Слияние feature/coop-ai: coop с AI, реванш, чистые URL
This commit is contained in:
+114
-9
@@ -90,32 +90,137 @@
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}
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#battlecity-canvas-container {
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max-width: 640px;
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position: relative;
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max-width: 900px;
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margin: 1.5rem 0;
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}
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#battlecity-canvas-container canvas {
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.battle-layout {
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display: flex;
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align-items: flex-start;
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gap: 1.5rem;
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flex-wrap: wrap;
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}
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#battle-canvas-slot canvas {
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border: var(--border);
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background: var(--color-bg);
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display: block;
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}
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#battle-result {
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color: var(--color-accent);
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font-size: 1.1rem;
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margin: 0.75rem 0;
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/* --- блок управления справа от поля --- */
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.battle-controls {
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display: flex;
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flex-direction: column;
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align-items: center;
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gap: 1.25rem;
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padding-top: 0.5rem;
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}
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#battle-back {
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.dpad {
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display: grid;
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grid-template-columns: repeat(3, 44px);
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grid-template-rows: repeat(2, 44px);
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gap: 4px;
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}
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.dpad button {
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background: var(--color-bg-raised);
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border: 1px solid var(--color-accent-dim);
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color: var(--color-accent);
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font-family: var(--font-mono);
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font-size: 1.1rem;
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cursor: pointer;
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user-select: none;
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touch-action: none;
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}
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.dpad button:active {
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background: var(--color-accent-dim);
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color: var(--color-bg);
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}
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.dpad__up { grid-column: 2; grid-row: 1; }
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.dpad__left { grid-column: 1; grid-row: 2; }
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.dpad__right { grid-column: 3; grid-row: 2; }
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.dpad__down { grid-column: 2; grid-row: 2; }
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.fire-btn {
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background: var(--color-bg-raised);
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border: 1px solid var(--color-accent);
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color: var(--color-accent);
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font-family: var(--font-mono);
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text-transform: uppercase;
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letter-spacing: 0.08em;
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padding: 0.75rem 1.5rem;
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cursor: pointer;
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user-select: none;
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touch-action: none;
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}
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.fire-btn:active {
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background: var(--color-accent);
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color: var(--color-bg);
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}
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/* --- экран победы/поражения --- */
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#battle-result-overlay {
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display: none;
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position: absolute;
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inset: 0;
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align-items: center;
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justify-content: center;
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background: rgba(10, 14, 12, 0.9);
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z-index: 5;
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}
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.battle-result {
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text-align: center;
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padding: 2rem;
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border: var(--border);
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background: var(--color-bg-raised);
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}
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.battle-result h2 {
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font-size: 3rem;
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margin: 0 0 1rem;
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letter-spacing: 0.05em;
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}
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.battle-result--win h2 {
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color: var(--color-accent);
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text-shadow: 0 0 16px var(--color-accent-dim);
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}
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.battle-result--lose h2 {
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color: var(--color-silver);
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}
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.battle-result--draw h2 {
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color: var(--color-silver);
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}
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.battle-result p {
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color: var(--color-fg);
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margin: 0 0 1.5rem;
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}
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.battle-result__actions {
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display: flex;
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gap: 1rem;
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justify-content: center;
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}
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.battle-result__actions button {
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background: transparent;
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border: 1px solid var(--color-accent-dim);
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color: var(--color-accent);
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font-family: var(--font-mono);
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padding: 0.35rem 0.75rem;
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padding: 0.5rem 1.25rem;
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cursor: pointer;
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}
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#battle-back:hover {
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.battle-result__actions button:hover {
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border-color: var(--color-accent);
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box-shadow: 0 0 6px var(--color-accent-dim);
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}
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+2
-3
@@ -19,13 +19,12 @@
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</a>
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<ul class="nav-links">
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<li><a href="/">whoami</a></li>
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<li><a href="/projects.html">ls projects/</a></li>
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<li><a href="/game.html" aria-current="page">./battlecity</a></li>
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<li><a href="/projects">ls projects/</a></li>
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<li><a href="/game" aria-current="page">./battlecity</a></li>
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</ul>
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</header>
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<main id="game-root">
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<!-- TODO: coop-режим с AI и защитой базы — этап 5 -->
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<h2 class="prompt">./battlecity</h2>
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<div id="lobby"></div>
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<div id="battlecity-canvas-container" style="display: none"></div>
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+2
-2
@@ -20,8 +20,8 @@
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</a>
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<ul class="nav-links">
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<li><a href="/" aria-current="page">whoami</a></li>
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<li><a href="/projects.html">ls projects/</a></li>
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<li><a href="/game.html">./battlecity</a></li>
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<li><a href="/projects">ls projects/</a></li>
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<li><a href="/game">./battlecity</a></li>
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</ul>
