Docker (#25)
* change wasm to real vectors * Add volume bind command to README * add changable host name variable Co-authored-by: Francis <francisklinck@gmail.com>
This commit is contained in:
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12 changed files with 755 additions and 470 deletions
38
Dockerfile
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38
Dockerfile
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@ -0,0 +1,38 @@
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FROM rust:1.44 AS build-env
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WORKDIR /sources
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RUN git clone -b wasm32-target-fix https://github.com/drager/wasm-pack.git
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WORKDIR wasm-pack
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RUN rustup default nightly
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RUN cargo install --path .
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WORKDIR /planetwars
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COPY . .
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WORKDIR backend
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RUN cargo build --release
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WORKDIR ../frontend
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RUN cargo update
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RUN wasm-pack build
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FROM node:10
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COPY --from=build-env /planetwars /planetwars
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WORKDIR /planetwars/frontend/www
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RUN npm install
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RUN npm run build
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WORKDIR /planetwars/backend
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EXPOSE 9142
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EXPOSE 8123
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EXPOSE 3012
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CMD ["target/release/planetwars"]
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9
README.md
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9
README.md
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@ -0,0 +1,9 @@
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# Planetwars
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## Docker
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Build: `docker build --tag pw:1.0 .`
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Run: `docker run --rm -p 8123:8123 -p 9142:9142 -p 3012:3012 -v $(pwd)/backend/games:/planetwars/backend/games --name planetwars pw:1.0`
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Add parameter `-e ROCKET_HOST_NAME=<domain>`, for example `-e ROCKET_HOST_NAME=mozaic.zeus.gent`, to set the domain used in the application.
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@ -1,3 +1,5 @@
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# Planetwars backend
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Change hostname in info slides with ROCKET_HOST_NAME env variable, or in `Rocket.toml`.
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The main planetwars server that instanciates planetwars matches etc...
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@ -1,6 +1,7 @@
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[development]
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address = "localhost"
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port = 8000
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host_name = "localhost"
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[staging]
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address = "0.0.0.0"
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@ -9,3 +10,4 @@ port = 80
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[production]
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address = "0.0.0.0"
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port = 8123
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host_name = "mozaic.zeus.gent"
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0
backend/games/.keep
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0
backend/games/.keep
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@ -1,4 +1,4 @@
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#![feature(proc_macro_hygiene)]
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#![feature(proc_macro_hygiene, async_closure)]
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extern crate serde;
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#[macro_use]
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@ -40,6 +40,7 @@ mod util;
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use util::Games;
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use util::COLOURS;
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use rocket::fairing::AdHoc;
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use rocket_contrib::templates::tera::{self, Value};
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use rocket_contrib::templates::{Engines, Template};
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@ -85,6 +86,14 @@ fn get_colour(value: &Value, _: &HashMap<String, Value>) -> tera::Result<Value>
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));
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}
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struct HostNameFilter(String);
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impl tera::Filter for HostNameFilter {
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fn filter(&self, _: &Value, _: &HashMap<String, Value>) -> tera::Result<Value> {
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Ok(Value::String(self.0.clone()))
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}
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}
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/// Async main function, starting logger, graph and rocket
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#[launch]
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async fn rocket() -> rocket::Rocket {
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@ -103,16 +112,25 @@ async fn rocket() -> rocket::Rocket {
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let mut routes = Vec::new();
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routes::fuel(&mut routes);
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let tera = Template::custom(|engines: &mut Engines| {
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engines.tera.register_filter("calc_viewbox", calc_viewbox);
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engines.tera.register_filter("get_colour", get_colour);
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});
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rocket::ignite()
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.manage(gm)
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.manage(pool)
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.manage(Games::new())
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.attach(tera)
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.attach(AdHoc::on_attach("Assets Config", async move |mut rocket| {
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let host_name = rocket.config().await
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.get_str("host_name")
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.unwrap_or("mozaic.zeus.gent")
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.to_string();
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let tera = Template::custom(move |engines: &mut Engines| {
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let filter = HostNameFilter(host_name.clone());
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engines.tera.register_filter("calc_viewbox", calc_viewbox);
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engines.tera.register_filter("get_colour", get_colour);
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engines.tera.register_filter("get_host_name", filter);
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});
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Ok(rocket.attach(tera))
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}))
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.mount("/", routes)
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}
