wren/val Public Public: anyone can read this; nobody can change it.
forked from benjivers/val
workbenchthis machine
Files 9fbef6e294d737de91c700aa68f14bfc493d2019
| 1 | /** |
| 2 | * val, in a browser. It draws what the server sends and sends what the |
| 3 | * person does — nothing else. There is no position here the server did not |
| 4 | * hand over, and no enemy in a snapshot the server decided you cannot see, |
| 5 | * so a patched client learns nothing a plain one does not. |
| 6 | * |
| 7 | * This file is the wiring: the socket, the keys and the pointer, the HUD. |
| 8 | * The drawing lives beside it — `scene.js` for the first-person view, |
| 9 | * `topdown.js` for the map, `gun.js` for the crosshair, `prompt.js` for the |
| 10 | * line of advice and `raycast.js` for the maths all of it stands on. |
| 11 | */ |
| 12 | "use strict"; |
| 13 | |
| 14 | import { makeBeeper } from "./beep.js"; |
| 15 | import { drawGun, gunSnapshot, gunTick, makeGun } from "./gun.js"; |
| 16 | import { choosePrompt, REACH } from "./prompt.js"; |
| 17 | import { roster, rosterKey } from "./roster.js"; |
| 18 | import { AGENT_COLOUR, drawScene, makeScene } from "./scene.js"; |
| 19 | import { moveVector } from "./steer.js"; |
| 20 | import { drawTopdown } from "./topdown.js"; |
| 21 | |
| 22 | const $ = (id) => document.getElementById(id); |
| 23 | const view = $("view"); |
| 24 | const ctx = view.getContext("2d"); |
| 25 | |
| 26 | const KEY_SLOT = { KeyC: "c", KeyQ: "q", KeyE: "e", KeyX: "x" }; |
| 27 | const COARSE = matchMedia("(pointer: coarse)").matches; |
| 28 | const LOOK = 0.0022; // radians per pixel of mouse travel |
| 29 | const HELP_SEEN = "val.help.seen"; |
| 30 | |
| 31 | let map = null; |
| 32 | let solid = () => true; |
| 33 | let snap = null; |
| 34 | let socket = null; |
| 35 | let agents = null; |
| 36 | const shown = new Map(); // smoothed positions, so 15 frames a second look like 60 |
| 37 | const keys = new Set(); |
| 38 | let yaw = 0; // where this person is looking, theirs to move between snapshots |
| 39 | let locked = false; |
| 40 | let firing = false; |
| 41 | let mode = COARSE ? "top" : "fp"; // a raycaster with touch look is miserable |
| 42 | let mapOpen = false; |
| 43 | let pointer = null; // aim target in canvas pixels, top-down only |
| 44 | let stick = null; // { id, ox, oy, mx, my } |
| 45 | let aimTouch = null; |
| 46 | let helpShown = false; |
| 47 | let last = performance.now(); |
| 48 | |
| 49 | const walk = { x: 0, y: 0 }; |
| 50 | const scene = makeScene(); |
| 51 | const gun = makeGun(); |
| 52 | const beeper = makeBeeper(); |
| 53 | |
| 54 | // ------------------------------------------------------------------ socket |
| 55 | |
| 56 | function connect() { |
| 57 | const url = (location.protocol === "https:" ? "wss://" : "ws://") + location.host + "/ws"; |
| 58 | socket = new WebSocket(url); |
| 59 | socket.onopen = () => ($("conn").textContent = "live"); |
| 60 | socket.onclose = () => { |
| 61 | $("conn").textContent = "reconnecting…"; |
| 62 | setTimeout(connect, 1500); |
| 63 | }; |
| 64 | socket.onmessage = (event) => { |
| 65 | const data = JSON.parse(event.data); |
| 66 | if (data.t !== "s") return; |
| 67 | const first = snap === null; |
| 68 | snap = data; |
| 69 | if (first && mode === "fp") yaw = data.me.angle; |
| 70 | gunSnapshot(gun, data); |
| 71 | paintHud(data); |
