├── .gitignore ├── LICENSE.md ├── README.md └── www ├── .gitignore ├── .nvmrc ├── _redirects ├── package.json ├── public ├── Demon.glb ├── Knight_Golden_Male.glb ├── favicon.ico ├── index.html ├── logo192.png ├── logo512.png ├── manifest.json ├── robots.txt ├── wall.gltf.glb └── wallCorner.gltf.glb ├── src ├── 3d │ ├── components │ │ ├── Floor │ │ │ └── Floor.tsx │ │ ├── WallCornerMesh │ │ │ └── WallCornerMesh.tsx │ │ └── WallMesh │ │ │ └── WallMesh.tsx │ └── models │ │ ├── Demon │ │ └── Demon.tsx │ │ ├── Knight │ │ └── Knight.tsx │ │ ├── Wall │ │ └── Wall.tsx │ │ └── WallCorner │ │ └── WallCorner.tsx ├── App.css ├── App.test.tsx ├── App.tsx ├── custom.d.ts ├── game │ └── components │ │ ├── Camera │ │ └── Camera.tsx │ │ ├── DevMenu │ │ └── DevMenu.tsx │ │ ├── Game │ │ ├── Game.tsx │ │ └── components │ │ │ ├── AttackColliders │ │ │ ├── AttackColliders.tsx │ │ │ └── components │ │ │ │ └── AttackCollider │ │ │ │ └── AttackCollider.tsx │ │ │ ├── AttackUIContainer │ │ │ ├── AttackUIContainer.tsx │ │ │ └── components │ │ │ │ └── AttackUI │ │ │ │ └── AttackUI.tsx │ │ │ ├── GameAI │ │ │ ├── GameAI.tsx │ │ │ └── hooks │ │ │ │ └── ai.ts │ │ │ └── GameUI │ │ │ ├── GameUI.tsx │ │ │ └── components │ │ │ └── StatsUI │ │ │ ├── Health │ │ │ └── Health.tsx │ │ │ ├── Juice │ │ │ └── Juice.tsx │ │ │ └── StatsUI.tsx │ │ ├── Joystick │ │ └── Joystick.tsx │ │ ├── Lights │ │ └── Lights.tsx │ │ ├── Mob │ │ ├── Mob.tsx │ │ ├── components │ │ │ ├── MobPhysics │ │ │ │ └── MobPhysics.tsx │ │ │ ├── MobTargetTracking │ │ │ │ └── MobTargetTracking.tsx │ │ │ ├── MobUI │ │ │ │ └── MobUI.tsx │ │ │ └── MobVisuals │ │ │ │ └── MobVisuals.tsx │ │ ├── data.ts │ │ └── hooks │ │ │ └── brain.ts │ │ ├── MobsManager │ │ └── MobsManager.tsx │ │ ├── PhysWall │ │ └── PhysWall.tsx │ │ ├── Player │ │ ├── Player.tsx │ │ ├── components │ │ │ ├── PlayerDebug │ │ │ │ └── PlayerDebug.tsx │ │ │ ├── PlayerUI │ │ │ │ └── PlayerUI.tsx │ │ │ └── PlayerVisuals │ │ │ │ └── PlayerVisuals.tsx │ │ └── hooks │ │ │ ├── attack.ts │ │ │ ├── camera.ts │ │ │ ├── collisions.ts │ │ │ ├── controls.ts │ │ │ ├── effects.ts │ │ │ ├── physics.ts │ │ │ └── state.ts │ │ ├── Room │ │ ├── Room.tsx │ │ └── components │ │ │ └── RoomWall │ │ │ └── RoomWall.tsx │ │ └── TestBox │ │ └── TestBox.tsx ├── index.css ├── index.tsx ├── logo.svg ├── mobs │ └── components │ │ └── LargeMob │ │ └── LargeMob.tsx ├── physics │ ├── bodies.ts │ ├── cache.ts │ ├── collisions │ │ ├── collisions.ts │ │ ├── data.ts │ │ ├── filters.ts │ │ └── types.ts │ ├── components │ │ └── Physics │ │ │ ├── Physics.tsx │ │ │ ├── data.ts │ │ │ ├── hooks.ts │ │ │ └── worker.ts │ └── world.ts ├── react-app-env.d.ts ├── reportWebVitals.ts ├── setupTests.ts ├── shared.ts ├── state │ ├── dev.ts │ ├── inputs.ts │ ├── mobs.ts │ ├── player.ts │ ├── positions.ts │ └── refs.ts ├── temp │ ├── ai.ts │ └── rooms.ts ├── ui │ ├── colors.ts │ └── global.ts ├── utils │ ├── angles.ts │ ├── color.ts │ ├── common.ts │ ├── models.ts │ ├── numbers.ts │ └── responsive.ts └── workers │ └── physics │ ├── functions.ts │ ├── physicsWorker.ts │ └── types.ts ├── tsconfig.json └── yarn.lock /.gitignore: -------------------------------------------------------------------------------- 1 | .idea -------------------------------------------------------------------------------- /LICENSE.md: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2020 Simon Hales 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Warning 2 | 3 | This is not an example of well written code, especially with some of my more recent commits. Currently I'm in a quick and hacky phase whilst I think about and learn some new elements of game development. Eventually I will be refactoring to make everything better. 4 | 5 | Demo https://example-react-three-game.netlify.app/ 6 | 7 | 3d character models by [@quaternius](https://twitter.com/quaternius) 8 | 9 | Other 3d models by [@KayLousberg](https://twitter.com/KayLousberg) 10 | 11 | 2d physics https://piqnt.com/planck.js/ 12 | 13 | Physics implementation based upon https://github.com/pmndrs/use-cannon -------------------------------------------------------------------------------- /www/.gitignore: -------------------------------------------------------------------------------- 1 | # See https://help.github.com/articles/ignoring-files/ for more about ignoring files. 2 | 3 | # dependencies 4 | /node_modules 5 | /.pnp 6 | .pnp.js 7 | 8 | # testing 9 | /coverage 10 | 11 | # production 12 | /build 13 | 14 | # misc 15 | .DS_Store 16 | .env.local 17 | .env.development.local 18 | .env.test.local 19 | .env.production.local 20 | 21 | npm-debug.log* 22 | yarn-debug.log* 23 | yarn-error.log* 24 | 25 | .idea -------------------------------------------------------------------------------- /www/.nvmrc: -------------------------------------------------------------------------------- 1 | 14.15.0 -------------------------------------------------------------------------------- /www/_redirects: -------------------------------------------------------------------------------- 1 | /* /index.html 200 2 | -------------------------------------------------------------------------------- /www/package.json: -------------------------------------------------------------------------------- 1 | { 2 | "name": "www", 3 | "version": "0.1.0", 4 | "private": true, 5 | "dependencies": { 6 | "@react-hook/window-size": "^3.0.7", 7 | "@react-three/drei": "^2.2.7", 8 | "@testing-library/jest-dom": "^5.11.4", 9 | "@testing-library/react": "^11.1.0", 10 | "@testing-library/user-event": "^12.1.10", 11 | "@types/jest": "^26.0.15", 12 | "@types/node": "^12.0.0", 13 | "@types/react": "^16.9.53", 14 | "@types/react-dom": "^16.9.8", 15 | "@types/styled-components": "^5.1.4", 16 | "hotkeys-js": "^3.8.1", 17 | "nipplejs": "simonghales/nipplejs", 18 | "planck-js": "^0.3.22", 19 | "react": "^17.0.1", 20 | "react-dom": "^17.0.1", 21 | "react-full-screen": "^0.3.1", 22 | "react-hooks-use-previous": "^1.1.1", 23 | "react-icons": "^3.11.0", 24 | "react-scripts": "4.0.0", 25 | "react-three-fiber": "^5.3.0", 26 | "styled-components": "^5.2.1", 27 | "styled-reset": "^4.3.1", 28 | "three": "^0.122.0", 29 | "typescript": "^4.0.3", 30 | "valtio": "^0.4.3", 31 | "web-vitals": "^0.2.4", 32 | "worker-loader": "^3.0.5" 33 | }, 34 | "scripts": { 35 | "start": "react-scripts start", 36 | "build": "CI='' GENERATE_SOURCEMAP=false react-scripts build && cp _redirects build", 37 | "test": "react-scripts test", 38 | "eject": "react-scripts eject" 39 | }, 40 | "eslintConfig": { 41 | "extends": [ 42 | "react-app", 43 | "react-app/jest" 44 | ] 45 | }, 46 | "browserslist": { 47 | "production": [ 48 | ">0.2%", 49 | "not dead", 50 | "not op_mini all" 51 | ], 52 | "development": [ 53 | "last 1 chrome version", 54 | "last 1 firefox version", 55 | "last 1 safari version" 56 | ] 57 | } 58 | } 59 | -------------------------------------------------------------------------------- /www/public/Demon.glb: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/simonghales/example-react-three-game/ac4e4b848d3ce84d909a11d88c2d42354ffbd849/www/public/Demon.glb -------------------------------------------------------------------------------- /www/public/Knight_Golden_Male.glb: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/simonghales/example-react-three-game/ac4e4b848d3ce84d909a11d88c2d42354ffbd849/www/public/Knight_Golden_Male.glb -------------------------------------------------------------------------------- /www/public/favicon.ico: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/simonghales/example-react-three-game/ac4e4b848d3ce84d909a11d88c2d42354ffbd849/www/public/favicon.ico -------------------------------------------------------------------------------- /www/public/index.html: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 12 | 13 | 17 | 18 | 27 | 28 | React App 29 | 30 | 31 | 32 |
33 | 43 | 44 | 45 | -------------------------------------------------------------------------------- /www/public/logo192.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/simonghales/example-react-three-game/ac4e4b848d3ce84d909a11d88c2d42354ffbd849/www/public/logo192.png -------------------------------------------------------------------------------- /www/public/logo512.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/simonghales/example-react-three-game/ac4e4b848d3ce84d909a11d88c2d42354ffbd849/www/public/logo512.png -------------------------------------------------------------------------------- /www/public/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "short_name": "React App", 3 | "name": "Create React App Sample", 4 | "icons": [ 5 | { 6 | "src": "favicon.ico", 7 | "sizes": "64x64 32x32 24x24 16x16", 8 | "type": "image/x-icon" 9 | }, 10 | { 11 | "src": "logo192.png", 12 | "type": "image/png", 13 | "sizes": "192x192" 14 | }, 15 | { 16 | "src": "logo512.png", 17 | "type": "image/png", 18 | "sizes": "512x512" 19 | } 20 | ], 21 | "start_url": ".", 22 | "display": "standalone", 23 | "theme_color": "#000000", 24 | "background_color": "#ffffff" 25 | } 26 | -------------------------------------------------------------------------------- /www/public/robots.txt: -------------------------------------------------------------------------------- 1 | # https://www.robotstxt.org/robotstxt.html 2 | User-agent: * 3 | Disallow: 4 | -------------------------------------------------------------------------------- /www/public/wall.gltf.glb: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/simonghales/example-react-three-game/ac4e4b848d3ce84d909a11d88c2d42354ffbd849/www/public/wall.gltf.glb -------------------------------------------------------------------------------- /www/public/wallCorner.gltf.glb: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/simonghales/example-react-three-game/ac4e4b848d3ce84d909a11d88c2d42354ffbd849/www/public/wallCorner.gltf.glb -------------------------------------------------------------------------------- /www/src/3d/components/Floor/Floor.tsx: -------------------------------------------------------------------------------- 1 | import React from "react"; 2 | import {Plane} from "@react-three/drei"; 3 | import {radians} from "../../../utils/angles"; 4 | 5 | const size = 100 6 | 7 | const floorColor = '#2f313c' 8 | 9 | const Floor: React.FC = () => { 10 | return ( 11 | <> 12 | 13 | 14 | 15 | {/**/} 16 | 17 | ); 18 | }; 19 | 20 | export default Floor; -------------------------------------------------------------------------------- /www/src/3d/components/WallCornerMesh/WallCornerMesh.tsx: -------------------------------------------------------------------------------- 1 | import React, {Suspense} from "react"; 2 | import Wall from "../../models/Wall/Wall"; 3 | import {Box} from "@react-three/drei"; 4 | import WallCorner from "../../models/WallCorner/WallCorner"; 5 | import {radians} from "../../../utils/angles"; 6 | 7 | const WallCornerMesh: React.FC = ({rotation = [0, 0, 0], ...props}) => { 8 | return ( 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | ); 21 | }; 22 | 23 | export default WallCornerMesh; -------------------------------------------------------------------------------- /www/src/3d/components/WallMesh/WallMesh.tsx: -------------------------------------------------------------------------------- 1 | import { Box } from "@react-three/drei"; 2 | import React, {Suspense} from "react"; 3 | import Wall from "../../models/Wall/Wall"; 4 | 5 | const WallMesh: React.FC = (props) => { 6 | return ( 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | ); 16 | }; 17 | 18 | export default WallMesh; -------------------------------------------------------------------------------- /www/src/3d/models/Demon/Demon.tsx: -------------------------------------------------------------------------------- 1 | /* auto-generated by: https://github.com/pmndrs/gltfjsx */ import React, {useRef, useState, useEffect} from 'react' import {useFrame} from 'react-three-fiber' import {useGLTF} from '@react-three/drei/useGLTF' import {GLTF} from 'three/examples/jsm/loaders/GLTFLoader' import { AnimationAction, AnimationMixer, Bone, Group, LoopOnce, MeshStandardMaterial, MeshToonMaterial, SkinnedMesh } from "three"; import {hexStringToCode} from "../../../utils/color"; import {SkeletonUtils} from "three/examples/jsm/utils/SkeletonUtils"; import {setMaterials, setShadows} from "../../../utils/models"; import {Event} from "three/src/core/EventDispatcher"; type GLTFResult = GLTF & { nodes: { Demon001: SkinnedMesh Body: Bone Head: Bone } materials: { Texture: MeshStandardMaterial } } type ActionName = | 'Bite_Front' | 'Bite_InPlace' | 'Dance' | 'Death' | 'HitRecieve' | 'Idle' | 'Jump' | 'No' | 'Walk' | 'Yes' type GLTFActions = Record const lightOrangeIndividualMaterial = new MeshToonMaterial({ color: hexStringToCode("#630721"), skinning: true, }); lightOrangeIndividualMaterial.color.convertSRGBToLinear(); export default function Demon({isDead, lastHit, lastAttacked, ...props}: JSX.IntrinsicElements['group'] & { isDead: boolean, lastHit: number, lastAttacked: number, }) { const group = useRef() const {nodes, materials, animations, scene} = useGLTF('/Demon.glb') as GLTFResult const [geometry]: any = useState(() => { const clonedScene = SkeletonUtils.clone(scene) setMaterials(clonedScene, { Texture: lightOrangeIndividualMaterial }) setShadows(clonedScene) return clonedScene }) const currentAnimationRef = useRef<{ key: string | null, animation: any, finished: boolean, }>({ key: null, animation: null, finished: false, }) const actions = useRef() const [mixer] = useState(() => new AnimationMixer(nodes.Demon001)) useFrame((state, delta) => mixer.update(delta)) useEffect(() => { actions.current = { Bite_Front: mixer.clipAction(animations[0], group.current), Bite_InPlace: mixer.clipAction(animations[1], group.current), Dance: mixer.clipAction(animations[2], group.current), Death: mixer.clipAction(animations[3], group.current), HitRecieve: mixer.clipAction(animations[4], group.current), Idle: mixer.clipAction(animations[5], group.current), Jump: mixer.clipAction(animations[6], group.current), No: mixer.clipAction(animations[7], group.current), Walk: mixer.clipAction(animations[8], group.current), Yes: mixer.clipAction(animations[9], group.current), } actions.current.Death.loop = LoopOnce actions.current.Death.clampWhenFinished = true actions.current.HitRecieve.loop = LoopOnce actions.current.HitRecieve.clampWhenFinished = true actions.current.Bite_Front.loop = LoopOnce actions.current.Bite_Front.clampWhenFinished = true return () => animations.forEach((clip) => mixer.uncacheClip(clip)) }, []) useEffect(() => { let unsubscribe = () => {} const calculateAnimation = () => { if (!actions.current) return const currentAnimation = currentAnimationRef.current const duration = 0.2 const quickDuration = 0.05 const playAnimation = (animation: any, fadeInDuration: number, fadeDuration: number, key: string | null) => { if (currentAnimation.animation) { currentAnimation.animation.fadeOut(fadeDuration) } else { fadeInDuration = 0 } animation .reset() .setEffectiveWeight(1) .fadeIn(fadeInDuration) .play(); currentAnimation.animation = animation currentAnimation.key = key currentAnimation.finished = false } const isAttacking = lastAttacked > Date.now() - 100 const isHit = lastHit > Date.now() - 100 const hitKey = lastHit.toString() const attackKey = lastAttacked.toString() const processAnimation = (key: string, animation: any) => { if (!actions.current) return if (currentAnimation.animation && currentAnimation.key === key) { } else { playAnimation(animation, quickDuration, quickDuration, key) } const onFinished = (event: Event) => { mixer.removeEventListener('finished', onFinished) if (actions.current && event.action === animation) { currentAnimation.finished = true calculateAnimation() } } mixer.addEventListener('finished', onFinished) unsubscribe = () => { mixer.removeEventListener('finished', onFinished) } } if (isDead) { playAnimation(actions.current.Death, duration, duration, null) } else if (isAttacking || (currentAnimation.key === attackKey && !currentAnimation.finished)) { processAnimation(attackKey, actions.current.Bite_Front) } else if (isHit || (currentAnimation.key === hitKey && !currentAnimation.finished)) { processAnimation(hitKey, actions.current.HitRecieve) } else { playAnimation(actions.current.Dance, duration, duration, null) } } calculateAnimation() return () => { unsubscribe() } }, [isDead, lastHit, lastAttacked]) return ( ) } useGLTF.preload('/Demon.glb') -------------------------------------------------------------------------------- /www/src/3d/models/Knight/Knight.tsx: -------------------------------------------------------------------------------- 1 | /* 2 | auto-generated by: https://github.com/pmndrs/gltfjsx 3 | */ 4 | import React, { useRef, useState, useEffect } from 'react' 5 | import { useFrame } from 'react-three-fiber' 6 | import { useGLTF } from '@react-three/drei/useGLTF' 7 | 8 | import { GLTF } from 'three/examples/jsm/loaders/GLTFLoader' 9 | import {AnimationAction, AnimationMixer, Bone, Group, LoopOnce, MeshToonMaterial, SkinnedMesh} from "three"; 10 | import {hexStringToCode} from "../../../utils/color"; 11 | import {Event} from "three/src/core/EventDispatcher"; 12 | 13 | type GLTFResult = GLTF & { 14 | nodes: { 15 | Cube004: SkinnedMesh 16 | ['Cube.004_1']: SkinnedMesh 17 | ['Cube.004_2']: SkinnedMesh 18 | ['Cube.004_3']: SkinnedMesh 19 | ['Cube.004_4']: SkinnedMesh 20 | Bone: Bone 21 | } 22 | materials: { 23 | Armor: THREE.MeshStandardMaterial 24 | Armor_Dark: THREE.MeshStandardMaterial 25 | Skin: THREE.MeshStandardMaterial 26 | Detail: THREE.MeshStandardMaterial 27 | Red: THREE.MeshStandardMaterial 28 | } 29 | } 30 | 31 | const redMaterial = new MeshToonMaterial({ 32 | color: hexStringToCode("#45555a"), 33 | skinning: true, 34 | }); 35 | redMaterial.color.convertSRGBToLinear(); 36 | 37 | const detailMaterial = new MeshToonMaterial({ 38 | color: hexStringToCode("#ffffff"), 39 | skinning: true, 40 | }); 41 | detailMaterial.color.convertSRGBToLinear(); 42 | 43 | const skinMaterial = new MeshToonMaterial({ 44 | color: hexStringToCode("#131313"), 45 | skinning: true, 46 | }); 47 | skinMaterial.color.convertSRGBToLinear(); 48 | 49 | const armorMaterial = new MeshToonMaterial({ 50 | color: hexStringToCode("#434e5f"), 51 | skinning: true, 52 | }); 53 | armorMaterial.color.convertSRGBToLinear(); 54 | 55 | const armorDarkMaterial = new MeshToonMaterial({ 56 | color: hexStringToCode("#242937"), 57 | skinning: true, 58 | }); 59 | armorDarkMaterial.color.convertSRGBToLinear(); 60 | 61 | type ActionName = 'Idle' | 'PickUp' | 'Punch' | 'RecieveHit' | 'Run' | 'SitDown' | 'Walk' 62 | type GLTFActions = Record 63 | 64 | export default function Knight({moving, recharging, running, lastDamaged, lastAttack, ...props}: JSX.IntrinsicElements['group'] & { 65 | moving: boolean, 66 | recharging: boolean, 67 | running: boolean, 68 | lastDamaged: number, 69 | lastAttack: number, 70 | }) { 71 | const group = useRef() 72 | const { nodes, materials, animations } = useGLTF('/Knight_Golden_Male.glb') as GLTFResult 73 | 74 | const actions = useRef() 75 | const [mixer] = useState(() => new AnimationMixer(nodes['Cube.004_4'])) 76 | 77 | const currentAnimationRef = useRef<{ 78 | key: string | null, 79 | animation: any, 80 | finished: boolean, 81 | }>({ 82 | key: null, 83 | animation: null, 84 | finished: false, 85 | }) 86 | 87 | useFrame((state, delta) => mixer.update(delta)) 88 | useEffect(() => { 89 | actions.current = { 90 | Idle: mixer.clipAction(animations[0], group.current), 91 | PickUp: mixer.clipAction(animations[1], group.current), 92 | Punch: mixer.clipAction(animations[2], group.current), 93 | RecieveHit: mixer.clipAction(animations[3], group.current), 94 | Run: mixer.clipAction(animations[4], group.current), 95 | SitDown: