papercats/game-renderer.js
theKidOfArcrania 8352433fa5 Optimize flood-fill and fix OBOB + player bug
The flood-fill had allocated a good amount of memory ~1MB each time we visit a square. This is reduced to the grid size squared, only allocated if the square we are on now is valid.

The OBOB error occured when server was updating one time too few when a player is initialized.

The player bug occurs when a new player joins the game. Normally each new player gets about 60ish frames of lag to start up. However, the new player client incorrectly assumes all other players are new as well.
2017-03-01 00:56:56 +00:00

450 lines
12 KiB
JavaScript

/* global $ */
var Color = require("./color.js");
var Grid = require("./grid.js");
var consts = require("./game-consts.js");
var core = require("./game-core.js");
var GRID_SIZE = consts.GRID_SIZE;
var CELL_WIDTH = consts.CELL_WIDTH;
var SPEED = consts.SPEED;
var BORDER_WIDTH = consts.BORDER_WIDTH;
var SHADOW_OFFSET = 5;
var ANIMATE_FRAMES = 24;
var BOUNCE_FRAMES = [8, 4];
var DROP_HEIGHT = 24;
var DROP_SPEED = 2;
var MIN_BAR_WIDTH = 65;
var BAR_HEIGHT = SHADOW_OFFSET + CELL_WIDTH;
var BAR_WIDTH = 400;
var canvasWidth, canvasHeight, gameWidth, gameHeight, ctx, offctx, offscreenCanvas;
$(function () {
var canvas = $("#main-ui")[0];
ctx = canvas.getContext('2d');
offscreenCanvas = document.createElement("canvas");
offctx = offscreenCanvas.getContext('2d');
canvasWidth = offscreenCanvas.width = canvas.width = window.innerWidth;
canvasHeight = offscreenCanvas.height = canvas.height = window.innerHeight - 20;
canvas.style.marginTop = 20 / 2;
gameWidth = canvasWidth;
gameHeight = canvasHeight - BAR_HEIGHT;
});
var allowAnimation = true;
var animateGrid, players, allPlayers, playerPortion, grid,
animateTo, offset, user, lagPortion, portionSpeed, zoom, kills, showedDead;
grid = new Grid(GRID_SIZE, function(row, col, before, after) {
//Keep track of areas.
if (before)
playerPortion[before.num]--;
if (after)
playerPortion[after.num]++;
//Queue animation
if (before === after || !allowAnimation)
return;
animateGrid.set(row, col, {
before: before,
after: after,
frame: 0
});
});
function init() {
animateGrid = new Grid(GRID_SIZE);
grid.reset();
players = [];
allPlayers = [];
playerPortion = [];
animateTo = [0, 0];
offset = [0, 0];
user = null;
lagPortion = 0;
portionSpeed = 0;
zoom = 1;
kills = 0;
showedDead = false;
}
init();
//Paint methods.
function paintGridBorder(ctx)
{
ctx.fillStyle = 'lightgray';
var gridWidth = CELL_WIDTH * GRID_SIZE;
ctx.fillRect(-BORDER_WIDTH, 0, BORDER_WIDTH, gridWidth);
ctx.fillRect(-BORDER_WIDTH, -BORDER_WIDTH, gridWidth + BORDER_WIDTH * 2, BORDER_WIDTH);
ctx.fillRect(gridWidth, 0, BORDER_WIDTH, gridWidth);
ctx.fillRect(-BORDER_WIDTH, gridWidth, gridWidth + BORDER_WIDTH * 2, BORDER_WIDTH);
}
function paintGrid(ctx)
{
//Paint background.