| 72 | maybeHelp(data); |
| 73 | }; |
| 74 | } |
| 75 | |
| 76 | const send = (message) => { |
| 77 | if (socket && socket.readyState === 1) socket.send(JSON.stringify(message)); |
| 78 | }; |
| 79 | |
| 80 | // ------------------------------------------------------------------- input |
| 81 | |
| 82 | function setMode(next) { |
| 83 | mode = next; |
| 84 | $("stage").dataset.mode = next; |
| 85 | if (next !== "fp" && document.pointerLockElement === view) document.exitPointerLock(); |
| 86 | if (snap) yaw = snap.me.angle; |
| 87 | } |
| 88 | |
| 89 | addEventListener("keydown", (event) => { |
| 90 | if (event.target instanceof HTMLInputElement) return; |
| 91 | if (event.code === "Tab") { |
| 92 | mapOpen = true; |
| 93 | event.preventDefault(); |
| 94 | return; |
| 95 | } |
| 96 | if (event.code === "KeyH" || event.key === "?") { |
| 97 | toggleHelp(); |
| 98 | event.preventDefault(); |
| 99 | return; |
| 100 | } |
| 101 | if (event.code === "KeyV") { |
| 102 | setMode(mode === "fp" ? "top" : "fp"); |
| 103 | event.preventDefault(); |
| 104 | return; |
| 105 | } |
| 106 | if (event.code === "KeyB") { |
| 107 | toggleBuy(); |
| 108 | event.preventDefault(); |
| 109 | return; |
| 110 | } |
| 111 | if (KEY_SLOT[event.code]) { |
| 112 | send({ t: "i", c: KEY_SLOT[event.code] }); |
| 113 | event.preventDefault(); |
| 114 | return; |
| 115 | } |
| 116 | keys.add(event.code); |
| 117 | if (["KeyW", "KeyA", "KeyS", "KeyD", "Space", "KeyF", "KeyR", "ArrowLeft", "ArrowRight"].includes(event.code)) |
| 118 | event.preventDefault(); |
| 119 | }); |
| 120 | addEventListener("keyup", (event) => { |
| 121 | if (event.code === "Tab") mapOpen = false; |
| 122 | keys.delete(event.code); |
| 123 | }); |
| 124 | addEventListener("blur", () => { |
| 125 | keys.clear(); |
| 126 | mapOpen = false; |
| 127 | firing = false; |
| 128 | }); |
| 129 | |
| 130 | // Aiming is pointer lock: click the canvas to capture the mouse, move to |
| 131 | // look, Escape gives it back. The angle sent is the same angle as ever. |
| 132 | view.addEventListener("click", () => { |
| 133 | beeper.wake(); |
| 134 | if (mode !== "fp" || locked) return; |
| 135 | if (!view.requestPointerLock) return setMode("top"); // no lock, no first person |
| 136 | // Asked for too soon after the last release, a browser rejects this; that |
| 137 | // is a shrug, not an error, and the hint stays up until it takes. |
| 138 | const asked = view.requestPointerLock(); |
| 139 | if (asked && asked.catch) asked.catch(() => {}); |
| 140 | }); |
| 141 | document.addEventListener("pointerlockchange", () => { |
| 142 | locked = document.pointerLockElement === view; |
| 143 | if (!locked) firing = false; |
| 144 | $("stage").dataset.locked = locked ? "1" : ""; |
| 145 | }); |
| 146 | addEventListener("mousemove", (event) => { |
| 147 | if (locked) yaw += event.movementX * LOOK; |
| 148 | }); |
| 149 | addEventListener("mousedown", (event) => { |
| 150 | if (locked && event.button === 0) firing = true; |
| 151 | }); |
| 152 | addEventListener("mouseup", (event) => { |
| 153 | if (locked && event.button === 0) firing = false; |
| 154 | }); |
| 155 | |
| 156 | // The top-down view keeps the pointer aim it always had: it is the phone |
| 157 | // control scheme, and the fallback when the first-person view is not wanted. |
| 158 | const canvasPoint = (event) => { |