mixer.clipAction(animations[5], group.current), 96 | Walk: mixer.clipAction(animations[6], group.current), 97 | } 98 | actions.current.Punch.loop = LoopOnce 99 | actions.current.Punch.clampWhenFinished = true 100 | actions.current.Punch.timeScale = 1.2 101 | actions.current.RecieveHit.loop = LoopOnce 102 | actions.current.RecieveHit.clampWhenFinished = true 103 | actions.current.RecieveHit.timeScale = 1.2 104 | actions.current.SitDown.loop = LoopOnce 105 | actions.current.SitDown.clampWhenFinished = true 106 | return () => animations.forEach((clip) => mixer.uncacheClip(clip)) 107 | }, []) 108 | 109 | 110 | useEffect(() => { 111 | 112 | let unsubscribe = () => {} 113 | 114 | const calculateAnimation = () => { 115 | 116 | if (!actions.current) return 117 | 118 | const currentAnimation = currentAnimationRef.current 119 | 120 | const duration = 0.2 121 | const quickDuration = 0.05 122 | 123 | const playAnimation = (animation: any, fadeInDuration: number, fadeDuration: number, key: string | null) => { 124 | if (currentAnimation.animation) { 125 | currentAnimation.animation.fadeOut(fadeDuration) 126 | } else { 127 | fadeInDuration = 0 128 | } 129 | animation 130 | .reset() 131 | .setEffectiveWeight(1) 132 | .fadeIn(fadeInDuration) 133 | .play(); 134 | currentAnimation.animation = animation 135 | currentAnimation.key = key 136 | currentAnimation.finished = false 137 | } 138 | 139 | const isHit = lastDamaged > Date.now() - 100 140 | const isAttacking = lastAttack > Date.now() - 100 141 | const attackKey = lastAttack.toString() 142 | const hitKey = lastDamaged.toString() 143 | 144 | const processAnimation = (key: string, animation: any) => { 145 | 146 | if (!actions.current) return 147 | 148 | if (currentAnimation.animation && currentAnimation.key === key) { 149 | 150 | } else { 151 | playAnimation(animation, quickDuration, quickDuration, key) 152 | } 153 | 154 | const onFinished = (event: Event) => { 155 | mixer.removeEventListener('finished', onFinished) 156 | if (actions.current && event.action === animation) { 157 | currentAnimation.finished = true 158 | calculateAnimation() 159 | } 160 | } 161 | 162 | mixer.addEventListener('finished', onFinished) 163 | 164 | unsubscribe = () => { 165 | mixer.removeEventListener('finished', onFinished) 166 | } 167 | } 168 | 169 | if (isAttacking || (currentAnimation.key === attackKey && !currentAnimation.finished)) { 170 | 171 | processAnimation(attackKey, actions.current.Punch) 172 | 173 | } else if (isHit || (currentAnimation.key === hitKey && !currentAnimation.finished)) { 174 | 175 | processAnimation(hitKey, actions.current.RecieveHit) 176 | 177 | } else if (recharging) { 178 | 179 | processAnimation('recharging', actions.current.SitDown) 180 | 181 | } else { 182 | 183 | if (moving) { 184 | 185 | if (running) { 186 | playAnimation(actions.current.Run, duration, duration, null) 187 | } else { 188 | playAnimation(actions.current.Walk, duration, duration, null) 189 | } 190 | 191 | } else { 192 | playAnimation(actions.current.Idle, duration, duration, null) 193 | } 194 | 195 | } 196 | 197 | } 198 | 199 | calculateAnimation() 200 | 201 | return () => { 202 | unsubscribe() 203 | } 204 | 205 | }, [moving, recharging, running, lastAttack, lastDamaged]) 206 | 207 | return ( 208 | 209 | 210 | 211 | 216 | 221 | 226 | 231 | 232 | ) 233 | } 234 | 235 | useGLTF.preload('/Knight_Golden_Male.glb') 236 | -------------------------------------------------------------------------------- /www/src/3d/models/Wall/Wall.tsx: -------------------------------------------------------------------------------- 1 | /* 2 | auto-generated by: https://github.com/pmndrs/gltfjsx 3 | */ 4 | import React, { useRef } from 'react' 5 | import { useGLTF } from '@react-three/drei/useGLTF' 6 | 7 | import { GLTF } from 'three/examples/jsm/loaders/GLTFLoader' 8 | import {Group, Mesh, MeshStandardMaterial} from "three"; 9 | 10 | type GLTFResult = GLTF & { 11 | nodes: { 12 | Cube4530: Mesh 13 | ['Cube.4530_1']: Mesh 14 | } 15 | materials: { 16 | Stone: MeshStandardMaterial 17 | StoneDark: MeshStandardMaterial 18 | } 19 | } 20 | 21 | export default function Wall(props: JSX.IntrinsicElements['group']) { 22 | const group = useRef() 23 | const { nodes, materials } = useGLTF('/wall.gltf.glb') as GLTFResult 24 | return ( 25 | 26 | 27 | 28 | 29 | 30 | 31 | ) 32 | } 33 | 34 | useGLTF.preload('/wall.gltf.glb') 35 | -------------------------------------------------------------------------------- /www/src/3d/models/WallCorner/WallCorner.tsx: -------------------------------------------------------------------------------- 1 | /* 2 | auto-generated by: https://github.com/pmndrs/gltfjsx 3 | */ 4 | import React, { useRef } from 'react' 5 | import { useGLTF } from '@react-three/drei/useGLTF' 6 | 7 | import { GLTF } from 'three/examples/jsm/loaders/GLTFLoader' 8 | import {Group, Mesh, MeshStandardMaterial} from "three"; 9 | 10 | type GLTFResult = GLTF & { 11 | nodes: { 12 | Cube4531: Mesh 13 | ['Cube.4531_1']: Mesh 14 | } 15 | materials: { 16 | Stone: MeshStandardMaterial 17 | StoneDark: MeshStandardMaterial 18 | } 19 | } 20 | 21 | export default function WallCorner(props: JSX.IntrinsicElements['group']) { 22 | const group = useRef() 23 | const { nodes, materials } = useGLTF('/wallCorner.gltf.glb') as GLTFResult 24 | return ( 25 | 26 | 27 | 28 | 29 | 30 | 31 | ) 32 | } 33 | 34 | useGLTF.preload('/wallCorner.gltf.glb') 35 | -------------------------------------------------------------------------------- /www/src/App.css: -------------------------------------------------------------------------------- 1 | .App { 2 | text-align: center; 3 | } 4 | 5 | .App-logo { 6 | height: 40vmin; 7 | pointer-events: none; 8 | } 9 | 10 | @media (prefers-reduced-motion: no-preference) { 11 | .App-logo { 12 | animation: App-logo-spin infinite 20s linear; 13 | } 14 | } 15 | 16 | .App-header { 17 | background-color: #282c34; 18 | min-height: 100vh; 19 | display: flex; 20 | flex-direction: column; 21 | align-items: center; 22 | justify-content: center; 23 | font-size: calc(10px + 2vmin); 24 | color: white; 25 | } 26 | 27 | .App-link { 28 | color: #61dafb; 29 | } 30 | 31 | @keyframes App-logo-spin { 32 | from { 33 | transform: rotate(0deg); 34 | } 35 | to { 36 | transform: rotate(360deg); 37 | } 38 | } 39 | -------------------------------------------------------------------------------- /www/src/App.test.tsx: -------------------------------------------------------------------------------- 1 | import React from 'react'; 2 | import { render, screen } from '@testing-library/react'; 3 | import App from './App'; 4 | 5 | test('renders learn react link', () => { 6 | render(); 7 | const linkElement = screen.getByText(/learn react/i); 8 | expect(linkElement).toBeInTheDocument(); 9 | }); 10 | -------------------------------------------------------------------------------- /www/src/App.tsx: -------------------------------------------------------------------------------- 1 | import React from 'react'; 2 | import Game from "./game/components/Game/Game"; 3 | import {GlobalStyle} from "./ui/global"; 4 | 5 | function App() { 6 | return ( 7 | <> 8 | 9 | 10 | 11 | ); 12 | } 13 | 14 | export default App; 15 | -------------------------------------------------------------------------------- /www/src/custom.d.ts: -------------------------------------------------------------------------------- 1 | declare module "@react-hook/window-size" 2 | declare module "worker-loader!*" { 3 | class WebpackWorker extends Worker { 4 | constructor(); 5 | } 6 | 7 | export default WebpackWorker; 8 | } -------------------------------------------------------------------------------- /www/src/game/components/Camera/Camera.tsx: -------------------------------------------------------------------------------- 1 | import React, {useEffect, useLayoutEffect, useRef, useState} from "react"; 2 | import {useWindowSize} from "@react-hook/window-size"; 3 | import {useFrame, useResource, useThree} from "react-three-fiber"; 4 | import {gameRefs} from "../../../state/refs"; 5 | import {Object3D, Vector3} from "three"; 6 | import {cameraPosition, playerPosition} from "../../../state/positions"; 7 | import {numLerp} from "../../../utils/numbers"; 8 | import {useProxy} from "valtio"; 9 | import {devState} from "../../../state/dev"; 10 | import {useEnemiesInRange, usePlayerHasTarget} from "../../../state/player"; 11 | import {useIsPortrait} from "../../../utils/responsive"; 12 | 13 | const data = { 14 | atRest: true, 15 | atRestTimestamp: 0, 16 | previousXDiff: 0, 17 | previousYDiff: 0, 18 | } 19 | 20 | const useAllowedMovementOffset = (): [number, number] => { 21 | const portrait = useIsPortrait() 22 | return portrait ? [1.5, 3] : [3.5, 2.5] 23 | } 24 | 25 | const useCameraOffset = (): [y: number, z: number, x: number,] => { 26 | const portrait = useIsPortrait() 27 | return portrait ? [100, 100, 100] : [75, 75, 75] 28 | } 29 | 30 | const useCameraShadowBounds = (portrait: boolean): [left: number, right: number, top: number, bottom: number] => { 31 | if (portrait) { 32 | return [ 33 | 75, 34 | 130, 35 | -10, 36 | 50 37 | ] 38 | } 39 | return [ 40 | 0, 41 | 100, 42 | -10, 43 | 50 44 | ] 45 | } 46 | 47 | const Camera: React.FC = () => { 48 | const lightRef: any = useResource() 49 | const ref = useRef() 50 | const {setDefaultCamera} = useThree() 51 | const targetLocked = usePlayerHasTarget() 52 | const inDanger = useEnemiesInRange() 53 | const [allowedX, allowedY] = useAllowedMovementOffset() 54 | const [cameraYOffset, cameraZOffset, cameraXOffset] = useCameraOffset() 55 | const portrait = useIsPortrait() 56 | const [shadowLeft, shadowRight, shadowTop, shadowBottom] = useCameraShadowBounds(portrait) 57 | 58 | useEffect(() => void setDefaultCamera(ref.current), []) 59 | 60 | useEffect(() => { 61 | ref.current.lookAt(0, 2, 0) 62 | 63 | if (!ref.current) return 64 | if (!lightRef.current) return 65 | const light = lightRef.current 66 | const camera = ref.current 67 | 68 | light.target.position.x = camera.position.x 69 | light.target.position.y = camera.position.y 70 | light.target.position.z = camera.position.z 71 | light.target.updateMatrixWorld() 72 | 73 | }, []) 74 | 75 | useFrame(() => { 76 | if (!ref.current) return 77 | if (!lightRef.current) return 78 | const light = lightRef.current 79 | const camera = ref.current 80 | const { 81 | x, 82 | z: y, 83 | } = camera.position 84 | 85 | let newX = x 86 | let newY = y 87 | 88 | const isTargetLocked = targetLocked 89 | 90 | const playerXDiff = Math.round((playerPosition.x - playerPosition.previousX) * (isTargetLocked ? 2500 : 5000)) 91 | const playerYDiff = Math.round((playerPosition.y - playerPosition.previousY) * (isTargetLocked ? 2500 : 5000)) 92 | 93 | const moving = playerYDiff !== 0 || playerXDiff !== 0 94 | 95 | const cameraXDiff = (x - playerPosition.x) + cameraXOffset 96 | const cameraYDiff = (y - playerPosition.y) + cameraZOffset 97 | 98 | let movedSufficiently = inDanger || !data.atRest || (Math.abs(cameraXDiff) > allowedX || Math.abs(cameraYDiff) > allowedY) || (Math.abs(playerXDiff) > 500 || Math.abs(playerYDiff) > 500) 99 | 100 | if (movedSufficiently) { 101 | 102 | const adjustedXDiff = numLerp(playerXDiff, data.previousXDiff, 0.9) 103 | const adjustedYDiff = numLerp(playerYDiff, data.previousYDiff, 0.9) 104 | 105 | if (adjustedXDiff === 0 && adjustedYDiff === 0) { 106 | // todo... 107 | } 108 | 109 | data.previousXDiff = adjustedXDiff 110 | data.previousYDiff = adjustedYDiff 111 | 112 | newX = playerPosition.x + (adjustedXDiff * 0.01) - cameraXOffset 113 | newY = playerPosition.y + (adjustedYDiff * 0.01) - cameraZOffset 114 | } 115 | 116 | if (isTargetLocked) { 117 | 118 | newX = numLerp(newX, playerPosition.targetX - cameraXOffset, 0.33) 119 | newY = numLerp(newY, playerPosition.targetY - cameraZOffset, 0.33) 120 | 121 | } 122 | 123 | let xDiff = Math.abs(x - newX) 124 | let yDiff = Math.abs(y - newY) 125 | 126 | if (x !== newX || y !== newY) { 127 | camera.position.x = numLerp(x, newX, 0.05) 128 | camera.position.z = numLerp(y, newY, 0.05) 129 | light.target.position.x = camera.position.x 130 | light.target.position.y = camera.position.y 131 | light.target.position.z = camera.position.z 132 | light.target.updateMatrixWorld() 133 | cameraPosition.previousX = x 134 | cameraPosition.previousY = y 135 | } 136 | 137 | // not at rest if camera moving, or camera was moving and player is still moving 138 | 139 | if ((xDiff > 0.05 || yDiff > 0.05) || (!data.atRest && moving) || isTargetLocked) { 140 | data.atRest = false 141 | data.atRestTimestamp = 0 142 | } else { 143 | if (!data.atRest) { 144 | if (!data.atRestTimestamp) { 145 | data.atRestTimestamp = Date.now() + 250 146 | } else if (Date.now() > data.atRestTimestamp) { 147 | data.atRest = true 148 | } 149 | } 150 | } 151 | 152 | }) 153 | 154 | return ( 155 | 156 | 170 | {/*{light.current && }*/} 171 | 172 | ); 173 | }; 174 | 175 | export default Camera; -------------------------------------------------------------------------------- /www/src/game/components/DevMenu/DevMenu.tsx: -------------------------------------------------------------------------------- 1 | import React from "react"; 2 | import styled from "styled-components"; 3 | import {useProxy} from "valtio"; 4 | import {devState} from "../../../state/dev"; 5 | 6 | const StyledContainer = styled.div` 7 | position: absolute; 8 | bottom: 10px; 9 | left: 10px; 10 | `; 11 | 12 | const StyledFullscreen = styled.button` 13 | `; 14 | 15 | const DevMenu: React.FC<{ 16 | onFullscreen: () => void, 17 | }> = ({onFullscreen}) => { 18 | 19 | const localDevState = useProxy(devState) 20 | 21 | return ( 22 | 23 |
24 | 25 | FULLSCREEN 26 | 27 |
28 |
29 | ); 30 | }; 31 | 32 | export default DevMenu; -------------------------------------------------------------------------------- /www/src/game/components/Game/Game.tsx: -------------------------------------------------------------------------------- 1 | import React, {useEffect, useRef, useState} from "react"; 2 | import {Canvas} from "react-three-fiber"; 3 | import {Box, Stats} from "@react-three/drei"; 4 | import Floor from "../../../3d/components/Floor/Floor"; 5 | import styled from "styled-components"; 6 | import Player from "../Player/Player"; 7 | import Joystick, {nippleManager} from "../Joystick/Joystick"; 8 | import {FullScreen, useFullScreenHandle} from "react-full-screen"; 9 | import Lights from "../Lights/Lights"; 10 | import Camera from "../Camera/Camera"; 11 | import DevMenu from "../DevMenu/DevMenu"; 12 | import Physics from "../../../physics/components/Physics/Physics"; 13 | import Mob from "../Mob/Mob"; 14 | import GameUI from "./components/GameUI/GameUI"; 15 | import AttackColliders from "./components/AttackColliders/AttackColliders"; 16 | import nipplejs from "nipplejs"; 17 | import TestBox from "../TestBox/TestBox"; 18 | import Wall from "../../../3d/models/Wall/Wall"; 19 | import WallCorner from "../../../3d/models/WallCorner/WallCorner"; 20 | import PhysWall from "../PhysWall/PhysWall"; 21 | import Room from "../Room/Room"; 22 | import GameAI from "./components/GameAI/GameAI"; 23 | import MobsManager from "../MobsManager/MobsManager"; 24 | import AttackUIContainer from "./components/AttackUIContainer/AttackUIContainer"; 25 | 26 | 27 | export const STATS_CSS_CLASS = 'stats' 28 | 29 | const StyledContainer = styled.div` 30 | position: fixed; 31 | top: 0; 32 | left: 0; 33 | right: 0; 34 | bottom: 0; 35 | `; 36 | 37 | const Game: React.FC = () => { 38 | 39 | const handle = useFullScreenHandle() 40 | const {active, enter} = handle 41 | 42 | 43 | return ( 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | {/**/} 55 | 56 | 57 | 58 | 59 | {/**/} 60 | {/**/} 61 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | ); 70 | }; 71 | 72 | export default Game; -------------------------------------------------------------------------------- /www/src/game/components/Game/components/AttackColliders/AttackColliders.tsx: -------------------------------------------------------------------------------- 1 | import React from "react"; 2 | import {useProxy} from "valtio"; 3 | import {attackColliders} from "../../../Player/hooks/attack"; 4 | import AttackCollider from "./components/AttackCollider/AttackCollider"; 5 | 6 | const AttackColliders: React.FC = () => { 7 | 8 | const colliders = useProxy(attackColliders).colliders 9 | 10 | return <> 11 | { 12 | colliders.map(({id, x, y, vX, vY, expires}) => ( 13 | 14 | )) 15 | } 16 | ; 17 | }; 18 | 19 | export default AttackColliders; -------------------------------------------------------------------------------- /www/src/game/components/Game/components/AttackColliders/components/AttackCollider/AttackCollider.tsx: -------------------------------------------------------------------------------- 1 | import React, {useCallback, useEffect, useState} from "react"; 2 | import {Cylinder, Sphere} from "@react-three/drei"; 3 | import {attackColliders} from "../../../../../Player/hooks/attack"; 4 | import {useBody} from "../../../../../../../physics/components/Physics/hooks"; 5 | import {BodyShape, BodyType} from "../../../../../../../physics/bodies"; 6 | import {Vec2} from "planck-js"; 7 | import {COLLISION_FILTER_GROUPS} from "../../../../../../../physics/collisions/filters"; 8 | import {getMobHealthManager} from "../../../../../../../state/mobs"; 9 | import {PhysicsCacheKeys} from "../../../../../../../physics/cache"; 10 | import {playerTargets} from "../../../../../../../state/player"; 11 | 12 | const tempVec2 = Vec2(0, 0) 13 | 14 | const AttackCollider: React.FC<{ 15 | id: number, 16 | x: number, 17 | y: number, 18 | vX: number, 19 | vY: number, 20 | expires: number, 21 | }> = ({id, x, y, vX, vY, expires}) => { 22 | 23 | const [mounted, setMounted] = useState(false) 24 | 25 | useEffect(() => { 26 | setTimeout(() => { 27 | setMounted(true) 28 | }, 20) 29 | }) 30 | 31 | const size = 1.25 32 | 33 | const onCollideStart = useCallback(({mobID}: { 34 | mobID: number, 35 | }) => { 36 | playerTargets.lastAttacked = mobID 37 | const manager = getMobHealthManager(mobID) 38 | if (!manager) return 39 | manager.health = manager.health - 25 40 | manager.lastHit = Date.now() 41 | }, []) 42 | 43 | const [ref, api] = useBody(() => ({ 44 | type: BodyType.dynamic, 45 | position: Vec2(x, y), 46 | fixtures: [{ 47 | shape: BodyShape.circle, 48 | radius: size, 49 | fixtureOptions: { 50 | isSensor: true, 51 | filterCategoryBits: COLLISION_FILTER_GROUPS.attackCollider, 52 | filterMaskBits: COLLISION_FILTER_GROUPS.attackReceiver, 53 | }, 54 | }], 55 | }), { 56 | onCollideStart, 57 | cacheKey: PhysicsCacheKeys.PUNCH, 58 | }) 59 | 60 | useEffect(() => { 61 | 62 | tempVec2.set(vX, vY) 63 | api.setLinearVelocity(tempVec2) 64 | 65 | const now = Date.now() 66 | 67 | let timeout = setTimeout(() => { 68 | let index = attackColliders.colliders.findIndex((collider) => collider.id === id) 69 | if (index >= 0) { 70 | attackColliders.colliders.splice(index, 1) 71 | } 72 | }, expires - now) 73 | 74 | return () => { 75 | clearTimeout(timeout) 76 | } 77 | 78 | }, [id, expires]) 79 | 80 | return null 81 | 82 | return ( 83 | 84 | { 85 | mounted && ( 86 | 87 | 89 | 90 | ) 91 | } 92 | 93 | ); 94 | }; 95 | 96 | export default AttackCollider; -------------------------------------------------------------------------------- /www/src/game/components/Game/components/AttackUIContainer/AttackUIContainer.tsx: -------------------------------------------------------------------------------- 1 | import React, {useLayoutEffect, useRef} from "react"; 2 | import {containerPortal} from "../../../Player/components/PlayerUI/PlayerUI"; 3 | 4 | const AttackUIContainer: React.FC = () => { 5 | 6 | const containerRef = useRef(null) 7 | 8 | useLayoutEffect(() => { 9 | containerPortal.ref = containerRef 10 | }, []) 11 | 12 | return (
