((weight, avail) => weight + avail.weight, 0);
let pick = Math.floor(Math.random() * totalWeight)
for (let i = 0; i < weightedAvailable.length; i++) {
if (pick < weightedAvailable[i].weight) {
this._selected = weightedAvailable[i].type;
break;
}
pick -= weightedAvailable[i].weight;
}
if (this._selected === null) {
throw new Error('Selection not done');
}
this._graphic.clear();
this._graphic.rect(0, 0, Tile.size.x, Tile.size.y).fill({ color: this._choices[this._selected].colour });
this._text.text = "";
this.neighbors.forEach((neighbor) => neighbor.rescore());
}
get selected() {
return this._selected;
}
}

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@@ -0,0 +1,41 @@
import BaseGameApp from '@/core/BaseGameApp/BaseGameApp';
import Registry from '@/utils/Registry';
import Control from '@/control/Control';
import Player from './components/Player/Player';
import Trees from './components/Trees';
import Walls from './components/Walls/Walls';
/**
* A test "game" to start generating useful examples, building up classes as needed etc
*/
class TestGameApp extends BaseGameApp {
private _player!: Player;
private _control: Control;
constructor(canvas: HTMLCanvasElement | null) {
super(canvas);
this._control = new Control();
}
protected async _start(canvas: HTMLCanvasElement): Promise<void> {
await super._start(canvas);
Registry.register('Control', this._control);
this._viewport.addChild(new Trees({ numberOfTrees: 200 }));
this._player = this._viewport.addChild(new Player());
this._viewport.addChild(new Walls());
}
/**
* Update the logic of the game
*
* @param timeDelta - The time difference since the last update (in ms)
*/
protected async _update(timeDelta: number): Promise<void> {
this._player.update(timeDelta);
await super._update(timeDelta);
}
}
export default TestGameApp;

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@@ -0,0 +1,24 @@
import React, { useEffect, useRef } from 'react';
import TestGameApp from './TestGameApp';
/**
* The wrapper for Test Game so it can be dynamically loaded with the WebGL hook
*/
function TestGameWrapper(): React.ReactElement {
const canvas = useRef<HTMLCanvasElement>(null);
const gameCreated = useRef<boolean>(false);
useEffect(() => {
if (!gameCreated.current) {
console.log('Creating game');
gameCreated.current = true;
new TestGameApp(canvas.current);
}
}, []);
return (
<canvas ref={canvas} />
);
}
export default TestGameWrapper;

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@@ -0,0 +1,132 @@
import Collidable from '@/control/Collidable';
import Rapier from '@/utils/Rapier';
import Registry from '@/utils/Registry';
import Vector from '@/utils/Vector';
import Container from '@/visual/Container';
import Graphics from '@/visual/Graphics';
import BaseAttack from './attack/BaseAttack';
import Forward from './attack/Forward';
import type { Viewport } from '@/visual/pixi';
import type Control from '@/control/Control';
import { assign } from 'radash';
type PlayerSettings = ConstructorParameters<typeof Collidable>[0]
/**
* - TODO
*/
class Player extends Collidable {
private _control: Control;
private _characterGraphics: Graphics;
private _attacks: BaseAttack[] = [];
private _rapier: Rapier;
private _collider: InstanceType<Rapier['rapier']['Collider']>;
private _characterController: InstanceType<Rapier['rapier']['KinematicCharacterController']>;
constructor(settings?: PlayerSettings) {
super(assign(structuredClone(settings ?? {}), {
position: {
x: 960,
y: 540
}
}));
const viewport = Registry.fetch<Viewport>('Viewport');
this._rapier = Registry.fetch<Rapier>('Rapier');
this._control = Registry.fetch<Control>('Control');
this._characterGraphics = viewport.addChild(new Graphics());
this._characterGraphics.setStrokeStyle({
color: 0x00DD00,
width: 1
}).regularPoly(-10, -10, 20, 3).fill(0x00AA00).stroke();
this._characterGraphics.pivot.set(-10, -10);
this.addChild(this._characterGraphics);
viewport.follow(this, { radius: 250 });
viewport.addChild(this);
const projectileContainer = new Container();
viewport.addChild(projectileContainer);
const forwardAttack = new Forward(projectileContainer);
this._attacks.push(forwardAttack);
this.addChild(forwardAttack);
const trianglePoints = {
a: new Vector(0, -20),
b: new Vector(10 * Math.sqrt(3), 10),
c: new Vector(-10 * Math.sqrt(3), 10)
};
this._collider = this._rapier.createCollider(this, 'triangle', trianglePoints);
this._collider.setRestitution(0);
this._collider.setTranslation(this.position);
this._rapier.addColliderMemberGroups(this._collider, 'player');
this._rapier.addColliderFilterGroups(this._collider, 'enemy', 'enemyProjectile', 'wall');
this._characterController = this._rapier.world.createCharacterController(0.01);
}
update(timeDelta: number): void {
let impulse = new Vector(0, 0);
let speed = 250;
if (this._control.isDown('up')) {
impulse.y -= 1;
}
if (this._control.isDown('down')) {
impulse.y += 1;
}
if (this._control.isDown('left')) {
impulse.x -= 1;
}
if (this._control.isDown('right')) {
impulse.x += 1;
}
if (this._control.isDown('shift')) {
speed *= 4;
}
if (impulse.magnitude() > 0) {
const normImpulse = impulse.normalize();
this.rotation = Math.atan2(normImpulse.y, normImpulse.x) - Math.atan2(1, 0) + Math.PI;
impulse = impulse.normalize().multiplyScalar(speed);
}
this._characterController.computeColliderMovement(
this._collider,
impulse.multiplyScalar(timeDelta)
);
const correctedMovement = this._characterController.computedMovement();
this.position.add(correctedMovement);
// console.log('impulse', impulse);
// console.log('corrected', correctedMovement)
//this._collider.setTranslation(this.position);
if (this._control.isDown(' ')) {
const modifiedRotation = this.rotation - (Math.PI / 2);
const currentVector = new Vector(Math.cos(modifiedRotation), Math.sin(modifiedRotation));
this._attacks[0].fire({
playerVector: currentVector
});
}
this._attacks.forEach((attack) => {
attack.update(timeDelta);
});
}
collide(collided: Collidable, colliding: boolean): void {
if (!colliding) {
console.log('player no longer colliding');
}
}
}
export default Player;