| 159 | const box = view.getBoundingClientRect(); |
| 160 | return { |
| 161 | x: ((event.clientX - box.left) / box.width) * view.width, |
| 162 | y: ((event.clientY - box.top) / box.height) * view.height, |
| 163 | }; |
| 164 | }; |
| 165 | view.addEventListener("pointermove", (event) => { |
| 166 | if (mode !== "top" || event.pointerType === "touch") return; |
| 167 | pointer = canvasPoint(event); |
| 168 | }); |
| 169 | view.addEventListener("pointerdown", (event) => { |
| 170 | beeper.wake(); |
| 171 | if (mode !== "top") return; |
| 172 | view.setPointerCapture(event.pointerId); |
| 173 | const box = view.getBoundingClientRect(); |
| 174 | if (event.pointerType === "touch") { |
| 175 | if (event.clientX - box.left < box.width / 2) |
| 176 | stick = { id: event.pointerId, ox: event.clientX, oy: event.clientY, mx: 0, my: 0 }; |
| 177 | else { |
| 178 | aimTouch = { id: event.pointerId, ...canvasPoint(event) }; |
| 179 | firing = true; |
| 180 | } |
| 181 | event.preventDefault(); |
| 182 | return; |
| 183 | } |
| 184 | pointer = canvasPoint(event); |
| 185 | firing = true; |
| 186 | }); |
| 187 | view.addEventListener("pointermove", (event) => { |
| 188 | if (stick && event.pointerId === stick.id) { |
| 189 | const dx = event.clientX - stick.ox; |
| 190 | const dy = event.clientY - stick.oy; |
| 191 | const len = Math.hypot(dx, dy) || 1; |
| 192 | const reach = Math.min(len, 48) / 48; |
| 193 | stick.mx = (dx / len) * reach; |
| 194 | stick.my = (dy / len) * reach; |
| 195 | } |
| 196 | if (aimTouch && event.pointerId === aimTouch.id) Object.assign(aimTouch, canvasPoint(event)); |
| 197 | }); |
| 198 | const endPointer = (event) => { |
| 199 | if (stick && event.pointerId === stick.id) stick = null; |
| 200 | else if (aimTouch && event.pointerId === aimTouch.id) { |
| 201 | aimTouch = null; |
| 202 | firing = false; |
| 203 | } else firing = false; |
| 204 | }; |
| 205 | view.addEventListener("pointerup", endPointer); |
| 206 | view.addEventListener("pointercancel", endPointer); |
| 207 | view.addEventListener("contextmenu", (event) => event.preventDefault()); |
| 208 | |
| 209 | // Twenty times a second the server hears what this person is doing. In the |
| 210 | // first-person view the keys are read against the way you are facing; in the |
| 211 | // top-down view they are the compass, the way they always were. |
| 212 | setInterval(() => { |
| 213 | if (!snap || !map) return; |
| 214 | let ax = 0; |
| 215 | let ay = 0; |
| 216 | if (keys.has("KeyW")) ay -= 1; |
| 217 | if (keys.has("KeyS")) ay += 1; |
| 218 | if (keys.has("KeyA")) ax -= 1; |
| 219 | if (keys.has("KeyD")) ax += 1; |
| 220 | if (stick) { |
| 221 | ax = stick.mx; |
| 222 | ay = stick.my; |
| 223 | } |
| 224 | let mx = ax; |
| 225 | let my = ay; |
| 226 | let angle; |
| 227 | if (mode === "fp") { |
| 228 | if (keys.has("ArrowLeft")) yaw -= 0.045; |
| 229 | if (keys.has("ArrowRight")) yaw += 0.045; |
| 230 | angle = yaw; |
| 231 | moveVector(ax, ay, yaw, walk); |
| 232 | mx = walk.x; |
| 233 | my = walk.y; |
| 234 | } else { |
| 235 | const aim = aimTouch || pointer; |
| 236 | const me = worldToScreen(snap.me); |
| 237 | angle = aim ? Math.atan2(aim.y - me.y, aim.x - me.x) : snap.me.angle; |
| 238 | yaw = angle; |
| 239 | } |
| 240 | send({ |
| 241 | t: "i", |
| 242 | mx, |
| 243 | my, |
| 244 | a: angle, |
| 245 | f: firing || keys.has("Space"), |