); 13 | }; 14 | 15 | export default AttackUIContainer; -------------------------------------------------------------------------------- /www/src/game/components/Game/components/AttackUIContainer/components/AttackUI/AttackUI.tsx: -------------------------------------------------------------------------------- 1 | import React, {TouchEventHandler, useCallback, useEffect, useRef} from "react"; 2 | import styled, {css} from "styled-components"; 3 | import nipplejs, {JoystickManager} from "nipplejs"; 4 | import {proxy, useProxy} from "valtio"; 5 | import {useWindowSize} from "@react-hook/window-size"; 6 | 7 | export enum AttackContainerSize { 8 | LARGE = 'LARGE', 9 | MEDIUM = 'MEDIUM', 10 | SMALL = 'SMALL' 11 | } 12 | 13 | const getAttackContainerSize = (size: AttackContainerSize): number => { 14 | switch (size) { 15 | case AttackContainerSize.LARGE: 16 | return 180 17 | case AttackContainerSize.MEDIUM: 18 | return 130 19 | default: 20 | return 100 21 | } 22 | } 23 | 24 | const StyledContainer = styled.div<{ 25 | containerSize: number 26 | }>` 27 | position: relative; 28 | padding:2px; 29 | width: ${props => props.containerSize}px; 30 | height: ${props => props.containerSize}px; 31 | `; 32 | 33 | const StyledInner = styled.div` 34 | width: 100%; 35 | height: 100%; 36 | border: 3px solid rgba(255,0,0,0.5); 37 | pointer-events: none; 38 | `; 39 | 40 | export const attackStateProxy = proxy({ 41 | attackEngaged: false, 42 | }) 43 | 44 | export const attackInputData = { 45 | xVel: 0, 46 | yVel: 0, 47 | lastReleased: 0, 48 | nextAvailable: 0, 49 | } 50 | 51 | export const attackBuffer: number[] = [] 52 | 53 | const getParentXY = (event: any): [number, number] => { 54 | const parentTransform = event.target.parentElement.parentElement.style.transform 55 | const transformSplit = parentTransform.split("(")[1].split(",") 56 | const parentX = Number(transformSplit[0].trim().replace('px', '')) 57 | const parentY = Number(transformSplit[1].trim().replace('px', '')) 58 | return [parentX, parentY] 59 | } 60 | 61 | const AttackUI: React.FC<{ 62 | size: AttackContainerSize, 63 | }> = ({size}) => { 64 | const ref = useRef() 65 | const containerSize = getAttackContainerSize(size) 66 | 67 | const calcOffset = useCallback((x: number, y: number, parentX: number, parentY: number) => { 68 | 69 | const containerCenterX = parentX 70 | const containerCenterY = parentY 71 | 72 | // get angle 73 | 74 | const angle = Math.atan2((x - containerCenterX), (y - containerCenterY)) 75 | 76 | const xVector = Math.cos(angle) 77 | const yVector = Math.sin(angle) 78 | 79 | const xDistance = Math.abs(x - containerCenterX) 80 | const yDistance = Math.abs(y - containerCenterY) 81 | 82 | if (xDistance < 10 && yDistance < 10) { 83 | // attackInputData.xVel = 0 84 | // attackInputData.yVel = 0 85 | return 86 | } 87 | 88 | attackInputData.xVel = xVector * -1 89 | attackInputData.yVel = yVector 90 | 91 | }, []) 92 | 93 | const onStart = useCallback((event: any) => { 94 | 95 | attackStateProxy.attackEngaged = true 96 | 97 | let x = 0 98 | let y = 0 99 | 100 | if (event.type === "mousedown") { 101 | 102 | x = event.clientX 103 | y = event.clientY 104 | 105 | } else { 106 | x = event.changedTouches[0].clientX 107 | y = event.changedTouches[0].clientY 108 | } 109 | 110 | const [parentX, parentY] = getParentXY(event) 111 | 112 | calcOffset(x, y, parentX, parentY) 113 | 114 | }, []) 115 | 116 | const onEnd = useCallback((event: any) => { 117 | 118 | let x = 0 119 | let y = 0 120 | 121 | if (event.type === "mouseup") { 122 | 123 | x = event.clientX 124 | y = event.clientY 125 | 126 | } else { 127 | x = event.changedTouches[0].clientX 128 | y = event.changedTouches[0].clientY 129 | } 130 | 131 | const [parentX, parentY] = getParentXY(event) 132 | 133 | calcOffset(x, y, parentX, parentY) 134 | 135 | const now = Date.now() 136 | 137 | if (!attackInputData.nextAvailable || now >= attackInputData.nextAvailable) { 138 | attackBuffer.push(now) 139 | attackInputData.nextAvailable = now + 350 140 | } 141 | 142 | attackInputData.lastReleased = now 143 | attackStateProxy.attackEngaged = false 144 | 145 | }, []) 146 | 147 | const onMove = useCallback((event: any) => { 148 | 149 | let x = 0 150 | let y = 0 151 | 152 | if (event.type === "mousemove") { 153 | 154 | if (!attackStateProxy.attackEngaged) return 155 | 156 | x = event.clientX 157 | y = event.clientY 158 | 159 | } else { 160 | x = event.targetTouches[0].clientX 161 | y = event.targetTouches[0].clientY 162 | } 163 | 164 | const [parentX, parentY] = getParentXY(event) 165 | 166 | calcOffset(x, y, parentX, parentY) 167 | 168 | }, [size]) 169 | 170 | return ( 171 | 172 | 173 | 174 | ); 175 | }; 176 | 177 | export default AttackUI; -------------------------------------------------------------------------------- /www/src/game/components/Game/components/GameAI/GameAI.tsx: -------------------------------------------------------------------------------- 1 | import React from "react" 2 | import {useGameAiHandler} from "./hooks/ai"; 3 | 4 | const GameAI: React.FC = () => { 5 | 6 | useGameAiHandler() 7 | 8 | return null 9 | } 10 | 11 | export default GameAI -------------------------------------------------------------------------------- /www/src/game/components/Game/components/GameAI/hooks/ai.ts: -------------------------------------------------------------------------------- 1 | import {useEffect} from "react"; 2 | import {processMobsAI} from "../../../../../../temp/ai"; 3 | 4 | export const useGameAiHandler = () => { 5 | 6 | useEffect(() => { 7 | 8 | setInterval(() => { 9 | processMobsAI() 10 | }, 1000 / 30) 11 | 12 | }, []) 13 | 14 | } -------------------------------------------------------------------------------- /www/src/game/components/Game/components/GameUI/GameUI.tsx: -------------------------------------------------------------------------------- 1 | import React, {useCallback} from "react"; 2 | import styled, {css} from "styled-components"; 3 | import {GiPrayer, GiPunch, GiRun} from "react-icons/all"; 4 | import {InputKeys, inputsState, RAW_INPUTS} from "../../../../../state/inputs"; 5 | import StatsUI from "./components/StatsUI/StatsUI"; 6 | import {usePlayerCanRecharge} from "../../../../../state/player"; 7 | 8 | const StyledWrapper = styled.div` 9 | user-select: none; 10 | `; 11 | 12 | const StyledContainer = styled.div` 13 | position: absolute; 14 | bottom: 10px; 15 | right: 10px; 16 | display: flex; 17 | flex-direction: column; 18 | align-items: flex-end; 19 | `; 20 | 21 | const cssDisabled = css` 22 | opacity: 0.25; 23 | ` 24 | 25 | const StyledAttackButton = styled.div<{ 26 | disabled?: boolean, 27 | }>` 28 | width: 100px; 29 | height: 100px; 30 | border: 2px solid white; 31 | display: flex; 32 | justify-content: center; 33 | align-items: center; 34 | color: white; 35 | cursor: pointer; 36 | 37 | &:not(:first-child) { 38 | margin-left: 10px; 39 | } 40 | 41 | ${props => props.disabled ? cssDisabled : ''}; 42 | 43 | `; 44 | 45 | const StyledButtons = styled.div` 46 | margin-top: 10px; 47 | display: flex; 48 | `; 49 | 50 | const GameUI: React.FC = () => { 51 | 52 | const canRecharge = usePlayerCanRecharge() 53 | 54 | const onPunchMouseDown = useCallback(() => { 55 | inputsState[InputKeys.PUNCH].raw = true 56 | }, []) 57 | 58 | const onPunchMouseUp = useCallback(() => { 59 | inputsState[InputKeys.PUNCH].raw = false 60 | }, []) 61 | 62 | const onRunMouseDown = useCallback(() => { 63 | inputsState[InputKeys.SHIFT].raw = true 64 | }, []) 65 | 66 | const onRunMouseUp = useCallback(() => { 67 | inputsState[InputKeys.SHIFT].raw = false 68 | }, []) 69 | 70 | const onRechargeMouseDown = useCallback(() => { 71 | inputsState[InputKeys.RECHARGE].raw = true 72 | }, []) 73 | 74 | const onRechargeMouseUp = useCallback(() => { 75 | inputsState[InputKeys.RECHARGE].raw = false 76 | }, []) 77 | 78 | return ( 79 | 80 | 81 | 82 | {/**/} 84 | {/* */} 85 | {/**/} 86 | 87 | 89 | 90 | 91 | {/**/} 93 | {/* */} 94 | {/**/} 95 | 96 | 97 | 98 | ); 99 | }; 100 | 101 | export default GameUI; -------------------------------------------------------------------------------- /www/src/game/components/Game/components/GameUI/components/StatsUI/Health/Health.tsx: -------------------------------------------------------------------------------- 1 | import React from "react" 2 | import styled, {css} from "styled-components"; 3 | import {useProxy} from "valtio"; 4 | import {playerHealth} from "../../../../../../../../state/player"; 5 | import {GiHearts} from "react-icons/all"; 6 | import {COLORS} from "../../../../../../../../ui/colors"; 7 | 8 | const StyledContainer = styled.div`` 9 | 10 | const StyledHeartsContainer = styled.div` 11 | display: flex; 12 | ` 13 | 14 | const StyledHeart = styled.div` 15 | position: relative; 16 | ` 17 | 18 | const StyledHeartBg = styled.div<{ 19 | full: boolean, 20 | }>` 21 | color: rgba(0,0,0,0.5); 22 | ` 23 | 24 | const cssHalf = css` 25 | clip-path: inset(0 50% 0 0); 26 | ` 27 | 28 | const cssFull = css` 29 | clip-path: inset(0 0 0 0); 30 | ` 31 | 32 | const StyledHeartFg = styled.div<{ 33 | full: boolean, 34 | half: boolean, 35 | }>` 36 | position: absolute; 37 | top: 0; 38 | left: 0; 39 | bottom: 0; 40 | right: 0; 41 | color: ${COLORS.health}; 42 | clip-path: inset(0 100% 0 0); 43 | ${props => props.full ? cssFull : ''}; 44 | ${props => props.half ? cssHalf : ''}; 45 | transition: all 200ms ease; 46 | ` 47 | 48 | const Health: React.FC = () => { 49 | const healthProxy = useProxy(playerHealth) 50 | return ( 51 | 52 | 53 | { 54 | Array.from({length: healthProxy.maxHealth}).map((_, index) => { 55 | const full = healthProxy.health >= index + 1 56 | const half = healthProxy.health === index + 0.5 57 | return ( 58 | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | ) 67 | }) 68 | } 69 | 70 | 71 | ) 72 | } 73 | 74 | export default Health -------------------------------------------------------------------------------- /www/src/game/components/Game/components/GameUI/components/StatsUI/Juice/Juice.tsx: -------------------------------------------------------------------------------- 1 | import React, {useEffect, useRef, useState} from "react"; 2 | import styled from "styled-components"; 3 | import {subscribe} from "valtio"; 4 | import {JUICE_RECHARGE_COST, playerCanRecharge, playerEnergy, playerJuice} from "../../../../../../../../state/player"; 5 | 6 | const StyledContainer = styled.div``; 7 | 8 | const StyledBar = styled.div<{ 9 | full: boolean, 10 | }>` 11 | width: 100%; 12 | max-width: 200px; 13 | height: 14px; 14 | border: 2px solid white; 15 | overflow: hidden; 16 | position: relative; 17 | opacity: ${props => props.full ? '1' : '0.5'}; 18 | transition: opacity 250ms ease; 19 | `; 20 | 21 | const StyledBarInner = styled.div` 22 | position: absolute; 23 | top: 0; 24 | left: 0; 25 | right: 0; 26 | bottom: 0; 27 | background-color: white; 28 | transform: translate(-100%, 0); 29 | transition: transform ease 200ms; 30 | `; 31 | 32 | const Juice: React.FC = () => { 33 | const barRef = useRef() 34 | const [full, setFull] = useState(() => playerCanRecharge(false)) 35 | 36 | useEffect(() => { 37 | 38 | const calcJuice = () => { 39 | if (barRef.current) { 40 | const juice = playerJuice.juice 41 | const juicePercent = 100 - juice 42 | barRef.current.style.transform = `translate(-${juicePercent}%, 0)` 43 | setFull(playerCanRecharge(false)) 44 | } 45 | } 46 | 47 | calcJuice() 48 | 49 | const unsubscribe = subscribe(playerJuice, () => { 50 | calcJuice() 51 | }) 52 | return () => { 53 | unsubscribe() 54 | } 55 | }, []) 56 | 57 | return ( 58 | 59 | 60 | 61 | 62 | 63 | ); 64 | }; 65 | 66 | export default Juice; -------------------------------------------------------------------------------- /www/src/game/components/Game/components/GameUI/components/StatsUI/StatsUI.tsx: -------------------------------------------------------------------------------- 1 | import React, {useEffect, useRef, useState} from "react"; 2 | import styled from "styled-components"; 3 | import {subscribe, useProxy} from "valtio"; 4 | import {playerEnergy} from "../../../../../../../state/player"; 5 | import Health from "./Health/Health"; 6 | import Juice from "./Juice/Juice"; 7 | 8 | const StyledTopLeftContainer = styled.div` 9 | position: absolute; 10 | top: 10px; 11 | left: 10px; 12 | z-index: 9999999; 13 | ` 14 | 15 | const StyledContainer = styled.div` 16 | position: absolute; 17 | top: 10px; 18 | left: 10px; 19 | right: 10px; 20 | display: flex; 21 | justify-content: center; 22 | z-index: 9999999; 23 | `; 24 | 25 | const StyledBar = styled.div<{ 26 | full: boolean, 27 | }>` 28 | width: 100%; 29 | max-width: 200px; 30 | height: 14px; 31 | border: 2px solid white; 32 | opacity: ${props => props.full ? 0 : 0.5}; 33 | overflow: hidden; 34 | position: relative; 35 | transition: opacity 300ms ${props => props.full ? "200ms" : ""} ease; 36 | `; 37 | 38 | const StyledBarInner = styled.div` 39 | position: absolute; 40 | top: 0; 41 | left: 0; 42 | right: 0; 43 | bottom: 0; 44 | background-color: white; 45 | transform: translate(0%, 0); 46 | transition: transform linear 110ms; 47 | `; 48 | 49 | const StatsUI: React.FC = () => { 50 | const barRef = useRef() 51 | const [full, setFull] = useState(playerEnergy.energy === 100) 52 | 53 | useEffect(() => { 54 | const unsubscribe = subscribe(playerEnergy, () => { 55 | if (barRef.current) { 56 | const energy = playerEnergy.energy 57 | const energyPercent = 100 - energy 58 | barRef.current.style.transform = `translate(-${energyPercent}%, 0)` 59 | setFull(energy >= 100) 60 | } 61 | }) 62 | return () => { 63 | unsubscribe() 64 | } 65 | }, []) 66 | 67 | return ( 68 | <> 69 | 70 | 71 | 72 | 73 | 74 | 75 | 76 | 77 | 78 | 79 | ); 80 | }; 81 | 82 | export default StatsUI; -------------------------------------------------------------------------------- /www/src/game/components/Joystick/Joystick.tsx: -------------------------------------------------------------------------------- 1 | import React, {useEffect, useRef} from "react"; 2 | import nipplejs, {JoystickManager} from 'nipplejs'; 3 | import styled from "styled-components"; 4 | 5 | const StyledContainer = styled.div` 6 | position: absolute; 7 | top: 0; 8 | left: 0; 9 | right: 0; 10 | bottom: 0; 11 | 12 | .nipple { 13 | pointer-events: none; 14 | } 15 | 16 | `; 17 | 18 | export let nippleManager: JoystickManager; 19 | 20 | export const inputData = { 21 | lastTouchStart: 0, 22 | lastTouchEnd: 0, 23 | } 24 | 25 | const Joystick: React.FC = ({children}) => { 26 | 27 | const ref = useRef() 28 | 29 | useEffect(() => { 30 | 31 | nippleManager = nipplejs.create({ 32 | zone: ref.current, 33 | }); 34 | 35 | }, []) 36 | 37 | return ( 38 | inputData.lastTouchStart = Date.now()} onTouchEnd={() => inputData.lastTouchEnd = Date.now()}> 39 | {children} 40 | 41 | ); 42 | }; 43 | 44 | export default Joystick; -------------------------------------------------------------------------------- /www/src/game/components/Lights/Lights.tsx: -------------------------------------------------------------------------------- 1 | import React, {useLayoutEffect, useRef} from "react"; 2 | import {Canvas} from "react-three-fiber"; 3 | import {gameRefs} from "../../../state/refs"; 4 | 5 | const Lights: React.FC = () => { 6 | return ( 7 | <> 8 | 9 | 10 | ); 11 | }; 12 | 13 | export default Lights; -------------------------------------------------------------------------------- /www/src/game/components/Mob/Mob.tsx: -------------------------------------------------------------------------------- 1 | import React, {useEffect, useRef, useState} from "react"; 2 | import MobPhysics from "./components/MobPhysics/MobPhysics"; 3 | import MobVisuals from "./components/MobVisuals/MobVisuals"; 4 | import {Object3D} from "three"; 5 | import MobTargetTracking from "./components/MobTargetTracking/MobTargetTracking"; 6 | import {useProxy} from "valtio"; 7 | import {playerTargets, usePlayerTarget} from "../../../state/player"; 8 | import {deleteMobHealthManager, getMobHealthManager, initMobHealthManager} from "../../../state/mobs"; 9 | import {addMob, removeMob, updateMob} from "../../../temp/ai"; 10 | import {useMobBrain} from "./hooks/brain"; 11 | import {MOB_VARIANT} from "./data"; 12 | 13 | const useIsTargeted = (id: number): boolean => { 14 | const targetID = usePlayerTarget() 15 | return targetID === id 16 | } 17 | 18 | const useIsInAttackRange = (id: number): boolean => { 19 | const {attackRange} = useProxy(playerTargets) 20 | return attackRange.includes(id) 21 | } 22 | 23 | const useIsDead = (id: number): boolean => { 24 | 25 | const managerProxy = useProxy(getMobHealthManager(id)) 26 | return managerProxy.health <= 0 27 | 28 | } 29 | 30 | const MobInner: React.FC<{ 31 | id: number, 32 | x: number, 33 | y: number, 34 | variant: MOB_VARIANT, 35 | }> = ({id, x, y, variant}) => { 36 | 37 | const localRef = useRef(new Object3D()) 38 | const isTargeted = useIsTargeted(id) 39 | const inAttackRange = useIsInAttackRange(id) 40 | const isDead = useIsDead(id) 41 | const managerProxy = useProxy(getMobHealthManager(id)) 42 | 43 | useEffect(() => { 44 | 45 | updateMob(id, { 46 | alive: !isDead, 47 | }) 48 | 49 | }, [id, isDead]) 50 | 51 | return ( 52 | <> 53 | { 54 | !isDead && ( 55 | 56 | ) 57 | } 58 | 59 | { 60 | isTargeted && ( 61 | 62 | ) 63 | } 64 | 65 | ); 66 | }; 67 | 68 | const Mob: React.FC<{ 69 | id: number, 70 | x: number, 71 | y: number, 72 | variant?: MOB_VARIANT, 73 | }> = ({id, x, y, variant = MOB_VARIANT.small}) => { 74 | 75 | const [mounted, setMounted] = useState(false) 76 | 77 | useEffect(() => { 78 | addMob(id) 79 | initMobHealthManager(id, variant) 80 | setMounted(true) 81 | 82 | return () => { 83 | deleteMobHealthManager(id) 84 | removeMob(id) 85 | } 86 | }, []) 87 | 88 | if (!mounted) return null 89 | 90 | return 91 | } 92 | 93 | export default Mob; -------------------------------------------------------------------------------- /www/src/game/components/Mob/components/MobPhysics/MobPhysics.tsx: -------------------------------------------------------------------------------- 1 | import React, {MutableRefObject, useCallback} from "react"; 2 | import {Object3D} from "three"; 3 | import {useBody} from "../../../../../physics/components/Physics/hooks"; 4 | import {BodyShape, BodyType} from "../../../../../physics/bodies"; 5 | import {Vec2} from "planck-js"; 6 | import {COLLISION_FILTER_GROUPS} from "../../../../../physics/collisions/filters"; 7 | import {FixtureType} from "../../../../../physics/collisions/types"; 8 | import {updateMob} from "../../../../../temp/ai"; 9 | import {useMobBrain} from "../../hooks/brain"; 10 | import {MOB_VARIANT} from "../../data"; 11 | 12 | const MobPhysics: React.FC<{ 13 | x: number, 14 | y: number, 15 | id: number, 16 | variant: MOB_VARIANT, 17 | localRef: MutableRefObject, 18 | }> = ({x, y, id, localRef, variant}) => { 19 | 20 | const onCollideStart = useCallback(({type}: any) => { 21 | if (type !== undefined && type === FixtureType.PLAYER_RANGE) { 22 | updateMob(id, { 23 | inPlayerRange: true, 24 | }) 25 | } 26 | }, [id]) 27 | 28 | const onCollideEnd = useCallback(({type}: any) => { 29 | if (type !== undefined && type === FixtureType.PLAYER_RANGE) { 30 | updateMob(id, { 31 | inPlayerRange: false, 32 | }) 33 | } 34 | }, [id]) 35 | 36 | const size = 0.75 37 | 38 | const [ref, api] = useBody(() => ({ 39 | type: BodyType.dynamic, 40 | position: Vec2(x, y), 41 | linearDamping: variant === MOB_VARIANT.large ? 10 : 4, 42 | fixtures: [{ 43 | shape: BodyShape.circle, 44 | radius: size * (variant === MOB_VARIANT.large ? 2 : 0.75), 45 | fixtureOptions: { 46 | density: variant === MOB_VARIANT.large ? 