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@ -125,5 +143,5 @@ async fn create_game_manager(tcp: &str, pool: ThreadPool) -> game::Manager {
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let ep = TcpEndpoint::new(addr, pool.clone());
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let gmb = gmb.add_endpoint(ep, "TCP endpoint");
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gmb.build("games.ini", pool).await.unwrap()
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gmb.build("games/games.json", pool).await.unwrap()
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}
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@ -36,11 +36,11 @@ impl PlanetWarsGame {
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.map(|p| (p.name.clone(), p.id))
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.collect();
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if let Err(_) = create_dir("static/games") {
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println!("'static/games' already exists");
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if let Err(_) = create_dir("games") {
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println!("'games' already exists");
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}
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let file = File::create(format!("static/games/{}", location)).unwrap();
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let file = File::create(format!("games/{}", location)).unwrap();
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Self {
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state,
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@ -20,7 +20,13 @@ mod maps;
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/// Handles all files located in the static folder
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#[get("/<file..>", rank = 6)]
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async fn files(file: PathBuf) -> Option<NamedFile> {
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NamedFile::open(Path::new("static/").join(file)).ok()
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NamedFile::open(Path::new("static/").join(file)).await.ok()
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}
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/// Handles all games files to be served
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#[get("/games/<loc>")]
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async fn game_get(loc: String) -> Option<NamedFile> {
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NamedFile::open(Path::new("games/").join(loc)).await.ok()
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}
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/// Routes the index page, rendering the index Template.
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@ -62,6 +68,7 @@ pub fn fuel(routes: &mut Vec<Route>) {
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routes.extend(routes![
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files,
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index,
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game_get,
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builder_get,
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visualizer_get,
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debug_get
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@ -71,18 +78,20 @@ pub fn fuel(routes: &mut Vec<Route>) {
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info::fuel(routes);
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}
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/// Reads games.ini
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/// Reads games.json
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/// File that represents all played games
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/// Ready to be visualized
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async fn get_played_games() -> Vec<GameState> {
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match fs::File::open("games.ini").await {
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match fs::File::open("games/games.json").await {
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Ok(file) => {
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let file = BufReader::new(file);
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file.lines()
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.filter_map(move |maybe| async {
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maybe
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.ok()
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.and_then(|line| serde_json::from_str::<FinishedState>(&line).ok())
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.filter_map(move |maybe| {
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async {
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maybe
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.ok()
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.and_then(|line| serde_json::from_str::<FinishedState>(&line).ok())
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}
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})
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.map(|state| state.into())
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.collect()
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@ -16,9 +16,9 @@ How to connect
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<pre class="commands">
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<code>
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$ wget mozaic.zeus.gent/bot/runner.py
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$ wget mozaic.zeus.gent/bot/simple.py
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$ python3 runner.py -p 9142 --host mozaic.zeus.gent \
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$ wget {{ "" | get_host_name}}/bot/runner.py
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$ wget {{ "" | get_host_name}}/bot/simple.py
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$ python3 runner.py -p 9142 --host {{ "" | get_host_name}}\
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-n <Your name> -i <Id from the lobby> \
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python3 simple.py
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</code>
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extern crate serde;
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#[macro_use]
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extern crate serde_derive;
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extern crate serde_json;
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extern crate octoon_math;
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extern crate serde_json;
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extern crate voronoi;
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use octoon_math::{Mat3, Vec3, Vec2};
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use voronoi::{Point, voronoi, make_polygons};
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use octoon_math::Mat3;
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use voronoi::{make_polygons, voronoi, Point};
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mod utils;
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mod types;
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mod utils;
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use std::collections::HashMap;
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use wasm_bindgen::prelude::*;
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use std::f32::consts::PI;
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fn spr(from: f32) -> f32 {
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let pi2 = PI*2.;
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let pi2 = PI * 2.;
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((from % pi2) + pi2) % pi2
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}
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let y2 = p2.y;
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// Distance between planets
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let q = ((x2-x1).powi(2) + (y2-y1).powi(2)).sqrt();
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let q = ((x2 - x1).powi(2) + (y2 - y1).powi(2)).sqrt();
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// Center of between planets
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let x3 = (x1+x2)/2.0;