| 246 | u: keys.has("KeyF"), |
| 247 | r: keys.has("KeyR"), |
| 248 | }); |
| 249 | }, 50); |
| 250 | |
| 251 | // ------------------------------------------------------------------ drawing |
| 252 | |
| 253 | function resize() { |
| 254 | const box = view.getBoundingClientRect(); |
| 255 | const dpr = Math.min(devicePixelRatio || 1, 2); |
| 256 | view.width = Math.round(box.width * dpr); |
| 257 | view.height = Math.round(box.height * dpr); |
| 258 | } |
| 259 | addEventListener("resize", resize); |
| 260 | |
| 261 | const scale = () => (map ? view.width / (map.rows[0].length * map.tile) : 1); |
| 262 | const worldToScreen = (p) => ({ x: p.x * scale(), y: p.y * scale() }); |
| 263 | |
| 264 | function smooth(id, x, y, angle) { |
| 265 | const now = shown.get(id); |
| 266 | if (!now) { |
| 267 | const fresh = { x, y, angle }; |
| 268 | shown.set(id, fresh); |
| 269 | return fresh; |
| 270 | } |
| 271 | now.x += (x - now.x) * 0.35; |
| 272 | now.y += (y - now.y) * 0.35; |
| 273 | const turn = ((angle - now.angle + Math.PI * 3) % (Math.PI * 2)) - Math.PI; |
| 274 | now.angle += turn * 0.4; |
| 275 | return now; |
| 276 | } |
| 277 | |
| 278 | const look = (p) => smooth(p.id, p.x, p.y, p.angle); |
| 279 | |
| 280 | function frame(now) { |
| 281 | requestAnimationFrame(frame); |
| 282 | const dt = Math.min(0.1, (now - last) / 1000); |
| 283 | last = now; |
| 284 | if (!map) return; |
| 285 | gunTick(gun, dt); |
| 286 | ctx.clearRect(0, 0, view.width, view.height); |
| 287 | |
| 288 | if (!snap) { |
| 289 | drawTopdown(ctx, map, null, look, { x: 0, y: 0, w: view.width, h: view.height }); |
| 290 | return; |
| 291 | } |
| 292 | beeper.update(snap.spike.planted, snap.spike.fuse, now / 1000); |
| 293 | const eye = look(snap.me); |
| 294 | const facing = mode === "fp" ? yaw : eye.angle; |
| 295 | |
| 296 | if (mode === "fp" && !mapOpen) { |
| 297 | drawScene(ctx, scene, { solid, tile: map.tile }, { x: eye.x, y: eye.y, angle: facing }, snap, { |
| 298 | width: view.width, |
| 299 | height: view.height, |
| 300 | look, |
| 301 | }); |
| 302 | drawGun(ctx, gun, view.width, view.height, snap); |
| 303 | drawMinimap(); |
| 304 | } else { |
| 305 | drawTopdown(ctx, map, snap, look, { x: 0, y: 0, w: view.width, h: view.height }); |
| 306 | } |
| 307 | |
| 308 | if (snap.me.planting > 0) bar(snap.me.planting / 4, "#e0a040", "planting"); |
| 309 | else if (snap.spike.planted && snap.spike.defuse > 0 && snap.me.side === "def") |
| 310 | bar(snap.spike.defuse / 7, "#4fd6a0", "defusing"); |
| 311 | $("flash").style.opacity = Math.min(0.95, snap.me.blind * 0.8); |
| 312 | $("dead").style.display = snap.me.alive ? "none" : "grid"; |
| 313 | $("aimhint").style.display = mode === "fp" && !locked && !COARSE ? "grid" : "none"; |
| 314 | } |
| 315 | |
| 316 | /** The same top-down drawing, small, in the corner, with you as an arrow. */ |
| 317 | function drawMinimap() { |
| 318 | const w = Math.min(view.width * 0.3, 260 * (view.width / 900)); |
| 319 | const h = (w * map.rows.length) / map.rows[0].length; |
| 320 | const pad = 8; |
| 321 | ctx.save(); |
| 322 | ctx.globalAlpha = 0.85; |
| 323 | ctx.fillStyle = "#0b0d11"; |
| 324 | ctx.fillRect(pad - 2, pad - 2, w + 4, h + 4); |
| 325 | drawTopdown(ctx, map, snap, look, { x: pad, y: pad, w, h }, { labels: false }); |
| 326 | ctx.restore(); |
