extend moveset with attack, halt, stop

This commit is contained in:
2025-01-12 17:03:42 +09:00
parent 302d2f0618
commit 6ff950640c
4 changed files with 167 additions and 30 deletions
+41 -4
View File
@@ -271,10 +271,33 @@ function connectWebSocket() {
} }
} }
if (player.casting?.ability?.id == ability.id) {
document.getElementById(`ability-${abilityIndex}-cooldown`).style.clipPath = `polygon(50% 0%, 0% 100%, 100% 100%)` // triangle
}
else {
document.getElementById(`ability-${abilityIndex}-cooldown`).style.clipPath = `polygon(0 ${cssPercentage}, 100% ${cssPercentage}, 100% 100%, 0 100%)` document.getElementById(`ability-${abilityIndex}-cooldown`).style.clipPath = `polygon(0 ${cssPercentage}, 100% ${cssPercentage}, 100% 100%, 0 100%)`
}
document.getElementById(`ability-${abilityIndex}-cooldown-text`).innerHTML = text document.getElementById(`ability-${abilityIndex}-cooldown-text`).innerHTML = text
} }
} }
let castIndicatorDisplay = 'none'
if (player.casting != null) {
castIndicatorDisplay = 'block'
const castDuration = (player.casting.ability.castTime * state.tickRate) ?? 0
const remainingCastTime = (player.casting.timestamp + castDuration) - state.currentTick
let cssPercentage = '100%'
if (remainingCastTime > 0) {
const castPercentage = 1 - (remainingCastTime / castDuration)
cssPercentage = `${Math.round(100 * castPercentage)}%`
}
document.getElementById('cast_indicator_progress').style.clipPath = `polygon(0 0, ${cssPercentage} 0, ${cssPercentage} 100%, 0% 100%)`
document.getElementById('cast_indicator_name').innerHTML = player.casting.ability?.name ?? ''
}
document.getElementById('cast_indicator').style.display = castIndicatorDisplay
} }
} }
@@ -294,12 +317,12 @@ window.addEventListener('load', () => {
const canvas = renderer.domElement const canvas = renderer.domElement
canvas.classList.add('canvas') canvas.classList.add('canvas')
canvas.addEventListener('mousedown', (event) => { window.addEventListener('mousedown', (event) => {
const intersect = raycastToGround() const intersect = raycastToGround()
if (intersect != null) { if (intersect != null) {
const { x, y } = intersect const { x, y } = intersect
if (event.button == 0) { if (event.button == 0) {
websocket.send(JSON.stringify({ action: 'cast', slot: 0, id: playerId, x, y })) websocket.send(JSON.stringify({ action: 'attack', id: playerId, x, y }))
} }
if (event.button == 2) { if (event.button == 2) {
@@ -311,6 +334,20 @@ window.addEventListener('load', () => {
const intersect = raycastToGround() const intersect = raycastToGround()
if (intersect != null) { if (intersect != null) {
const { x, y } = intersect const { x, y } = intersect
if (event.code == 'KeyA') {
websocket.send(JSON.stringify({ action: 'attack', id: playerId, x, y }))
}
if (event.code == 'KeyX') {
websocket.send(JSON.stringify({ action: 'cast', slot: 0, id: playerId, x, y }))
}
if (event.code == 'KeyS') {
websocket.send(JSON.stringify({ action: 'stop', id: playerId }))
}
if (event.code == 'KeyH') {
websocket.send(JSON.stringify({ action: 'halt', id: playerId }))
}
if (event.code == 'KeyQ') { if (event.code == 'KeyQ') {
websocket.send(JSON.stringify({ action: 'cast', slot: 1, id: playerId, x, y })) websocket.send(JSON.stringify({ action: 'cast', slot: 1, id: playerId, x, y }))
} }
@@ -330,7 +367,7 @@ window.addEventListener('load', () => {
} }
}) })
document.addEventListener('wheel', (event) => { window.addEventListener('wheel', (event) => {
if (event.deltaY < 0) { if (event.deltaY < 0) {
camera.zoom += 0.2 camera.zoom += 0.2
if (camera.zoom > 3) { if (camera.zoom > 3) {
@@ -353,7 +390,7 @@ window.addEventListener('load', () => {
renderer.setSize(window.innerWidth, window.innerHeight) renderer.setSize(window.innerWidth, window.innerHeight)
}) })
document.addEventListener('contextmenu', (event) => event.preventDefault()) window.addEventListener('contextmenu', (event) => event.preventDefault())