50 : 40, 47 | isSensor: false, 48 | filterCategoryBits: COLLISION_FILTER_GROUPS.mob | COLLISION_FILTER_GROUPS.attackReceiver | COLLISION_FILTER_GROUPS.physical, 49 | userData: { 50 | mobID: id, 51 | mobVariant: variant, 52 | type: FixtureType.MOB, 53 | } 54 | }, 55 | }], 56 | }), { 57 | fwdRef: localRef, 58 | debug: 'mob', 59 | onCollideStart, 60 | onCollideEnd, 61 | }) 62 | 63 | 64 | useMobBrain(id, api, ref, variant) 65 | 66 | return null; 67 | }; 68 | 69 | export default MobPhysics; -------------------------------------------------------------------------------- /www/src/game/components/Mob/components/MobTargetTracking/MobTargetTracking.tsx: -------------------------------------------------------------------------------- 1 | import React, {MutableRefObject, useEffect} from "react"; 2 | import {Object3D} from "three"; 3 | import {useFrame} from "react-three-fiber"; 4 | import {playerPosition} from "../../../../../state/positions"; 5 | 6 | const MobTargetTracking: React.FC<{ 7 | localRef: MutableRefObject 8 | }> = ({localRef}) => { 9 | 10 | useFrame(() => { 11 | playerPosition.targetX = localRef.current.position.x 12 | playerPosition.targetY = localRef.current.position.z 13 | }) 14 | 15 | return null; 16 | }; 17 | 18 | export default MobTargetTracking; -------------------------------------------------------------------------------- /www/src/game/components/Mob/components/MobUI/MobUI.tsx: -------------------------------------------------------------------------------- 1 | import React from "react"; 2 | import {Html} from "@react-three/drei"; 3 | import styled, {css} from "styled-components"; 4 | import {useProxy} from "valtio"; 5 | import {getMobHealthManager} from "../../../../../state/mobs"; 6 | import {MOB_VARIANT} from "../../data"; 7 | 8 | const cssHide = css` 9 | opacity: 0; 10 | ` 11 | 12 | const cssLargeVariant = css` 13 | width: 75px; 14 | height: 15px; 15 | ` 16 | 17 | const StyledContainer = styled.div<{ 18 | hide: boolean, 19 | variant: MOB_VARIANT, 20 | }>` 21 | pointer-events: none; 22 | width: 50px; 23 | height: 10px; 24 | background-color: rgba(0,0,0,0.25); 25 | position: relative; 26 | overflow: hidden; 27 | transition: opacity 500ms 250ms ease; 28 | opacity: 0.75; 29 | ${props => props.hide ? cssHide : ''}; 30 | ${props => props.variant === MOB_VARIANT.large ? cssLargeVariant : ''}; 31 | `; 32 | 33 | const StyledAmount = styled.div<{ 34 | amount: number, 35 | }>` 36 | position: absolute; 37 | top: 0; 38 | left: 0; 39 | right: 0; 40 | bottom: 0; 41 | background-color: #980623; 42 | transition: all 200ms ease; 43 | transform: translateX(${props => (props.amount - 100)}%); 44 | `; 45 | 46 | const MobUI: React.FC<{ 47 | id: number, 48 | variant: MOB_VARIANT, 49 | }> = ({id, variant}) => { 50 | const managerProxy = useProxy(getMobHealthManager(id)) 51 | const yOffset = variant === MOB_VARIANT.large ? 1.75 : 0.75 52 | return ( 53 | 54 | 55 | 56 | 57 | 58 | 59 | 60 | ); 61 | }; 62 | 63 | export default MobUI; -------------------------------------------------------------------------------- /www/src/game/components/Mob/components/MobVisuals/MobVisuals.tsx: -------------------------------------------------------------------------------- 1 | import React, {MutableRefObject, Suspense, useCallback, useRef} from "react"; 2 | import Demon from "../../../../../3d/models/Demon/Demon"; 3 | import {Object3D} from "three"; 4 | import {useFrame} from "react-three-fiber"; 5 | import {playerPosition} from "../../../../../state/positions"; 6 | import {lerpRadians, PI, PI_TIMES_TWO} from "../../../../../utils/numbers"; 7 | import MobUI from "../MobUI/MobUI"; 8 | import {Cylinder} from "@react-three/drei"; 9 | import {playerTargets} from "../../../../../state/player"; 10 | import {MOB_VARIANT} from "../../data"; 11 | 12 | const MobVisuals: React.FC<{ 13 | lastHit: number, 14 | lastAttacked: number, 15 | x: number, 16 | y: number, 17 | localRef: MutableRefObject, 18 | isDead: boolean, 19 | id: number, 20 | targeted: boolean, 21 | inAttackRange: boolean, 22 | variant: MOB_VARIANT, 23 | }> = ({localRef, variant, lastHit, lastAttacked, x, y, isDead, id, targeted, inAttackRange}) => { 24 | 25 | const clickedTimestampsRef = useRef({ 26 | lastClicked: 0, 27 | }) 28 | 29 | const onClick = useCallback(() => { 30 | const now = Date.now() 31 | const lastClicked = clickedTimestampsRef.current.lastClicked 32 | 33 | if (lastClicked > now - 500) { 34 | playerTargets.lastAttacked = id 35 | } 36 | 37 | clickedTimestampsRef.current.lastClicked = now 38 | }, [id]) 39 | 40 | useFrame((state, delta) => { 41 | if (isDead) return 42 | const targetX = playerPosition.x 43 | const targetY = playerPosition.y 44 | const x = localRef.current.position.x 45 | const y = localRef.current.position.z 46 | const angle = Math.atan2((targetX - x), (targetY - y)) 47 | 48 | let prevAngle = localRef.current.rotation.y // convert to low equivalent angle 49 | if (prevAngle > PI) { 50 | prevAngle -= PI_TIMES_TWO 51 | } 52 | 53 | localRef.current.rotation.y = lerpRadians(prevAngle, angle, 2.5 * delta) 54 | }) 55 | 56 | const scale = variant === MOB_VARIANT.large ? 2 : 0.75 57 | 58 | return ( 59 | 60 | 61 | 62 | 63 | 64 | 65 | {/**/} 66 | {/* */} 68 | {/**/} 69 | 70 | 71 | 73 | 74 | 75 | ); 76 | }; 77 | 78 | export default MobVisuals; -------------------------------------------------------------------------------- /www/src/game/components/Mob/data.ts: -------------------------------------------------------------------------------- 1 | export enum MOB_VARIANT { 2 | small, 3 | large 4 | } -------------------------------------------------------------------------------- /www/src/game/components/Mob/hooks/brain.ts: -------------------------------------------------------------------------------- 1 | import {useFrame} from "react-three-fiber"; 2 | import {useEffect, useState} from "react"; 3 | import {getMob, MobAIGoal} from "../../../../temp/ai"; 4 | import {BodyApi} from "../../../../physics/components/Physics/hooks"; 5 | import {playerPosition} from "../../../../state/positions"; 6 | import {Vec2} from "planck-js"; 7 | import {useProxy} from "valtio"; 8 | import {getMobHealthManager} from "../../../../state/mobs"; 9 | import {dealPlayerDamage, playerState, playerTargets} from "../../../../state/player"; 10 | import {coroutine} from "../../Player/Player"; 11 | import {DIAGONAL} from "../../../../utils/common"; 12 | import {MOB_VARIANT} from "../data"; 13 | 14 | const attackPlayerCoroutine = function* (attackWaitDuration: number, attackWaitHitDuration: number, damage: number) { 15 | 16 | const started = Date.now() 17 | 18 | // wait 250ms 19 | while (started > Date.now() - attackWaitDuration) { 20 | yield null 21 | } 22 | 23 | const attackStarted = Date.now() 24 | 25 | yield true 26 | 27 | // wait 100ms 28 | while (attackStarted > Date.now() - attackWaitHitDuration) { 29 | yield null 30 | } 31 | 32 | if (Date.now() > attackStarted + 300) { 33 | console.log('attack is outdated') 34 | } else { 35 | dealPlayerDamage(damage) 36 | } 37 | 38 | } 39 | 40 | const velocity = Vec2(0, 0) 41 | const position = Vec2(0, 0) 42 | 43 | export const useMobBrain = (id: number, api: BodyApi, ref: any, variant: MOB_VARIANT) => { 44 | const [localState] = useState(() => ({ 45 | attackInitiated: false, 46 | attackPending: false, 47 | })) 48 | const [coroutineManager] = useState<{ 49 | attack: any, 50 | }>(() => ({ 51 | attack: null, 52 | })) 53 | const [hits] = useState<{ 54 | [id: number]: boolean, 55 | }>(() => ({})) 56 | const [manager] = useState(() => getMobHealthManager(id)) 57 | const managerProxy = useProxy(manager) 58 | 59 | const {lastHit} = managerProxy 60 | 61 | const [previousVelocities] = useState(() => ({ 62 | xVel: 0, 63 | yVel: 0, 64 | })) 65 | const [mobData] = useState(() => getMob(id)) 66 | 67 | useFrame((state, delta) => { 68 | 69 | let xVel = 0 70 | let yVel = 0 71 | 72 | const x = ref.current.position.x 73 | const y = ref.current.position.z 74 | 75 | const now = Date.now() 76 | 77 | if (manager.stunned && !hits[manager.lastHit]) { 78 | 79 | velocity.set(manager.attackVector[0] * 150, manager.attackVector[1] * 150) 80 | // api.applyForceToCenter(velocity) 81 | position.set(x, y) 82 | api.applyLinearImpulse(velocity, position) 83 | hits[manager.lastHit] = true 84 | 85 | } else if (manager.lastHit > now - 500) { 86 | 87 | // do nothing... 88 | 89 | } else { 90 | 91 | if (mobData.goal === MobAIGoal.ATTACK) { 92 | 93 | const xDistance = x - playerPosition.x 94 | const yDistance = y - playerPosition.y 95 | 96 | const requiredDistance = variant === MOB_VARIANT.large ? 3 : 2 97 | 98 | if (Math.abs(xDistance) <= requiredDistance && Math.abs(yDistance) <= requiredDistance) { 99 | 100 | if (manager.lastAttacked < now - 1500 && !localState.attackPending && !localState.attackInitiated && !playerState.invincible) { 101 | 102 | localState.attackPending = true 103 | const waitDuration = variant === MOB_VARIANT.large ? 500 : 250 104 | const damage = variant === MOB_VARIANT.large ? 2 : 0.5 105 | coroutineManager.attack = coroutine(attackPlayerCoroutine, [waitDuration, 250, damage]) 106 | 107 | } 108 | 109 | if (coroutineManager.attack) { 110 | 111 | const response = coroutineManager.attack() 112 | 113 | if (response.value) { 114 | manager.lastAttacked = now 115 | localState.attackPending = false 116 | localState.attackInitiated = true 117 | } 118 | 119 | if (response.done) { 120 | localState.attackInitiated = false 121 | coroutineManager.attack = null 122 | if (playerTargets.lastHitBy === null || !playerTargets.inRange.includes(playerTargets.lastHitBy)) { 123 | playerTargets.lastHitBy = id 124 | } 125 | } 126 | 127 | } 128 | 129 | } else { 130 | 131 | localState.attackPending = false 132 | 133 | if (coroutineManager.attack && !localState.attackInitiated) { 134 | coroutineManager.attack = null 135 | } 136 | 137 | if (x > playerPosition.x) { 138 | xVel = -1 139 | } else if (x < playerPosition.x) { 140 | xVel = 1 141 | } 142 | if (y > playerPosition.y) { 143 | yVel = -1 144 | } else if (y < playerPosition.y) { 145 | yVel = 1 146 | } 147 | 148 | if (xVel !== 0 && yVel !== 0) { 149 | xVel = xVel * DIAGONAL 150 | yVel = yVel * DIAGONAL 151 | } 152 | 153 | if (variant === MOB_VARIANT.large) { 154 | xVel = xVel * 20 155 | yVel = yVel * 20 156 | } 157 | 158 | } 159 | 160 | } else if (mobData.goal === MobAIGoal.IDLE) { 161 | // return to original position 162 | } 163 | 164 | } 165 | 166 | // if (previousVelocities.xVel !== xVel || previousVelocities.yVel !== yVel) { 167 | velocity.set(xVel * 300, yVel * 300) 168 | api.applyForceToCenter(velocity) 169 | // api.setLinearVelocity(velocity) 170 | previousVelocities.xVel = xVel 171 | previousVelocities.yVel = yVel 172 | // } 173 | 174 | mobData.x = ref.current.position.x 175 | mobData.y = ref.current.position.z 176 | 177 | }) 178 | 179 | useEffect(() => { 180 | 181 | if (lastHit > 0) { 182 | 183 | const expires = 150 - (Date.now() - lastHit) 184 | 185 | if (expires <= 0) return 186 | 187 | manager.stunned = true 188 | // init a coroutine for backwards velocity movement? 189 | 190 | let timeout = setTimeout(() => { 191 | manager.stunned = false 192 | }, expires) 193 | 194 | return () => { 195 | clearTimeout(timeout) 196 | } 197 | 198 | } 199 | 200 | }, [lastHit]) 201 | 202 | } -------------------------------------------------------------------------------- /www/src/game/components/MobsManager/MobsManager.tsx: -------------------------------------------------------------------------------- 1 | import React from "react"; 2 | import Mob from "../Mob/Mob"; 3 | import Physics from "../../../physics/components/Physics/Physics"; 4 | import LargeMob from "../../../mobs/components/LargeMob/LargeMob"; 5 | 6 | const MobsManager: React.FC = () => { 7 | return ( 8 | <> 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | ); 18 | }; 19 | 20 | export default MobsManager; -------------------------------------------------------------------------------- /www/src/game/components/PhysWall/PhysWall.tsx: -------------------------------------------------------------------------------- 1 | import React, {Suspense, useEffect} from "react" 2 | import Wall from "../../../3d/models/Wall/Wall"; 3 | import {useBody} from "../../../physics/components/Physics/hooks"; 4 | import {BodyShape, BodyType} from "../../../physics/bodies"; 5 | import {Vec2} from "planck-js"; 6 | import {COLLISION_FILTER_GROUPS} from "../../../physics/collisions/filters"; 7 | import WallMesh from "../../../3d/components/WallMesh/WallMesh"; 8 | import WallCornerMesh from "../../../3d/components/WallCornerMesh/WallCornerMesh"; 9 | import {radians} from "../../../utils/angles"; 10 | 11 | const PhysWall: React.FC = () => { 12 | 13 | useBody(() => ({ 14 | type: BodyType.static, 15 | position: Vec2(0, 16), 16 | fixtures: [ 17 | { 18 | shape: BodyShape.box, 19 | hx: 33, 20 | hy: 1, 21 | fixtureOptions: { 22 | filterCategoryBits: COLLISION_FILTER_GROUPS.barrier, 23 | filterMaskBits: COLLISION_FILTER_GROUPS.player, 24 | }, 25 | } 26 | ] 27 | }), {}) 28 | 29 | useBody(() => ({ 30 | type: BodyType.static, 31 | position: Vec2(0, -16), 32 | fixtures: [ 33 | { 34 | shape: BodyShape.box, 35 | hx: 33, 36 | hy: 1, 37 | fixtureOptions: { 38 | filterCategoryBits: COLLISION_FILTER_GROUPS.barrier, 39 | filterMaskBits: COLLISION_FILTER_GROUPS.player, 40 | }, 41 | } 42 | ] 43 | }), {}) 44 | 45 | useBody(() => ({ 46 | type: BodyType.static, 47 | position: Vec2(16, 0), 48 | fixtures: [ 49 | { 50 | shape: BodyShape.box, 51 | hx: 1, 52 | hy: 33, 53 | fixtureOptions: { 54 | filterCategoryBits: COLLISION_FILTER_GROUPS.barrier, 55 | filterMaskBits: COLLISION_FILTER_GROUPS.player, 56 | }, 57 | } 58 | ] 59 | }), {}) 60 | 61 | useBody(() => ({ 62 | type: BodyType.static, 63 | position: Vec2(-16, 0), 64 | fixtures: [ 65 | { 66 | shape: BodyShape.box, 67 | hx: 1, 68 | hy: 33, 69 | fixtureOptions: { 70 | filterCategoryBits: COLLISION_FILTER_GROUPS.barrier, 71 | filterMaskBits: COLLISION_FILTER_GROUPS.player, 72 | }, 73 | } 74 | ] 75 | }), {}) 76 | 77 | return ( 78 | <> 79 | 80 | 81 | 82 | 83 | 84 | 85 | 86 | 87 | 88 | 89 | 90 | 91 | 92 | 93 | 94 | 95 | 96 | 97 | 98 | 99 | 100 | 101 | 102 | 103 | 104 | 105 | 106 | 107 | 108 | 109 | 110 | 111 | 112 | 113 | 114 | 115 | 116 | 117 | 118 | 119 | 120 | ) 121 | } 122 | 123 | export default PhysWall -------------------------------------------------------------------------------- /www/src/game/components/Player/Player.tsx: -------------------------------------------------------------------------------- 1 | import React, {Suspense, useCallback, useEffect, useRef} from "react"; 2 | import {inputData, nippleManager} from "../Joystick/Joystick"; 3 | import {useFrame} from "react-three-fiber"; 4 | import {radians, rotateVector} from "../../../utils/angles"; 5 | import {gameRefs} from "../../../state/refs"; 6 | import {playerPosition} from "../../../state/positions"; 7 | import {usePlayerControls} from "./hooks/controls"; 8 | import {InputKeys, inputsState} from "../../../state/inputs"; 9 | import {lerpRadians, numLerp, PI, PI_TIMES_TWO} from "../../../utils/numbers"; 10 | import {DIAGONAL} from "../../../utils/common"; 11 | import {Vec2} from "planck-js"; 12 | import {usePlayerPhysics} from "./hooks/physics"; 13 | import PlayerVisuals, {playerVisualState} from "./components/PlayerVisuals/PlayerVisuals"; 14 | import PlayerDebug from "./components/PlayerDebug/PlayerDebug"; 15 | import { 16 | JUICE_RECHARGE_COST, playerCanRecharge, 17 | playerEnergy, 18 | playerJuice, 19 | playerState, 20 | rechargePlayer, 21 | usePlayerHasTarget, 22 | usePlayerInCombat 23 | } from "../../../state/player"; 24 | import {usePlayerCollisionsHandler} from "./hooks/collisions"; 25 | import {usePlayerEffectsHandler} from "./hooks/effects"; 26 | import {usePlayerStateHandler} from "./hooks/state"; 27 | import PlayerUI from "./components/PlayerUI/PlayerUI"; 28 | import {attackInputData, attackStateProxy} from "../Game/components/AttackUIContainer/components/AttackUI/AttackUI"; 29 | 30 | export const coroutine = (f: any, params: any[] = []) => { 31 | const o = f(...params); // instantiate the coroutine 32 | return function (x: any) { 33 | return o.next(x); 34 | }; 35 | }; 36 | 37 | enum RechargeState { 38 | PENDING, 39 | ACTIVATED 40 | } 41 | 42 | const beginPreRechargeProcess = () => { 43 | playerState.preRecharging = true 44 | } 45 | 46 | const beginRechargeProcess = () => { 47 | playerState.recharging = true 48 | } 49 | 50 | const endRechargeProcess = () => { 51 | playerState.preRecharging = false 52 | playerState.recharging = false 53 | } 54 | 55 | const rechargeCoroutine = function* () { 56 | const start = Date.now() 57 | const wait = start + 500 58 | const completion = wait + 750 59 | beginPreRechargeProcess() 60 | let rechargePressed = true 61 | while (Date.now() < wait) { 62 | if (!rechargePressed || !playerState.preRecharging) { 63 | endRechargeProcess() 64 | return 65 | } 66 | rechargePressed = yield RechargeState.PENDING 67 | } 68 | beginRechargeProcess() 69 | while (Date.now() < completion) { 70 | yield RechargeState.ACTIVATED 71 | } 72 | rechargePlayer() 73 | endRechargeProcess() 74 | } 75 | 76 | const rollCooldownCoroutine = function* () { 77 | let wait = Date.now() + 500; 78 | playerVisualState.rollCooldown = true 79 | while (Date.now() < wait) { 80 | yield null; 81 | } 82 | playerVisualState.rollCooldown = false 83 | } 84 | 85 | const rollCoroutine = function* () { 86 | let wait = Date.now() + 500; 87 | playerVisualState.rolling = true 88 | while (Date.now() < wait) { 89 | yield null; 90 | } 91 | playerVisualState.rolling = false 92 | } 93 | 94 | const rechargeManager: { 95 | rechargeCoroutine: any, 96 | } = { 97 | rechargeCoroutine: null, 98 | } 99 | 100 | const rollManager: { 101 | lastRolled: number, 102 | rollCoroutine: any, 103 | cooldownCoroutine: any, 104 | } = { 105 | lastRolled: 0, 106 | rollCoroutine: null, 107 | cooldownCoroutine: null, 108 | } 109 | 110 | const nippleState = { 111 | active: false, 112 | } 113 | 114 | const playerLocalState = { 115 | xVelocity: 0, 116 | yVelocity: 0, 117 | rollXVelocity: 0, 118 | rollYVelocity: 0, 119 | } 120 | 121 | const playerJoystickVelocity = { 122 | x: 0, 123 | y: 0, 124 | previousX: 0, 125 | previousY: 0, 126 | targetAngle: 0, 127 | } 128 | 129 | const WALKING_SPEED = 5 130 | const COMBAT_WALKING_SPEED = WALKING_SPEED * 1.25 131 | const RUNNING_SPEED = WALKING_SPEED * 2 132 | const ROLLING_SPEED = RUNNING_SPEED 133 | 134 | const tempVec2 = Vec2(0, 0) 135 | 136 | const Player: React.FC = () => { 137 | 138 | const [ref, api, largeColliderRef, largeColliderApi] = usePlayerPhysics() 139 | 140 | usePlayerCollisionsHandler(api) 141 | usePlayerControls() 142 | usePlayerEffectsHandler() 143 | usePlayerStateHandler() 144 | const targetLocked = usePlayerHasTarget() 145 | const inCombat = usePlayerInCombat() 146 | 147 | useEffect(() => { 148 | gameRefs.player = ref.current 149 | }, []) 150 | 151 | useEffect(() => { 152 | 153 | nippleManager?.on("start", () => { 154 | nippleState.active = true 155 | if (inputData.lastTouchStart > Date.now() - 450) { 156 | inputsState[InputKeys.SHIFT].rawLastPressed = Date.now() 157 | inputsState[InputKeys.SHIFT].raw = true 158 | } 159 | }) 160 | 161 | nippleManager?.on("end", () => { 162 | nippleState.active = false 163 | playerJoystickVelocity.previousX = 0 164 | playerJoystickVelocity.previousY = 0 165 | playerJoystickVelocity.x = 0 166 | playerJoystickVelocity.y = 0 167 | inputsState[InputKeys.SHIFT].raw = false 168 | }) 169 | 170 | nippleManager?.on("move", (_, data) => { 171 | const {x, y} = data.vector 172 | playerJoystickVelocity.previousX = playerJoystickVelocity.x 173 | playerJoystickVelocity.previousY = playerJoystickVelocity.y 174 | if (Math.abs(x) < 0.1 && Math.abs(y) < 0.1) { 175 | playerJoystickVelocity.x = 0 176 | playerJoystickVelocity.y = 0 177 | return 178 | } 179 | playerJoystickVelocity.x = x * -1 180 | playerJoystickVelocity.y = y 181 | }) 182 | 183 | }, []) 184 | 185 | const applyVelocity = useCallback((x: number, y: number) => { 186 | tempVec2.set(x, y) 187 | api.setLinearVelocity(tempVec2) 188 | largeColliderApi.setLinearVelocity(tempVec2) 189 | playerLocalState.xVelocity = x 190 | playerLocalState.yVelocity = y 191 | }, [api, largeColliderApi]) 192 | 193 | useFrame(({gl, scene, camera}, delta) => { 194 | if (!ref.current) return 195 | 196 | const { 197 | previousX, 198 | previousY 199 | } = playerPosition 200 | 201 | playerPosition.previousX = playerPosition.x 202 | playerPosition.previousY = playerPosition.y 203 | //largeColliderApi.setAngle(ref.current.rotation.y) 204 | 205 | const {x, z: y} = ref.current.position 206 | 207 | tempVec2.set(x, y) 208 | largeColliderApi.setPosition(tempVec2) 209 | 210 | let xVel = numLerp(playerJoystickVelocity.previousX, playerJoystickVelocity.x, 0.75) 211 | let yVel = numLerp(playerJoystickVelocity.previousY, playerJoystickVelocity.y, 0.75) 212 | let energy = playerEnergy.energy 213 | 214 | if (!nippleState.active) { 215 | let up = inputsState[InputKeys.UP].active 216 | let right = inputsState[InputKeys.RIGHT].active 217 | let down = inputsState[InputKeys.DOWN].active 218 | let left = inputsState[InputKeys.LEFT].active 219 | xVel = left ? 