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let y3 = (y1+y2)/2.0;
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let x3 = (x1 + x2) / 2.0;
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let y3 = (y1 + y2) / 2.0;
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// Radius of circle
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let r = q * 1.0;
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// Center of circle
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let x = x3 + (r.powi(2)-(q/2.0).powi(2)).sqrt() * (y1-y2)/q;
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let y = y3 + (r.powi(2)-(q/2.0).powi(2)).sqrt() * (x2-x1)/q;
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let x = x3 + (r.powi(2) - (q / 2.0).powi(2)).sqrt() * (y1 - y2) / q;
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let y = y3 + (r.powi(2) - (q / 2.0).powi(2)).sqrt() * (x2 - x1) / q;
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// console_log!("{},{} -> {},{} ({},{} r={})", x1, y1, x2, y2, x, y, r);
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let a0 = spr((y - y1).atan2(x - x1));
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let distance = q.ceil() as usize + 1;
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Self {
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r, x, y, a0, ad, distance
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r,
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x,
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y,
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a0,
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ad,
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distance,
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}
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}
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let cos = alpha.cos();
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let sin = alpha.sin();
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(Mat3::new(
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0.3, 0.0, 0.0,
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0.0, 0.3, 0.0,
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-self.x + cos * self.r, -self.y + sin * self.r, 0.3,
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), alpha)
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(
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Mat3::new(
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0.3,
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0.0,
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0.0,
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0.0,
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0.3,
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0.0,
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-self.x + cos * self.r,
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-self.y + sin * self.r,
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0.3,
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),
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alpha,
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)
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}
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}
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fn create_voronoi(planets: &Vec<types::Planet>, bbox: f32) -> (Vec<Vec2<f32>>, Vec<usize>) {
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let mut verts: Vec<Vec2<f32>> = planets.iter().map(|p| Vec2::new(p.x, p.y)).collect();
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fn create_voronoi(planets: &Vec<types::Planet>, bbox: f32) -> (Vec<f32>, Vec<usize>) {
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let mut verts: Vec<[f32; 2]> = planets.iter().map(|p| [p.x, p.y]).collect();
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let mut ids = Vec::new();
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let vor_points = planets.iter().map(|p| Point::new(p.x as f64, p.y as f64)).collect();
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let vor_points = planets
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.iter()
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.map(|p| Point::new(p.x as f64, p.y as f64))
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.collect();
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let vor = voronoi(vor_points, bbox as f64);
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let vor = make_polygons(&vor);
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@ -113,9 +130,8 @@ fn create_voronoi(planets: &Vec<types::Planet>, bbox: f32) -> (Vec<Vec2<f32>>, V
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let mut prev = ids.len() + poly.len() - 1;
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for p in poly.iter() {
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let now = verts.len();
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verts.push(Vec2::new(p.x.0 as f32, p.y.0 as f32));
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verts.push([p.x.0 as f32, p.y.0 as f32]);
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ids.push(idx);
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ids.push(now);
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@ -124,10 +140,9 @@ fn create_voronoi(planets: &Vec<types::Planet>, bbox: f32) -> (Vec<Vec2<f32>>, V
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}
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}
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(verts, ids)
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(verts.concat(), ids)
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}
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#[wasm_bindgen]
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pub struct Game {
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states: Vec<types::State>,
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@ -138,18 +153,18 @@ pub struct Game {
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/* put extra shit here */
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view_box: Vec<f32>,
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planets: Vec<Vec3<f32>>,
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planets: Vec<f32>,
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planet_ships: Vec<usize>,
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ship_locations: Vec<[f32;9]>,
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ship_label_locations: Vec<[f32;9]>,
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ship_colours: Vec<Vec3<f32>>,
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ship_locations: Vec<f32>,
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ship_label_locations: Vec<f32>,
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ship_colours: Vec<f32>,
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ship_counts: Vec<usize>,
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current_planet_colours: Vec<Vec3<f32>>,
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current_planet_colours: Vec<f32>,
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voronoi_vertices: Vec<Vec2<f32>>,
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voronoi_colors: Vec<Vec3<f32>>,
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voronoi_vertices: Vec<f32>,
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voronoi_colors: Vec<f32>,
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voronoi_indices: Vec<usize>,
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}
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@ -161,9 +176,10 @@ impl Game {
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console_log!("Rust is busy being awesome!");
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// First line is fucked but we just filter out things that cannot parse
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let states: Vec<types::State> = file.split("\n").filter_map(|line|
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serde_json::from_str(line).ok()
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).collect();
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let states: Vec<types::State> = file
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.split("\n")
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.filter_map(|line| serde_json::from_str(line).ok())
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.collect();
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let mut planet_map = HashMap::new();