| 327 | ctx.strokeStyle = "rgba(255,255,255,0.18)"; |
| 328 | ctx.lineWidth = 1; |
| 329 | ctx.strokeRect(pad - 2, pad - 2, w + 4, h + 4); |
| 330 | } |
| 331 | |
| 332 | function bar(fraction, colour, label) { |
| 333 | const w = view.width * 0.4; |
| 334 | const x = view.width / 2 - w / 2; |
| 335 | const y = view.height * 0.86; |
| 336 | ctx.fillStyle = "#0009"; |
| 337 | ctx.fillRect(x, y, w, 16); |
| 338 | ctx.fillStyle = colour; |
| 339 | ctx.fillRect(x, y, w * Math.min(1, fraction), 16); |
| 340 | ctx.fillStyle = "#fff"; |
| 341 | ctx.font = "12px system-ui, sans-serif"; |
| 342 | ctx.textAlign = "center"; |
| 343 | ctx.fillText(label, view.width / 2, y + 12); |
| 344 | ctx.textAlign = "left"; |
| 345 | } |
| 346 | |
| 347 | // --------------------------------------------------------------------- hud |
| 348 | |
| 349 | // The buy opens itself every buy phase; closing it is remembered until the |
| 350 | // next one, so nobody has to fight the panel to watch the round start. |
| 351 | function toggleBuy() { |
| 352 | const open = $("buy").classList.toggle("on"); |
| 353 | $("buy").dataset.closed = open ? "" : "1"; |
| 354 | } |
| 355 | $("buytoggle").addEventListener("click", toggleBuy); |
| 356 | $("viewtoggle").addEventListener("click", () => setMode(mode === "fp" ? "top" : "fp")); |
| 357 | $("helptoggle").addEventListener("click", () => toggleHelp()); |
| 358 | $("helpclose").addEventListener("click", () => toggleHelp(false)); |
| 359 | for (const button of document.querySelectorAll("[data-buy]")) |
| 360 | button.addEventListener("click", () => send({ t: "buy", what: button.dataset.buy })); |
| 361 | for (const button of document.querySelectorAll("[data-agent]")) |
| 362 | button.addEventListener("click", () => send({ t: "agent", id: button.dataset.agent })); |
| 363 | |
| 364 | function toggleHelp(force) { |
| 365 | const open = force === undefined ? $("help").style.display !== "grid" : force; |
| 366 | $("help").style.display = open ? "grid" : "none"; |
| 367 | if (!open) { |
| 368 | helpShown = true; |
| 369 | try { |
| 370 | localStorage.setItem(HELP_SEEN, "1"); |
| 371 | } catch { |
| 372 | // A browser that refuses storage still gets the card, every visit. |
| 373 | } |
| 374 | } |
| 375 | } |
| 376 | |
| 377 | /** The first-run card, once per browser, and never over a round in progress. */ |
| 378 | function maybeHelp(s) { |
| 379 | if (helpShown) return; |
| 380 | try { |
| 381 | if (localStorage.getItem(HELP_SEEN) === "1") { |
| 382 | helpShown = true; |
| 383 | return; |
| 384 | } |
| 385 | } catch { |
| 386 | /* no storage: show it and move on */ |
| 387 | } |
| 388 | if (s.phase === "live" && s.me.alive) return; |
| 389 | helpShown = true; |
| 390 | $("help").style.display = "grid"; |
| 391 | } |
| 392 | |
| 393 | const KITS = {}; |
| 394 | |
| 395 | function paintHud(s) { |
| 396 | $("clock").textContent = Math.ceil(s.phase === "live" && s.spike.planted ? s.spike.fuse : s.clock); |
| 397 | document.querySelector("#scoreline .red").textContent = "red " + s.score.red; |
| 398 | document.querySelector("#scoreline .blue").textContent = s.score.blue + " blue"; |
| 399 | $("phase").textContent = |
| 400 | `round ${s.round} · ${s.phase === "buy" ? "buy phase" : s.phase === "live" ? (s.spike.planted ? "spike down" : "live") : s.phase === "end" ? "round over" : "match over"} · ${s.attackers} attacking · you are ${s.me.side === "atk" ? "attacking" : "defending"}${s.result ? " · " + s.result : ""}`; |