1 : right ? -1 : 0 220 | yVel = up ? 1 : down ? -1 : 0 221 | 222 | if (xVel !== 0 && yVel !== 0) { 223 | xVel = xVel * DIAGONAL 224 | yVel = yVel * DIAGONAL 225 | } 226 | 227 | } 228 | 229 | let rechargeAttempt = inputsState[InputKeys.RECHARGE].active && playerCanRecharge() 230 | let canMove = !rechargeAttempt 231 | let isRechargingActivated = false 232 | 233 | const [adjustedXVel, adjustedYVel] = rotateVector(xVel, yVel, -45) 234 | 235 | xVel = adjustedXVel 236 | yVel = adjustedYVel 237 | 238 | if (rechargeManager.rechargeCoroutine) { 239 | 240 | const rechargeResponse = rechargeManager.rechargeCoroutine(rechargeAttempt) 241 | 242 | if (rechargeResponse.done) { 243 | rechargeManager.rechargeCoroutine = null 244 | } else if (rechargeResponse.value === RechargeState.ACTIVATED) { 245 | isRechargingActivated = true 246 | } 247 | 248 | } else if (rechargeAttempt) { 249 | rechargeManager.rechargeCoroutine = coroutine(rechargeCoroutine) 250 | 251 | } 252 | 253 | if (isRechargingActivated) { 254 | xVel = 0 255 | yVel = 0 256 | canMove = false 257 | } 258 | 259 | const ongoingRoll = !!rollManager.rollCoroutine 260 | const canRoll = canMove && (inCombat && rollManager.lastRolled < Date.now() - 1000 && !playerVisualState.rollCooldown && energy >= 33) || ongoingRoll 261 | 262 | const isRolling = canRoll && inputsState[InputKeys.SHIFT].active 263 | const isMoving = canMove && (xVel !== 0 || yVel !== 0) 264 | const isRunning = canMove && inputsState[InputKeys.SHIFT].active && !inCombat && energy > 0 265 | 266 | if (!!rollManager.cooldownCoroutine) { 267 | if (rollManager.cooldownCoroutine().done) { 268 | rollManager.cooldownCoroutine = null 269 | } 270 | } 271 | 272 | 273 | if (ongoingRoll) { 274 | 275 | let speed = ROLLING_SPEED 276 | 277 | const adjustedXVel = xVel * speed 278 | const adjustedYVel = yVel * speed 279 | 280 | if (nippleState.active) { 281 | xVel = numLerp(playerLocalState.rollXVelocity, adjustedXVel, 0.1) 282 | yVel = numLerp(playerLocalState.rollYVelocity, adjustedYVel, 0.1) 283 | } else { 284 | xVel = playerLocalState.rollXVelocity 285 | yVel = playerLocalState.rollYVelocity 286 | } 287 | 288 | 289 | const response = rollManager.rollCoroutine() 290 | 291 | if (response.done) { 292 | rollManager.rollCoroutine = null 293 | rollManager.cooldownCoroutine = coroutine(rollCooldownCoroutine) 294 | } 295 | 296 | playerLocalState.rollXVelocity = xVel 297 | playerLocalState.rollYVelocity = yVel 298 | 299 | applyVelocity(xVel, yVel) 300 | 301 | } else if (isMoving) { 302 | 303 | const preSpeedXVel = xVel 304 | const preSpeedYVel = yVel 305 | 306 | let speed = isRolling ? ROLLING_SPEED : isRunning ? RUNNING_SPEED : inCombat ? COMBAT_WALKING_SPEED : WALKING_SPEED 307 | 308 | const adjustedXVel = xVel * speed 309 | const adjustedYVel = yVel * speed 310 | 311 | if (isRolling) { 312 | 313 | const rollAngle = Math.atan2(preSpeedYVel, preSpeedXVel) 314 | 315 | const rollX = Math.cos(rollAngle) * speed 316 | const rollY = Math.sin(rollAngle) * speed 317 | 318 | playerLocalState.rollXVelocity = rollX 319 | playerLocalState.rollYVelocity = rollY 320 | 321 | rollManager.rollCoroutine = coroutine(rollCoroutine) 322 | rollManager.lastRolled = Date.now() 323 | energy -= 33 324 | 325 | } else if (isRunning) { 326 | 327 | const energyUsed = delta * 15 328 | 329 | energy -= energyUsed 330 | 331 | } 332 | 333 | applyVelocity(adjustedXVel, adjustedYVel) 334 | } else { 335 | applyVelocity(0, 0) 336 | } 337 | 338 | let prevAngle = ref.current.rotation.y // convert to low equivalent angle 339 | if (prevAngle > PI) { 340 | prevAngle -= PI_TIMES_TWO 341 | } 342 | 343 | const isTargetLocked = targetLocked 344 | 345 | const attackInputActive = attackStateProxy.attackEngaged 346 | 347 | const applyAttackAngle = () => { 348 | const [attackXVel, attackYVel] = rotateVector(attackInputData.xVel, attackInputData.yVel, 45) 349 | const angle = Math.atan2(-attackYVel, attackXVel) - radians(270) 350 | playerJoystickVelocity.targetAngle = angle 351 | 352 | if (prevAngle !== angle) { 353 | ref.current.rotation.y = lerpRadians(prevAngle, angle, 10 * delta) 354 | } 355 | } 356 | 357 | if (!ongoingRoll && (attackInputActive)) { 358 | 359 | applyAttackAngle() 360 | 361 | } else if (isTargetLocked && !ongoingRoll) { 362 | 363 | const targetX = playerPosition.targetX 364 | const targetY = playerPosition.targetY 365 | const angle = Math.atan2((targetX - x), (targetY - y)) 366 | ref.current.rotation.y = lerpRadians(prevAngle, angle, 10 * delta) 367 | playerJoystickVelocity.targetAngle = angle 368 | 369 | } else if (!ongoingRoll && (attackInputData.lastReleased > Date.now() - 1000)) { 370 | 371 | applyAttackAngle() 372 | 373 | } else { 374 | 375 | if (isMoving) { 376 | const angle = Math.atan2(-yVel, xVel) - radians(270) 377 | playerJoystickVelocity.targetAngle = angle 378 | } 379 | 380 | if (prevAngle !== playerJoystickVelocity.targetAngle) { 381 | ref.current.rotation.y = lerpRadians(prevAngle, playerJoystickVelocity.targetAngle, 10 * delta) 382 | } 383 | 384 | } 385 | 386 | if (playerVisualState.moving !== isMoving) { 387 | playerVisualState.moving = isMoving 388 | } 389 | 390 | if (playerVisualState.running !== isRunning) { 391 | playerVisualState.running = isRunning 392 | } 393 | 394 | if (energy < 0) { 395 | energy = 0 396 | } 397 | 398 | playerEnergy.energy = energy 399 | 400 | playerPosition.x = x 401 | playerPosition.y = y 402 | playerPosition.angle = ref.current.rotation.y 403 | 404 | largeColliderApi.setAngle(ref.current.rotation.y * -1) 405 | 406 | //console.log('angle', ref.current.rotation.y) 407 | 408 | gl.render(scene, camera) 409 | 410 | }, 100) 411 | 412 | return ( 413 | <> 414 | 415 | 416 | 417 | 418 | 419 | 420 | ); 421 | }; 422 | 423 | export default Player; -------------------------------------------------------------------------------- /www/src/game/components/Player/components/PlayerDebug/PlayerDebug.tsx: -------------------------------------------------------------------------------- 1 | import React, {MutableRefObject} from "react"; 2 | import {Object3D} from "three"; 3 | import {Box, Cylinder} from "@react-three/drei"; 4 | import {useProxy} from "valtio"; 5 | import {devState} from "../../../../../state/dev"; 6 | import {boxSize, largeColliderRadius, smallColliderRadius} from "../../hooks/physics"; 7 | import {radians} from "../../../../../utils/angles"; 8 | 9 | const PlayerDebug: React.FC<{ 10 | largeColliderRef: MutableRefObject, 11 | }> = ({largeColliderRef}) => { 12 | 13 | return null 14 | 15 | return ( 16 | 17 | 18 | 20 | 21 | 22 | 24 | 25 | 26 | 28 | 29 | 30 | ); 31 | }; 32 | 33 | export default PlayerDebug; -------------------------------------------------------------------------------- /www/src/game/components/Player/components/PlayerUI/PlayerUI.tsx: -------------------------------------------------------------------------------- 1 | import React from "react"; 2 | import {Html} from "@react-three/drei"; 3 | import styled, {css} from "styled-components"; 4 | import AttackUI, {AttackContainerSize} from "../../../Game/components/AttackUIContainer/components/AttackUI/AttackUI"; 5 | import {useEnemiesInCloseRange, useEnemiesInRange} from "../../../../../state/player"; 6 | 7 | const cssSmaller = css` 8 | width: 100px; 9 | height: 100px; 10 | ` 11 | 12 | const cssMedium = css` 13 | width: 150px; 14 | height: 150px; 15 | ` 16 | 17 | const StyledRegion = styled.div<{ 18 | smaller: boolean, 19 | large: boolean, 20 | }>` 21 | width: 200px; 22 | height: 200px; 23 | ${props => props.smaller ? cssSmaller : !props.large ? cssMedium : ''}; 24 | `; 25 | 26 | // todo - change region size depending upon whether enemies are nearby or not 27 | 28 | export const containerPortal: { 29 | ref: any, 30 | } = { 31 | ref: null, 32 | } 33 | 34 | const PlayerUI: React.FC = () => { 35 | 36 | const enemiesInRange = useEnemiesInRange() 37 | const enemiesInCloseRange = useEnemiesInCloseRange() 38 | 39 | return ( 40 | 41 | 42 | 43 | 44 | 45 | ); 46 | }; 47 | 48 | export default PlayerUI; -------------------------------------------------------------------------------- /www/src/game/components/Player/components/PlayerVisuals/PlayerVisuals.tsx: -------------------------------------------------------------------------------- 1 | import React, {Suspense, useEffect, useState} from "react"; 2 | import Knight from "../../../../../3d/models/Knight/Knight"; 3 | import {proxy, useProxy} from "valtio"; 4 | import {attackState} from "../../hooks/attack"; 5 | import {playerHealth, playerState} from "../../../../../state/player"; 6 | 7 | export const playerVisualState = proxy({ 8 | rollCooldown: false, 9 | rolling: false, 10 | moving: false, 11 | running: false, 12 | }) 13 | 14 | const PlayerVisuals: React.FC = () => { 15 | 16 | const {recharging, preRecharging} = useProxy(playerState) 17 | const localPlayerState = useProxy(playerVisualState) 18 | const {lastAttack} = useProxy(attackState) 19 | const {lastDamaged} = useProxy(playerHealth) 20 | 21 | return ( 22 | 23 | console.log('down?', event)} onPointerOver={() => console.log('over')} recharging={recharging || preRecharging} lastDamaged={lastDamaged} lastAttack={lastAttack} moving={localPlayerState.moving} running={localPlayerState.running} position={[0, localPlayerState.rolling ? -1.5 : 0, 0]}/> 24 | 25 | ); 26 | }; 27 | 28 | export default PlayerVisuals; -------------------------------------------------------------------------------- /www/src/game/components/Player/hooks/attack.ts: -------------------------------------------------------------------------------- 1 | import {useFrame} from "react-three-fiber"; 2 | import {proxy, useProxy} from "valtio"; 3 | import {InputKeys, inputsState} from "../../../../state/inputs"; 4 | import {playerPosition} from "../../../../state/positions"; 5 | import {playerVisualState} from "../components/PlayerVisuals/PlayerVisuals"; 6 | import {playerTargets} from "../../../../state/player"; 7 | import {dealDamageToMob, getMobHealthManager} from "../../../../state/mobs"; 8 | import {getMobPosition} from "../../../../temp/ai"; 9 | import {attackBuffer, attackInputData} from "../../Game/components/AttackUIContainer/components/AttackUI/AttackUI"; 10 | 11 | let attackCount = 0 12 | 13 | export const attackState = proxy({ 14 | lastAttack: 0, 15 | }) 16 | 17 | export type AttackCollider = { 18 | id: number, 19 | x: number, 20 | y: number, 21 | vX: number, 22 | vY: number, 23 | expires: number, 24 | } 25 | 26 | export const attackColliders = proxy<{ 27 | colliders: AttackCollider[], 28 | }>({ 29 | colliders: [], 30 | }) 31 | 32 | const handleAttack = () => { 33 | 34 | const canAttack = !playerVisualState.rolling 35 | 36 | if (!canAttack) return 37 | 38 | attackState.lastAttack = Date.now() 39 | setTimeout(() => { 40 | const hasEnemies = playerTargets.attackRange.length > 0 41 | if (hasEnemies) { 42 | playerTargets.attackRange.forEach((mobID, index) => { 43 | dealDamageToMob(mobID, index === 0) 44 | }) 45 | } else { 46 | attackInputData.nextAvailable = attackInputData.nextAvailable + 350 47 | } 48 | }, 200) 49 | 50 | } 51 | 52 | export const usePlayerAttackHandler = () => { 53 | 54 | useFrame(() => { 55 | if (attackBuffer.length > 0) { 56 | handleAttack() 57 | attackBuffer.length = 0 58 | } else if (inputsState[InputKeys.PUNCH].released) { 59 | handleAttack() 60 | } 61 | }, ) 62 | 63 | } -------------------------------------------------------------------------------- /www/src/game/components/Player/hooks/camera.ts: -------------------------------------------------------------------------------- 1 | import {useFrame, useThree} from "react-three-fiber"; 2 | import {useEffect, useLayoutEffect} from "react"; 3 | import {gameRefs} from "../../../../state/refs"; 4 | import {Vector3} from "three"; 5 | 6 | let vector = new Vector3() 7 | 8 | export const usePlayerCamera = (playerRef: any) => { 9 | 10 | } -------------------------------------------------------------------------------- /www/src/game/components/Player/hooks/collisions.ts: -------------------------------------------------------------------------------- 1 | import {useProxy} from "valtio"; 2 | import {playerVisualState} from "../components/PlayerVisuals/PlayerVisuals"; 3 | import {useEffect} from "react"; 4 | import {BodyApi} from "../../../../physics/components/Physics/hooks"; 5 | import {COLLISION_FILTER_GROUPS} from "../../../../physics/collisions/filters"; 6 | 7 | export const usePlayerCollisionsHandler = (api: BodyApi) => { 8 | 9 | const rolling = useProxy(playerVisualState).rolling 10 | 11 | useEffect(() => { 12 | 13 | // if (rolling) { 14 | // api.updateBody({ 15 | // fixtureUpdate: { 16 | // maskBits: 0 17 | // } 18 | // }) 19 | // } else { 20 | // api.updateBody({ 21 | // fixtureUpdate: { 22 | // maskBits: COLLISION_FILTER_GROUPS.mob, 23 | // } 24 | // }) 25 | // } 26 | 27 | }, [rolling]) 28 | 29 | } -------------------------------------------------------------------------------- /www/src/game/components/Player/hooks/controls.ts: -------------------------------------------------------------------------------- 1 | import {useEffect} from "react"; 2 | import hotkeys from "hotkeys-js"; 3 | import {useFrame} from "react-three-fiber"; 4 | import {InputKeys, inputsState} from "../../../../state/inputs"; 5 | import {usePlayerAttackHandler} from "./attack"; 6 | 7 | export const usePlayerControls = () => { 8 | 9 | const inputs = Object.values(inputsState) 10 | 11 | useEffect(() => { 12 | hotkeys('*', '', () => {}) 13 | }, []) 14 | 15 | useFrame(() => { 16 | 17 | inputs.forEach(inputState => { 18 | let pressed = false 19 | if (inputState.raw !== undefined) { 20 | pressed = inputState.raw 21 | } 22 | inputState.keys.forEach(key => { 23 | if (hotkeys.isPressed(key)) { 24 | pressed = true 25 | } 26 | }) 27 | if (pressed) { 28 | if (!inputState.active) { 29 | inputState.active = true 30 | inputState.pressed = true 31 | inputState.released = false 32 | } else if (inputState.pressed) { 33 | inputState.pressed = false 34 | } 35 | } else { 36 | if (inputState.active) { 37 | inputState.active = false 38 | inputState.pressed = false 39 | inputState.released = true 40 | } else if (inputState.released) { 41 | inputState.released = false 42 | } 43 | } 44 | }) 45 | 46 | }, 1) 47 | 48 | usePlayerAttackHandler() 49 | 50 | } -------------------------------------------------------------------------------- /www/src/game/components/Player/hooks/effects.ts: -------------------------------------------------------------------------------- 1 | import {useEffect} from "react"; 2 | import {subscribe} from "valtio"; 3 | import {playerEnergy} from "../../../../state/player"; 4 | 5 | let energyLastUsed = 0 6 | let rechargeInterval: any; 7 | let rechargeTimeout: any; 8 | const rechargeDelay = 1500 9 | 10 | const restartEnergyRechargeProcess = () => { 11 | 12 | energyLastUsed = Date.now() 13 | 14 | if (rechargeInterval) { 15 | clearInterval(rechargeInterval) 16 | rechargeInterval = null 17 | } 18 | 19 | if (!rechargeTimeout) { 20 | 21 | console.log('starting a timeout...') 22 | 23 | const startTimeout = (delay: number) => { 24 | 25 | rechargeTimeout = setTimeout(() => { 26 | 27 | const now = Date.now() 28 | 29 | if (now >= energyLastUsed + rechargeDelay) { 30 | 31 | rechargeInterval = setInterval(() => { 32 | 33 | let energy = playerEnergy.energy 34 | 35 | energy += 7 36 | 37 | if (energy >= 100) { 38 | energy = 100 39 | clearInterval(rechargeInterval) 40 | } 41 | 42 | playerEnergy.energy = energy 43 | 44 | }, 100) 45 | 46 | clearTimeout(rechargeTimeout) 47 | rechargeTimeout = null 48 | } else { 49 | startTimeout((energyLastUsed + rechargeDelay) - now) 50 | } 51 | 52 | }, delay) 53 | 54 | } 55 | 56 | startTimeout(rechargeDelay) 57 | 58 | 59 | } 60 | 61 | } 62 | 63 | export const usePlayerEffectsHandler = () => { 64 | 65 | useEffect(() => { 66 | 67 | let previousEnergy = playerEnergy.energy 68 | 69 | const unsubscribe = subscribe(playerEnergy, () => { 70 | const energy = playerEnergy.energy 71 | if (energy < previousEnergy) { 72 | restartEnergyRechargeProcess() 73 | } 74 | previousEnergy = energy 75 | }) 76 | return () => { 77 | unsubscribe() 78 | } 79 | 80 | }, []) 81 | 82 | } -------------------------------------------------------------------------------- /www/src/game/components/Player/hooks/physics.ts: -------------------------------------------------------------------------------- 1 | import {useBody} from "../../../../physics/components/Physics/hooks"; 2 | import {BodyShape, BodyType} from "../../../../physics/bodies"; 3 | import {Vec2} from "planck-js"; 4 | import {useCallback} from "react"; 5 | import {COLLISION_FILTER_GROUPS} from "../../../../physics/collisions/filters"; 6 | import { 7 | addToPlayerAttackRange, 8 | addToPlayerCloseRange, addToPlayerFocusedRange, 9 | playerTargets, removeFromPlayerAttackRange, 10 | removeFromPlayerCloseRange, removeFromPlayerFocusedRange, 11 | removePlayerFromRange 12 | } from "../../../../state/player"; 13 | import {FixtureType} from "../../../../physics/collisions/types"; 14 | import {MOB_VARIANT} from "../../Mob/data"; 15 | 16 | export const largeColliderRadius = 12 17 | export const smallColliderRadius = 4.5 18 | export const boxSize = { 19 | width: 2.5, 20 | length: 2.2, 21 | offset: 1.1, 22 | } 23 | 24 | const tempVec2 = Vec2(0, 0) 25 | 26 | export const usePlayerPhysics = () => { 27 | 28 | const onCollideStart = useCallback(() => { 29 | // console.log('player collide start') 30 | }, []) 31 | 32 | const onCollideEnd = useCallback(() => { 33 | // console.log('player collide end') 34 | }, []) 35 | 36 | const onLargeCollideStart = useCallback((data: any, fixtureIndex: number) => { 37 | const {mobID, type, mobVariant} = data 38 | if (type === FixtureType.MOB) { 39 | if (fixtureIndex === 0) { 40 | playerTargets.inRange.push(mobID) 41 | if (mobVariant === MOB_VARIANT.large) { 42 | addToPlayerFocusedRange(mobID) 43 | } 44 | } else if (fixtureIndex === 1) { 45 | addToPlayerCloseRange(mobID) 46 | } else if (fixtureIndex === 2) { 47 | addToPlayerAttackRange(mobID) 48 | } 49 | } 50 | }, []) 51 | 52 | const onLargeCollideEnd = useCallback(({mobID, mobVariant}: {mobID: number, mobVariant: MOB_VARIANT}, fixtureIndex: number) => { 53 | if (fixtureIndex === 0) { 54 | if (mobVariant === MOB_VARIANT.large) { 55 | removeFromPlayerFocusedRange(mobID) 56 | } 57 | removePlayerFromRange(mobID) 58 | } else if (fixtureIndex === 1) { 59 | removeFromPlayerCloseRange(mobID) 60 | } else if (fixtureIndex === 2) { 61 | removeFromPlayerAttackRange(mobID) 62 | } 63 | }, []) 64 | 65 | const [ref, api] = useBody(() => ({ 66 | type: BodyType.dynamic, 67 | position: Vec2(0, 0), 68 | linearDamping: 4, 69 | fixtures: [{ 70 | shape: BodyShape.circle, 