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@@ -0,0 +1,20 @@
import Container from '../../../../../lib/visual/Container';
import type Vector from '../../../../../lib/utils/Vector';
type fireState = {
playerVector: Vector
}
abstract class BaseAttack extends Container {
protected _projectileContainer: Container;
constructor(projectileContainer: Container) {
super();
this._projectileContainer = projectileContainer;
}
abstract fire(state: fireState): void;
abstract update(timeDelta: number): void;
}
export default BaseAttack;

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@@ -0,0 +1,159 @@
import Collidable from '@/control/Collidable';
import Pool from '@/utils/Pool';
import Registry from '@/utils/Registry';
import Vector from '@/utils/Vector';
import Graphics from '@/visual/Graphics';
import BaseAttack from './BaseAttack';
import type Rapier from '@/utils/Rapier';
/**
* - TODO
*/
class ForwardProjectile extends Collidable {
private _speed: number = 600;
private _size: number = 5;
private _graphic: Graphics;
private _lifeTime: {
lifeTime: number,
lifeTimeRemaining: number
} = {
lifeTime: 2500,
lifeTimeRemaining: 0
};
private _collider!: InstanceType<Rapier['rapier']['Collider']>;
private _rigidBody!: InstanceType<Rapier['rapier']['RigidBody']>;
private _rapier: Rapier;
private _alive: boolean = true;
constructor() {
super();
this._rapier = Registry.fetch<Rapier>('Rapier');
this._graphic = new Graphics();
this._graphic.circle(this._size / 2, this._size / 2, this._size).fill(0xAA0000);
this.addChild(this._graphic);
this.pivot.set(this._size / 2, this._size / 2);
}
/**
* - TODO
*/
alive(): boolean {
return this._lifeTime.lifeTimeRemaining > 0 && this._alive;
}
/**
* - TODO
*/
fire(vector: Vector): void {
this._alive = true;
this._addPhysics();
this._rigidBody.setTranslation(this.position, true);
this._rigidBody.setLinvel(vector.multiplyScalar(this._speed), true);
this._lifeTime.lifeTimeRemaining = this._lifeTime.lifeTime;
}
/**
* - TODO
*
* @param timeDelta - TODO
*/
update(timeDelta: number): void {
this.position.copyFrom(this._rigidBody.translation());
if (this._lifeTime.lifeTimeRemaining > 0) {
this._lifeTime.lifeTimeRemaining = Math.max(0, this._lifeTime.lifeTimeRemaining - timeDelta);
}
}
/**
* Gets called when we've collided with something.
* Use to kill the projectile.
*
* @param collided - The Collidable this projectile has hit
* @param colliding - Are we currently colliding?
*/
collide(collided: Collidable, colliding: boolean): void {
if (colliding) {
this._alive = false;
}
}
/**
* - TODO
*/
private _addPhysics(): void {
this._rigidBody = this._rapier.createRigidBody(this, 'Dynamic', false, true);
this._collider = this._rapier.createCollider(this, 'ball', { radius: this._size }, this._rigidBody);
this._collider.setRestitution(0);
this._rapier.addColliderMemberGroups(this._collider, 'playerProjectile');
this._rapier.addColliderFilterGroups(this._collider, 'enemy', 'wall');
}
/**
* - TODO
*/
removePhysics(): void {
this._rapier.removeRigidBody(this._rigidBody);
}
}
/**
* - TODO
*/
class Forward extends BaseAttack {
private _projectilePool: Pool<ForwardProjectile> = new Pool(ForwardProjectile, 50);
private _activeProjectiles: ForwardProjectile[] = [];
private _coolDown: {
coolDown: number,
coolDownRemaining: number
} = {
coolDown: 250,
coolDownRemaining: 0
};
/**
* - TODO
*/
fire(state: Parameters<BaseAttack['fire']>[0]): void {
if (this._coolDown.coolDownRemaining > 0) {
return;
}
const newBullet = this._projectilePool.allocate();
const newPoint = this._projectileContainer.toLocal(new Vector(0, 0), this);
newBullet.position.copyFrom(newPoint);
this._projectileContainer.addChild(newBullet);
this._activeProjectiles.push(newBullet);
newBullet.fire(state.playerVector.clone());
this._coolDown.coolDownRemaining = this._coolDown.coolDown;
}
/**
* - TODO
*/
update(timeDelta: number): void {
if (this._coolDown.coolDownRemaining > 0) {
this._coolDown.coolDownRemaining = Math.max(0, this._coolDown.coolDownRemaining - timeDelta);
}
this._activeProjectiles = this._activeProjectiles.filter((projectile) => {
projectile.update(timeDelta);
const alive = projectile.alive();
if (!alive) {
projectile.removePhysics();
this._projectileContainer.removeChild(projectile);
this._projectilePool.release(projectile);
}
return alive;
});
}
}
export default Forward;

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import Pool from '@/utils/Pool';
import Container from '@/visual/Container';
import Graphics from '@/visual/Graphics';
import { PIXI } from '@/visual/pixi';
type TreesSettings = ConstructorParameters<typeof Container>[0] & {
numberOfTrees: number
}
class Trees extends Container {
private readonly _allTrees: Graphics[] = new Array<Graphics>(200);
private readonly _treePool: Pool<Graphics>;
constructor(settings: TreesSettings) {
super(settings);
this._treePool = new Pool(Graphics, settings.numberOfTrees);
for (let i = 0; i < settings.numberOfTrees; i++) {
const tree = this.addChild(this._treePool.allocate());
const treeColour = ((Math.random() * 80) + 70);
tree.regularPoly(-10, 10, 20, 3).fill({ color: new PIXI.Color([0, (treeColour - 10) / 255, 0]) });
tree.regularPoly(-10, 0, 20, 3).fill({ color: new PIXI.Color([0, treeColour / 255, 0]) });
tree.regularPoly(-10, -10, 20, 3).fill({ color: new PIXI.Color([0, (treeColour + 10) / 255, 0]) });
tree.position.set(Math.random() * 1920, Math.random() * 1080);
tree.cullable = true;
this._allTrees.push(tree);
}
this.cullable = true;
}
}
export default Trees;

