fix vision logic and game tick timer
This commit is contained in:
@@ -129,4 +129,8 @@ dist
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.yarn/install-state.gz
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.pnp.*
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# Files generated by the app
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public/temp
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# Flamegraphs
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*.0X
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+3
-1
@@ -23,6 +23,7 @@ camera.layers.enable(2)
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const projectileMaterial = new THREE.MeshToonMaterial({ color: 0xcccccc })
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const terrainMaterial = new THREE.MeshToonMaterial({ color: 0x5c4033 })
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const passableTerrainMaterial = new THREE.MeshToonMaterial({ color: 0x228822, transparent: true, opacity: 0.65 })
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// const bboxMaterial = new THREE.MeshToonMaterial({ color: 0xffd700, transparent: true, opacity: 0.2 })
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const opacity = 0.3
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const teamMaterials = {
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@@ -36,6 +37,7 @@ const teamMaterials = {
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range: new THREE.MeshToonMaterial({ color: 0x00ffff, transparent: true, opacity: opacity / 2 }),
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}
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// TODO: draw lines of path for minimap camera
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const minimapCameraZ = 10
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const minimapCamera = new THREE.OrthographicCamera(-10, 10, 10, -10)
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const minimapRenderer = new THREE.WebGLRenderer()
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@@ -419,7 +421,7 @@ function connectWebSocket() {
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const shape = new THREE.Shape()
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shape.moveTo(vertices.at(0).x / 100, vertices.at(0).y / 100)
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vertices.slice(1).forEach((v) => shape.lineTo(v.x / 100, v.y / 100))
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terrain = new THREE.Mesh(new THREE.ExtrudeGeometry(shape, { bevelEnabled: false, depth: 0.5 }), terrainMaterial)
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terrain = new THREE.Mesh(new THREE.ExtrudeGeometry(shape, { bevelEnabled: false, depth: t.collision ? 0.5 : 0.35 }), t.collision ? terrainMaterial : passableTerrainMaterial)
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terrain.userData.type = 'terrain'
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terrain.userData.id = t.id
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scene.add(terrain)
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+20
-16
@@ -15,8 +15,11 @@ export default class Entity {
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bbox = new Float32Array(4)
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buffs = []
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casting = null
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collision = true
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cooldowns = {}
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dead = false
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ghostable = true
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ghosting = false
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health = null
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height = 40
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maxHealth = 1
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@@ -41,6 +44,10 @@ export default class Entity {
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#spawnPosition = new Vector2()
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static bbox(x, y, radius) {
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return new Float32Array([y + radius, x + radius, y - radius, x - radius])
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}
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static collider(x, y, radius) {
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return new SAT.Circle(new SAT.Vector(x, y), radius)
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}
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@@ -288,6 +295,12 @@ export default class Entity {
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.reduce((e1, e2) => (e1?.distanceTo(cursor) ?? Infinity) < e2.distanceTo(cursor) ? e1 : e2, null)
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}
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// TODO: collision and ghosting checks are duplicated
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customBboxCollidables(bbox) {
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const entitiesAndTerrains = (this.game?.entities ?? []).filter((it) => it.id != this.id).concat(this.game?.terrains ?? [])
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return entitiesAndTerrains.filter((it) => it.collision && !(this.ghosting && it.ghostable) && SATX.bboxCheck(bbox, it.bbox))
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}
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damage(amount, source = null) {
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let damage = amount
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if (this.hasBuff(Buff.exposed.id)) {
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@@ -328,11 +341,6 @@ export default class Entity {
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]))
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}
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customBboxCollidables(bbox) {
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const entitiesAndTerrains = (this.game?.entities ?? []).filter((it) => it.id != this.id).concat(this.game?.terrains ?? [])
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return entitiesAndTerrains.filter((it) => SATX.bboxCheck(bbox, it.bbox))
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}
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getBuff(id) {
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const entityBuff = this.buffs.find((it) => it.id == id)
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if (entityBuff == null) { return }
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@@ -402,7 +410,7 @@ export default class Entity {
