replace most systems with THREE
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+44
-23
@@ -1,51 +1,72 @@
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import { Circle } from 'detect-collisions'
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import Victor from 'victor'
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import * as THREE from 'three'
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export default class Entity {
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id = crypto.randomUUID()
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pos = new Victor(0, 0)
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speed = 280
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radius = 0
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#collider = null
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speed = 400
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#dest = null
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#game = null
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#mesh = null
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constructor(...options) {
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Object.entries(options).forEach((value, key) => this[key] = value)
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this.#collider = new Circle(this.pos, this.radius)
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const geometry = new THREE.CircleGeometry(options.radius ?? 0)
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this.#mesh = new THREE.Mesh(geometry)
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}
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get collider() { return this.#collider }
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get game() { return this.#game }
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get system() { return this.game?.system }
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get mesh() { return this.#mesh }
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get pos() { return this.#mesh.position }
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get radius() { return this.#mesh.userData.radius }
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get x() { return this.#mesh.position.x }
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get y() { return this.#mesh.position.y }
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set game(value) { this.#game = value }
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set x(value) { this.#mesh.position.x = value }
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set y(value) { this.#mesh.position.y = value }
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set radius(value) {
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this.#mesh.geometry = new THREE.CircleGeometry(value)
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this.#mesh.userData.radius = value
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}
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moveAction(x, y) {
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this.#dest = new Victor(x, y)
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this.#dest = new THREE.Vector3(x, y, 0)
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}
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async takeStep() {
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state() {
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return {
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...this,
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pos: {
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x: this.x,
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y: this.y,
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},
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radius: this.radius,
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}
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}
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teleport(x, y) {
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this.#mesh.position.set(x, y, 0)
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}
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takeStep() {
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const speed = this.speed / (this.game?.tickBudget ?? 1000)
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if (this.#dest != null) {
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this.pos.add(this.#dest.clone().subtract(this.pos).normalize().multiplyScalar(speed))
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if (this.pos.clone().subtract(this.#dest).length() <= speed) {
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this.pos = this.#dest
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const fixedDest = new THREE.Vector3(
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Math.min(Math.max(this.radius, this.#dest.x), this.game?.height ?? Infinity),
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Math.min(Math.max(this.radius, this.#dest.y), this.game?.height ?? Infinity),
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0,
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)
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this.pos.add(fixedDest.clone().sub(this.pos).normalize().multiplyScalar(speed))
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if (this.pos.clone().sub(fixedDest).length() <= speed) {
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this.pos.copy(fixedDest)
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this.#dest = null
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}
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}
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}
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async updateCollider() {
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if (this.pos.x != this.collider.pos.x || this.pos.y != this.collider.pos.y || this.radius != this.collider.unscaledRadius) {
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this.system?.remove(this.#collider)
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this.#collider = new Circle(this.pos, this.radius)
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this.system?.insert(this.#collider)
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}
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}
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async update() {
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await Promise.allSettled([
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this.updateCollider(),
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this.takeStep(),
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])
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}
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+13
-7
@@ -1,25 +1,31 @@
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import { System } from 'detect-collisions'
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import { EventEmitter } from 'node:events'
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export default class Game {
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entities = []
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tickRate = 30
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currentTick = 0
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width = 15000
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height = 15000
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#entities = []
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#eventEmitter = new EventEmitter()
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#system = new System()
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#tickBudget = Math.floor(1000 / this.tickRate)
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get entities() { return this.#entities }
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get eventEmitter() { return this.#eventEmitter }
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get system() { return this.#system }
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get tickBudget() { return this.#tickBudget }
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spawn_entity(entity) {
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this.entities.push(entity)
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this.#system.insert(entity.collider)
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this.#entities.push(entity)
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entity.game = this
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}
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state() {
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return {
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...this,
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entities: this.#entities.map((e) => e.state()),
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}
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}
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async start() {
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const start = performance.now()
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await this.update()
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@@ -27,7 +33,7 @@ export default class Game {
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}
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async update() {
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Promise.allSettled(this.entities.map((e) => e.update()))
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Promise.allSettled(this.#entities.map((e) => e.update()))
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this.currentTick++
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this.eventEmitter.emit('tick')
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}
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+5
-7
@@ -2,7 +2,6 @@ import express from 'express'
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import { WebSocketExpress } from 'websocket-express'
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import Game from './game.js'
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import Entity from './entity.js'
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import Victor from 'victor'
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const app = new WebSocketExpress()
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const port = 1280
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@@ -15,7 +14,7 @@ app.use(express.urlencoded({ extended: true }))
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app.ws('/ws', async (req, res) => {
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const websocket = await res.accept()
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const subscription = () => websocket.send(JSON.stringify(game))
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const subscription = () => websocket.send(JSON.stringify(game.state()))
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game.eventEmitter.on('tick', subscription)
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websocket.on('close', () => {
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@@ -24,15 +23,14 @@ app.ws('/ws', async (req, res) => {
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websocket.on('message', (rawData) => {
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const message = JSON.parse(rawData)
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const entity = message.id != null ? game.entities.find((e) => e.id == message.id) : null
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console.log(message)
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if (message.action == 'teleport') {
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const entity = game.entities.find((e) => e.id == message.id)
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entity.pos = new Victor(message.x, message.y)
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entity.teleport(message.x, message.y)
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}
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if (message.action == 'move') {
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const entity = game.entities.find((e) => e.id == message.id)
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entity.moveAction(message.x, message.y)
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}
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})
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@@ -43,13 +41,13 @@ app.listen(port, () => {
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const entity = new Entity()
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entity.id = '1'
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entity.pos = new Victor(0, 0)
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entity.teleport(0, 0)
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entity.radius = 35
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game.spawn_entity(entity)
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const entity2 = new Entity()
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entity2.id = '2'
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entity2.pos = new Victor(200, 100)
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entity.teleport(200, 100)
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entity2.radius = 35
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game.spawn_entity(entity2)
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