ctx.fillStyle = "#e2ebf3";
ctx.fillRect(0, 0, CELL_WIDTH * GRID_SIZE, CELL_WIDTH * GRID_SIZE);
paintGridBorder(ctx);
//paintGridLines(ctx);
//Get viewing limits
var offsetX = (offset[0] - BORDER_WIDTH);
var offsetY = (offset[1] - BORDER_WIDTH);
var minRow = Math.max(Math.floor(offsetY / CELL_WIDTH), 0);
var minCol = Math.max(Math.floor(offsetX / CELL_WIDTH), 0);
var maxRow = Math.min(Math.ceil((offsetY + gameHeight / zoom) / CELL_WIDTH), grid.size);
var maxCol = Math.min(Math.ceil((offsetX + gameWidth / zoom) / CELL_WIDTH), grid.size);
//Paint occupied areas. (and fading ones).
for (var r = minRow; r < maxRow; r++)
{
for (var c = minCol; c < maxCol; c++)
{
var p = grid.get(r, c);
var x = c * CELL_WIDTH, y = r * CELL_WIDTH, baseColor, shadowColor;
var animateSpec = animateGrid.get(r, c);
if (allowAnimation && animateSpec)
{
if (animateSpec.before) //fading animation
{
var frac = (animateSpec.frame / ANIMATE_FRAMES);
var back = new Color(.58, .41, .92, 1);
baseColor = animateSpec.before.baseColor.interpolateToString(back, frac);
shadowColor = animateSpec.before.shadowColor.interpolateToString(back, frac);
}
else
continue;
}
else if (p)
{
baseColor = p.baseColor;
shadowColor = p.shadowColor;
}
else //No animation nor is this player owned.
continue;
var hasBottom = !grid.isOutOfBounds(r + 1, c);
var bottomAnimate = hasBottom && animateGrid.get(r + 1, c);
var totalStatic = !bottomAnimate && !animateSpec;
var bottomEmpty = totalStatic ? (hasBottom && !grid.get(r + 1, c)) :
(!bottomAnimate || (bottomAnimate.after && bottomAnimate.before));
if (hasBottom && ((!!bottomAnimate ^ !!animateSpec) || bottomEmpty))
{
ctx.fillStyle = shadowColor.rgbString();
ctx.fillRect(x, y + CELL_WIDTH, CELL_WIDTH + 1, SHADOW_OFFSET);
}
ctx.fillStyle = baseColor.rgbString();
ctx.fillRect(x, y, CELL_WIDTH + 1, CELL_WIDTH + 1);
}
}
if (!allowAnimation)
return;
//Paint squares with drop in animation.
for (var r = 0; r < grid.size; r++)
{
for (var c = 0; c < grid.size; c++)
{
animateSpec = animateGrid.get(r, c);
x = c * CELL_WIDTH, y = r * CELL_WIDTH;
if (animateSpec && allowAnimation)
{
var viewable = r >= minRow && r < maxRow && c >= minCol && c < maxCol;
if (animateSpec.after && viewable)
{
//Bouncing the squares.
var offsetBounce = getBounceOffset(animateSpec.frame);
y -= offsetBounce;
shadowColor = animateSpec.after.shadowColor;
baseColor = animateSpec.after.baseColor.deriveLumination(-(offsetBounce / DROP_HEIGHT) * .1);
ctx.fillStyle = shadowColor.rgbString();
ctx.fillRect(x, y + CELL_WIDTH, CELL_WIDTH, SHADOW_OFFSET);
ctx.fillStyle = baseColor.rgbString();
ctx.fillRect(x, y, CELL_WIDTH + 1, CELL_WIDTH + 1);
}
animateSpec.frame++;
if (animateSpec.frame >= ANIMATE_FRAMES)
animateGrid.set(r, c, null);
}
}
}
}
function paintUIBar(ctx)
{
//UI Bar background
ctx.fillStyle = "#24422c";
ctx.fillRect(0, 0, canvasWidth, BAR_HEIGHT);
var barOffset;
ctx.fillStyle = "white";
ctx.font = "24px Changa";
barOffset = ctx.measureText(user ? user.name : "").width + 20;
ctx.fillText(user ? user.name : "", 5, CELL_WIDTH - 5);
//Draw filled bar.