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@ -175,10 +191,14 @@ impl Game {
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}
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let view_box = utils::caclulate_viewbox(&states[0].planets);
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let (voronoi_vertices, voronoi_indices) =
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create_voronoi(&states[0].planets, view_box[2].max(view_box[3]));
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let (voronoi_vertices, voronoi_indices) = create_voronoi(&states[0].planets, view_box[2].max(view_box[3]));
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let voronoi_colors = voronoi_indices.iter().map(|_| Vec3::new(0.0, 0.0, 0.0)).collect(); // Init these colours on black
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let voronoi_colors: Vec<f32> = voronoi_indices
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.iter()
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.map(|_| [0.0, 0.0, 0.0])
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.collect::<Vec<[f32; 3]>>()
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.concat(); // Init these colours on black
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Self {
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planets: utils::get_planets(&states[0].planets, 2.0),
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|
@ -200,24 +220,20 @@ impl Game {
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}
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}
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pub fn get_viewbox(&self) -> *const f32 {
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self.view_box.as_ptr()
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pub fn get_viewbox(&self) -> Vec<f32> {
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self.view_box.clone()
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}
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pub fn get_planets(&self) -> *const Vec3<f32> {
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self.planets.as_ptr()
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pub fn get_planets(&self) -> Vec<f32> {
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self.planets.clone()
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}
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pub fn get_planet_ships(&self) -> *const usize {
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self.planet_ships.as_ptr()
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pub fn get_planet_ships(&self) -> Vec<usize> {
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self.planet_ships.clone()
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}
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pub fn get_planet_colors(&self) -> *const Vec3<f32> {
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self.current_planet_colours.as_ptr()
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}
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pub fn get_planet_count(&self) -> usize {
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self.planets.len()
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pub fn get_planet_colors(&self) -> Vec<f32> {
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self.current_planet_colours.clone()
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}
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pub fn turn_count(&self) -> usize {
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|
@ -225,7 +241,7 @@ impl Game {
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}
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pub fn update_turn(&mut self, turn: usize) -> usize {
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self.turn = turn.min(self.states.len() -1);
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self.turn = turn.min(self.states.len() - 1);
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self.update_planet_ships();
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self.update_planet_colours();
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|
@ -237,105 +253,114 @@ impl Game {
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}
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|
||||
fn update_planet_ships(&mut self) {
|
||||
self.planet_ships = self.states[self.turn].planets.iter().map(|p| p.ship_count as usize).collect();
|
||||
self.planet_ships = self.states[self.turn]
|
||||
.planets
|
||||
.iter()
|
||||
.map(|p| p.ship_count as usize)
|
||||
.collect();
|
||||
}
|
||||
|
||||
fn update_voronoi_colors(&mut self) {
|
||||
for (i, p) in self.states[self.turn].planets.iter().enumerate() {
|
||||
self.voronoi_colors[i] = utils::COLORS[p.owner.unwrap_or(0) as usize % utils::COLORS.len()].into()
|
||||
let color = utils::COLORS[p.owner.unwrap_or(0) as usize % utils::COLORS.len()];
|
||||
self.voronoi_colors[i * 3 + 0] = color[0];
|
||||
self.voronoi_colors[i * 3 + 1] = color[1];
|
||||
self.voronoi_colors[i * 3 + 2] = color[2];
|
||||
}
|
||||
}
|
||||
|
||||
fn update_planet_colours(&mut self) {
|
||||
let mut new_vec = Vec::new();
|
||||
let mut new_vec: Vec<[f32; 3]> = Vec::new();
|
||||
let planets_now = self.states[self.turn].planets.iter();
|
||||
let planets_later = self.states[(self.turn + 1).min(self.states.len() - 1)].planets.iter();
|
||||
let planets_later = self.states[(self.turn + 1).min(self.states.len() - 1)]
|
||||
.planets
|
||||
.iter();
|
||||
|
||||
for (p1, p2) in planets_now.zip(planets_later) {
|
||||
new_vec.push(
|
||||
utils::COLORS[p1.owner.unwrap_or(0) as usize % utils::COLORS.len()].into()
|
||||
);
|
||||
new_vec.push(
|
||||
utils::COLORS[p2.owner.unwrap_or(0) as usize % utils::COLORS.len()].into()
|
||||
);
|
||||
new_vec
|
||||
.push(utils::COLORS[p1.owner.unwrap_or(0) as usize % utils::COLORS.len()].into());
|
||||
new_vec
|
||||
.push(utils::COLORS[p2.owner.unwrap_or(0) as usize % utils::COLORS.len()].into());
|
||||
}
|
||||
|
||||
self.current_planet_colours = new_vec;
|
||||
self.current_planet_colours = new_vec.concat::<f32>();
|
||||
}
|
||||
|
||||
fn update_ship_locations(&mut self) {
|
||||
self.ship_locations = Vec::new();
|
||||
self.ship_label_locations = Vec::new();
|
||||
let t = Mat3::new(0.2, 0., 0.,
|
||||
0., 0.2, 0.0,
|
||||
0., -0.5, 0.2);
|
||||
let mut new_sl = Vec::new();
|
||||
let mut new_sll = Vec::new();
|
||||
|
||||
let t = Mat3::new(0.2, 0., 0., 0., 0.2, 0.0, 0., -0.5, 0.2);
|
||||
|
||||
for ship in self.states[self.turn].expeditions.iter() {
|
||||
let ((o1, a1), (o2, a2)) = self.planet_map.get(&(ship.origin.clone(), ship.destination.clone())).unwrap().get_for_remaining(ship.turns_remaining as usize);
|
||||
self.ship_locations.push((o1 * Mat3::rotate_z(a1)).to_array());
|
||||
self.ship_locations.push((o2 * Mat3::rotate_z(a2)).to_array());
|
||||
let ((o1, a1), (o2, a2)) = self
|
||||
.planet_map
|
||||
.get(&(ship.origin.clone(), ship.destination.clone()))
|
||||
.unwrap()
|
||||
.get_for_remaining(ship.turns_remaining as usize);
|
||||
new_sl.push((o1 * Mat3::rotate_z(a1)).to_array());
|
||||
new_sl.push((o2 * Mat3::rotate_z(a2)).to_array());
|
||||
|
||||
self.ship_label_locations.push((o1 + t).to_array());
|
||||
self.ship_label_locations.push((o2 + t).to_array());
|
||||
new_sll.push((o1 + t).to_array());
|
||||
new_sll.push((o2 + t).to_array());
|
||||
}
|
||||
|
||||
self.ship_colours = self.states[self.turn].expeditions.iter().map(|s| {
|
||||
utils::COLORS[s.owner as usize % utils::COLORS.len()].into()
|
||||
}).collect();
|
||||
self.ship_locations = new_sl.concat();
|
||||
self.ship_label_locations = new_sll.concat();
|
||||
|
||||
self.ship_colours = self.states[self.turn]
|
||||
.expeditions
|
||||
.iter()
|
||||
.map(|s| utils::COLORS[s.owner as usize % utils::COLORS.len()])
|
||||
.collect::<Vec<[f32; 3]>>()
|
||||
.concat();
|
||||
}
|
||||
|
||||
fn update_ship_counts(&mut self) {
|
||||
self.ship_counts = self.states[self.turn].expeditions.iter().map(|s| {
|
||||
s.ship_count as usize
|
||||
}).collect();
|
||||
self.ship_counts = self.states[self.turn]
|
||||
.expeditions
|
||||
.iter()
|
||||
.map(|s| s.ship_count as usize)
|
||||
.collect();
|
||||
}
|
||||
|
||||
pub fn get_max_ships(&self) -> usize {
|
||||
self.states.iter().map(|s| s.expeditions.len()).max().unwrap()
|
||||
self.states
|
||||
.iter()
|
||||
.map(|s| s.expeditions.len())
|
||||
.max()
|
||||
.unwrap()
|
||||
}
|
||||
|
||||
pub fn get_ship_count(&self) -> usize {
|
||||
self.states[self.turn].expeditions.len()
|
||||