71 | radius: 0.75, 72 | fixtureOptions: { 73 | density: 20, 74 | filterCategoryBits: COLLISION_FILTER_GROUPS.player | COLLISION_FILTER_GROUPS.physical, 75 | } 76 | }], 77 | }), { 78 | onCollideStart, 79 | onCollideEnd 80 | }) 81 | 82 | const [largeColliderRef, largeColliderApi] = useBody(() => ({ 83 | type: BodyType.dynamic, 84 | fixedRotation: false, 85 | position: Vec2(0, 0), 86 | fixtures: [ 87 | { 88 | shape: BodyShape.circle, 89 | radius: largeColliderRadius, 90 | fixtureOptions: { 91 | isSensor: true, 92 | filterCategoryBits: COLLISION_FILTER_GROUPS.playerTrigger, 93 | filterMaskBits: COLLISION_FILTER_GROUPS.mob, 94 | userData: { 95 | type: FixtureType.PLAYER_RANGE, 96 | } 97 | }, 98 | }, { 99 | shape: BodyShape.circle, 100 | radius: smallColliderRadius, 101 | fixtureOptions: { 102 | isSensor: true, 103 | filterCategoryBits: COLLISION_FILTER_GROUPS.playerTrigger, 104 | filterMaskBits: COLLISION_FILTER_GROUPS.mob, 105 | }, 106 | }, { 107 | shape: BodyShape.box, 108 | hx: boxSize.width, 109 | hy: boxSize.length, 110 | center: [0, boxSize.offset], 111 | fixtureOptions: { 112 | isSensor: true, 113 | filterCategoryBits: COLLISION_FILTER_GROUPS.playerTrigger, 114 | filterMaskBits: COLLISION_FILTER_GROUPS.mob, 115 | }, 116 | }], 117 | }), { 118 | applyAngle: true, 119 | onCollideStart: onLargeCollideStart, 120 | onCollideEnd: onLargeCollideEnd, 121 | }) 122 | 123 | return [ref, api, largeColliderRef, largeColliderApi] 124 | 125 | } -------------------------------------------------------------------------------- /www/src/game/components/Player/hooks/state.ts: -------------------------------------------------------------------------------- 1 | import {useProxy} from "valtio"; 2 | import {playerHealth, playerState} from "../../../../state/player"; 3 | import {useEffect} from "react"; 4 | 5 | export const usePlayerStateHandler = () => { 6 | 7 | const {lastDamaged, health} = useProxy(playerHealth) 8 | 9 | useEffect(() => { 10 | 11 | if (lastDamaged > 0) { 12 | 13 | playerState.invincible = true 14 | 15 | const timeout = setTimeout(() => { 16 | 17 | playerState.invincible = false 18 | 19 | }, 1000) 20 | 21 | return () => { 22 | clearTimeout(timeout) 23 | } 24 | 25 | } 26 | 27 | }, [lastDamaged]) 28 | 29 | } -------------------------------------------------------------------------------- /www/src/game/components/Room/Room.tsx: -------------------------------------------------------------------------------- 1 | import React from "react" 2 | import {RoomDirection, roomWalls} from "../../../temp/rooms"; 3 | import RoomWall from "./components/RoomWall/RoomWall"; 4 | import {useBody} from "../../../physics/components/Physics/hooks"; 5 | import {BodyShape, BodyType} from "../../../physics/bodies"; 6 | import {Vec2} from "planck-js"; 7 | import {COLLISION_FILTER_GROUPS} from "../../../physics/collisions/filters"; 8 | import {radians} from "../../../utils/angles"; 9 | 10 | const Room: React.FC = () => { 11 | 12 | const [x, y] = [5, 5] 13 | 14 | const walls = roomWalls 15 | 16 | useBody(() => ({ 17 | type: BodyType.static, 18 | position: Vec2(x, y), 19 | fixtures: walls.map((wall) => { 20 | const horizontal = wall.direction === RoomDirection.NORTH || wall.direction === RoomDirection.SOUTH 21 | const xLength = horizontal ? Math.abs(wall.start[0] - wall.end[0]) : 1.2 22 | const yLength = horizontal ? 1.2 : Math.abs(wall.start[1] - wall.end[1]) 23 | let xStart = wall.start[0] + xLength / 2 24 | let yStart = wall.start[1] + yLength / 2 25 | switch (wall.direction) { 26 | case RoomDirection.NORTH: 27 | yStart -= 1.25 28 | break 29 | case RoomDirection.EAST: 30 | xStart -= 1.25 31 | break 32 | case RoomDirection.SOUTH: 33 | yStart += 0 34 | break 35 | case RoomDirection.WEST: 36 | xStart += 0 37 | break 38 | } 39 | return { 40 | shape: BodyShape.box, 41 | hx: xLength, 42 | hy: yLength, 43 | center: [xStart, yStart], 44 | fixtureOptions: { 45 | filterCategoryBits: COLLISION_FILTER_GROUPS.barrier, 46 | filterMaskBits: COLLISION_FILTER_GROUPS.physical, 47 | } 48 | } 49 | }), 50 | }), {}) 51 | 52 | return ( 53 | 54 | {walls.map((wall, index) => ( 55 | 56 | ))} 57 | 58 | ) 59 | } 60 | 61 | export default Room -------------------------------------------------------------------------------- /www/src/game/components/Room/components/RoomWall/RoomWall.tsx: -------------------------------------------------------------------------------- 1 | import { Box } from "@react-three/drei"; 2 | import React, {Suspense} from "react" 3 | import {RoomDirection, RoomWallMdl} from "../../../../../temp/rooms"; 4 | import {radians} from "../../../../../utils/angles"; 5 | import Wall from "../../../../../3d/models/Wall/Wall"; 6 | 7 | const IndividualWall: React.FC<{ 8 | index: number, 9 | position: number, 10 | vertical: boolean, 11 | }> = ({position, index, vertical}) => { 12 | return ( 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | ) 22 | } 23 | 24 | const RoomWall: React.FC<{ 25 | wall: RoomWallMdl, 26 | index: number, 27 | }> = ({wall, index}) => { 28 | const horizontal = wall.start[0] !== wall.end[0]; 29 | let wallLength = Math.abs( 30 | wall.start[horizontal ? 0 : 1] - wall.end[horizontal ? 0 : 1] 31 | ); 32 | const numberOfWalls = Math.ceil(wallLength / 4); 33 | const wallRemainder = 4 - (wallLength % 4); 34 | let xStart = wall.start[0] 35 | let yStart = horizontal ? wall.start[1] : wall.start[1] + wallLength 36 | switch (wall.direction) { 37 | case RoomDirection.NORTH: 38 | yStart -= 0.725 39 | break 40 | case RoomDirection.EAST: 41 | xStart -= 0.725 42 | break 43 | case RoomDirection.SOUTH: 44 | yStart += 0.725 45 | break 46 | case RoomDirection.WEST: 47 | xStart += 0.725 48 | break 49 | } 50 | return ( 51 | 52 | {Array.from({ length: numberOfWalls }).map((_, wallIndex) => { 53 | let position = wallIndex * 4; 54 | if (wallIndex === numberOfWalls - 1 && wallRemainder !== 4) { 55 | position -= wallRemainder; 56 | } 57 | return ; 58 | })} 59 | 60 | ) 61 | } 62 | 63 | export default RoomWall -------------------------------------------------------------------------------- /www/src/game/components/TestBox/TestBox.tsx: -------------------------------------------------------------------------------- 1 | import React, {useEffect} from "react"; 2 | import {boxSize} from "../Player/hooks/physics"; 3 | import {radians} from "../../../utils/angles"; 4 | import {Box} from "@react-three/drei"; 5 | import {useBody} from "../../../physics/components/Physics/hooks"; 6 | import {BodyShape, BodyType} from "../../../physics/bodies"; 7 | import {Vec2} from "planck-js"; 8 | import {COLLISION_FILTER_GROUPS} from "../../../physics/collisions/filters"; 9 | 10 | const TestBox: React.FC = () => { 11 | 12 | const [ref, api] = useBody(() => ({ 13 | type: BodyType.dynamic, 14 | fixedRotation: false, 15 | position: Vec2(0, 0), 16 | fixtures: [ 17 | { 18 | shape: BodyShape.box, 19 | hx: boxSize.width, 20 | hy: boxSize.length, 21 | center: [0, boxSize.offset], 22 | fixtureOptions: { 23 | isSensor: true, 24 | filterMaskBits: COLLISION_FILTER_GROUPS.player, 25 | }, 26 | } 27 | ] 28 | }), { 29 | applyAngle: true, 30 | onCollideStart: () => console.log('collision start'), 31 | onCollideEnd: () => console.log('collision end'), 32 | }) 33 | 34 | useEffect(() => { 35 | api.setAngle(radians(45)) 36 | }, []) 37 | 38 | return ( 39 | 40 | 42 | 43 | ); 44 | }; 45 | 46 | export default TestBox; -------------------------------------------------------------------------------- /www/src/index.css: -------------------------------------------------------------------------------- 1 | body { 2 | margin: 0; 3 | font-family: -apple-system, BlinkMacSystemFont, 'Segoe UI', 'Roboto', 'Oxygen', 4 | 'Ubuntu', 'Cantarell', 'Fira Sans', 'Droid Sans', 'Helvetica Neue', 5 | sans-serif; 6 | -webkit-font-smoothing: antialiased; 7 | -moz-osx-font-smoothing: grayscale; 8 | } 9 | 10 | code { 11 | font-family: source-code-pro, Menlo, Monaco, Consolas, 'Courier New', 12 | monospace; 13 | } 14 | -------------------------------------------------------------------------------- /www/src/index.tsx: -------------------------------------------------------------------------------- 1 | import React from 'react'; 2 | import ReactDOM from 'react-dom'; 3 | import App from './App'; 4 | import reportWebVitals from './reportWebVitals'; 5 | 6 | ReactDOM.render( 7 | 8 | 9 | , 10 | document.getElementById('root') 11 | ); 12 | 13 | // If you want to start measuring performance in your app, pass a function 14 | // to log results (for example: reportWebVitals(console.log)) 15 | // or send to an analytics endpoint. Learn more: https://bit.ly/CRA-vitals 16 | reportWebVitals(); 17 | -------------------------------------------------------------------------------- /www/src/logo.svg: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | -------------------------------------------------------------------------------- /www/src/mobs/components/LargeMob/LargeMob.tsx: -------------------------------------------------------------------------------- 1 | import React from "react"; 2 | import Mob from "../../../game/components/Mob/Mob"; 3 | import {MOB_VARIANT} from "../../../game/components/Mob/data"; 4 | 5 | const LargeMob: React.FC = () => { 6 | return ( 7 | 8 | ); 9 | }; 10 | 11 | export default LargeMob; -------------------------------------------------------------------------------- /www/src/physics/bodies.ts: -------------------------------------------------------------------------------- 1 | import {BodyDef, Body, Box, Circle, FixtureOpt, Vec2} from "planck-js"; 2 | import {dynamicBodiesUuids, existingBodies, planckWorld} from "../shared"; 3 | import {Shape} from "planck-js/lib/shape"; 4 | import {syncBodies} from "../workers/physics/functions"; 5 | import {activeCollisionListeners} from "./collisions/data"; 6 | import {addCachedBody, getCachedBody, PhysicsCacheKeys} from "./cache"; 7 | 8 | export enum BodyType { 9 | static = 'static', 10 | kinematic = 'kinematic', 11 | dynamic = 'dynamic' 12 | } 13 | 14 | export enum BodyShape { 15 | box = 'box', 16 | circle = 'circle', 17 | } 18 | 19 | type BasicBodyProps = Partial & { 20 | fixtures: { 21 | shape: BodyShape, 22 | fixtureOptions: Partial, 23 | hx?: number, 24 | hy?: number, 25 | center?: [number, number], 26 | radius?: number, 27 | }[], 28 | } 29 | 30 | type AddBoxBodyProps = BasicBodyProps & { 31 | } 32 | 33 | type AddCircleBodyProps = BasicBodyProps & { 34 | } 35 | 36 | export type AddBodyDef = BasicBodyProps | AddBoxBodyProps | AddCircleBodyProps 37 | 38 | export type AddBodyProps = AddBodyDef & { 39 | uuid: string, 40 | listenForCollisions: boolean, 41 | cacheKey?: PhysicsCacheKeys 42 | } 43 | 44 | // todo - add support for multiple fixtures... 45 | 46 | export const addBody = ({uuid, cacheKey, listenForCollisions, fixtures = [], ...props}: AddBodyProps) => { 47 | 48 | const existingBody = existingBodies.get(uuid) 49 | 50 | if (existingBody) { 51 | return existingBody 52 | } 53 | 54 | if (listenForCollisions) { 55 | activeCollisionListeners[uuid] = true 56 | } 57 | 58 | /* 59 | fixtureOptions = { 60 | userData: { 61 | uuid, 62 | ...fixtureOptions?.userData 63 | }, 64 | ...fixtureOptions, 65 | } 66 | */ 67 | 68 | const bodyDef: BodyDef = { 69 | type: BodyType.static, 70 | fixedRotation: true, 71 | ...props, 72 | } 73 | 74 | const {type} = bodyDef 75 | 76 | let body: Body | null = null; 77 | 78 | if (cacheKey) { 79 | const cachedBody = getCachedBody(cacheKey) 80 | if (cachedBody) { 81 | 82 | if (fixtures && fixtures.length > 0) { 83 | 84 | let bodyFixture = cachedBody.getFixtureList() 85 | 86 | fixtures.forEach((fixture, fixtureIndex) => { 87 | 88 | let fixtureOptions = fixture.fixtureOptions 89 | 90 | fixtureOptions = { 91 | userData: { 92 | uuid, 93 | fixtureIndex, 94 | ...fixtureOptions?.userData 95 | }, 96 | ...fixtureOptions, 97 | } 98 | 99 | if (bodyFixture) { 100 | 101 | if (fixtureOptions) { 102 | bodyFixture.setUserData(fixtureOptions.userData) 103 | } 104 | 105 | bodyFixture = bodyFixture.getNext() 106 | } 107 | 108 | }) 109 | 110 | } 111 | 112 | const {position, angle} = props 113 | 114 | if (position) { 115 | cachedBody.setPosition(position) 116 | } 117 | 118 | if (angle) { 119 | cachedBody.setAngle(angle) 120 | } 121 | 122 | cachedBody.setActive(true) 123 | 124 | body = cachedBody 125 | 126 | } 127 | } 128 | 129 | if (!body) { 130 | 131 | body = planckWorld.createBody(bodyDef) 132 | 133 | if (fixtures && fixtures.length > 0) { 134 | 135 | fixtures.forEach(({shape, fixtureOptions, hx, hy, radius, center}, fixtureIndex) => { 136 | 137 | fixtureOptions = { 138 | ...fixtureOptions, 139 | userData: { 140 | uuid, 141 | fixtureIndex, 142 | ...fixtureOptions?.userData 143 | }, 144 | } 145 | 146 | let bodyShape: Shape; 147 | 148 | switch (shape) { 149 | case BodyShape.box: 150 | bodyShape = Box((hx as number) / 2, (hy as number) / 2, center ? Vec2(center[0], center[1]): undefined) as unknown as Shape 151 | break; 152 | case BodyShape.circle: 153 | bodyShape = Circle((radius as number)) as unknown as Shape 154 | break; 155 | default: 156 | throw new Error(`Unhandled body shape ${shape}`) 157 | } 158 | 159 | if (fixtureOptions) { 160 | if (body) { 161 | body.createFixture(bodyShape, fixtureOptions as FixtureOpt) 162 | } 163 | } else { 164 | if (body) { 165 | body.createFixture(bodyShape) 166 | } 167 | } 168 | 169 | }) 170 | 171 | 172 | } 173 | 174 | } 175 | 176 | if (type !== BodyType.static) { 177 | dynamicBodiesUuids.push(uuid) 178 | syncBodies() 179 | } 180 | 181 | existingBodies.set(uuid, body) 182 | 183 | return body 184 | 185 | } 186 | 187 | export type RemoveBodyProps = { 188 | uuid: string, 189 | cacheKey?: PhysicsCacheKeys 190 | } 191 | 192 | const tempVec = Vec2(0, 0) 193 | 194 | export const removeBody = ({uuid, cacheKey}: RemoveBodyProps) => { 195 | const index = dynamicBodiesUuids.indexOf(uuid) 196 | if (index > -1) { 197 | dynamicBodiesUuids.splice(index, 1) 198 | syncBodies() 199 | } 200 | const body = existingBodies.get(uuid) 201 | if (!body) { 202 | console.warn(`Body not found for ${uuid}`) 203 | return 204 | } 205 | existingBodies.delete(uuid) 206 | if (cacheKey) { 207 | tempVec.set(-1000, -1000) 208 | body.setPosition(tempVec) 209 | tempVec.set(0, 0) 210 | body.setLinearVelocity(tempVec) 211 | body.setActive(false) 212 | addCachedBody(cacheKey, body) 213 | } else { 214 | planckWorld.destroyBody(body) 215 | } 216 | } 217 | 218 | export type SetBodyProps = { 219 | uuid: string, 220 | method: string, 221 | methodParams: any[], 222 | } 223 | 224 | export const setBody = ({uuid, method, methodParams}: SetBodyProps) => { 225 | const body = existingBodies.get(uuid) 226 | if (!body) { 227 | console.warn(`Body not found for ${uuid}`) 228 | return 229 | } 230 | switch (method) { 231 | //case 'setAngle': 232 | // const [angle] = methodParams 233 | // body.setTransform(body.getPosition(), angle) 234 | // break; 235 | case 'setLinearVelocity': 236 | // console.log('methodParams', methodParams[0].x, methodParams[0].y); 237 | (body as any)[method](...methodParams) 238 | break; 239 | default: 240 | (body as any)[method](...methodParams) 241 | } 242 | } 243 | 244 | export type UpdateBodyData = { 245 | fixtureUpdate?: { 246 | groupIndex?: number, 247 | categoryBits?: number, 248 | maskBits?: number, 249 | } 250 | } 251 | 252 | export type UpdateBodyProps = { 253 | uuid: string, 254 | data: UpdateBodyData, 255 | } 256 | 257 | export const updateBody = ({uuid, data}: UpdateBodyProps) => { 258 | const body = existingBodies.get(uuid) 259 | if (!body) { 260 | console.warn(`Body not found for ${uuid}`) 261 | return 262 | } 263 | const {fixtureUpdate} = data 264 | if (fixtureUpdate) { 265 | const fixture = body.getFixtureList() 266 | if (fixture) { 267 | const { 268 | groupIndex, 269 | categoryBits, 270 | maskBits 271 | } = fixtureUpdate 272 | if ( 273 | groupIndex !== undefined || categoryBits !== undefined || maskBits !== undefined 274 | ) { 275 | const originalGroupIndex = fixture.getFilterGroupIndex() 276 | const originalCategoryBits = fixture.getFilterCategoryBits() 277 | const originalMaskBits = fixture.getFilterMaskBits() 278 | fixture.setFilterData({ 279 | groupIndex: groupIndex !== undefined ? groupIndex : originalGroupIndex, 280 | categoryBits: categoryBits !== undefined ? categoryBits : originalCategoryBits, 281 | maskBits: maskBits !== undefined ? maskBits : originalMaskBits, 282 | }) 283 | } 284 | } 285 | } 286 | } -------------------------------------------------------------------------------- /www/src/physics/cache.ts: -------------------------------------------------------------------------------- 1 | import {Body} from "planck-js"; 2 | 3 | export enum PhysicsCacheKeys { 4 | PUNCH = 'PUNCH' 5 | } 6 | 7 | export const cachedBodies: { 8 | [key: string]: Body[], 9 | } = {} 10 | 11 | export const getCachedBody = (key: PhysicsCacheKeys): Body | null => { 12 | const bodies = cachedBodies[key] 13 | if (bodies && bodies.length > 0) { 14 | const body = bodies.pop() 15 | if (body) { 16 | return body 17 | } 18 | } 19 | return null 20 | } 21 | 22 | export const addCachedBody = (key: PhysicsCacheKeys, body: Body) => { 23 | if (cachedBodies[key]) { 24 | cachedBodies[key].push(body) 25 | } else { 26 | cachedBodies[key] = [body] 27 | } 28 | } -------------------------------------------------------------------------------- /www/src/physics/collisions/collisions.ts: -------------------------------------------------------------------------------- 1 | import {Fixture} from "planck-js"; 2 | import {FixtureUserData} from "./types"; 3 | import {sendCollisionBeginEvent, sendCollisionEndEvent} from "../../workers/physics/functions"; 4 | import {activeCollisionListeners} from "./data"; 5 | 6 | const getFixtureData = (fixture: Fixture): FixtureUserData | null => { 7 | const userData = fixture.getUserData() as null | FixtureUserData 8 | return userData || null 9 | } 10 | 11 | const getFixtureUuid = (data: FixtureUserData | null): string => { 12 | if (data && data['uuid']) { 13 | return data.uuid 14 | } 15 | return '' 16 | } 17 | 18 | const getFixtureIndex = (data: FixtureUserData | null): number => { 19 | if (data) { 20 | return data.fixtureIndex 21 | } 22 | return -1 23 | } 24 | 25 | export const handleBeginCollision = (fixtureA: Fixture, fixtureB: Fixture) => { 26 | const aData = getFixtureData(fixtureA) 27 | const bData = getFixtureData(fixtureB) 28 | const aUUID = getFixtureUuid(aData) 29 | const bUUID = getFixtureUuid(bData) 30 | 31 | if (aUUID && activeCollisionListeners[aUUID]) { 32 | sendCollisionBeginEvent(aUUID, bData, getFixtureIndex(aData)) 33 | } 34 | 35 | if (bUUID && activeCollisionListeners[bUUID]) { 36 | sendCollisionBeginEvent(bUUID, aData, getFixtureIndex(bData)) 37 | } 38 | } 39 | 40 | export const handleEndCollision = (fixtureA: Fixture, fixtureB: Fixture) => { 41 | const aData = getFixtureData(fixtureA) 42 | const bData = getFixtureData(fixtureB) 43 | const aUUID = getFixtureUuid(aData) 44 | const bUUID = getFixtureUuid(bData) 45 | 46 | if (aUUID && activeCollisionListeners[aUUID]) { 47 | sendCollisionEndEvent(aUUID, bData, getFixtureIndex(aData)) 48 | } 49 | 50 | if (bUUID && activeCollisionListeners[bUUID]) { 51 | sendCollisionEndEvent(bUUID, aData, getFixtureIndex(bData)) 52 | } 53 | } -------------------------------------------------------------------------------- /www/src/physics/collisions/data.ts: -------------------------------------------------------------------------------- 1 | export const activeCollisionListeners: { 2 | [uuid: string]: boolean, 3 | } = {} -------------------------------------------------------------------------------- /www/src/physics/collisions/filters.ts: -------------------------------------------------------------------------------- 1 | export const COLLISION_FILTER_GROUPS = { 2 | player: 0x0001, 3 | playerTrigger: 0x0002, 4 | mob: 0x0004, 5 | attackCollider: 0x0008, 6 | attackReceiver: 0x0016, 7 | barrier: 0x0032, 8 | physical: 0x0064, 9 | } -------------------------------------------------------------------------------- /www/src/physics/collisions/types.ts: -------------------------------------------------------------------------------- 1 | 2 | export enum FixtureType { 3 | PLAYER_RANGE, 4 | MOB 5 | } 6 | 7 | export type FixtureUserData = { 8 | uuid: string, 9 | fixtureIndex: number, 10 | type: FixtureType, 11 | [key: string]: any, 12 | } -------------------------------------------------------------------------------- /www/src/physics/components/Physics/Physics.tsx: -------------------------------------------------------------------------------- 1 | import React, {ReactElement, useEffect} from "react"; 2 | import {gamePhysicsWorker} from "./worker"; 3 | import {buffers, handleBeginCollision, handleEndCollision, storedPhysicsData} from "./data"; 4 | import {WorkerMessageType, WorkerOwnerMessageType} from "../../../workers/physics/types"; 5 | 6 | const Physics: React.FC = ({children}) => { 7 | 8 | useEffect(() => { 9 | 10 | const loop = () => { 11 | if(buffers.positions.byteLength !