ctx.fillStyle = "rgba(180, 180, 180, .3)";
ctx.fillRect(barOffset, 0, BAR_WIDTH, BAR_HEIGHT);
var barSize = Math.ceil((BAR_WIDTH - MIN_BAR_WIDTH) * lagPortion + MIN_BAR_WIDTH);
ctx.fillStyle = user ? user.baseColor.rgbString() : "";
ctx.fillRect(barOffset, 0, barSize, CELL_WIDTH);
ctx.fillStyle = user ? user.shadowColor.rgbString() : "";
ctx.fillRect(barOffset, CELL_WIDTH, barSize, SHADOW_OFFSET);
//Percentage
ctx.fillStyle = "white";
ctx.font = "18px Changa";
ctx.fillText((lagPortion * 100).toFixed(3) + "%", 5 + barOffset, CELL_WIDTH - 5);
//Number of kills
var killsText = "Kills: " + kills;
var killsOffset = 20 + BAR_WIDTH + barOffset;
ctx.fillText(killsText, killsOffset, CELL_WIDTH - 5);
//Calcuate rank
var sorted = [];
players.forEach(function(val) {
sorted.push({player: val, portion: playerPortion[val.num]});
});
sorted.sort(function(a, b) {
if (a.portion === b.portion) return a.player.num - b.player.num;
else return b.portion - a.portion;
});
var rank = sorted.findIndex(function(val) {return val.player === user});
ctx.fillText("Rank: " + (rank === -1 ? "--" : rank + 1) + " of " + sorted.length,
ctx.measureText(killsText).width + killsOffset + 20, CELL_WIDTH - 5);
//Show leaderboard.
var maxPortion = sorted[0] ? sorted[0].portion : 0;
var leaderboardNum = Math.min(5, sorted.length);
for (var i = 0; i < leaderboardNum; i++)
{
var player = sorted[i].player;
var name = player.name;
var portion = sorted[i].portion / maxPortion;
var nameWidth = ctx.measureText(name).width;
barSize = Math.ceil((BAR_WIDTH - MIN_BAR_WIDTH) * portion + MIN_BAR_WIDTH);
var barX = canvasWidth - barSize;
var barY = BAR_HEIGHT * (i + 1);
ctx.fillStyle = 'rgba(10, 10, 10, .3)';
ctx.fillRect(barX - 10, barY, barSize + 10, CELL_WIDTH + 10);
ctx.fillStyle = player.baseColor.rgbString();
ctx.fillRect(barX, barY, barSize, CELL_WIDTH);
ctx.fillStyle = player.shadowColor.rgbString();
ctx.fillRect(barX, barY + CELL_WIDTH, barSize, SHADOW_OFFSET);
ctx.fillStyle = "black";
ctx.fillText(name, barX - nameWidth - 5, barY + CELL_WIDTH - 10);
}
}
//TODO: depict leaderboard.
function paint(ctx)
{
ctx.fillStyle = 'whitesmoke';
ctx.fillRect(0, 0, canvasWidth, canvasHeight);
//Move grid to viewport as said with the offsets, below the stats
ctx.save();
ctx.translate(0, BAR_HEIGHT);
ctx.beginPath();
ctx.rect(0, 0, gameWidth, gameHeight);
ctx.clip();
//Zoom in/out based on player stats.
ctx.scale(zoom, zoom);
ctx.translate(-offset[0] + BORDER_WIDTH, -offset[1] + BORDER_WIDTH);
paintGrid(ctx);
players.forEach(function (p) {
var fr = p.waitLag;
if (fr < ANIMATE_FRAMES)
p.render(ctx, fr / ANIMATE_FRAMES);
else
p.render(ctx);
});
//Reset transform to paint fixed UI elements
ctx.restore();
paintUIBar(ctx);
if ((!user || user.dead) && !showedDead)
{
showedDead = true;
console.log("You died!");
//return;
}
}
function paintDoubleBuff()
{
paint(offctx);
ctx.drawImage(offscreenCanvas, 0, 0);
}
function update(frame) {
//Change grid offsets.