pub fn get_ship_locations(&self) -> Vec<f32> {
|
||||
self.ship_locations.clone()
|
||||
}
|
||||
|
||||
pub fn get_ship_locations(&self) -> *const [f32;9] {
|
||||
self.ship_locations.as_ptr()
|
||||
pub fn get_ship_label_locations(&self) -> Vec<f32> {
|
||||
self.ship_label_locations.clone()
|
||||
}
|
||||
|
||||
pub fn get_ship_label_locations(&self) -> *const [f32;9] {
|
||||
self.ship_label_locations.as_ptr()
|
||||
pub fn get_ship_colours(&self) -> Vec<f32> {
|
||||
self.ship_colours.clone()
|
||||
}
|
||||
|
||||
pub fn get_ship_colours(&self) -> *const Vec3<f32> {
|
||||
self.ship_colours.as_ptr()
|
||||
pub fn get_ship_counts(&self) -> Vec<usize> {
|
||||
self.ship_counts.clone()
|
||||
}
|
||||
|
||||
pub fn get_ship_counts(&self) -> *const usize {
|
||||
self.ship_counts.as_ptr()
|
||||
pub fn get_voronoi_verts(&self) -> Vec<f32> {
|
||||
self.voronoi_vertices.clone()
|
||||
}
|
||||
|
||||
pub fn get_voronoi_vert_count(&self) -> usize {
|
||||
self.voronoi_vertices.len()
|
||||
pub fn get_voronoi_colours(&self) -> Vec<f32> {
|
||||
self.voronoi_colors.clone()
|
||||
}
|
||||
|
||||
pub fn get_voronoi_verts(&self) -> *const Vec2<f32> {
|
||||
self.voronoi_vertices.as_ptr()
|
||||
}
|
||||
|
||||
pub fn get_voronoi_colours(&self) -> *const Vec3<f32> {
|
||||
self.voronoi_colors.as_ptr()
|
||||
}
|
||||
|
||||
pub fn get_voronoi_ind_count(&self) -> usize {
|
||||
self.voronoi_indices.len()
|
||||
}
|
||||
|
||||
pub fn get_voronoi_inds(&self) -> *const usize {
|
||||
self.voronoi_indices.as_ptr()
|
||||
pub fn get_voronoi_inds(&self) -> Vec<usize> {
|
||||
self.voronoi_indices.clone()
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#[wasm_bindgen]
|
||||
extern "C" {
|
||||
fn alert(s: &str);
|
||||
|
|
|
@ -9,22 +9,20 @@ pub fn set_panic_hook() {
|
|||
console_error_panic_hook::set_once();
|
||||
}
|
||||
|
||||
use octoon_math::{Vec3};
|
||||
|
||||
/// this is total extra, so it the planet viewbox is like 100px wide, it will now be in total 110 pixels wide
|
||||
static VIEWBOX_SCALE: f32 = 0.1;
|
||||
|
||||
pub static COLORS: [[f32; 3]; 10] = [
|
||||
[0.5 , 0.5 , 0.5 ],
|
||||
[1.0 , 0.50, 0.0 ], // #FF8000
|
||||
[0.0 , 0.50, 1.0 ], // #0080ff
|
||||
[1.0 , 0.4 , 0.58 ], // #FF6693
|
||||
[0.24, 0.79, 0.33 ], // #3fcb55
|
||||
[0.79, 0.76, 0.24 ], // #cbc33f
|
||||
[0.81, 0.25, 0.91 ], // #cf40e9
|
||||
[0.94, 0.32, 0.32 ], // #FF3F0D
|
||||
[0.11, 0.93, 0.94 ], // #1beef0
|
||||
[0.05, 0.77, 1.0 ], // #0DC5FF
|
||||
[0.5, 0.5, 0.5],
|
||||
[1.0, 0.50, 0.0], // #FF8000
|
||||
[0.0, 0.50, 1.0], // #0080ff
|
||||
[1.0, 0.4, 0.58], // #FF6693
|
||||
[0.24, 0.79, 0.33], // #3fcb55
|
||||
[0.79, 0.76, 0.24], // #cbc33f
|
||||
[0.81, 0.25, 0.91], // #cf40e9
|
||||
[0.94, 0.32, 0.32], // #FF3F0D
|
||||
[0.11, 0.93, 0.94], // #1beef0
|
||||
[0.05, 0.77, 1.0], // #0DC5FF
|
||||
];
|
||||
|
||||
use super::types;
|
||||
|
@ -36,16 +34,32 @@ pub fn caclulate_viewbox(planets: &Vec<types::Planet>) -> Vec<f32> {
|
|||
Some(p) => (p.x, p.y, p.x, p.y),
|
||||
None => return vec![0.0, 0.0, 0.0, 0.0],
|
||||
};
|
||||
let (min_x, min_y, max_x, max_y) = planets
|
||||
.iter()
|
||||
.fold(init, |(min_x, min_y, max_x, max_y), p| (min_x.min(p.x), min_y.min(p.y), max_x.max(p.x), max_y.max(p.y)));
|
||||
let (min_x, min_y, max_x, max_y) =
|
||||
planets
|
||||
.iter()
|
||||
.fold(init, |(min_x, min_y, max_x, max_y), p| {
|
||||
(
|
||||
min_x.min(p.x),
|
||||
min_y.min(p.y),
|
||||
max_x.max(p.x),
|
||||
max_y.max(p.y),
|
||||
)
|
||||
});
|
||||
|
||||
let (width, height) = (max_x - min_x, max_y - min_y);
|
||||
let (dx, dy) = ((VIEWBOX_SCALE * width).max(6.0), (VIEWBOX_SCALE * height).max(6.0));
|
||||
let (dx, dy) = (
|
||||
(VIEWBOX_SCALE * width).max(6.0),
|
||||
(VIEWBOX_SCALE * height).max(6.0),
|
||||
);
|
||||
|
||||
vec![min_x - dx/2.0, min_y - dy/2.0, width + dx, height + dy]
|
||||
vec![min_x - dx / 2.0, min_y - dy / 2.0, width + dx, height + dy]
|
||||
}
|
||||
|
||||
pub fn get_planets(planets: &Vec<types::Planet>, r: f32) -> Vec<Vec3<f32>> {
|
||||
planets.iter().map(|p| Vec3::new(p.x, p.y, r)).collect()
|
||||
pub fn get_planets(planets: &Vec<types::Planet>, r: f32) -> Vec<f32> {
|
||||
planets.iter().fold(Vec::new(), |mut cum, p| {
|
||||
cum.push(p.x);
|
||||
cum.push(p.y);
|
||||
cum.push(r);
|
||||
cum
|
||||
})
|
||||
}
|
||||
|
|
|
@ -1,7 +1,24 @@
|
|||
import { Game } from "planetwars";
|
||||
import { memory } from "planetwars/planetwars_bg";
|
||||
import { Resizer, resizeCanvasToDisplaySize, FPSCounter, url_to_mesh, Mesh, Dictionary } from "./webgl/util";
|
||||
import { Shader, Uniform4f, Uniform3fv, Uniform1f, Uniform2f, ShaderFactory, Uniform3f, UniformMatrix3fv, UniformBool } from './webgl/shader';
|
||||
import {
|
||||
Resizer,
|
||||
resizeCanvasToDisplaySize,
|
||||
FPSCounter,
|
||||
url_to_mesh,
|
||||
Mesh,
|
||||
Dictionary,
|
||||
} from "./webgl/util";
|
||||
import {
|
||||
Shader,
|
||||
Uniform4f,
|
||||
Uniform3fv,
|
||||
Uniform1f,
|
||||
Uniform2f,
|
||||
ShaderFactory,
|
||||
Uniform3f,
|
||||
UniformMatrix3fv,
|
||||
UniformBool,
|
||||
} from "./webgl/shader";
|
||||
import { Renderer } from "./webgl/renderer";
|
||||
import { VertexBuffer, IndexBuffer } from "./webgl/buffer";
|
||||
import { VertexBufferLayout, VertexArray } from "./webgl/vertexBufferLayout";
|
||||
|
@ -10,47 +27,57 @@ import { VoronoiBuilder } from "./voronoi/voronoi";
|
|||
import { BBox } from "./voronoi/voronoi-core";
|
||||
|
||||
function to_bbox(box: number[]): BBox {
|
||||
return {
|
||||
'xl': box[0], 'xr': box[0] + box[2],
|
||||
'yt': box[1], 'yb': box[1] + box[3]
|
||||
};
|
||||
return {
|
||||
xl: box[0],
|
||||
xr: box[0] + box[2],
|
||||
yt: box[1],
|
||||
yb: box[1] + box[3],
|
||||
};
|
||||
}
|
||||
|
||||
function f32v(ptr: number, size: number): Float32Array {
|
||||
return new Float32Array(memory.buffer, ptr, size);
|
||||
return new Float32Array(memory.buffer, ptr, size);
|
||||
}
|
||||
|
||||
function i32v(ptr: number, size: number): Int32Array {
|
||||
return new Int32Array(memory.buffer, ptr, size);
|
||||
return new Int32Array(memory.buffer, ptr, size);
|
||||
}
|
||||
|
||||
export function set_game_name(name: string) {
|
||||
ELEMENTS["name"].innerHTML = name;
|
||||
ELEMENTS["name"].innerHTML = name;
|
||||
}
|
||||
|
||||
export function set_loading(loading: boolean) {
|
||||
if (loading) {
|
||||
if (!ELEMENTS["main"].classList.contains("loading")) {
|
||||
ELEMENTS["main"].classList.add("loading");
|
||||
}
|
||||
} else {
|
||||
ELEMENTS["main"].classList.remove("loading");
|
||||
if (loading) {
|
||||
if (!ELEMENTS["main"].classList.contains("loading")) {
|
||||
ELEMENTS["main"].classList.add("loading");
|
||||
}
|
||||
} else {
|
||||
ELEMENTS["main"].classList.remove("loading");
|
||||
}
|
||||
}
|
||||
|
||||
const ELEMENTS = {};
|
||||
["name", "turnCounter", "main", "turnSlider", "fileselect", "speed", "canvas"].forEach(n => ELEMENTS[n] = document.getElementById(n));
|
||||
[
|
||||
"name",
|
||||
"turnCounter",
|
||||
"main",
|
||||
"turnSlider",
|
||||
"fileselect",
|
||||
"speed",
|
||||
"canvas",
|
||||
].forEach((n) => (ELEMENTS[n] = document.getElementById(n)));
|
||||
|
||||
const CANVAS = ELEMENTS["canvas"];
|
||||
const RESOLUTION = [CANVAS.width, CANVAS.height];
|
||||
|
||||
const LAYERS = {
|
||||
'vor': -1, // Background
|
||||
'planet': 1,
|
||||
'planet_label': 2,
|
||||
'ship': 3,
|
||||
'ship_label': 4
|
||||
}
|
||||
vor: -1, // Background
|
||||
planet: 1,
|
||||
planet_label: 2,
|
||||
ship: 3,
|
||||
ship_label: 4,
|
||||
};
|
||||
|
||||
const COUNTER = new FPSCounter();
|
||||
|
||||
|
@ -65,314 +92,427 @@ GL.enable(GL.BLEND);
|
|||
GL.blendFunc(GL.SRC_ALPHA, GL.ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
class GameInstance {
|
||||
resizer: Resizer;
|
||||
game: Game;
|
||||
resizer: Resizer;
|
||||
game: Game;
|
||||
|
||||
shader: Shader;
|
||||
vor_shader: Shader;
|
||||
image_shader: Shader;
|
||||
shader: Shader;
|
||||
vor_shader: Shader;
|
||||
image_shader: Shader;
|
||||
|
||||
text_factory: LabelFactory;
|
||||
planet_labels: Label[];
|
||||
ship_labels: Label[];
|
||||
text_factory: LabelFactory;
|
||||
planet_labels: Label[];
|
||||
ship_labels: Label[];
|
||||
|
||||
renderer: Renderer;
|
||||
planet_count: number;
|
||||
renderer: Renderer;
|
||||
planet_count: number;
|
||||
|
||||
vor_builder: VoronoiBuilder;
|
||||
vor_builder: VoronoiBuilder;
|
||||
|
||||
vor_counter = 3;
|
||||
use_vor = true;
|
||||
playing = true;
|
||||
time_stopped_delta = 0;
|
||||
last_time = 0;
|
||||
frame = -1;
|
||||
vor_counter = 3;
|
||||
use_vor = true;
|
||||
playing = true;
|
||||
time_stopped_delta = 0;
|
||||
last_time = 0;
|
||||