| 401 | $("hp").textContent = `${s.me.hp} hp${s.me.armour ? " +" + s.me.armour : ""}`; |
| 402 | $("gun").textContent = `${s.me.weapon}${s.me.reloading ? " reloading" : " " + s.me.ammo}`; |
| 403 | $("creds").textContent = `${s.me.credits} cr`; |
| 404 | $("ultmeter").textContent = `ult ${s.me.ult}/${s.me.ultNeeds}`; |
| 405 | $("buy").classList.toggle("on", s.phase === "buy" && $("buy").dataset.closed !== "1"); |
| 406 | if (s.phase !== "buy") $("buy").dataset.closed = ""; |
| 407 | |
| 408 | const text = choosePrompt(s, { |
| 409 | onSite: onSite(s.me), |
| 410 | nearSpike: s.spike.x !== null && Math.hypot(s.spike.x - s.me.x, s.spike.y - s.me.y) < REACH, |
| 411 | }); |
| 412 | if ($("prompt").textContent !== text) $("prompt").textContent = text; |
| 413 | |
| 414 | paintKit(s); |
| 415 | paintBuy(s); |
| 416 | paintRoster(s); |
| 417 | paintFeed(s); |
| 418 | |
| 419 | const log = $("log"); |
| 420 | const lines = s.events.slice(0, 3).join("\n"); |
| 421 | if (log.dataset.text !== lines) { |
| 422 | log.dataset.text = lines; |
| 423 | log.replaceChildren(); |
| 424 | for (const line of s.events.slice(0, 3)) { |
| 425 | const div = document.createElement("div"); |
| 426 | div.textContent = line; |
| 427 | log.append(div); |
| 428 | } |
| 429 | } |
| 430 | |
| 431 | for (const side of ["atk", "def"]) { |
| 432 | const body = $(side + "board"); |
| 433 | const rows = s.board.filter((p) => p.side === side).sort((a, b) => b.kills - a.kills); |
| 434 | const key = rows.map((p) => `${p.name}${p.kills}${p.deaths}${p.alive}${p.credits}`).join(); |
| 435 | if (body.dataset.key === key) continue; |
| 436 | body.dataset.key = key; |
| 437 | body.replaceChildren(); |
| 438 | for (const player of rows) { |
| 439 | const tr = document.createElement("tr"); |
| 440 | const cells = [ |
| 441 | player.name + (player.bot ? " (bot)" : "") + (player.alive ? "" : " ✕"), |
| 442 | player.agent + (player.credits !== null ? ` · ${player.credits}cr` : ""), |
| 443 | String(player.kills), |
| 444 | String(player.deaths), |
| 445 | ]; |
| 446 | for (const value of cells) { |
| 447 | const td = document.createElement("td"); |
| 448 | td.textContent = value; |
| 449 | tr.append(td); |
| 450 | } |
| 451 | if (player.id === s.me.id) tr.style.fontWeight = "700"; |
| 452 | body.append(tr); |
| 453 | } |
| 454 | } |
| 455 | } |
| 456 | |
| 457 | /** Is this player standing where the spike arms? The grid says so. */ |
| 458 | function onSite(me) { |
| 459 | if (!map) return false; |
| 460 | const row = map.rows[Math.floor(me.y / map.tile)]; |
| 461 | const cell = row ? row[Math.floor(me.x / map.tile)] : ""; |
| 462 | return cell === "A" || cell === "B"; |
| 463 | } |
| 464 | |
| 465 | /** |
| 466 | * What just happened to whom: newest first, and gone a few seconds later. |
| 467 | * The server sends names and a gun and nothing else, so there is nothing |
| 468 | * here to read a position out of. |
| 469 | */ |
| 470 | function paintFeed(s) { |
| 471 | const box = $("feed"); |
| 472 | const lines = (s.feed ?? []).slice().reverse(); |
| 473 | // The age is bucketed into the key: an entry fades once on its way out |
| 474 | // rather than rebuilding the panel every frame. |
| 475 | const key = lines.map((l) => `${l.k}>${l.v}:${l.w}:${l.h}:${l.t > 6 ? "old" : "new"}`).join("|"); |