for (var i = 0; i <= 1; i++)
{
if (animateTo[i] !== offset[i])
{
if (allowAnimation)
{
var delta = animateTo[i] - offset[i];
var dir = Math.sign(delta);
var mag = Math.min(SPEED, Math.abs(delta));
offset[i] += dir * mag;
}
else
offset[i] = animateTo[i];
}
}
//Change area percentage
var userPortion;
if (user) userPortion = playerPortion[user.num] / (GRID_SIZE * GRID_SIZE);
else userPortion = 0;
if (lagPortion !== userPortion)
{
if (allowAnimation)
{
delta = userPortion - lagPortion;
dir = Math.sign(delta);
mag = Math.min(Math.abs(portionSpeed), Math.abs(delta));
lagPortion += dir * mag;
}
else
lagPortion = userPortion;
}
//Zoom goes from 1 to .5, decreasing as portion goes up. TODO: maybe can modify this?
zoom = 1 / (lagPortion + 1);
//Update user's portions and top ranks.
portionSpeed = Math.abs(userPortion - lagPortion) / ANIMATE_FRAMES;
var dead = [];
core.updateFrame(grid, players, dead, function addKill(killer, other)
{
if (players[killer] === user && killer !== other)
kills++;
});
dead.forEach(function(val) {
console.log(val.name + " is dead");
allPlayers[val.num] = undefined;
});
//TODO: animate player is dead. (maybe explosion?), and tail rewinds itself.
//TODO: show when this player is dead
if (user) centerOnPlayer(user, animateTo);
}
//Helper methods.
function centerOnPlayer(player, pos)
{
var xOff = Math.floor(player.posX - (gameWidth / zoom - CELL_WIDTH) / 2);
var yOff = Math.floor(player.posY - (gameHeight / zoom - CELL_WIDTH) / 2);
pos[0] = Math.max(Math.min(xOff, grid.size * CELL_WIDTH + BORDER_WIDTH * 2 - gameWidth / zoom), 0);
pos[1] = Math.max(Math.min(yOff, grid.size * CELL_WIDTH + BORDER_WIDTH * 2 - gameHeight / zoom), 0);
}
function getBounceOffset(frame)
{
var offsetBounce = ANIMATE_FRAMES;
var bounceNum = BOUNCE_FRAMES.length - 1;
while (bounceNum >= 0 && frame < offsetBounce - BOUNCE_FRAMES[bounceNum])
{
offsetBounce -= BOUNCE_FRAMES[bounceNum];
bounceNum--;
}
if (bounceNum === -1)
{
return (offsetBounce - frame) * DROP_SPEED;
}
else
{
offsetBounce -= BOUNCE_FRAMES[bounceNum];
frame = frame - offsetBounce;
var midFrame = BOUNCE_FRAMES[bounceNum] / 2;
if (frame >= midFrame)
return (BOUNCE_FRAMES[bounceNum] - frame) * DROP_SPEED;
else
return frame * DROP_SPEED;
}
}
module.exports = exports = {
addPlayer: function(player) {
if (allPlayers[player.num])
return; //Already added.
allPlayers[player.num] = players[players.length] = player;
playerPortion[player.num] = 0;
return players.length - 1;
},
//TODO: check index.
getPlayer: function(ind) {
return players[ind];
},
getPlayerFromNum: function(num) {
return allPlayers[num];
},
playerSize: function() {
return players.length;
},
setUser: function(player) {
user = player;
centerOnPlayer(user, offset);
},
incrementKill: function() {
kills++;
},
reset: function() {
init();
},
paint: paintDoubleBuff,
update: update
};
Object.defineProperties(exports, {
allowAnimation: {
get: function() { return allowAnimation; },
set: function(val) { allowAnimation = !!val; },
enumerable: true
},
grid: {
get: function() { return grid; },
enumerable: true
}
});