frame = -1;
|
||||
|
||||
turn_count = 0;
|
||||
turn_count = 0;
|
||||
|
||||
constructor(game: Game, meshes: Mesh[], ship_mesh: Mesh, shaders: Dictionary<ShaderFactory>) {
|
||||
this.game = game;
|
||||
this.planet_count = this.game.get_planet_count();
|
||||
constructor(
|
||||
game: Game,
|
||||
meshes: Mesh[],
|
||||
ship_mesh: Mesh,
|
||||
shaders: Dictionary<ShaderFactory>
|
||||
) {
|
||||
this.game = game;
|
||||
const planets = game.get_planets();
|
||||
this.planet_count = planets.length;
|
||||
|
||||
this.shader = shaders["normal"].create_shader(GL, { "MAX_CIRCLES": '' + this.planet_count });
|
||||
this.image_shader = shaders["image"].create_shader(GL);
|
||||
this.vor_shader = shaders["vor"].create_shader(GL, { "PLANETS": '' + this.planet_count });
|
||||
this.shader = shaders["normal"].create_shader(GL, {
|
||||
MAX_CIRCLES: "" + planets.length,
|
||||
});
|
||||
this.image_shader = shaders["image"].create_shader(GL);
|
||||
this.vor_shader = shaders["vor"].create_shader(GL, {
|
||||
PLANETS: "" + planets.length,
|
||||
});
|
||||
|
||||
this.text_factory = defaultLabelFactory(GL, this.image_shader);
|
||||
this.planet_labels = [];
|
||||
this.ship_labels = [];
|
||||
this.text_factory = defaultLabelFactory(GL, this.image_shader);
|
||||
this.planet_labels = [];
|
||||
this.ship_labels = [];
|
||||
|
||||
this.resizer = new Resizer(CANVAS, [...f32v(game.get_viewbox(), 4)], true);
|
||||
this.renderer = new Renderer();
|
||||
this.game.update_turn(0);
|
||||
this.resizer = new Resizer(CANVAS, [...game.get_viewbox()], true);
|
||||
this.renderer = new Renderer();
|
||||
this.game.update_turn(0);
|
||||
|
||||
// Setup key handling
|
||||
document.addEventListener('keydown', this.handleKey.bind(this));
|
||||
// Setup key handling
|
||||
document.addEventListener("keydown", this.handleKey.bind(this));
|
||||
|
||||
// List of [(x, y, r)] for all planets
|
||||
const planets = f32v(game.get_planets(), this.planet_count * 3);
|
||||
this._create_voronoi(planets);
|
||||
this._create_planets(planets, meshes);
|
||||
this._create_shipes(ship_mesh);
|
||||
// List of [(x, y, r)] for all planets
|
||||
this._create_voronoi(planets);
|
||||
this._create_planets(planets, meshes);
|
||||
this._create_shipes(ship_mesh);
|
||||
|
||||
// Set slider correctly
|
||||
this.turn_count = game.turn_count();
|
||||
ELEMENTS["turnSlider"].max = this.turn_count - 1 + '';
|
||||
// Set slider correctly
|
||||
this.turn_count = game.turn_count();
|
||||
ELEMENTS["turnSlider"].max = this.turn_count - 1 + "";
|
||||
}
|
||||
|
||||
_create_voronoi(planets: Float32Array) {
|
||||
const planet_points = [];
|
||||
for (let i = 0; i < planets.length; i += 3) {
|
||||
planet_points.push({ x: -planets[i], y: -planets[i + 1] });
|
||||
}
|
||||
|
||||
_create_voronoi(planets: Float32Array) {
|
||||
const planet_points = [];
|
||||
for (let i = 0; i < planets.length; i += 3) {
|
||||
planet_points.push({ 'x': -planets[i], 'y': -planets[i + 1] });
|
||||
}
|
||||
const bbox = to_bbox(this.resizer.get_viewbox());
|
||||
|
||||
const bbox = to_bbox(this.resizer.get_viewbox());
|
||||
this.vor_builder = new VoronoiBuilder(
|
||||
GL,
|
||||
this.vor_shader,
|
||||
planet_points,
|
||||
bbox
|
||||
);
|
||||
this.renderer.addRenderable(this.vor_builder.getRenderable(), LAYERS.vor);
|
||||
}
|
||||
|
||||
this.vor_builder = new VoronoiBuilder(GL, this.vor_shader, planet_points, bbox);
|
||||
this.renderer.addRenderable(this.vor_builder.getRenderable(), LAYERS.vor);
|
||||
_create_planets(planets: Float32Array, meshes: Mesh[]) {
|
||||
for (let i = 0; i < this.planet_count; i++) {
|
||||
{
|
||||
const transform = new UniformMatrix3fv([
|
||||
1,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
1,
|
||||
0,
|
||||
-planets[i * 3],
|
||||
-planets[i * 3 + 1],
|
||||
1,
|
||||
]);
|
||||
|
||||
const indexBuffer = new IndexBuffer(
|
||||
GL,
|
||||
meshes[i % meshes.length].cells
|
||||
);
|
||||
const positionBuffer = new VertexBuffer(
|
||||
GL,
|
||||
meshes[i % meshes.length].positions
|
||||
);
|
||||
|
||||
const layout = new VertexBufferLayout();
|
||||
layout.push(GL.FLOAT, 3, 4, "a_position");
|
||||
const vao = new VertexArray();
|
||||
vao.addBuffer(positionBuffer, layout);
|
||||
|
||||
this.renderer.addToDraw(
|
||||
indexBuffer,
|
||||
vao,
|
||||
this.shader,
|
||||
{
|
||||
u_trans: transform,
|
||||
u_trans_next: transform,
|
||||
},
|
||||
[],
|
||||
LAYERS.planet
|
||||
);
|
||||
}
|
||||
|
||||
{
|
||||
const transform = new UniformMatrix3fv([
|
||||
1,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
1,
|
||||
0,
|
||||
-planets[i * 3],
|
||||
-planets[i * 3 + 1] - 1.2,
|
||||
1,
|
||||
]);
|
||||
|
||||
const label = this.text_factory.build(GL, transform);
|
||||
this.planet_labels.push(label);
|
||||
this.renderer.addRenderable(label.getRenderable(), LAYERS.planet_label);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
_create_shipes(ship_mesh: Mesh) {
|
||||
const ship_ibo = new IndexBuffer(GL, ship_mesh.cells);
|
||||
const ship_positions = new VertexBuffer(GL, ship_mesh.positions);
|
||||
const ship_layout = new VertexBufferLayout();
|
||||
ship_layout.push(GL.FLOAT, 3, 4, "a_position");
|
||||
const ship_vao = new VertexArray();
|
||||
ship_vao.addBuffer(ship_positions, ship_layout);
|
||||
|
||||
for (let i = 0; i < this.game.get_max_ships(); i++) {
|
||||
this.renderer.addToDraw(
|
||||
ship_ibo,
|
||||
ship_vao,
|
||||
this.shader,
|
||||
{},
|
||||
[],
|
||||
LAYERS.ship
|
||||
);
|
||||
|
||||
const label = this.text_factory.build(GL);
|
||||
this.ship_labels.push(label);
|
||||
this.renderer.addRenderable(label.getRenderable(), LAYERS.ship_label);
|
||||
}
|
||||
}
|
||||
|
||||
on_resize() {
|
||||
this.resizer = new Resizer(CANVAS, [...this.game.get_viewbox()], true);
|
||||
const bbox = to_bbox(this.resizer.get_viewbox());
|
||||
this.vor_builder.resize(GL, bbox);
|
||||
}
|
||||
|
||||
_update_state() {
|
||||
this._update_planets();
|
||||
this._update_ships();
|
||||
}
|
||||
|
||||
_update_planets() {
|
||||
const colours = this.game.get_planet_colors();
|
||||
const planet_ships = this.game.get_planet_ships();
|
||||
|
||||
this.vor_shader.uniform(GL, "u_planet_colours", new Uniform3fv(colours));
|
||||
|
||||
for (let i = 0; i < this.planet_count; i++) {
|
||||
const u = new Uniform3f(
|
||||
colours[i * 6],
|
||||
colours[i * 6 + 1],
|
||||
colours[i * 6 + 2]
|
||||
);
|
||||
this.renderer.updateUniform(
|
||||
i,
|
||||
(us) => (us["u_color"] = u),
|
||||
LAYERS.planet
|
||||
);
|
||||
const u2 = new Uniform3f(
|
||||
colours[i * 6 + 3],
|
||||
colours[i * 6 + 4],
|
||||
colours[i * 6 + 5]
|
||||
);
|
||||
this.renderer.updateUniform(
|
||||
i,
|
||||
(us) => (us["u_color_next"] = u2),
|
||||
LAYERS.planet
|
||||
);
|
||||
|
||||
this.planet_labels[i].setText(
|
||||
GL,
|
||||
"*" + planet_ships[i],
|
||||
Align.Middle,
|
||||
Align.Begin
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
_update_ships() {
|
||||
const ships = this.game.get_ship_locations();
|
||||
const labels = this.game.get_ship_label_locations();
|
||||
const ship_counts = this.game.get_ship_counts();
|
||||
const ship_colours = this.game.get_ship_colours();
|
||||
|
||||
for (let i = 0; i < this.game.get_max_ships(); i++) {
|
||||
if (i < ship_counts.length) {
|
||||
this.ship_labels[i].setText(
|
||||
GL,
|
||||
"" + ship_counts[i],
|
||||
Align.Middle,
|
||||
Align.Middle
|
||||
);
|
||||
|
||||
this.renderer.enableRenderable(i, LAYERS.ship);
|
||||
this.renderer.enableRenderable(i, LAYERS.ship_label);
|
||||
|
||||
const u = new Uniform3f(
|
||||
ship_colours[i * 3],
|
||||
ship_colours[i * 3 + 1],
|
||||
ship_colours[i * 3 + 2]
|
||||
);
|
||||
|
||||
const t1 = new UniformMatrix3fv(ships.slice(i * 18, i * 18 + 9));
|
||||
const t2 = new UniformMatrix3fv(ships.slice(i * 18 + 9, i * 18 + 18));
|
||||
|
||||
const tl1 = new UniformMatrix3fv(labels.slice(i * 18, i * 18 + 9));
|
||||
const tl2 = new UniformMatrix3fv(labels.slice(i * 18 + 9, i * 18 + 18));
|
||||
|
||||
this.renderer.updateUniform(
|
||||
i,
|
||||
(us) => {
|
||||
us["u_color"] = u;
|
||||
us["u_color_next"] = u;
|
||||
us["u_trans"] = t1;
|
||||
us["u_trans_next"] = t2;
|
||||
},
|
||||
LAYERS.ship
|
||||
);
|
||||
|
||||
this.renderer.updateUniform(
|
||||
i,
|
||||
(us) => {
|
||||
us["u_trans"] = tl1;
|
||||
us["u_trans_next"] = tl2;
|
||||
},
|
||||
LAYERS.ship_label
|
||||
);
|
||||
} else {
|
||||
this.renderer.disableRenderable(i, LAYERS.ship);
|
||||
this.renderer.disableRenderable(i, LAYERS.ship_label);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
render(time: number) {
|
||||
COUNTER.frame(time);
|
||||
|
||||