window.addEventListener('keydown', (event) => keysDown[event.code] = true) window.addEventListener('keydown', (event) => keysDown[event.code] = true)
window.addEventListener('keyup', (event) => keysDown[event.code] = false) window.addEventListener('keyup', (event) => keysDown[event.code] = false)
window.addEventListener('keydown', (event) => { window.addEventListener('keydown', (event) => {
+35
View File
@@ -103,6 +103,35 @@
color: white; color: white;
font-family: monospace; font-family: monospace;
} }
.cast-indicator-wrapper {
display: none;
position: fixed;
inset: auto 0 30%;
width: 400px;
margin: auto;
}
.cast-indicator-progress {
position: absolute;
background-color: #edd9ff;
width: calc(100% - 4px);
height: calc(100% - 4px);
}
.cast-indicator-name {
text-align: center;
color: white;
text-shadow: 1px 1px 2px black, 0 0 1em dimgray, 0 0 0.2em dimgray;
}
.cast-indicator-bar {
position: relative;
background-color: dimgray;
width: 100%;
height: 20px;
padding: 2px;
}
</style> </style>
</head> </head>
<body> <body>
@@ -110,6 +139,12 @@
<p>Connection: <span id="connection"></span></p> <p>Connection: <span id="connection"></span></p>
<pre id="state"></pre> <pre id="state"></pre>
</div> </div>
<div id="cast_indicator" class="cast-indicator-wrapper">
<div id="cast_indicator_name" class="cast-indicator-name"></div>
<div class="cast-indicator-bar">
<div id="cast_indicator_progress" class="cast-indicator-progress"></div>
</div>
</div>
<div class="hud"> <div class="hud">
<div id="ability-0" class="ability"> <div id="ability-0" class="ability">
A A
+75 -23
View File
@@ -8,7 +8,7 @@ export default class Entity {
id = crypto.randomUUID() id = crypto.randomUUID()
speed = 400 speed = 400
radius = 0 radius = 0
health = 1 // TODO: health can go into negatives and can go over maxHealth health = 1
maxHealth = 1 maxHealth = 1
abilities = [ abilities = [
Ability.basicAttack, Ability.basicAttack,
@@ -21,6 +21,7 @@ export default class Entity {
cooldowns = {} cooldowns = {}
#attack = false
#position = new Vector2() #position = new Vector2()
#dest = null #dest = null
#game = null #game = null
@@ -70,6 +71,72 @@ export default class Entity {
]) ])
} }
attackAction(x, y) {
this.moveAction(x, y, true)
}
castAction(slot, x, y, clearDestination = true) {
const ability = this.abilities[slot]
if (this.casting != null) {
const abilityBeingCasted = this.casting.ability
if (abilityBeingCasted.id == ability.id) {
return false
}
return false
}
if (clearDestination) {
this.#dest = null
}
const cursor = new Vector2(x, y)
const cooldown = this.game?.secToTick(ability.cooldown) ?? 0
const lastCast = this.cooldowns[ability.id]
const timestamp = this.game?.currentTick ?? 0
if (lastCast != null && lastCast + cooldown > timestamp) {
return false
}
this.casting = { ability, cursor, timestamp }
return true
}
haltAction() {
this.#dest = null
}
moveAction(x, y, attack = false) {
this.#attack = attack
if (this.casting != null && (!this.#attack || this.casting.ability.id != this.abilities[0].id)) {
this.casting = null
}
this.#dest = SATX.fixCollisions(new Vector2(x, y), this.collidables(), this.radius, this.game?.width, this.game?.height)
}
stopAction() {
this.casting = null
this.#dest = null
this.#attack = false
}
autoAttack() {
if (!this.#attack) { return false }
if (this.game?.entities.some((e) => e.id != this.id && e.position.clone().sub(this.position).length() < this.abilities[0].range)) {
const cooldown = this.game?.secToTick(this.abilities[0].cooldown) ?? 0
const lastCast = this.cooldowns[this.abilities[0].id]
const timestamp = this.game?.currentTick ?? 0
if (lastCast != null && lastCast + cooldown > timestamp) { return false }
const target = this.#dest ?? this.position
this.castAction(0, target.x, target.y, false)
}
}
cast() { cast() {
if (this.casting == null) { if (this.casting == null) {
return false return false