| 476 | if (box.dataset.key === key) return; |
| 477 | box.dataset.key = key; |
| 478 | box.replaceChildren(); |
| 479 | for (const line of lines) { |
| 480 | const row = document.createElement("div"); |
| 481 | row.style.opacity = line.t > 6 ? "0.5" : "1"; |
| 482 | const killer = document.createElement("span"); |
| 483 | killer.className = "k"; |
| 484 | killer.textContent = line.k ?? "—"; |
| 485 | const victim = document.createElement("span"); |
| 486 | victim.className = "v"; |
| 487 | victim.textContent = line.v; |
| 488 | const how = document.createElement("span"); |
| 489 | how.className = "w"; |
| 490 | how.textContent = `${line.w ? " " + line.w : " ability"}${line.h ? " ✧" : ""}`; |
| 491 | const arrow = document.createElement("span"); |
| 492 | arrow.textContent = " ▸ "; |
| 493 | row.append(killer, arrow, victim, how); |
| 494 | box.append(row); |
| 495 | } |
| 496 | } |
| 497 | |
| 498 | /** |
| 499 | * Your team, always on screen: five slots, health, and struck through when |
| 500 | * somebody is dead. The one place both questions — who is with me, who is |
| 501 | * still up — are answered whether anybody is in sight or not. |
| 502 | */ |
| 503 | function paintRoster(s) { |
| 504 | const rows = roster(s); |
| 505 | const panel = $("roster"); |
| 506 | const key = rosterKey(rows); |
| 507 | if (panel.dataset.key === key) return; |
| 508 | panel.dataset.key = key; |
| 509 | panel.replaceChildren(); |
| 510 | for (const row of rows) { |
| 511 | const slot = document.createElement("div"); |
| 512 | slot.className = `slot${row.mine ? " mine" : ""}${row.alive ? "" : " down"}`; |
| 513 | slot.style.borderLeftColor = AGENT_COLOUR[row.agent] || "#4a5162"; |
| 514 | const who = document.createElement("span"); |
| 515 | who.className = "who"; |
| 516 | who.textContent = row.name; |
| 517 | const agent = document.createElement("span"); |
| 518 | agent.className = "agent"; |
| 519 | agent.textContent = row.alive ? row.agent : `${row.agent} · dead`; |
| 520 | if (row.spike) { |
| 521 | const spike = document.createElement("span"); |
| 522 | spike.className = "spike"; |
| 523 | spike.textContent = " spike"; |
| 524 | agent.append(spike); |
| 525 | } |
| 526 | const bar = document.createElement("span"); |
| 527 | bar.className = "hp"; |
| 528 | const fill = document.createElement("i"); |
| 529 | fill.style.width = `${row.hp}%`; |
| 530 | fill.style.background = row.hp > 40 ? "#6fcf6f" : "#e0a040"; |
| 531 | bar.append(fill); |
| 532 | slot.append(who, agent, bar); |
| 533 | panel.append(slot); |
| 534 | } |
| 535 | } |
| 536 | |
| 537 | const kitOf = (id) => (agents ? agents.find((a) => a.id === id) : null); |
| 538 | |
| 539 | /** The four ability buttons, each saying what it does and what it has left. */ |
| 540 | function paintKit(s) { |
| 541 | const kit = $("kit"); |
| 542 | const agent = kitOf(s.me.agent); |
| 543 | const shape = |
| 544 | ["c", "q", "e", "x"].map((slot) => `${slot}${s.me.charges[slot]}${Math.ceil(s.me.cooldown[slot])}`).join("|") + |
| 545 | s.me.agent + |
| 546 | s.me.ult + |
| 547 | (agent ? "k" : ""); |
| 548 | if (KITS.shape === shape) return; |
| 549 | KITS.shape = shape; |
| 550 | kit.replaceChildren(); |
| 551 | for (const slot of ["c", "q", "e", "x"]) { |
| 552 | const ability = agent ? agent.abilities[slot] : null; |