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isInLineOfSight(destination, position = this.position) {
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const bbox = Entity.tunnelBbox(position.x, position.y, destination.x, destination.y, this.radius)
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const entitiesAndTerrains = (this.game?.entities ?? []).filter((it) => it.id != this.id).concat(this.game?.terrains ?? [])
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const bboxCheckedObstacles = entitiesAndTerrains.filter((it) => SATX.bboxCheck(bbox, it.bbox))
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const bboxCheckedObstacles = entitiesAndTerrains.filter((it) => it.collision && !(this.ghosting && it.ghostable) && SATX.bboxCheck(bbox, it.bbox))
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if (bboxCheckedObstacles.length < 1) { return true }
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const colliders = bboxCheckedObstacles.map((it) => it.colliders()).flat()
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@@ -416,7 +424,11 @@ export default class Entity {
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const bboxCheckedObstacles = terrains.filter((it) => SATX.bboxCheck(bbox, it.bbox))
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if (bboxCheckedObstacles.length < 1) { return true }
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const colliders = bboxCheckedObstacles.map((it) => it.colliders()).flat()
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const posCollider = Entity.collider(this.position.x, this.position.y, 1) // TODO: magic number for radius
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const posBbox = Entity.bbox(this.position.x, this.position.y, 1) // TODO: magic number for radius
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const unpassableTerrain = bboxCheckedObstacles.filter((it) => !(SATX.bboxCheck(posBbox, it.bbox) && it.colliders().some((c) => SATX.collideObject(posCollider, c))))
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const colliders = unpassableTerrain.map((it) => it.colliders()).flat()
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const collider = Entity.tunnelCollider(this.position.x, this.position.y, destination.x, destination.y, 0)
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return !colliders.some((it) => SATX.collideObject(collider, it))
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}
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@@ -424,7 +436,7 @@ export default class Entity {
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obstaclesInStraightPath(destination, position = this.position) {
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const bbox = Entity.tunnelBbox(position.x, position.y, destination.x, destination.y, this.radius)
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const entitiesAndTerrains = (this.game?.entities ?? []).filter((it) => it.id != this.id).concat(this.game?.terrains ?? [])
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const bboxCheckedObstacles = entitiesAndTerrains.filter((it) => SATX.bboxCheck(bbox, it.bbox))
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const bboxCheckedObstacles = entitiesAndTerrains.filter((it) => it.collision && !(this.ghosting && it.ghostable) && SATX.bboxCheck(bbox, it.bbox))
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if (bboxCheckedObstacles.length < 1) { return [] }
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const collider = Entity.tunnelCollider(position.x, position.y, destination.x, destination.y, this.radius)
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@@ -481,14 +493,6 @@ export default class Entity {
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return this.game?.visibleEntities(this.team)
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}
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waypoints() {
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const entityColliders = (this.game?.entities ?? []).filter((e) => e.id != this.id)
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const terrainColliders = (this.game?.terrains ?? [])
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const unadjustedWaypoints = entityColliders.concat(terrainColliders).map((e) => e.unadjustedWaypoints).flat()
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return unadjustedWaypoints.map(([waypoint, direction]) => this.adjustWaypoint(waypoint, direction)) ?? []
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}
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willCollide(futurePosition) {
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const collidables = this.futureCollidables(futurePosition)
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if (collidables.length < 1) {
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+18
-7
@@ -7,6 +7,8 @@ import Projectile from './projectile.js'
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import Terrain from './terrain.js'
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export default class Game {
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id = crypto.randomUUID()
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abilities = Object.values({...Ability})
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buffs = Object.values({...Buff})
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averageTick = 0
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@@ -16,6 +18,7 @@ export default class Game {
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height = 0
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projectiles = []
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secondToSlowestTick = 0
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startTimestamp = 0
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terrains = []
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tickRate = 30
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width = 0
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@@ -100,7 +103,9 @@ export default class Game {
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start() {
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if (this.gameLoopIntervalId != null) { return }
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this.gameLoopIntervalId = setInterval(this.#gameLoopCall.bind(this), 1)
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this.startTimestamp = performance.now() + (this.currentTick * this.tickBudget)
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console.log(`Started game ${this.id} with ${this.tickRate} tps. Starting on tick ${this.currentTick}.`)
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this.gameLoopIntervalId = setInterval(this.#gameLoopCall.bind(this), this.tickBudget / 5)