== 0 && buffers.angles.byteLength !== 0) { 12 | gamePhysicsWorker.postMessage({ type: WorkerMessageType.STEP, ...buffers }, [buffers.positions.buffer, buffers.angles.buffer]) 13 | } 14 | } 15 | 16 | gamePhysicsWorker.postMessage({ 17 | type: WorkerMessageType.INIT, 18 | props: { 19 | } 20 | }) 21 | 22 | loop() 23 | 24 | gamePhysicsWorker.onmessage = (event: MessageEvent) => { 25 | 26 | const type = event.data.type 27 | 28 | switch (type) { 29 | case WorkerOwnerMessageType.FRAME: 30 | 31 | if (event.data.bodies) { 32 | storedPhysicsData.bodies = event.data.bodies.reduce( 33 | (acc: { [key: string]: number }, id: string) => ({ 34 | ...acc, 35 | [id]: (event.data as any).bodies.indexOf(id) 36 | }), 37 | {} 38 | ) 39 | } 40 | 41 | const positions = event.data.positions as Float32Array 42 | const angles = event.data.angles as Float32Array 43 | buffers.positions = positions 44 | buffers.angles = angles 45 | requestAnimationFrame(loop); 46 | break 47 | case WorkerOwnerMessageType.SYNC_BODIES: 48 | storedPhysicsData.bodies = event.data.bodies.reduce( 49 | (acc: { [key: string]: number }, id: string) => ({ 50 | ...acc, 51 | [id]: (event.data as any).bodies.indexOf(id) 52 | }), 53 | {} 54 | ) 55 | break 56 | case WorkerOwnerMessageType.BEGIN_COLLISION: 57 | handleBeginCollision(event.data.props as any) 58 | break 59 | case WorkerOwnerMessageType.END_COLLISION: 60 | handleEndCollision(event.data.props as any) 61 | break 62 | } 63 | 64 | } 65 | 66 | }, []) 67 | 68 | return children as ReactElement; 69 | }; 70 | 71 | export default Physics; -------------------------------------------------------------------------------- /www/src/physics/components/Physics/data.ts: -------------------------------------------------------------------------------- 1 | import {Object3D} from "three"; 2 | 3 | export type Buffers = { positions: Float32Array; angles: Float32Array } 4 | 5 | export const maxNumberOfDynamicPhysicObjects = 100 6 | 7 | export const buffers = { 8 | positions: new Float32Array(maxNumberOfDynamicPhysicObjects * 2), 9 | angles: new Float32Array(maxNumberOfDynamicPhysicObjects), 10 | } 11 | 12 | export const collisionStartedEvents: { 13 | [key: string]: (data: any, fixtureIndex: number) => void, 14 | } = {} 15 | 16 | export const collisionEndedEvents: { 17 | [key: string]: (data: any, fixtureIndex: number) => void, 18 | } = {} 19 | 20 | export type CollisionEventProps = { 21 | uuid: string, 22 | fixtureIndex: number, 23 | data: { 24 | uuid: string, 25 | } 26 | } 27 | 28 | export const handleBeginCollision = (data: CollisionEventProps) => { 29 | if (collisionStartedEvents[data.uuid]) { 30 | collisionStartedEvents[data.uuid](data.data, data.fixtureIndex) 31 | } 32 | } 33 | 34 | export const handleEndCollision = (data: CollisionEventProps) => { 35 | if (collisionEndedEvents[data.uuid]) { 36 | collisionEndedEvents[data.uuid](data.data, data.fixtureIndex) 37 | } 38 | } 39 | 40 | export const storedPhysicsData: { 41 | bodies: { 42 | [uuid: string]: number, 43 | } 44 | } = { 45 | bodies: {}, 46 | } 47 | 48 | export const applyPositionAngle = (object: Object3D | null, index: number, applyAngle: boolean = false, debug?: string) => { 49 | if (index !== undefined && buffers.positions.length && !!object) { 50 | const start = index * 2 51 | const position = buffers.positions.slice(start, start + 2) 52 | object.position.x = position[0] 53 | object.position.z = position[1] 54 | if (debug) { 55 | // console.log('debug', debug, position) 56 | } 57 | if (applyAngle) { 58 | object.rotation.y = buffers.angles[index] * -1 59 | } 60 | } else { 61 | // console.warn('no match?') 62 | } 63 | } -------------------------------------------------------------------------------- /www/src/physics/components/Physics/hooks.ts: -------------------------------------------------------------------------------- 1 | import {Object3D} from "three"; 2 | import {MutableRefObject, useLayoutEffect, useMemo, useRef, useState} from "react"; 3 | import {workerAddBody, workerRemoveBody, workerSetBody, workerUpdateBody} from "./worker"; 4 | import {AddBodyDef, BodyType, UpdateBodyData} from "../../bodies"; 5 | import {Vec2} from "planck-js"; 6 | import {useFrame} from "react-three-fiber"; 7 | import {applyPositionAngle, buffers, collisionEndedEvents, collisionStartedEvents, storedPhysicsData} from "./data"; 8 | import {PhysicsCacheKeys} from "../../cache"; 9 | 10 | export type BodyApi = { 11 | applyForceToCenter: (vec: Vec2) => void, 12 | applyLinearImpulse: (vec: Vec2, pos: Vec2) => void, 13 | setPosition: (vec: Vec2) => void, 14 | setLinearVelocity: (vec: Vec2) => void, 15 | setAngle: (angle: number) => void, 16 | updateBody: (data: UpdateBodyData) => void, 17 | } 18 | 19 | export const useBody = (propsFn: () => AddBodyDef, { 20 | applyAngle = false, 21 | cacheKey, 22 | uuid: passedUUID, 23 | fwdRef, 24 | onCollideEnd, 25 | onCollideStart, 26 | debug 27 | }: { 28 | applyAngle?: boolean, 29 | cacheKey?: PhysicsCacheKeys, 30 | uuid?: string, 31 | fwdRef?: MutableRefObject, 32 | onCollideStart?: (data: any, fixtureIndex: number) => void, 33 | onCollideEnd?: (data: any, fixtureIndex: number) => void, 34 | debug?: string 35 | }): [any, BodyApi] => { 36 | const localRef = useRef((null as unknown) as Object3D) 37 | const ref = fwdRef ? fwdRef : localRef 38 | const [uuid] = useState(() => { 39 | if (passedUUID) return passedUUID 40 | if (!ref.current) { 41 | ref.current = new Object3D() 42 | } 43 | return ref.current.uuid 44 | }) 45 | const [isDynamic] = useState(() => { 46 | const props = propsFn() 47 | return props.type !== BodyType.static 48 | }) 49 | 50 | useLayoutEffect(() => { 51 | 52 | const props = propsFn() 53 | 54 | ref.current.position.x = props.position?.x || 0 55 | ref.current.position.z = props.position?.y || 0 56 | 57 | const listenForCollisions = !!onCollideStart || !!onCollideEnd 58 | 59 | if (listenForCollisions) { 60 | collisionStartedEvents[uuid] = onCollideStart ? onCollideStart : () => {} 61 | collisionEndedEvents[uuid] = onCollideEnd ? onCollideEnd : () => {} 62 | } 63 | 64 | workerAddBody({ 65 | uuid, 66 | listenForCollisions, 67 | cacheKey, 68 | ...props, 69 | }) 70 | 71 | return () => { 72 | 73 | if (listenForCollisions) { 74 | delete collisionStartedEvents[uuid] 75 | delete collisionEndedEvents[uuid] 76 | } 77 | 78 | workerRemoveBody({uuid, cacheKey}) 79 | } 80 | 81 | }, []) 82 | 83 | useFrame(() => { 84 | if (!isDynamic) { 85 | return 86 | } 87 | if (ref.current && buffers.positions.length && buffers.angles.length) { 88 | const index = storedPhysicsData.bodies[uuid] 89 | applyPositionAngle(ref.current, index, applyAngle, debug) 90 | } 91 | }) 92 | 93 | const api = useMemo(() => { 94 | 95 | const getUUID = () => uuid 96 | 97 | return { 98 | applyForceToCenter: (vec) => { 99 | workerSetBody({uuid: getUUID(), method: 'applyForceToCenter', methodParams: [vec, true]}) 100 | }, 101 | applyLinearImpulse: (vec, pos) => { 102 | workerSetBody({uuid: getUUID(), method: 'applyLinearImpulse', methodParams: [vec, pos, true]}) 103 | }, 104 | setPosition: (vec) => { 105 | workerSetBody({uuid: getUUID(), method: 'setPosition', methodParams: [vec]}) 106 | }, 107 | setLinearVelocity: (vec) => { 108 | workerSetBody({uuid: getUUID(), method: 'setLinearVelocity', methodParams: [vec]}) 109 | }, 110 | updateBody: (data: UpdateBodyData) => { 111 | workerUpdateBody({uuid: getUUID(), data}) 112 | }, 113 | setAngle: (angle: number) => { 114 | workerSetBody({uuid: getUUID(), method: 'setAngle', methodParams: [angle]}) 115 | } 116 | } 117 | }, []) 118 | 119 | return [ref, api] 120 | } -------------------------------------------------------------------------------- /www/src/physics/components/Physics/worker.ts: -------------------------------------------------------------------------------- 1 | /* eslint-disable import/no-webpack-loader-syntax */ 2 | import Worker from "worker-loader!../../../workers/physics/physicsWorker"; 3 | import {WorkerMessageType} from "../../../workers/physics/types"; 4 | import {AddBodyProps, RemoveBodyProps, SetBodyProps, UpdateBodyProps} from "../../bodies"; 5 | 6 | export const gamePhysicsWorker = new Worker() 7 | 8 | export const workerAddBody = (props: AddBodyProps) => { 9 | gamePhysicsWorker.postMessage({ 10 | type: WorkerMessageType.ADD_BODY, 11 | props: props 12 | }) 13 | } 14 | 15 | export const workerRemoveBody = (props: RemoveBodyProps) => { 16 | gamePhysicsWorker.postMessage({ 17 | type: WorkerMessageType.REMOVE_BODY, 18 | props 19 | }) 20 | } 21 | 22 | export const workerSetBody = (props: SetBodyProps) => { 23 | gamePhysicsWorker.postMessage({ 24 | type: WorkerMessageType.SET_BODY, 25 | props, 26 | }) 27 | } 28 | 29 | export const workerUpdateBody = (props: UpdateBodyProps) => { 30 | gamePhysicsWorker.postMessage({ 31 | type: WorkerMessageType.UPDATE_BODY, 32 | props, 33 | }) 34 | } -------------------------------------------------------------------------------- /www/src/physics/world.ts: -------------------------------------------------------------------------------- 1 | import {dynamicBodiesUuids, existingBodies, planckWorld} from "../shared"; 2 | import {handleBeginCollision, handleEndCollision} from "./collisions/collisions"; 3 | 4 | let lastUpdate = 0 5 | 6 | export const stepWorld = (positions: Float32Array, angles: Float32Array) => { 7 | 8 | var now = Date.now(); 9 | var delta = !lastUpdate ? 1 / 60 : (now - lastUpdate) / 1000; 10 | planckWorld.step(delta) 11 | lastUpdate = now; 12 | 13 | dynamicBodiesUuids.forEach((uuid, index) => { 14 | const body = existingBodies.get(uuid) 15 | if (!body) return 16 | const position = body.getPosition() 17 | const angle = body.getAngle() 18 | const velocity = body.getLinearVelocity() 19 | positions[2 * index + 0] = position.x 20 | positions[2 * index + 1] = position.y 21 | angles[index] = angle 22 | }) 23 | 24 | } 25 | 26 | export const initPhysicsListeners = () => { 27 | 28 | planckWorld.on("begin-contact", (contact) => { 29 | const fixtureA = contact.getFixtureA() 30 | const fixtureB = contact.getFixtureB() 31 | handleBeginCollision(fixtureA, fixtureB) 32 | }) 33 | 34 | planckWorld.on("end-contact", (contact) => { 35 | const fixtureA = contact.getFixtureA(); 36 | const fixtureB = contact.getFixtureB(); 37 | handleEndCollision(fixtureA, fixtureB) 38 | }) 39 | 40 | } 41 | -------------------------------------------------------------------------------- /www/src/react-app-env.d.ts: -------------------------------------------------------------------------------- 1 | /// 2 | -------------------------------------------------------------------------------- /www/src/reportWebVitals.ts: -------------------------------------------------------------------------------- 1 | import { ReportHandler } from 'web-vitals'; 2 | 3 | const reportWebVitals = (onPerfEntry?: ReportHandler) => { 4 | if (onPerfEntry && onPerfEntry instanceof Function) { 5 | import('web-vitals').then(({ getCLS, getFID, getFCP, getLCP, getTTFB }) => { 6 | getCLS(onPerfEntry); 7 | getFID(onPerfEntry); 8 | getFCP(onPerfEntry); 9 | getLCP(onPerfEntry); 10 | getTTFB(onPerfEntry); 11 | }); 12 | } 13 | } 14 | 15 | export default reportWebVitals; 16 | -------------------------------------------------------------------------------- /www/src/setupTests.ts: -------------------------------------------------------------------------------- 1 | // jest-dom adds custom jest matchers for asserting on DOM nodes. 2 | // allows you to do things like: 3 | // expect(element).toHaveTextContent(/react/i) 4 | // learn more: https://github.com/testing-library/jest-dom 5 | import '@testing-library/jest-dom'; 6 | -------------------------------------------------------------------------------- /www/src/shared.ts: -------------------------------------------------------------------------------- 1 | import {World, Vec2, Body} from "planck-js"; 2 | 3 | export const planckWorld = World({ 4 | allowSleep: true, 5 | gravity: Vec2(0, 0), 6 | }) 7 | 8 | 9 | export let unsyncedBodies = false 10 | export let bodiesLastUpdated = 0 11 | 12 | export const updateBodiesLastUpdated = () => { 13 | bodiesLastUpdated = Date.now() 14 | unsyncedBodies = true 15 | } 16 | 17 | export const setBodiesSynced = () => { 18 | unsyncedBodies = false 19 | } 20 | 21 | export const dynamicBodiesUuids: string[] = [] 22 | 23 | export const existingBodies = new Map() -------------------------------------------------------------------------------- /www/src/state/dev.ts: -------------------------------------------------------------------------------- 1 | import {proxy} from "valtio"; 2 | 3 | export const devState = proxy({ 4 | targetLocked: false, 5 | inDanger: false, 6 | }) -------------------------------------------------------------------------------- /www/src/state/inputs.ts: -------------------------------------------------------------------------------- 1 | 2 | export const RAW_INPUTS = { 3 | punch: false, 4 | } 5 | 6 | export type InputState = { 7 | keys: number[], 8 | active: boolean, 9 | pressed: boolean, 10 | released: boolean, 11 | raw?: boolean, 12 | rawLastPressed?: number, 13 | } 14 | 15 | export enum InputKeys { 16 | RIGHT, 17 | LEFT, 18 | UP, 19 | DOWN, 20 | SHIFT, 21 | PUNCH, 22 | RECHARGE, 23 | } 24 | 25 | export const inputsState: Record = { 26 | [InputKeys.PUNCH]: { 27 | keys: [32], 28 | active: false, 29 | pressed: false, 30 | released: false, 31 | raw: false, 32 | }, 33 | [InputKeys.RIGHT]: { 34 | keys: [68, 39], 35 | active: false, 36 | pressed: false, 37 | released: false, 38 | }, 39 | [InputKeys.LEFT]: { 40 | keys: [65, 37], 41 | active: false, 42 | pressed: false, 43 | released: false, 44 | }, 45 | [InputKeys.UP]: { 46 | keys: [87, 38], 47 | active: false, 48 | pressed: false, 49 | released: false, 50 | }, 51 | [InputKeys.DOWN]: { 52 | keys: [83, 40], 53 | active: false, 54 | pressed: false, 55 | released: false, 56 | }, 57 | [InputKeys.SHIFT]: { 58 | keys: [16], 59 | active: false, 60 | pressed: false, 61 | released: false, 62 | }, 63 | [InputKeys.RECHARGE]: { 64 | keys: [17], 65 | active: false, 66 | pressed: false, 67 | released: false, 68 | }, 69 | } -------------------------------------------------------------------------------- /www/src/state/mobs.ts: -------------------------------------------------------------------------------- 1 | import {proxy} from "valtio"; 2 | import {increasePlayerJuice, playerTargets} from "./player"; 3 | import {getMobPosition} from "../temp/ai"; 4 | import {playerPosition} from "./positions"; 5 | import {MOB_VARIANT} from "../game/components/Mob/data"; 6 | 7 | const getMobVariantHealth = (variant: MOB_VARIANT): { 8 | health: number, 9 | maxHealth: number, 10 | } => { 11 | 12 | if (variant === MOB_VARIANT.large) { 13 | return { 14 | health: 250, 15 | maxHealth: 250, 16 | } 17 | } 18 | 19 | return { 20 | health: 100, 21 | maxHealth: 100, 22 | } 23 | } 24 | 25 | export type MobHealth = { 26 | stunned: boolean, 27 | health: number, 28 | maxHealth: number, 29 | lastHit: number, 30 | lastAttacked: number, 31 | attackVector: [number, number] 32 | } 33 | 34 | export const mobsHealthManager: { 35 | [id: number]: MobHealth, 36 | } = {} 37 | 38 | export const initMobHealthManager = (id: number, variant: MOB_VARIANT): MobHealth => { 39 | 40 | const {health, maxHealth} = getMobVariantHealth(variant) 41 | 42 | const manager = proxy({ 43 | stunned: false, 44 | health, 45 | maxHealth, 46 | lastHit: 0, 47 | lastAttacked: 0, 48 | attackVector: [0, 0] 49 | }) 50 | mobsHealthManager[id] = manager 51 | return manager 52 | } 53 | 54 | export const deleteMobHealthManager = (id: number) => { 55 | delete mobsHealthManager[id] 56 | } 57 | 58 | export const getMobHealthManager = (id: number): MobHealth => { 59 | const manager = mobsHealthManager[id] 60 | if (!manager) throw new Error(`Mob manager to available: ${id}`) 61 | return manager 62 | } 63 | 64 | export const dealDamageToMob = (mobID: number, lockOn: boolean) => { 65 | const manager = getMobHealthManager(mobID) 66 | if (!manager) return 67 | if (manager.stunned) return 68 | // if (lockOn) { 69 | // playerTargets.lastAttacked = mobID 70 | // } 71 | //let newHealth = manager.health - 34 72 | let newHealth = manager.health - 34 73 | if (newHealth < 0) { 74 | newHealth = 0 75 | } 76 | manager.health = newHealth 77 | //manager.health = manager.health - 1 78 | manager.lastHit = Date.now() 79 | const [enemyX, enemyY] = getMobPosition(mobID) 80 | 81 | const angle = Math.atan2(playerPosition.y - enemyY, playerPosition.x - enemyX) 82 | const xVector = Math.cos(angle) * -1 83 | const yVector = Math.sin(angle) * -1 84 | manager.attackVector = [xVector, yVector] 85 | 86 | increasePlayerJuice(20) 87 | 88 | } -------------------------------------------------------------------------------- /www/src/state/player.ts: -------------------------------------------------------------------------------- 1 | import {proxy, useProxy} from "valtio"; 2 | 3 | export const playerJuice = proxy<{ 4 | juice: number, 5 | }>({ 6 | juice: 100, 7 | }) 8 | 9 | export const increasePlayerJuice = (juice: number) => { 10 | const currentJuice = playerJuice.juice 11 | if (currentJuice >= 100) return 12 | let newJuice = currentJuice + juice 13 | if (newJuice > 100) { 14 | newJuice = 100 15 | } 16 | playerJuice.juice = newJuice 17 | } 18 | 19 | export const playerState = proxy<{ 20 | invincible: boolean, 21 | preRecharging: boolean, 22 | recharging: boolean, 23 | }>({ 24 | invincible: false, 25 | preRecharging: false, 26 | recharging: false, 27 | }) 28 | 29 | export const playerEnergy = proxy<{ 30 | energy: number, 31 | }>({ 32 | energy: 100, 33 | }) 34 | 35 | export const playerHealth = proxy<{ 36 | maxHealth: number, 37 | health: number, 38 | lastDamaged: number, 39 | }>({ 40 | maxHealth: 4, 41 | health: 4, 42 | lastDamaged: 0, 43 | }) 44 | 45 | export const playerHasFullHealth = (): boolean => { 46 | return playerHealth.health >= playerHealth.maxHealth 47 | } 48 | 49 | export const JUICE_RECHARGE_COST = 50 50 | 51 | export const playerCanRecharge = (checkHealth: boolean = true): boolean => { 52 | const validJuice = playerJuice.juice >= JUICE_RECHARGE_COST 53 | if (checkHealth) { 54 | return validJuice && !playerHasFullHealth() 55 | } 56 | return validJuice 57 | } 58 | 59 | export const usePlayerCanRecharge = (): boolean => { 60 | const {juice} = useProxy(playerJuice) 61 | const {health, maxHealth} = useProxy(playerHealth) 62 | return juice >= JUICE_RECHARGE_COST && health < maxHealth 63 | } 64 | 65 | export const rechargePlayer = () => { 66 | if (playerHealth.health >= playerHealth.maxHealth) { 67 | console.warn(`Player health already full.`) 68 | return 69 | } 70 | if (!playerCanRecharge()) { 71 | console.warn(`Can't recharge the player, there's no juice.