@@ -88,22 +155,6 @@ export default class Entity {
return true return true
} }
castAction(slot, x, y) {
const ability = this.abilities[slot]
const cursor = new Vector2(x, y)
const cooldown = this.game?.secToTick(ability.cooldown) ?? 0
const lastCast = this.cooldowns[ability.id]
const timestamp = this.game?.currentTick ?? 0
if (lastCast != null && lastCast + cooldown > timestamp) {
return false
}
this.#dest = null
this.casting = { ability, cursor, timestamp }
return true
}
collidables() { collidables() {
const entityColliders = (this.game?.entities ?? []).filter((e) => e.id != this.id).map((e) => e.collider) const entityColliders = (this.game?.entities ?? []).filter((e) => e.id != this.id).map((e) => e.collider)
const terrainColliders = (this.game?.terrains ?? []).map((t) => t.colliders).flat() const terrainColliders = (this.game?.terrains ?? []).map((t) => t.colliders).flat()
@@ -123,7 +174,7 @@ export default class Entity {
this.cooldowns[id] = this.game?.currentTick ?? 0 this.cooldowns[id] = this.game?.currentTick ?? 0
} }
damage(amount, source = null) { damage(amount) {
this.health = Math.min(Math.max(0, this.health - amount), this.maxHealth) this.health = Math.min(Math.max(0, this.health - amount), this.maxHealth)
} }
@@ -131,7 +182,7 @@ export default class Entity {
this.game?.despawn(this) this.game?.despawn(this)
} }
heal(amount, source = null) { heal(amount) {
this.health = Math.min(Math.max(0, this.health + amount), this.maxHealth) this.health = Math.min(Math.max(0, this.health + amount), this.maxHealth)
} }
@@ -143,10 +194,6 @@ export default class Entity {
return SATX.collideObjects(this.collider, colliders) return SATX.collideObjects(this.collider, colliders)
} }
moveAction(x, y) {
this.#dest = SATX.fixCollisions(new Vector2(x, y), this.collidables(), this.radius, this.game?.width, this.game?.height)
}
state() { state() {
return { return {
...this, ...this,
@@ -165,6 +212,8 @@ export default class Entity {
// TODO: unset destination on teleports, etc. // TODO: unset destination on teleports, etc.
// TODO: recalculate path on obstructions (currently next waypoint is used) // TODO: recalculate path on obstructions (currently next waypoint is used)
takeStep(distanceTraveled = 0) { takeStep(distanceTraveled = 0) {
if (this.casting != null) { return false }
const speed = (this.speed / (this.game?.tickBudget ?? 1000)) - distanceTraveled const speed = (this.speed / (this.game?.tickBudget ?? 1000)) - distanceTraveled
const collidables = this.collidables() const collidables = this.collidables()
if (this.#dest != null) { if (this.#dest != null) {
@@ -213,6 +262,9 @@ export default class Entity {
this.cast() this.cast()
this.takeStep() this.takeStep()
this.fixPosition() this.fixPosition()
this.autoAttack()
// TODO: proper death and respawn
if (this.health <= 0) { if (this.health <= 0) {
if (this.id == '1' || this.id == '2') { if (this.id == '1' || this.id == '2') {
this.health = this.maxHealth this.health = this.maxHealth
+15 -2
View File
@@ -33,17 +33,30 @@ app.ws('/ws', async (req, res) => {
} }
console.log(message) console.log(message)
// DEPRECATED: teleporting is now directly possible via Ability...
if (message.action == 'teleport') { if (message.action == 'teleport') {
entity.teleport(new Vector2(message.x, message.y)) entity.teleport(new Vector2(message.x, message.y))
} }
if (message.action == 'move') { if (message.action == 'attack') {
entity.moveAction(message.x, message.y) entity.attackAction(message.x, message.y)
} }
if (message.action == 'cast') { if (message.action == 'cast') {
entity.castAction(message.slot, message.x, message.y) entity.castAction(message.slot, message.x, message.y)
} }
if (message.action == 'halt') {
entity.haltAction()
}
if (message.action == 'stop') {
entity.stopAction()
}
if (message.action == 'move') {
entity.moveAction(message.x, message.y)
}
}) })
}) })