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import Collidable from '@/control/Collidable';
import Registry from '@/utils/Registry';
import Container from '@/visual/Container';
import Graphics from '@/visual/Graphics';
import { PIXI } from '@/visual/pixi';
import type Rapier from '@/utils/Rapier';
type WallsSettings = ConstructorParameters<typeof Container>[0] & {
numberOfTrees: number
}
type wallData = {
graphic: Graphics,
collider: InstanceType<Rapier['rapier']['Collider']>,
rigidBody: InstanceType<Rapier['rapier']['RigidBody']>,
}
/**
* - TODO
*/
class Walls extends Collidable {
private _rapier: Rapier;
private _walls: wallData[] = [];
constructor(settings?: WallsSettings) {
super(settings);
this._rapier = Registry.fetch<Rapier>('Rapier');
this._walls.push(this._createWall(10, 1110, -10, 540));
this._walls.push(this._createWall(10, 1110, 1930, 540));
this._walls.push(this._createWall(1950, 10, 960, -10));
this._walls.push(this._createWall(1950, 10, 960, 1090));
this._walls.forEach((wall) => {
this.addChild(wall.graphic);
});
}
/**
* - TODO
*
* @param width - TODO
* @param height
* @param x
* @param y
*/
private _createWall(width: number, height: number, x: number, y: number): wallData {
const wall = new Graphics();
wall.rect(-width / 2, -height / 2, width, height).fill({ color: new PIXI.Color([0, 0, 0]) });
wall.position.set(x, y);
const rigidBody = this._rapier.createRigidBody(this, 'Fixed');
const collider = this._rapier.createCollider(this, 'cuboid', { halfHeight: height / 2, halfWidth: width / 2 }, rigidBody);
collider.setRestitution(0);
rigidBody.setTranslation(this.position.add({ x, y }), true);
this._rapier.addColliderMemberGroups(collider, 'wall');
this._rapier.addColliderFilterGroups(collider, 'player', 'enemy', 'enemyProjectile', 'playerProjectile');
return {
graphic: wall,
collider,
rigidBody
};
}
/**
* - TODO
*/
collide(collided: Collidable, colliding: boolean): void {
}
}
export default Walls;

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import Container from '@/visual/Container';
abstract class Collidable extends Container {
abstract collide(collided: Collidable, colliding: boolean): void;
}
export default Collidable;

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type state = 'down' | 'up';
// - TODO - Pull this from the actual game creating the controls
const GameControls = {
down: 'down',
up: 'up',
left: 'left',
right: 'right',
shift: 'shift',
' ': ' ',
} as const;
/**
* Abstraction for game controls, the game should say what controls it expects and then we can remap the actual controls separately.
* i.e. Both "ArrowDown" and "Down" from the keyboard listener should be the games "down" event.
* Also handles when the keys are pressed or not.
*/
class Control {
readonly gameControls = GameControls;
private _controlMap: { [key: string]: keyof typeof GameControls } = {
ArrowDown: GameControls.down,
Down: GameControls.down,
ArrowUp: GameControls.up,
Up: GameControls.up,
ArrowLeft: GameControls.left,
Left: GameControls.left,
ArrowRight: GameControls.right,
Right: GameControls.right,
Shift: GameControls.shift,
' ': GameControls[' '],
};
private _controlState: Map<keyof typeof GameControls, {
state: state,
consumed: boolean
}> = new Map();
constructor() {
this._setKeys();
window.addEventListener('keydown', (event) => {
if (this._controlState.get(this._controlMap[event.key])?.state !== 'down') {
this._controlState.set(this._controlMap[event.key], { state: 'down', consumed: false });
}
});
window.addEventListener('keyup', (event) => {
if (this._controlState.get(this._controlMap[event.key])?.state !== 'up') {
this._controlState.set(this._controlMap[event.key], { state: 'up', consumed: false });
}
});
}
/**
* - TODO
*/
private _setKeys(): void {
Object.keys(GameControls).forEach((key) => {
this._controlState.set(key as keyof typeof GameControls, { state: 'up', consumed: false });
});
}
/**
* - TODO
*
* @param key - TODO
*/
isDown(key: keyof typeof GameControls): boolean {
return this._controlState.get(key)?.state === 'down';
}
/**
* Consume a down key event once
*
* @param key - TODO
*/
onceDown(key: keyof typeof GameControls): boolean {
const keyState = this._controlState.get(key);
if (keyState && keyState.state === 'down' && !keyState.consumed) {
keyState.consumed = true;
return true;
}
return false;
}
}
export default Control;