if (COUNTER.delta(time) < 30) {
|
||||
this.vor_counter = Math.min(3, this.vor_counter + 1);
|
||||
} else {
|
||||
this.vor_counter = Math.max(-3, this.vor_counter - 1);
|
||||
}
|
||||
|
||||
_create_planets(planets: Float32Array, meshes: Mesh[]) {
|
||||
for (let i = 0; i < this.planet_count; i++) {
|
||||
{
|
||||
const transform = new UniformMatrix3fv([
|
||||
1, 0, 0,
|
||||
0, 1, 0,
|
||||
-planets[i * 3], -planets[i * 3 + 1], 1,
|
||||
]);
|
||||
|
||||
const indexBuffer = new IndexBuffer(GL, meshes[i % meshes.length].cells);
|
||||
const positionBuffer = new VertexBuffer(GL, meshes[i % meshes.length].positions);
|
||||
|
||||
const layout = new VertexBufferLayout();
|
||||
layout.push(GL.FLOAT, 3, 4, "a_position");
|
||||
const vao = new VertexArray();
|
||||
vao.addBuffer(positionBuffer, layout);
|
||||
|
||||
this.renderer.addToDraw(
|
||||
indexBuffer,
|
||||
vao,
|
||||
this.shader,
|
||||
{
|
||||
"u_trans": transform,
|
||||
"u_trans_next": transform,
|
||||
},
|
||||
[],
|
||||
LAYERS.planet
|
||||
);
|
||||
}
|
||||
|
||||
{
|
||||
const transform = new UniformMatrix3fv([
|
||||
1., 0, 0,
|
||||
0, 1., 0,
|
||||
-planets[i * 3], -planets[i * 3 + 1] - 1.2, 1.,
|
||||
]);
|
||||
|
||||
const label = this.text_factory.build(GL, transform);
|
||||
this.planet_labels.push(label);
|
||||
this.renderer.addRenderable(label.getRenderable(), LAYERS.planet_label);
|
||||
}
|
||||
}
|
||||
if (this.vor_counter < -2) {
|
||||
this.use_vor = false;
|
||||
}
|
||||
|
||||
_create_shipes(ship_mesh: Mesh) {
|
||||
const ship_ibo = new IndexBuffer(GL, ship_mesh.cells);
|
||||
const ship_positions = new VertexBuffer(GL, ship_mesh.positions);
|
||||
const ship_layout = new VertexBufferLayout();
|
||||
ship_layout.push(GL.FLOAT, 3, 4, "a_position");
|
||||
const ship_vao = new VertexArray();
|
||||
ship_vao.addBuffer(ship_positions, ship_layout);
|
||||
// If not playing, still reder with different viewbox, so people can still pan etc.
|
||||
if (!this.playing) {
|
||||
this.last_time = time;
|
||||
|
||||
for (let i = 0; i < this.game.get_max_ships(); i++) {
|
||||
this.renderer.addToDraw(
|
||||
ship_ibo,
|
||||
ship_vao,
|
||||
this.shader,
|
||||
{},
|
||||
[],
|
||||
LAYERS.ship
|
||||
);
|
||||
this.shader.uniform(
|
||||
GL,
|
||||
"u_viewbox",
|
||||
new Uniform4f(this.resizer.get_viewbox())
|
||||
);
|
||||
this.vor_shader.uniform(
|
||||
GL,
|
||||
"u_viewbox",
|
||||
new Uniform4f(this.resizer.get_viewbox())
|
||||
);
|
||||
this.image_shader.uniform(
|
||||
GL,
|
||||
"u_viewbox",
|
||||
new Uniform4f(this.resizer.get_viewbox())
|
||||
);
|
||||
|
||||
const label = this.text_factory.build(GL);
|
||||
this.ship_labels.push(label);
|
||||
this.renderer.addRenderable(label.getRenderable(), LAYERS.ship_label)
|
||||
}
|
||||
this.renderer.render(GL);
|
||||
return;
|
||||
}
|
||||
|
||||
on_resize() {
|
||||
this.resizer = new Resizer(CANVAS, [...f32v(this.game.get_viewbox(), 4)], true);
|
||||
const bbox = to_bbox(this.resizer.get_viewbox());
|
||||
this.vor_builder.resize(GL, bbox);
|
||||
// Check if turn is still correct
|
||||
if (time > this.last_time + ms_per_frame) {
|
||||
this.last_time = time;
|
||||
this.updateTurn(this.frame + 1);
|
||||
}
|
||||
|
||||
_update_state() {
|
||||
this._update_planets();
|
||||
this._update_ships();
|
||||
// Do GL things
|
||||
GL.bindFramebuffer(GL.FRAMEBUFFER, null);
|
||||
GL.viewport(0, 0, GL.canvas.width, GL.canvas.height);
|
||||
GL.clear(GL.COLOR_BUFFER_BIT | GL.DEPTH_BUFFER_BIT);
|
||||
|
||||
this.vor_shader.uniform(
|
||||
GL,
|
||||
"u_time",
|
||||
new Uniform1f((time - this.last_time) / ms_per_frame)
|
||||
);
|
||||
this.vor_shader.uniform(
|
||||
GL,
|
||||
"u_viewbox",
|
||||
new Uniform4f(this.resizer.get_viewbox())
|
||||
);
|
||||
this.vor_shader.uniform(GL, "u_resolution", new Uniform2f(RESOLUTION));
|
||||
this.vor_shader.uniform(GL, "u_vor", new UniformBool(this.use_vor));
|
||||
|
||||
this.shader.uniform(
|
||||
GL,
|
||||
"u_time",
|
||||
new Uniform1f((time - this.last_time) / ms_per_frame)
|
||||
);
|
||||
this.shader.uniform(
|
||||
GL,
|
||||
"u_mouse",
|
||||
new Uniform2f(this.resizer.get_mouse_pos())
|
||||
);
|
||||
this.shader.uniform(
|
||||
GL,
|
||||
"u_viewbox",
|
||||
new Uniform4f(this.resizer.get_viewbox())
|
||||
);
|
||||
this.shader.uniform(GL, "u_resolution", new Uniform2f(RESOLUTION));
|
||||
|
||||
this.image_shader.uniform(
|
||||
GL,
|
||||
"u_time",
|
||||
new Uniform1f((time - this.last_time) / ms_per_frame)
|
||||
);
|
||||
this.image_shader.uniform(
|
||||
GL,
|
||||
"u_mouse",
|
||||
new Uniform2f(this.resizer.get_mouse_pos())
|
||||
);
|
||||
this.image_shader.uniform(
|
||||
GL,
|
||||
"u_viewbox",
|
||||
new Uniform4f(this.resizer.get_viewbox())
|
||||
);
|
||||
this.image_shader.uniform(GL, "u_resolution", new Uniform2f(RESOLUTION));
|
||||
|
||||
// Render
|
||||
this.renderer.render(GL);
|
||||
|
||||
COUNTER.frame_end();
|
||||
}
|
||||
|
||||
updateTurn(turn: number) {
|
||||
this.frame = Math.max(0, turn);
|
||||
const new_frame = this.game.update_turn(this.frame);
|
||||
if (new_frame < this.frame) {
|
||||
this.frame = new_frame;
|
||||
this.playing = false;
|
||||
} else {
|
||||
this._update_state();
|
||||
this.playing = true;
|
||||
}
|
||||
|
||||
_update_planets() {
|
||||
const colours = f32v(this.game.get_planet_colors(), this.planet_count * 6);
|
||||
const planet_ships = i32v(this.game.get_planet_ships(), this.planet_count);
|
||||
ELEMENTS["turnCounter"].innerHTML =
|
||||
this.frame + " / " + (this.turn_count - 1);
|
||||
ELEMENTS["turnSlider"].value = this.frame + "";
|
||||
}
|
||||
|
||||
this.vor_shader.uniform(GL, "u_planet_colours", new Uniform3fv(colours));
|
||||
|
||||
for (let i = 0; i < this.planet_count; i++) {
|
||||
const u = new Uniform3f(colours[i * 6], colours[i * 6 + 1], colours[i * 6 + 2]);
|
||||
this.renderer.updateUniform(i, (us) => us["u_color"] = u, LAYERS.planet);
|
||||
const u2 = new Uniform3f(colours[i * 6 + 3], colours[i * 6 + 4], colours[i * 6 + 5]);
|
||||
this.renderer.updateUniform(i, (us) => us["u_color_next"] = u2, LAYERS.planet);
|
||||
|
||||
this.planet_labels[i].setText(GL, "*" + planet_ships[i], Align.Middle, Align.Begin);
|
||||
}
|
||||
handleKey(event: KeyboardEvent) {
|
||||
// Space
|
||||
if (event.keyCode == 32) {
|
||||
if (this.playing) {
|
||||
this.playing = false;
|
||||
} else {
|
||||
this.playing = true;
|
||||
}
|
||||
}
|
||||
|
||||
_update_ships() {
|
||||
const ship_count = this.game.get_ship_count();
|
||||
const ships = f32v(this.game.get_ship_locations(), ship_count * 9 * 2);
|
||||
const labels = f32v(this.game.get_ship_label_locations(), ship_count * 9 * 2);
|
||||
const ship_counts = i32v(this.game.get_ship_counts(), ship_count);
|
||||
const ship_colours = f32v(this.game.get_ship_colours(), ship_count * 3);
|
||||
|
||||
for (let i = 0; i < this.game.get_max_ships(); i++) {
|
||||
if (i < ship_count) {
|
||||
this.ship_labels[i].setText(GL, "" + ship_counts[i], Align.Middle, Align.Middle);
|
||||
|
||||
this.renderer.enableRenderable(i, LAYERS.ship);
|
||||
this.renderer.enableRenderable(i, LAYERS.ship_label);
|
||||
|
||||
const u = new Uniform3f(ship_colours[i * 3], ship_colours[i * 3 + 1], ship_colours[i * 3 + 2]);
|
||||
|
||||
const t1 = new UniformMatrix3fv(ships.slice(i * 18, i * 18 + 9));
|
||||
const t2 = new UniformMatrix3fv(ships.slice(i * 18 + 9, i * 18 + 18));
|
||||
|
||||
const tl1 = new UniformMatrix3fv(labels.slice(i * 18, i * 18 + 9));
|
||||
const tl2 = new UniformMatrix3fv(labels.slice(i * 18 + 9, i * 18 + 18));
|
||||
|
||||
this.renderer.updateUniform(i, (us) => {
|
||||
us["u_color"] = u;
|
||||
us["u_color_next"] = u;
|
||||
us["u_trans"] = t1;
|
||||
us["u_trans_next"] = t2;
|
||||
}, LAYERS.ship);
|
||||
|
||||
this.renderer.updateUniform(i, (us) => {
|
||||
us["u_trans"] = tl1;
|
||||
us["u_trans_next"] = tl2;
|
||||
}, LAYERS.ship_label);
|
||||
|
||||
} else {
|
||||
this.renderer.disableRenderable(i, LAYERS.ship);
|
||||
this.renderer.disableRenderable(i, LAYERS.ship_label);
|
||||
}
|
||||
}
|
||||
// Arrow left
|
||||
if (event.keyCode == 37) {
|
||||
// This feels more natural than -1 what it should be, I think
|
||||
this.updateTurn(this.frame - 2);
|
||||
}
|
||||
|
||||
render(time: number) {
|
||||
COUNTER.frame(time);
|
||||
|
||||
if (COUNTER.delta(time) < 30) {
|
||||
this.vor_counter = Math.min(3, this.vor_counter + 1);
|
||||
} else {
|
||||
this.vor_counter = Math.max(-3, this.vor_counter - 1);
|
||||
}
|
||||
|
||||
if (this.vor_counter < -2) {
|
||||
this.use_vor = false;
|
||||
}
|
||||
|
||||
// If not playing, still reder with different viewbox, so people can still pan etc.