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}
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stop() {
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@@ -108,6 +113,7 @@ export default class Game {
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clearInterval(this.gameLoopIntervalId)
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this.gameLoopIntervalId = null
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console.log(`Stopped game ${this.id}. Stopped on tick ${this.currentTick}.`)
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}
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subscription(websocket, id) {
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@@ -123,8 +129,9 @@ export default class Game {
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}
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update() {
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this.entities.forEach((e) => e.update())
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this.projectiles.forEach((p) => p.update())
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const callUpdate = function callUpdate(object) { object.update() }
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this.entities.forEach(callUpdate)
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this.projectiles.forEach(callUpdate)
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if (this.#logic != null) {
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this.#logic()
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}
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@@ -151,6 +158,7 @@ export default class Game {
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return entityVisionSources.concat(projectileVisionSources)
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}
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// TODO: castingVision should not reveal casting in non-lanes (= only spawn castingVision if slightly outside regular vision [or obstructeed])
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visionByTeam(team) {
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const visionSources = this.visionSources(team)
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const visibleEntities = new Set(visionSources.map((it) => it.entitiesInVision()).flat())
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@@ -180,9 +188,11 @@ export default class Game {
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this.update()
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const after = performance.now()
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const taken = (after - before)
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const prevBehind = this.#behindMs
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this.#behindMs = Math.max(0, this.#behindMs + taken - tickBudget)
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this.#nextTickAt = start + tickBudget - prevBehind
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const useAbsoluteBehind = true
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const absoluteBehind = Math.max(0, (start - this.startTimestamp) - ((this.currentTick) * tickBudget))
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this.#behindMs = absoluteBehind
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this.#nextTickAt = start + tickBudget - (useAbsoluteBehind ? absoluteBehind : prevBehind)
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this.#timings[this.#currentTiming] = taken
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if (this.#currentTiming++ > this.#timings.length) {
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@@ -190,7 +200,8 @@ export default class Game {
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}
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if (after - before > tickBudget) {
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console.warn(`Can't keep up! A tick took ${taken.toFixed(1)} ms / ${tickBudget.toFixed(1)} ms. (Behind ${this.#behindMs.toFixed(1)} ms)`)
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const behindNotice = absoluteBehind > 0.1 ? `(Was already behind ${absoluteBehind.toFixed(1)} ms)` : ``
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console.warn(`Can't keep up! A tick took ${taken.toFixed(1)} ms / ${tickBudget.toFixed(1)} ms. ${behindNotice}`)
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}
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}
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}
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+18
-5
@@ -11,22 +11,35 @@ export class Dungeon {
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game.height = 3000
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const playerSpawn = new Vector2(game.width / 2, game.height / 2)
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game.spawnEntity(new Entity(Template.player({ id: '1', spawnPosition: playerSpawn, team: Team.blue })))
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game.entities.at(0).moveAction(playerSpawn.clone().add(new Vector2(0, -200)))
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game.spawnEntity(new Entity(Template.player({ id: '1', spawnPosition: playerSpawn, position: new Vector2(playerSpawn.x - 1300, playerSpawn.y - 500), team: Team.blue })))
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const dummyLogic = function dummyLogic() {
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if (game.currentTick % (3 * game.tickRate) == 0) {
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this.castAction('q', playerSpawn)
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const entity = this
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if (entity.position.x > 1250) {
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entity.moveAction(new Vector2(500, entity.position.y))
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}
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else if (entity.position.x < 550 || entity.destination == null) {
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entity.moveAction(new Vector2(1300, entity.position.y))
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}
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if (game.currentTick > 0 && game.currentTick % (6 * game.tickRate) == 0) {
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entity.castAction('q', playerSpawn)
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}
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}
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const dummy = { radius: 100, visualRadius: 50, abilities: { q: Ability.straightShot.id }, logic: dummyLogic }
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game.spawnEntity(new Entity({ ...dummy, position: new Vector2(1 * (game.width / 5), 1 * (game.height / 4)) }))