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import { PIXI, Viewport } from '@/visual/pixi';
import Text from '@/visual/Text';
import Rapier from '@/utils/Rapier';
import Registry from '@/utils/Registry';
import Ticker from '@/utils/Ticker';
import Vector from '@/utils/Vector';
import config from './BaseGameAppConfig';
/**
* - TODO
*/
class BaseGameApp {
protected readonly _app: PIXI.Application;
protected readonly _ticker: Ticker = new Ticker();
protected _fps: Text = new Text(config.fps);
protected _viewport!: Viewport;
protected _rapier!: Rapier;
constructor(canvas: HTMLCanvasElement | null) {
if (canvas === null) {
throw new Error('No canvas');
}
this._app = new PIXI.Application();
void this._start(canvas);
}
/**
* - TODO
*/
protected async _start(canvas: HTMLCanvasElement): Promise<void> {
await this._app.init({
backgroundColor: 0x999999,
canvas: canvas,
antialias: true,
resizeTo: canvas.parentElement as HTMLElement
});
this._app.ticker.autoStart = false;
this._app.ticker.stop();
this._viewport = new Viewport({
screenWidth: this._app.canvas.width,
screenHeight: this._app.canvas.height,
worldWidth: 1920,
worldHeight: 1080,
passiveWheel: false,
noTicker: true,
events: this._app.renderer.events
});
Registry.register('Viewport', this._viewport);
this._rapier = new Rapier(new Vector(0, 0));
Registry.register('Rapier', this._rapier);
this._viewport.ensureVisible(0, 0, 1920, 1080, true);
this._viewport.fitWorld(true);
this._viewport.drag();
this._app.stage.addChild(this._viewport);
this._app.stage.addChild(this._fps);
await this._rapier.setup();
this._ticker.ticker(1000 / 60, this._update.bind(this), this._updateComplete.bind(this));
}
/**
* Update the logic of the game
* - TODO - Figure out if this should be called before or after game updates
*
* @param timeDelta - The time difference since the last update (in ms)
*/
protected async _update(timeDelta: number): Promise<void> {
this._rapier.debugRender();
this._viewport.update(timeDelta);
this._rapier.update();
this._fps.text = this._ticker.currentTicksPerSecond;
return Promise.resolve();
}
/**
* When the update is complete, kick off a render
*
* @param updated - Was there actually an update in the last raf?
*/
protected async _updateComplete(updated: boolean): Promise<void> {
this._viewport.resize(this._app.canvas.width, this._app.canvas.height);
this._viewport.fitWorld(true);
this._app.renderer.render(this._app.stage);
return Promise.resolve();
}
}
export default BaseGameApp;

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const BaseGameAppConfig = {
fps: {
position: {
x: 20,
y: 20
}
}
} as const;
export default BaseGameAppConfig;

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import { ObjectPoolFactory } from '@pixi-essentials/object-pool';
/**
* - TODO
*/
class Pool<T> {
private _pool: ObjectPoolFactory<T>;
// eslint-disable-next-line @typescript-eslint/no-explicit-any
constructor(ctor: new (...args: any[]) => T, reserve: number) {
// Unsure why this needs the cast, probably because of the generic
this._pool = ObjectPoolFactory.build(ctor) as ObjectPoolFactory<T>;
this._pool.reserve(reserve);
this._pool.startGC();
}
/**
* - TODO
*/
allocate(): T {
return this._pool.allocate();
}
/**
* - TODO
*/
release(object: T): void {
this._pool.release(object);
}
}
export default Pool;