`) 72 | return 73 | } 74 | let newJuice = playerJuice.juice - JUICE_RECHARGE_COST 75 | if (newJuice < 0) { 76 | newJuice = 0 77 | } 78 | playerJuice.juice = newJuice 79 | let newHealth = playerHealth.health + 1 80 | if (newHealth > playerHealth.maxHealth) { 81 | newHealth = playerHealth.maxHealth 82 | } 83 | playerHealth.health = newHealth 84 | } 85 | 86 | export const dealPlayerDamage = (damage: number) => { 87 | if (playerState.invincible) { 88 | return 89 | } 90 | let newPlayerHealth = playerHealth.health - damage 91 | if (newPlayerHealth < 0) { 92 | newPlayerHealth = 0 93 | } 94 | playerHealth.health = newPlayerHealth 95 | playerHealth.lastDamaged = Date.now() 96 | playerState.preRecharging = false 97 | } 98 | 99 | export const playerTargets = proxy<{ 100 | attackRange: number[], 101 | closeRange: number[], 102 | inRange: number[], 103 | focusedInRange: number[], 104 | targetID: number | null, 105 | lastAttacked: number | null, 106 | lastHitBy: number | null, 107 | }>({ 108 | attackRange: [], 109 | closeRange: [], 110 | inRange: [], 111 | focusedInRange: [], 112 | targetID: null, 113 | lastAttacked: null, 114 | lastHitBy: null, 115 | }) 116 | 117 | export const getPlayerTargetedEnemy = (): number | null => { 118 | const {lastAttacked, inRange} = playerTargets 119 | if (lastAttacked !== null && inRange.includes(lastAttacked)) { 120 | return lastAttacked 121 | } 122 | return null 123 | } 124 | 125 | export const useEnemiesInRange = (): boolean => { 126 | const {inRange: targets} = useProxy(playerTargets) 127 | return targets.length > 0 128 | } 129 | 130 | export const useEnemiesInCloseRange = (): boolean => { 131 | const {closeRange} = useProxy(playerTargets) 132 | return closeRange.length > 0 133 | } 134 | 135 | export const usePlayerTarget = (): number | null => { 136 | const {inRange, lastAttacked, attackRange, lastHitBy, focusedInRange} = useProxy(playerTargets) 137 | 138 | if (lastAttacked !== null && inRange.includes(lastAttacked)) { 139 | return lastAttacked 140 | } 141 | 142 | if (attackRange.length > 0) { 143 | 144 | if (lastHitBy !== null && attackRange.includes(lastHitBy)) { 145 | return lastHitBy 146 | } 147 | 148 | return attackRange[0] 149 | } 150 | 151 | if (focusedInRange.length > 0) { 152 | return focusedInRange[0] 153 | } 154 | 155 | return null 156 | } 157 | 158 | export const usePlayerHasTarget = (): boolean => { 159 | const target = usePlayerTarget() 160 | return target !== null 161 | } 162 | 163 | export const usePlayerInCombat = (): boolean => { 164 | const target = usePlayerTarget() 165 | const {closeRange} = useProxy(playerTargets) 166 | return target !== null || closeRange.length > 0 167 | } 168 | 169 | export const removePlayerFromRange = (mobID: number) => { 170 | const index = playerTargets.inRange.indexOf(mobID) 171 | if (index >= 0) { 172 | playerTargets.inRange.splice(index, 1) 173 | } 174 | } 175 | 176 | export const addToPlayerFocusedRange = (mobID: number) => { 177 | playerTargets.focusedInRange.push(mobID) 178 | } 179 | 180 | export const removeFromPlayerFocusedRange = (mobID: number) => { 181 | const index = playerTargets.focusedInRange.indexOf(mobID) 182 | if (index >= 0) { 183 | playerTargets.focusedInRange.splice(index, 1) 184 | } 185 | } 186 | 187 | export const addToPlayerCloseRange = (mobID: number) => { 188 | playerTargets.closeRange.push(mobID) 189 | } 190 | 191 | export const removeFromPlayerCloseRange = (mobID: number) => { 192 | const index = playerTargets.closeRange.indexOf(mobID) 193 | if (index >= 0) { 194 | playerTargets.closeRange.splice(index, 1) 195 | } 196 | } 197 | 198 | export const addToPlayerAttackRange = (mobID: number) => { 199 | playerTargets.attackRange.push(mobID) 200 | } 201 | 202 | export const removeFromPlayerAttackRange = (mobID: number) => { 203 | const index = playerTargets.attackRange.indexOf(mobID) 204 | if (index >= 0) { 205 | playerTargets.attackRange.splice(index, 1) 206 | } 207 | } -------------------------------------------------------------------------------- /www/src/state/positions.ts: -------------------------------------------------------------------------------- 1 | export const playerPosition = { 2 | x: 0, 3 | y: 0, 4 | previousX: 0, 5 | previousY: 0, 6 | targetX: 0, 7 | targetY: 0, 8 | angle: 0, 9 | } 10 | 11 | export const cameraPosition = { 12 | previousX: 0, 13 | previousY: 0, 14 | } -------------------------------------------------------------------------------- /www/src/state/refs.ts: -------------------------------------------------------------------------------- 1 | export const gameRefs = { 2 | player: null, 3 | mainLight: null, 4 | } -------------------------------------------------------------------------------- /www/src/temp/ai.ts: -------------------------------------------------------------------------------- 1 | /* 2 | 3 | each frame, iterate over active ai, process their goals 4 | 5 | */ 6 | 7 | export enum MobAIGoal { 8 | IDLE, 9 | ATTACK 10 | } 11 | 12 | export type MobData = { 13 | alive: boolean, 14 | inPlayerRange: boolean, 15 | goal: number, 16 | x: number, 17 | y: number, 18 | } 19 | 20 | export const mobsMap = new Map() 21 | 22 | export const addMob = (id: number) => { 23 | mobsMap.set(id, { 24 | alive: true, 25 | inPlayerRange: false, 26 | goal: MobAIGoal.IDLE, 27 | x: 0, 28 | y: 0, 29 | }) 30 | } 31 | 32 | export const removeMob = (id: number) => { 33 | mobsMap.delete(id) 34 | } 35 | 36 | export const getMob = (id: number): MobData => { 37 | const mob = mobsMap.get(id) 38 | if (!mob) throw new Error(`Mob ${id} not found`) 39 | return mob 40 | } 41 | 42 | export const getMobPosition = (id: number): [number, number] => { 43 | const mob = getMob(id) 44 | return [mob.x, mob.y] 45 | } 46 | 47 | const processMob = (id: number, data: MobData) => { 48 | if (!data.alive) return 49 | if (data.inPlayerRange) { 50 | data.goal = MobAIGoal.ATTACK 51 | } else { 52 | data.goal = MobAIGoal.IDLE 53 | } 54 | } 55 | 56 | export const processMobsAI = () => { 57 | mobsMap.forEach((value, id) => { 58 | processMob(id, value) 59 | }) 60 | } 61 | 62 | export const updateMob = (id: number, data: Partial) => { 63 | const originalData = mobsMap.get(id) 64 | if (!originalData) return 65 | Object.entries(data).forEach(([key, value]) => { 66 | (originalData as any)[key] = value 67 | }) 68 | } -------------------------------------------------------------------------------- /www/src/temp/rooms.ts: -------------------------------------------------------------------------------- 1 | type RoomDoor = [[number, number], [number, number]]; 2 | 3 | const room: { 4 | width: number; 5 | height: number; 6 | door: RoomDoor; 7 | } = { 8 | width: 30, 9 | height: 25, 10 | door: [ 11 | [5, 0], 12 | [8, 0] 13 | ] 14 | }; 15 | 16 | export enum RoomDirection { 17 | NORTH, 18 | EAST, 19 | SOUTH, 20 | WEST 21 | } 22 | 23 | export type RoomWallMdl = { 24 | direction: RoomDirection, 25 | start: [number, number]; 26 | end: [number, number]; 27 | }; 28 | 29 | const spaceIsClear = (x: number, y: number, door: RoomDoor): boolean => { 30 | return !( 31 | x >= door[0][0] && 32 | x <= door[1][0] && 33 | y >= door[0][1] && 34 | y <= door[1][1] 35 | ); 36 | }; 37 | 38 | const getWalls = ( 39 | [startX, startY]: [number, number], 40 | [endX, endY]: [number, number], 41 | door: RoomDoor, 42 | direction: RoomDirection, 43 | ): RoomWallMdl[] => { 44 | let walls: RoomWallMdl[] = []; 45 | 46 | let horizontal = startX !== endX; 47 | 48 | let currentWall: null | { 49 | start: [number, number]; 50 | } = null; 51 | 52 | const addCurrentWall = (x: number, y: number) => { 53 | if (currentWall) { 54 | walls.push({ 55 | direction, 56 | start: currentWall.start, 57 | end: [x, y] 58 | }); 59 | currentWall = null; 60 | } 61 | }; 62 | 63 | const processSpot = (x: number, y: number) => { 64 | if (spaceIsClear(x, y, door)) { 65 | if (!currentWall) { 66 | currentWall = { 67 | start: [x, y] 68 | }; 69 | } 70 | } else { 71 | if (currentWall) { 72 | addCurrentWall(x, y); 73 | } 74 | } 75 | }; 76 | 77 | if (horizontal) { 78 | const start = startX < endX ? startX : endX; 79 | const end = endX > startX ? endX : startX; 80 | const y = startY; 81 | for (let x = start; x < end; x++) { 82 | processSpot(x, y); 83 | } 84 | if (currentWall) { 85 | addCurrentWall(end, y); 86 | } 87 | } else { 88 | const x = startX; 89 | const start = startY < endY ? startY : endY; 90 | const end = endY > startY ? endY : startY; 91 | for (let y = start; y < end; y++) { 92 | processSpot(x, y); 93 | } 94 | if (currentWall) { 95 | addCurrentWall(x, end); 96 | } 97 | } 98 | 99 | return walls; 100 | }; 101 | 102 | const getRoomWalls = (): RoomWallMdl[] => { 103 | let walls: RoomWallMdl[] = []; 104 | 105 | walls.push(...getWalls([0, 0], [room.width, 0], room.door, RoomDirection.NORTH)); 106 | walls.push( 107 | ...getWalls([room.width, 0], [room.width, room.height], room.door, RoomDirection.EAST) 108 | ); 109 | walls.push( 110 | ...getWalls([room.width, room.height], [0, room.height], room.door, RoomDirection.SOUTH) 111 | ); 112 | walls.push(...getWalls([0, room.height], [0, 0], room.door, RoomDirection.WEST)); 113 | 114 | return walls; 115 | }; 116 | 117 | export const roomWalls = getRoomWalls(); -------------------------------------------------------------------------------- /www/src/ui/colors.ts: -------------------------------------------------------------------------------- 1 | export const COLORS = { 2 | health: '#cd011b', 3 | } -------------------------------------------------------------------------------- /www/src/ui/global.ts: -------------------------------------------------------------------------------- 1 | import reset from "styled-reset"; 2 | import {createGlobalStyle} from "styled-components"; 3 | import {STATS_CSS_CLASS} from "../game/components/Game/Game"; 4 | 5 | export const GlobalStyle = createGlobalStyle` 6 | ${reset}; 7 | 8 | body { 9 | background-color: #040608; 10 | color: #FFFFFF; 11 | font-family: 'Open Sans', sans-serif; 12 | font-size: 15px; 13 | line-height: 1.2; 14 | } 15 | 16 | canvas { 17 | -webkit-touch-callout:none; 18 | -webkit-user-select:none; 19 | -khtml-user-select:none; 20 | -moz-user-select:none; 21 | -ms-user-select:none; 22 | user-select:none; 23 | outline:0; 24 | -webkit-tap-highlight-color:rgba(255,255,255,0); 25 | } 26 | 27 | body { 28 | -webkit-touch-callout:none; 29 | -webkit-user-select:none; 30 | -khtml-user-select:none; 31 | -moz-user-select:none; 32 | -ms-user-select:none; 33 | user-select:none; 34 | outline:0; 35 | -webkit-tap-highlight-color:rgba(255,255,255,0); 36 | } 37 | 38 | * { 39 | box-sizing: border-box; 40 | -webkit-font-smoothing: antialiased; 41 | -moz-osx-font-smoothing: grayscale; 42 | } 43 | 44 | a { 45 | text-decoration: none; 46 | } 47 | 48 | strong { 49 | font-weight: bold; 50 | } 51 | 52 | .${STATS_CSS_CLASS} { 53 | top: unset !important; 54 | left: 0px !important; 55 | bottom: 0px !important; 56 | } 57 | 58 | `; 59 | -------------------------------------------------------------------------------- /www/src/utils/angles.ts: -------------------------------------------------------------------------------- 1 | export const radians = (degrees: number): number => { 2 | return (degrees * Math.PI) / 180 3 | } 4 | 5 | export const rotateVector = (x: number, y: number, degrees: number): [number, number] => { 6 | const rad = radians(degrees) 7 | const sin = Math.sin(rad) 8 | const cos = Math.cos(rad) 9 | 10 | const adjustedX = (cos * x) - (sin * y) 11 | const adjustedY = (sin * x) + (cos * y) 12 | 13 | return [adjustedX, adjustedY] 14 | } 15 | -------------------------------------------------------------------------------- /www/src/utils/color.ts: -------------------------------------------------------------------------------- 1 | export const hexStringToCode = (string: string) => { 2 | return parseInt(string.replace(/^#/, ""), 16); 3 | }; 4 | -------------------------------------------------------------------------------- /www/src/utils/common.ts: -------------------------------------------------------------------------------- 1 | export const DIAGONAL = 0.707 -------------------------------------------------------------------------------- /www/src/utils/models.ts: -------------------------------------------------------------------------------- 1 | const MATERIALS: { 2 | [key: string]: any 3 | } = {} 4 | 5 | interface Mesh { 6 | material: { 7 | name: string 8 | } 9 | } 10 | 11 | const setMaterial = (mesh: Mesh, materials: any) => { 12 | const { name } = mesh.material 13 | const matchedMaterial: any = materials[name.toString()] 14 | if (matchedMaterial) { 15 | // eslint-disable-next-line no-param-reassign 16 | mesh.material = matchedMaterial 17 | } else { 18 | console.warn(`no material matched for: ${name.toString()}`) 19 | } 20 | } 21 | 22 | const recursiveMeshes = (child: any): any[] => { 23 | let meshes: any[] = [] 24 | 25 | if (child.type === 'SkinnedMesh' || child.type === 'Mesh') { 26 | meshes.push(child) 27 | } else { 28 | if (child.children) { 29 | child.children.forEach((subChild: any) => { 30 | meshes = meshes.concat(recursiveMeshes(subChild)) 31 | }) 32 | } 33 | } 34 | 35 | return meshes 36 | } 37 | 38 | const getSkinnedMeshes = (scene: any): any[] => { 39 | 40 | let meshes: any[] = [] 41 | 42 | scene.children.forEach((child: any) => { 43 | meshes = meshes.concat(recursiveMeshes(child)) 44 | }) 45 | 46 | return meshes 47 | } 48 | 49 | export const setMaterials = (scene: any, materials: any = MATERIALS) => { 50 | const skinnedMeshes = getSkinnedMeshes(scene) 51 | skinnedMeshes.forEach((mesh: any) => { 52 | setMaterial(mesh, materials) 53 | }) 54 | } 55 | 56 | export const setShadows = (scene: any) => { 57 | const skinnedMeshes = getSkinnedMeshes(scene) 58 | skinnedMeshes.forEach((mesh: any) => { 59 | // eslint-disable-next-line no-param-reassign 60 | mesh.castShadow = true 61 | // eslint-disable-next-line no-param-reassign 62 | mesh.receiveShadow = true 63 | }) 64 | } -------------------------------------------------------------------------------- /www/src/utils/numbers.ts: -------------------------------------------------------------------------------- 1 | export const plusOrMinus = (num: number): number => { 2 | if (num > 0.5) return 1 3 | return -1 4 | } 5 | 6 | export const numLerp = (v0: number, v1: number, t: number): number => { 7 | return v0*(1-t)+v1*t 8 | } 9 | 10 | export const PI = 3.14159265359 11 | export const PI_TIMES_TWO = 6.28318530718 12 | 13 | export const lerpRadians = (a: number, b: number, lerpFactor: number): number => // Lerps from angle a to b (both between 0.f and PI_TIMES_TWO), taking the shortest path 14 | { 15 | let result: number; 16 | let diff: number = b - a; 17 | if (diff < -PI) 18 | { 19 | // lerp upwards past PI_TIMES_TWO 20 | b += PI_TIMES_TWO; 21 | result = numLerp(a, b, lerpFactor); 22 | if (result >= PI_TIMES_TWO) 23 | { 24 | result -= PI_TIMES_TWO; 25 | } 26 | } 27 | else if (diff > PI) 28 | { 29 | // lerp downwards past 0 30 | b -= PI_TIMES_TWO; 31 | result = numLerp(a, b, lerpFactor); 32 | if (result < 0) 33 | { 34 | result += PI_TIMES_TWO; 35 | } 36 | } 37 | else 38 | { 39 | // straight lerp 40 | result = numLerp(a, b, lerpFactor); 41 | } 42 | 43 | return result; 44 | } -------------------------------------------------------------------------------- /www/src/utils/responsive.ts: -------------------------------------------------------------------------------- 1 | import {useWindowSize} from "@react-hook/window-size"; 2 | 3 | export const useIsPortrait = (): boolean => { 4 | const [width, height] = useWindowSize() 5 | return height > width 6 | } -------------------------------------------------------------------------------- /www/src/workers/physics/functions.ts: -------------------------------------------------------------------------------- 1 | import {WorkerOwnerMessageType} from "./types"; 2 | import {dynamicBodiesUuids, updateBodiesLastUpdated} from "../../shared"; 3 | 4 | /* eslint-disable-next-line no-restricted-globals */ 5 | const selfWorker = self as unknown as Worker 6 | 7 | export const syncBodies = () => { 8 | updateBodiesLastUpdated() 9 | /*selfWorker.postMessage(({ 10 | type: WorkerOwnerMessageType.SYNC_BODIES, 11 | bodies: dynamicBodiesUuids 12 | }))*/ 13 | } 14 | 15 | export const sendCollisionBeginEvent = (uuid: string, data: any, fixtureIndex: number) => { 16 | selfWorker.postMessage(({ 17 | type: WorkerOwnerMessageType.BEGIN_COLLISION, 18 | props: { 19 | uuid, 20 | data, 21 | fixtureIndex, 22 | } 23 | })) 24 | } 25 | 26 | export const sendCollisionEndEvent = (uuid: string, data: any, fixtureIndex: number) => { 27 | selfWorker.postMessage(({ 28 | type: WorkerOwnerMessageType.END_COLLISION, 29 | props: { 30 | uuid, 31 | data, 32 | fixtureIndex, 33 | } 34 | })) 35 | } -------------------------------------------------------------------------------- /www/src/workers/physics/physicsWorker.ts: -------------------------------------------------------------------------------- 1 | /* eslint-disable no-restricted-globals */ 2 | 3 | import {WorkerMessageType, WorkerOwnerMessageType} from "./types"; 4 | import {initPhysicsListeners, stepWorld} from "../../physics/world"; 5 | import {syncBodies} from "./functions"; 6 | import {addBody, removeBody, setBody, updateBody} from "../../physics/bodies"; 7 | import {dynamicBodiesUuids, unsyncedBodies} from "../../shared"; 8 | 9 | const selfWorker = self as unknown as Worker 10 | 11 | const init = () => { 12 | syncBodies() 13 | initPhysicsListeners() 14 | } 15 | 16 | init() 17 | 18 | const step = (positions: Float32Array, angles: Float32Array) => { 19 | 20 | stepWorld(positions, angles) 21 | 22 | const data: any = { 23 | type: WorkerOwnerMessageType.FRAME, 24 | positions, 25 | angles, 26 | } 27 | 28 | if (unsyncedBodies) { 29 | data['bodies'] = dynamicBodiesUuids 30 | } 31 | 32 | selfWorker.postMessage(data, [positions.buffer, angles.buffer]) 33 | 34 | } 35 | 36 | self.onmessage = (event: MessageEvent) => { 37 | const {type, props = {}} = event.data as { 38 | type: WorkerMessageType, 39 | props: any, 40 | }; 41 | switch (type) { 42 | case WorkerMessageType.STEP: 43 | const {positions, angles} = event.data 44 | step(positions, angles) 45 | break; 46 | case WorkerMessageType.ADD_BODY: 47 | addBody(props) 48 | break; 49 | case WorkerMessageType.REMOVE_BODY: 50 | removeBody(props) 51 | break; 52 | case WorkerMessageType.SET_BODY: 53 | setBody(props) 54 | break; 55 | case WorkerMessageType.UPDATE_BODY: 56 | updateBody(props) 57 | break; 58 | } 59 | } 60 | 61 | export {}; -------------------------------------------------------------------------------- /www/src/workers/physics/types.ts: -------------------------------------------------------------------------------- 1 | export enum WorkerMessageType { 2 | INIT, 3 | STEP, 4 | ADD_BODY, 5 | REMOVE_BODY, 6 | SET_BODY, 7 | UPDATE_BODY, 8 | } 9 | 10 | export enum WorkerOwnerMessageType { 11 | FRAME, 12 | SYNC_BODIES, 13 | BEGIN_COLLISION, 14 | END_COLLISION, 15 | } -------------------------------------------------------------------------------- /www/tsconfig.json: -------------------------------------------------------------------------------- 1 | { 2 | "compilerOptions": { 3 | "target": "es5", 4 | "lib": [ 5 | "dom", 6 | "dom.iterable", 7 | "esnext" 8 | ], 9 | "allowJs": true, 10 | "skipLibCheck": true, 11 | "esModuleInterop": true, 12 | "allowSyntheticDefaultImports": true, 13 | "strict": true, 14 | "forceConsistentCasingInFileNames": true, 15 | "noFallthroughCasesInSwitch": true, 16 | "module": "esnext", 17 | "moduleResolution": "node", 18 | "resolveJsonModule": true, 19 | "isolatedModules": true, 20 | "noEmit": true, 21 | "jsx": "react" 22 | }, 23 | "include": [ 24 | "src" 25 | ] 26 | } 27 | --------------------------------------------------------------------------------