| 553 | const button = document.createElement("button"); |
| 554 | const ready = slot === "x" ? s.me.ult >= s.me.ultNeeds : s.me.charges[slot] > 0 && s.me.cooldown[slot] <= 0; |
| 555 | button.disabled = !ready; |
| 556 | button.type = "button"; |
| 557 | const count = |
| 558 | slot === "x" |
| 559 | ? `${s.me.ult}/${s.me.ultNeeds}` |
| 560 | : s.me.cooldown[slot] > 0 |
| 561 | ? `${Math.ceil(s.me.cooldown[slot])}s` |
| 562 | : s.me.charges[slot]; |
| 563 | const name = document.createElement("span"); |
| 564 | name.textContent = `${slot.toUpperCase()}${ability ? " " + ability.name : ""}`; |
| 565 | const tally = document.createElement("b"); |
| 566 | tally.textContent = String(count); |
| 567 | button.append(name, tally); |
| 568 | if (ability) button.title = `${ability.name} — ${ability.text}`; |
| 569 | button.addEventListener("click", () => send({ t: "i", c: slot })); |
| 570 | kit.append(button); |
| 571 | } |
| 572 | } |
| 573 | |
| 574 | /** Prices on every button, greyed when you cannot afford it. */ |
| 575 | function paintBuy(s) { |
| 576 | const agent = kitOf(s.me.agent); |
| 577 | for (const button of document.querySelectorAll("[data-buy]")) { |
| 578 | const what = button.dataset.buy; |
| 579 | let cost = Number(button.dataset.cost ?? 0); |
| 580 | if ((what === "c" || what === "q") && agent) { |
| 581 | const ability = agent.abilities[what]; |
| 582 | cost = ability.cost; |
| 583 | button.replaceChildren(); |
| 584 | const name = document.createElement("span"); |
| 585 | name.textContent = `${what.toUpperCase()} ${ability.name}`; |
| 586 | const price = document.createElement("b"); |
| 587 | price.textContent = `${ability.cost} · ${s.me.charges[what]}/${ability.charges}`; |
| 588 | button.append(name, price); |
| 589 | button.title = `${ability.text} (${ability.charges} charge${ability.charges === 1 ? "" : "s"} a round)`; |
| 590 | } |
| 591 | button.disabled = cost > s.me.credits; |
| 592 | } |
| 593 | for (const button of document.querySelectorAll("[data-agent]")) { |
| 594 | const picked = button.dataset.agent === s.me.agent; |
| 595 | button.style.outline = picked ? "2px solid #6fcf9f" : ""; |
| 596 | } |
| 597 | } |
| 598 | |
| 599 | // ------------------------------------------------------------------- start |
| 600 | |
| 601 | Promise.all([fetch("/map.json").then((r) => r.json()), fetch("/agents.json").then((r) => r.json())]) |
| 602 | .then(([mapData, kit]) => { |
| 603 | map = mapData; |
| 604 | agents = kit.agents; |
| 605 | const rows = map.rows; |
| 606 | const cols = rows[0].length; |
| 607 | solid = (col, row) => |
| 608 | col < 0 || row < 0 || row >= rows.length || col >= cols || rows[row][col] === "#"; |
| 609 | $("stage").dataset.mode = mode; |
| 610 | fillHelp(); |
| 611 | resize(); |
| 612 | connect(); |
| 613 | }) |
| 614 | .catch(() => ($("conn").textContent = "offline")); |
| 615 | |
| 616 | /** The card says the round, the sides, the keys and the kit, in that order. */ |
| 617 | function fillHelp() { |
| 618 | const list = $("helpagents"); |
| 619 | if (!list || !agents) return; |
| 620 | list.replaceChildren(); |
| 621 | for (const agent of agents) { |
| 622 | const li = document.createElement("li"); |
| 623 | li.textContent = `${agent.name} (${agent.role}) — ${agent.blurb}`; |
| 624 | list.append(li); |
| 625 | } |
| 626 | } |
| 627 | |
| 628 | requestAnimationFrame(frame); |