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import StoredPromise from './StoredPromise';
import Vector from './Vector';
import Collidable from '../control/Collidable';
import _rapier from '@dimforge/rapier2d-compat';
import Graphics from '@/visual/Graphics';
import Registry from '@/utils/Registry';
import { PIXI, type Viewport } from '@/visual/pixi';
/**
* - TODO
* https://rapier.rs/docs/user_guides/javascript/colliders#overview
*/
type colliderTypes = {
ball: {
radius: number
},
cuboid: {
halfHeight: number,
halfWidth: number
},
capsule: {
halfHeight: number,
radius: number
},
triangle: {
a: Vector,
b: Vector,
c: Vector
}
}
const colliderGroups = {
'wall': 0b0000_0000_0000_0001,
'player': 0b0000_0000_0001_0000,
'enemy': 0b0000_0000_0010_0000,
'playerProjectile': 0b0000_0001_0000_0000,
'enemyProjectile': 0b0000_0010_0000_0000,
} as const;
/**
* - TODO
*/
class Rapier {
private _settingUp!: StoredPromise<void>;
private _world!: _rapier.World;
private _eventQueue!: _rapier.EventQueue;
private _rigidBodyMap: Map<number, Collidable> = new Map();
private _colliderMap: Map<number, Collidable> = new Map();
private _debugLines: Graphics;
constructor(gravity: Vector) {
void this._setup(gravity);
this._debugLines = new Graphics();
}
get rapier(): typeof _rapier {
return _rapier;
}
get world(): _rapier.World {
return this._world;
}
/**
* Needed as rapier2d is a webasm module that needs to be async imported directly
*/
private async _setup(gravity: Vector): Promise<void> {
this._settingUp = new StoredPromise();
await this.rapier.init()
// - TODO - Change integration params dt to ticker speed
this._world = new this.rapier.World(gravity);
this._eventQueue = new this.rapier.EventQueue(true);
const viewport = Registry.fetch<Viewport>('Viewport');
viewport.addChild(this._debugLines);
this._settingUp.resolve();
}
/**
* - TODO
*/
async setup(): Promise<void> {
await this._settingUp.promise;
}
/**
* - TODO
*/
createRigidBody(container: Collidable, type: keyof typeof _rapier.RigidBodyType, sleep: boolean = true, CCD: boolean = false): _rapier.RigidBody {
const rigidBodyDesc = new this.rapier.RigidBodyDesc(this.rapier.RigidBodyType[type])
.setCanSleep(sleep)
.setCcdEnabled(CCD);
const rigidBody = this._world.createRigidBody(rigidBodyDesc);
this._rigidBodyMap.set(rigidBody.handle, container);
return rigidBody;
}
/**
* - TODO
*/
createCollider<T extends keyof colliderTypes, U extends colliderTypes[T]>(container: Collidable, type: T, settings: U, rigidBody?: _rapier.RigidBody): _rapier.Collider {
let colliderDesc: _rapier.ColliderDesc;
if (type === 'ball') {
const castSettings = (settings as colliderTypes['ball']);
colliderDesc = new this.rapier.ColliderDesc(new this.rapier.Ball(castSettings.radius));
} else if (type === 'capsule') {
const castSettings = (settings as colliderTypes['capsule']);
colliderDesc = new this.rapier.ColliderDesc(new this.rapier.Capsule(castSettings.halfHeight, castSettings.radius));
} else if (type === 'cuboid') {