|
||||
if (!this.playing) {
|
||||
this.last_time = time;
|
||||
|
||||
this.shader.uniform(GL, "u_viewbox", new Uniform4f(this.resizer.get_viewbox()));
|
||||
this.vor_shader.uniform(GL, "u_viewbox", new Uniform4f(this.resizer.get_viewbox()));
|
||||
this.image_shader.uniform(GL, "u_viewbox", new Uniform4f(this.resizer.get_viewbox()));
|
||||
|
||||
this.renderer.render(GL);
|
||||
return;
|
||||
}
|
||||
|
||||
// Check if turn is still correct
|
||||
if (time > this.last_time + ms_per_frame) {
|
||||
this.last_time = time;
|
||||
this.updateTurn(this.frame + 1);
|
||||
}
|
||||
|
||||
// Do GL things
|
||||
GL.bindFramebuffer(GL.FRAMEBUFFER, null);
|
||||
GL.viewport(0, 0, GL.canvas.width, GL.canvas.height);
|
||||
GL.clear(GL.COLOR_BUFFER_BIT | GL.DEPTH_BUFFER_BIT);
|
||||
|
||||
this.vor_shader.uniform(GL, "u_time", new Uniform1f((time - this.last_time) / ms_per_frame));
|
||||
this.vor_shader.uniform(GL, "u_viewbox", new Uniform4f(this.resizer.get_viewbox()));
|
||||
this.vor_shader.uniform(GL, "u_resolution", new Uniform2f(RESOLUTION));
|
||||
this.vor_shader.uniform(GL, "u_vor", new UniformBool(this.use_vor));
|
||||
|
||||
this.shader.uniform(GL, "u_time", new Uniform1f((time - this.last_time) / ms_per_frame));
|
||||
this.shader.uniform(GL, "u_mouse", new Uniform2f(this.resizer.get_mouse_pos()));
|
||||
this.shader.uniform(GL, "u_viewbox", new Uniform4f(this.resizer.get_viewbox()));
|
||||
this.shader.uniform(GL, "u_resolution", new Uniform2f(RESOLUTION));
|
||||
|
||||
this.image_shader.uniform(GL, "u_time", new Uniform1f((time - this.last_time) / ms_per_frame));
|
||||
this.image_shader.uniform(GL, "u_mouse", new Uniform2f(this.resizer.get_mouse_pos()));
|
||||
this.image_shader.uniform(GL, "u_viewbox", new Uniform4f(this.resizer.get_viewbox()));
|
||||
this.image_shader.uniform(GL, "u_resolution", new Uniform2f(RESOLUTION));
|
||||
|
||||
// Render
|
||||
this.renderer.render(GL);
|
||||
|
||||
COUNTER.frame_end();
|
||||
// Arrow right
|
||||
if (event.keyCode == 39) {
|
||||
this.updateTurn(this.frame + 1);
|
||||
}
|
||||
|
||||
updateTurn(turn: number) {
|
||||
this.frame = Math.max(0, turn);
|
||||
const new_frame = this.game.update_turn(this.frame);
|
||||
if (new_frame < this.frame) {
|
||||
this.frame = new_frame;
|
||||
this.playing = false;
|
||||
} else {
|
||||
this._update_state();
|
||||
this.playing = true;
|
||||
}
|
||||
|
||||
ELEMENTS["turnCounter"].innerHTML = this.frame + " / " + (this.turn_count - 1);
|
||||
ELEMENTS["turnSlider"].value = this.frame + '';
|
||||
// d key
|
||||
if (event.keyCode == 68) {
|
||||
ELEMENTS["speed"].value = ms_per_frame + 10 + "";
|
||||
ELEMENTS["speed"].onchange(undefined);
|
||||
}
|
||||
|
||||
handleKey(event: KeyboardEvent) {
|
||||
// Space
|
||||
if (event.keyCode == 32) {
|
||||
if (this.playing) {
|
||||
this.playing = false;
|
||||
} else {
|
||||
this.playing = true;
|
||||
}
|
||||
}
|
||||
|
||||
// Arrow left
|
||||
if (event.keyCode == 37) {
|
||||
// This feels more natural than -1 what it should be, I think
|
||||
this.updateTurn(this.frame - 2);
|
||||
}
|
||||
|
||||
// Arrow right
|
||||
if (event.keyCode == 39) {
|
||||
this.updateTurn(this.frame + 1);
|
||||
}
|
||||
|
||||
// d key
|
||||
if (event.keyCode == 68) {
|
||||
ELEMENTS["speed"].value = ms_per_frame + 10 + '';
|
||||
ELEMENTS["speed"].onchange(undefined);
|
||||
}
|
||||
|
||||
// a key
|
||||
if (event.keyCode == 65) {
|
||||
ELEMENTS["speed"].value = Math.max(ms_per_frame - 10, 0) + '';
|
||||
ELEMENTS["speed"].onchange(undefined);
|
||||
}
|
||||
// a key
|
||||
if (event.keyCode == 65) {
|
||||
ELEMENTS["speed"].value = Math.max(ms_per_frame - 10, 0) + "";
|
||||
ELEMENTS["speed"].onchange(undefined);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
var game_instance: GameInstance;
|
||||
|
@ -380,59 +520,87 @@ var meshes: Mesh[];
|
|||
var shaders: Dictionary<ShaderFactory>;
|
||||
|
||||
export async function set_instance(source: string) {
|
||||
if (!meshes || !shaders) {
|
||||
const mesh_promises = ["ship.svg", "earth.svg", "mars.svg", "venus.svg"].map(
|
||||
(name) => "static/res/assets/" + name
|
||||
).map(url_to_mesh);
|
||||
if (!meshes || !shaders) {
|
||||
const mesh_promises = ["ship.svg", "earth.svg", "mars.svg", "venus.svg"]
|
||||
.map((name) => "static/res/assets/" + name)
|
||||
.map(url_to_mesh);
|
||||
|
||||
const shader_promies = [
|
||||
(async () => <[string, ShaderFactory]>["normal", await ShaderFactory.create_factory("static/shaders/frag/simple.glsl", "static/shaders/vert/simple.glsl")])(),
|
||||
(async () => <[string, ShaderFactory]>["vor", await ShaderFactory.create_factory("static/shaders/frag/vor.glsl", "static/shaders/vert/vor.glsl")])(),
|
||||
(async () => <[string, ShaderFactory]>["image", await ShaderFactory.create_factory("static/shaders/frag/image.glsl", "static/shaders/vert/simple.glsl")])(),
|
||||
];
|
||||
let shaders_array: [string, ShaderFactory][];
|
||||
[meshes, shaders_array] = await Promise.all(
|
||||
[
|
||||
Promise.all(mesh_promises),
|
||||
Promise.all(shader_promies),
|
||||
]
|
||||
);
|
||||
const shader_promies = [
|
||||
(async () =>
|
||||
<[string, ShaderFactory]>[
|
||||
"normal",
|
||||
await ShaderFactory.create_factory(
|
||||
"static/shaders/frag/simple.glsl",
|
||||
"static/shaders/vert/simple.glsl"
|
||||
),
|
||||
])(),
|
||||
(async () =>
|
||||
<[string, ShaderFactory]>[
|
||||
"vor",
|
||||
await ShaderFactory.create_factory(
|
||||
"static/shaders/frag/vor.glsl",
|
||||
"static/shaders/vert/vor.glsl"
|
||||
),
|
||||
])(),
|
||||
(async () =>
|
||||
<[string, ShaderFactory]>[
|
||||
"image",
|
||||
await ShaderFactory.create_factory(
|
||||
"static/shaders/frag/image.glsl",
|
||||
"static/shaders/vert/simple.glsl"
|
||||
),
|
||||
])(),
|
||||
];
|
||||
let shaders_array: [string, ShaderFactory][];
|
||||
[meshes, shaders_array] = await Promise.all([
|
||||
Promise.all(mesh_promises),
|
||||
Promise.all(shader_promies),
|
||||
]);
|
||||
|
||||
shaders = {};
|
||||
shaders_array.forEach(([name, fac]) => shaders[name] = fac);
|
||||
}
|
||||
shaders = {};
|
||||
shaders_array.forEach(([name, fac]) => (shaders[name] = fac));
|
||||
}
|
||||
|
||||
resizeCanvasToDisplaySize(CANVAS);
|
||||
resizeCanvasToDisplaySize(CANVAS);
|
||||
|
||||
game_instance = new GameInstance(Game.new(source), meshes.slice(1), meshes[0], shaders);
|
||||
game_instance = new GameInstance(
|
||||
Game.new(source),
|
||||
meshes.slice(1),
|
||||
meshes[0],
|
||||
shaders
|
||||
);
|
||||
|
||||
set_loading(false);
|
||||
set_loading(false);
|
||||
}
|
||||
|
||||
window.addEventListener('resize', function () {
|
||||
window.addEventListener(
|
||||
"resize",
|
||||
function () {
|
||||
resizeCanvasToDisplaySize(CANVAS);
|
||||
|
||||
if (game_instance) {
|
||||
game_instance.on_resize();
|
||||
game_instance.on_resize();
|
||||
}
|
||||
}, { capture: false, passive: true })
|
||||
},
|
||||
{ capture: false, passive: true }
|
||||
);
|
||||
|
||||
ELEMENTS["turnSlider"].oninput = function () {
|
||||
if (game_instance) {
|
||||
game_instance.updateTurn(parseInt(ELEMENTS["turnSlider"].value));
|
||||
}
|
||||
}
|
||||
if (game_instance) {
|
||||
game_instance.updateTurn(parseInt(ELEMENTS["turnSlider"].value));
|
||||
}
|
||||
};
|
||||
|
||||
ELEMENTS["speed"].onchange = function () {
|
||||
ms_per_frame = parseInt(ELEMENTS["speed"].value);
|
||||
}
|
||||
ms_per_frame = parseInt(ELEMENTS["speed"].value);
|
||||
};
|
||||
|
||||
function step(time: number) {
|
||||
if (game_instance) {
|
||||
game_instance.render(time);
|
||||
}
|
||||
if (game_instance) {
|
||||
game_instance.render(time);
|
||||
}
|
||||
|
||||
requestAnimationFrame(step);
|
||||
requestAnimationFrame(step);
|
||||
}
|
||||
|
||||
requestAnimationFrame(step);
|
||||
|
|
Loading…
Reference in a new issue