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game.spawnEntity(new Entity({ ...dummy, position: new Vector2(1 * (game.width / 5), 3 * (game.height / 4)) }))
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game.addTerrain(new Terrain([
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new Vector2(3.5 * (game.width / 10), 1.6 * (game.height / 5)),
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new Vector2(3.5 * (game.width / 10), 1.4 * (game.height / 5)),
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new Vector2(4 * (game.width / 10), 1.4 * (game.height / 5)),
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new Vector2(4 * (game.width / 10), 1.6 * (game.height / 5)),
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]))
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game.addTerrain(new Terrain([
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new Vector2(3 * (game.width / 10), 2 * (game.height / 5)),
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new Vector2(3 * (game.width / 10), 1 * (game.height / 5)),
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new Vector2(4 * (game.width / 10), 1 * (game.height / 5)),
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new Vector2(4 * (game.width / 10), 2 * (game.height / 5)),
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]))
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], false))
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game.start()
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}
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+19
-2
@@ -64,8 +64,24 @@ export default class Projectile {
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if (entities == null) { return }
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const entitiesInVisionRange = entities.filter((it) => it.id != this.id && it.distanceTo(this.position) <= this.visionRange + it.radius)
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const entitiesInLineOfSight = entitiesInVisionRange.filter((it) => this.isInLineOfVision(it.position))
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return entitiesInVisionRange.concat([this]).map((it) => it.id)
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return entitiesInLineOfSight.concat([this]).map((it) => it.id)
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}
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isInLineOfVision(destination) {
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const bbox = Entity.tunnelBbox(this.position.x, this.position.y, destination.x, destination.y, 0)
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const terrains = this.game?.terrains ?? []
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const bboxCheckedObstacles = terrains.filter((it) => SATX.bboxCheck(bbox, it.bbox))
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if (bboxCheckedObstacles.length < 1) { return true }
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const posCollider = Entity.collider(this.position.x, this.position.y, 1) // TODO: magic number for radius
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const posBbox = Entity.bbox(this.position.x, this.position.y, 1) // TODO: magic number for radius
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const unpassableTerrain = bboxCheckedObstacles.filter((it) => !(SATX.bboxCheck(posBbox, it.bbox) && it.colliders().some((c) => SATX.collideObject(posCollider, c))))
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const colliders = unpassableTerrain.map((it) => it.colliders()).flat()
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const collider = Entity.tunnelCollider(this.position.x, this.position.y, destination.x, destination.y, 0)
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return !colliders.some((it) => SATX.collideObject(collider, it))
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}
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setPosition(vector) {
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@@ -87,8 +103,9 @@ export default class Projectile {
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if (projectiles == null) { return }
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const projectilesInVisionRange = projectiles.filter((it) => this.position.distanceTo(it.position) <= this.visionRange + it.radius)
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const projectilesInLineOfSight = projectilesInVisionRange.filter((it) => it.visibleThroughTerrain || this.isInLineOfVision(it.position))
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return projectilesInVisionRange.map((it) => it.id)
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return projectilesInLineOfSight.concat([this]).map((it) => it.id)
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}
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#calculateBbox() {
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+7
-1
@@ -7,6 +7,8 @@ export default class Terrain {
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static #nextUniqueId = 0
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bbox = new Float32Array(4)
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collision = true
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ghostable = false
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position = new Vector2()
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relativeVertices = []
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@@ -14,12 +16,16 @@ export default class Terrain {
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#vertices = []
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#unadjustedWaypoints = []
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constructor(vertices) {
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constructor(vertices, collision = null) {
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this.#vertices = vertices.map((v) => new Vector2(v.x, v.y))
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if (ShapeUtils.isClockWise(this.#vertices)) {
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this.#vertices.reverse()
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}
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if (collision != null) {
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this.collision = collision
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}
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this.#calculateColliders()
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this.#calculatePosition()
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this.#calculateRelativeVertices()
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Block a user