const castSettings = (settings as colliderTypes['cuboid']);
colliderDesc = new this.rapier.ColliderDesc(new this.rapier.Cuboid(castSettings.halfWidth, castSettings.halfHeight));
} else if (type === 'triangle') {
const castSettings = (settings as colliderTypes['triangle']);
colliderDesc = new this.rapier.ColliderDesc(new this.rapier.Triangle(castSettings.a, castSettings.b, castSettings.c));
} else {
throw new Error(`Cannot create collider of type ${type}`);
}
colliderDesc.setActiveEvents(this.rapier.ActiveEvents.COLLISION_EVENTS);
colliderDesc.setActiveCollisionTypes(this.rapier.ActiveCollisionTypes.DEFAULT);
const collider = this._world.createCollider(colliderDesc, rigidBody);
collider.setCollisionGroups(0);
collider.setFriction(0);
this._colliderMap.set(collider.handle, container);
return collider;
}
/**
* - TODO
*/
removeRigidBody(rigidBody: _rapier.RigidBody): void {
if (rigidBody) {
this._world.removeRigidBody(rigidBody);
}
}
/**
* - TODO
*/
removeCollider(collider: _rapier.Collider): void {
if (collider) {
this._world.removeCollider(collider, true);
}
}
/**
* Add the collider to member groups.
* A member group is what groups we're in (i.e. so other groups can collide with us).
*
* @param collider - The collider to add the groups to
* @param groups - The groups to add to
*/
addColliderMemberGroups(collider: _rapier.Collider, ...groups: (keyof typeof colliderGroups)[]): void {
const bitmask = this._getColliderGroupsBitmask(groups) << 16;
collider.setCollisionGroups(collider.collisionGroups() | bitmask);
}
/**
* Add the collider to filter groups.
* A filter group is what groups we can collide with.
*
* @param collider - The collider to add the groups to
* @param groups - The groups to add to
*/
addColliderFilterGroups(collider: _rapier.Collider, ...groups: (keyof typeof colliderGroups)[]): void {
const bitmask = this._getColliderGroupsBitmask(groups);
collider.setCollisionGroups(collider.collisionGroups() | bitmask);
}
/**
* - TODO
*/
private _getColliderGroupsBitmask(groups: (keyof typeof colliderGroups)[]): number {
return groups.reduce((bitmask, group) => {
return bitmask | colliderGroups[group];
}, 0);
}
/**
* - TODO
*/
update(): void {
this._world.step(this._eventQueue);
this._eventQueue.drainCollisionEvents((handle1, handle2, colliding) => {
const container1 = this._colliderMap.get(handle1);
const container2 = this._colliderMap.get(handle2);
if (container1 && container2) {
container1.collide(container2, colliding);
container2.collide(container1, colliding);
}
});
}
debugRender(): void {
const { vertices, colors } = this._world.debugRender();
this._debugLines.clear();
for (let i = 0; i < vertices.length / 4; i += 1) {
let color = new PIXI.Color([
colors[i * 8],
colors[i * 8 + 1],
colors[i * 8 + 2],
]);
this._debugLines.setStrokeStyle({
color: color,
width: 2,
alignment: 0.5,
})
this._debugLines.moveTo(vertices[i * 4], vertices[i * 4 + 1]);
this._debugLines.lineTo(vertices[i * 4 + 2], vertices[i * 4 + 3]);
this._debugLines.stroke();
}
}
}
export default Rapier;

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/**
* - TODO
*/
class Registry {
static _objects: Map<string, unknown> = new Map();
/**
* - TODO
*
* @param name - TODO
* @param obj - TODO
*/
static register<T>(name: string, obj: T): void {
this._objects.set(name, obj);
}
/**
* - TODO
*
* @param name - TODO
*/
static fetch<T>(name: string): T {
const obj = this._objects.get(name) as T;
if (obj) {
return obj;
} else {
throw new Error(`Cannot find ${name}`);
}
}
}
export default Registry;

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class StoredPromise<T = void> {
promise: null | Promise<T>;
private _resolve: null | (( value: T | PromiseLike<T> ) => void);
// eslint-disable-next-line @typescript-eslint/no-explicit-any
private _reject: null | (( reason?: any ) => void);
constructor() {
this.promise = new Promise<T>((resolve, reject) => {
this._resolve = resolve;
this._reject = reject;
});
}
resolve(value: T | PromiseLike<T>): void {
this._resolve?.(value);
this.clear();
}
// eslint-disable-next-line @typescript-eslint/no-explicit-any
reject( reason?: any ): void {
this._reject?.(reason);
this.clear();
}
clear(): void {
this.promise = null;
this._resolve = null;
this._reject = null;
}
}
export default StoredPromise;

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/**
* A ticker class to call a callback on a set time\
* Is catch-up tick based so will call update multiple times
*/
class Ticker {
private _tickUpdateCb: (timeDelta: number) => Promise<void> = async () => {};
private _tickCompleteCb: (updated: boolean) => Promise<void> = async () => {};
private _voidUpdate: ( frameTime: number ) => void;
private _tickCounter: number[] = [];
private _tickTime = 0;
private _lastFrameTime = 0;
private _currentTotalDelta = 0;
private _ticksPerSecond = 0;
constructor() {
this._voidUpdate = (frameTime: number): void => {
void this._update(frameTime);
};
}
get currentTicksPerSecond(): number {
return this._ticksPerSecond;
}
/**
* Start the ticker to update every tickTime\
* Will use requestAnimationFrame and catch up if needed\
* Use the tick callback for logic updates and the complete callback for visual representations of that logic
*/
ticker(tickTime: number, tickCb: (timeDelta: number) => Promise<void>, completeCb: (updated: boolean) => Promise<void>): void {
this._tickTime = tickTime;
this._lastFrameTime = performance.now();
this._tickUpdateCb = tickCb;
this._tickCompleteCb = completeCb;
requestAnimationFrame(this._voidUpdate);
}
/**
* The update loop on raf, call the update multiple times to catch up, then call raf again
*/
private async _update(currentFrameTime: number): Promise<void> {
const delta = currentFrameTime - this._lastFrameTime;
this._lastFrameTime = currentFrameTime;
this._currentTotalDelta += delta;
let updated = false;
/**
* - TODO - This min number probably needs to change, and reset the time differently
* This way will reset on the next frame, do we want to allow a min frame for update/render purposes but run all the ticks?
* Probably depends on the game.
*/
let ticks = Math.min(Math.floor(this._currentTotalDelta / this._tickTime), 100);
this._currentTotalDelta = this._currentTotalDelta % this._tickTime;
while (ticks > 0) {
updated = true;
ticks -= 1;
await this._tickUpdateCb(this._tickTime);
}
if (updated) {
this._tickCounter.push(currentFrameTime);
const minusOneSecond = currentFrameTime - 1000;
while (this._tickCounter[0] < minusOneSecond) {
this._tickCounter.shift();
}
this._ticksPerSecond = this._tickCounter.length;
}
await this._tickCompleteCb(updated);
requestAnimationFrame(this._voidUpdate);
}
}
export default Ticker;

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import { PIXI } from '@/visual/pixi';
class Vector extends PIXI.Point {
}
export default Vector;

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declare module '@pixi-essentials/object-pool' {
class ObjectPoolFactory<T> {
static build: (ctor: new (args: unknown[]) => T) => ObjectPoolFactory<T>;
reserve: (reserve: number) => void;
startGC: () => void;
allocate: () => T;
release: (obj: T) => void;
}
}

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import Vector from '@/utils/Vector';
import { PIXI } from './pixi';
import { VisualBase, VisualBaseSettings } from './VisualBase';
type ContainerSettings = VisualBaseSettings;
class Container extends PIXI.Container {
constructor(settings?: ContainerSettings) {
super();
VisualBase.applySettings(this, settings);
}
/**
* Switch this container's parent to a new parent, keeping it's positioning
*/
addToNewParent(newParent: Container): void {
const localPoint = newParent.toLocal(new Vector(0, 0), this);
this.position.set(localPoint.x, localPoint.y);
newParent.addChild(this);
}
}
export default Container;

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import { PIXI } from './pixi';
import { VisualBase, VisualBaseSettings } from './VisualBase';
type GraphicsSettings = VisualBaseSettings;
class Graphics extends PIXI.Graphics {
constructor(settings?: GraphicsSettings ) {
super();
VisualBase.applySettings(this, settings);
}
}
export default Graphics;

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import { assign } from 'radash';
import { PIXI } from './pixi';
import { VisualBase, VisualBaseSettings } from './VisualBase';
type TextSettings = VisualBaseSettings & {
text?: string | number,
style?: string
}
class Text extends PIXI.Text {
static styles: { [key: string]: (Partial<PIXI.TextStyle> | PIXI.TextStyle) } = {
default: {
fontSize: 16,
fill: 0x000000,
align: 'center',
}
};
constructor(settings?: TextSettings, style?: Partial<PIXI.TextStyle> | PIXI.TextStyle) {
super({
text: settings?.text,
style: assign(Text.styles[settings?.style ?? 'default'], style ?? {})
})
VisualBase.applySettings(this, settings);
}
}
export default Text;

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import { PIXI } from './pixi';
type pointOrNumber = {
x: number,
y: number
} | number | undefined | PIXI.Point;
type VisualBaseSettings = {
angle?: number,
pivot?: pointOrNumber
position?: {
x: number,
y: number
},
rotation?: number,
scale?: pointOrNumber
skew?: pointOrNumber,
width?: number,
height?: number,
alpha?: number,
visible?: boolean,
interactive?: boolean,
zIndex?: number
}
/**
* - TODO
*/
class VisualBase {
static applySettings<T extends PIXI.Container>(applyTo: T, settings?: VisualBaseSettings): void {
if (settings?.angle) {
applyTo.angle = settings.angle;
}
if (settings?.position) {
applyTo?.position.set(settings.position.x, settings.position.y);
}
if (settings?.rotation) {
applyTo.rotation = settings.rotation;
}
if (settings?.interactive) {
applyTo.interactive = settings.interactive;
}
if (settings?.zIndex) {
applyTo.zIndex = settings.zIndex;
}
if (settings?.alpha) {
applyTo.alpha = settings.alpha;
}
if (settings?.visible) {
applyTo.visible = settings.visible;
}
if (settings?.position) {
applyTo?.position.set(settings.position.x, settings.position.y);
}
applyPointPrimitiveOrObject('pivot', applyTo, settings?.pivot);
applyPointPrimitiveOrObject('scale', applyTo, settings?.scale);
applyPointPrimitiveOrObject('skew', applyTo, settings?.skew);
}
}
/**
* - TODO
*
* @param prop - TODO
* @param applyTo - TODO
* @param setting - TODO
*/
function applyPointPrimitiveOrObject<T extends PIXI.Container>(prop: 'skew' | 'pivot' | 'scale', applyTo: T, setting: pointOrNumber): void {
if (setting) {
if (typeof setting === 'object') {
applyTo[prop].set(setting.x, setting.y);
} else {
applyTo[prop].set(setting);
}
}
}
export {
VisualBase
};
export type {
VisualBaseSettings
};

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// - TODO - Clean this up
import * as PIXI from 'pixi.js';
import * as Events from '@pixi/events';
import { Viewport } from 'pixi-viewport';
import 'pixi.js/math-extras';
// Filters
import * as Filters from 'pixi-filters';
export { PIXI, Events, Viewport, Filters };

View File

@@ -27,7 +27,19 @@
"paths": {
"@/*": [
"./src/*"
]
],
"@/control/*": [
"./src/games/lib/control/*"
],
"@/core/*": [
"./src/games/lib/core/*"
],
"@/utils/*": [
"./src/games/lib/utils/*"
],
"@/visual/*": [
"./src/games/lib/visual/*"
],
}
},
"include": [