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</header>
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+143
-15
@@ -1,4 +1,5 @@
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import { ClientMessage, ServerMessage } from './protocol.js';
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import { returnToLobbyContainer, leaveRoomAndReturn } from './lobby.js';
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const TILE_PX = 32;
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// Quintus транслирует и вращает контекст сам (Sprite.render -> matrix.setContextTransform)
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@@ -12,21 +13,46 @@ let myPlayerId = null;
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let stage = null;
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let tankSprites = new Map();
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let bulletSprites = new Map();
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let baseSprite = null;
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let lastSentInput = null;
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let seq = 0;
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let polling = false;
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function tankColor(p) {
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if (p.isAi) return '#0a8f2c';
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return p.isMe ? '#00ff41' : '#9fa3a0';
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}
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function setupEntities() {
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Q.Sprite.extend('Tank', {
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init(p) {
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this._super(p, { w: 26, h: 26, renderAlways: true });
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this._super(p, { w: 24, h: 24, renderAlways: true });
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},
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draw(ctx) {
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const p = this.p;
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ctx.fillStyle = p.isMe ? '#00ff41' : '#9fa3a0';
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const color = tankColor(p);
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// корпус
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ctx.fillStyle = color;
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ctx.fillRect(-p.w / 2, -p.h / 2, p.w, p.h);
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// гусеницы по бокам
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ctx.fillStyle = '#0a0e0c';
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ctx.fillRect(-3, -p.h / 2 - 8, 6, 12);
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ctx.fillRect(-p.w / 2, -p.h / 2, 3, p.h);
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ctx.fillRect(p.w / 2 - 3, -p.h / 2, 3, p.h);
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// башня
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ctx.beginPath();
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ctx.arc(0, 0, p.w / 2 - 5, 0, Math.PI * 2);
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ctx.fillStyle = color;
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ctx.fill();
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ctx.lineWidth = 1.5;
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ctx.strokeStyle = '#0a0e0c';
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ctx.stroke();
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// ствол — явно торчит вперёд по направлению взгляда (локально «вверх»)
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ctx.fillStyle = '#0a0e0c';
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ctx.fillRect(-2.5, -p.h / 2 - 12, 5, 16);
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},
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});
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@@ -59,6 +85,26 @@ function setupEntities() {
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}
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},
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});
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Q.Sprite.extend('Base', {
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init(p) {
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this._super(p, { w: TILE_PX * 0.85, h: TILE_PX * 0.85, renderAlways: true });
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},
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draw(ctx) {
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const p = this.p;
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ctx.fillStyle = p.alive ? '#9fa3a0' : '#2a2d2b';
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ctx.fillRect(-p.w / 2, -p.h / 2, p.w, p.h);
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ctx.strokeStyle = '#0a0e0c';
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ctx.strokeRect(-p.w / 2 + 1, -p.h / 2 + 1, p.w - 2, p.h - 2);
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ctx.fillStyle = p.alive ? '#00ff41' : '#0a0e0c';
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ctx.beginPath();
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ctx.moveTo(0, -p.h / 2);
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ctx.lineTo(-p.w / 4, 0);
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ctx.lineTo(p.w / 4, 0);
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ctx.closePath();
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ctx.fill();
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},
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});
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}
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function ensureQuintus(cols, rows) {
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@@ -78,8 +124,6 @@ function ensureQuintus(cols, rows) {
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Q.scene('battle', (stageRef) => {
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stage = stageRef;
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});
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document.getElementById('battlecity-canvas-container').appendChild(Q.el);
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}
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function buildMap(map) {
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@@ -100,6 +144,28 @@ function buildMap(map) {
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}
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}
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function bindControlButtons(root) {
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const press = (input, active) => {
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if (Q) {
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Q.inputs[input] = active;
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}
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};
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root.querySelectorAll('[data-input]').forEach((btn) => {
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const input = btn.dataset.input;
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btn.addEventListener('mousedown', () => press(input, true));
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btn.addEventListener('mouseup', () => press(input, false));
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btn.addEventListener('mouseleave', () => press(input, false));
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btn.addEventListener('touchstart', (e) => {
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e.preventDefault();
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press(input, true);
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});
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btn.addEventListener('touchend', (e) => {
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e.preventDefault();
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press(input, false);
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});
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});
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}
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function pollInput() {
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if (!polling) {
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return;
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@@ -121,10 +187,17 @@ function pollInput() {
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}
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function onState(payload) {
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const seenTanks = new Set();
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for (const t of payload.tanks) {
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seenTanks.add(t.id);
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let sprite = tankSprites.get(t.id);
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if (!sprite) {
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sprite = new Q.Tank({ x: t.x * TILE_PX, y: t.y * TILE_PX, isMe: t.id === myPlayerId });
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sprite = new Q.Tank({
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x: t.x * TILE_PX,
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y: t.y * TILE_PX,
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isMe: t.id === myPlayerId,
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isAi: !!t.is_ai,
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});
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stage.insert(sprite);
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tankSprites.set(t.id, sprite);
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}
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@@ -133,6 +206,12 @@ function onState(payload) {
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sprite.p.angle = DIR_DEGREES[t.direction] || 0;
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sprite.p.hidden = !t.alive;
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}
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for (const [id, sprite] of tankSprites) {
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if (!seenTanks.has(id)) {
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sprite.destroy();
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tankSprites.delete(id);
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}
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}
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const seenBullets = new Set();
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for (const b of payload.bullets) {
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@@ -152,14 +231,49 @@ function onState(payload) {
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bulletSprites.delete(id);
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}
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}
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if (payload.base) {
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if (!baseSprite) {
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baseSprite = new Q.Base({
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x: payload.base.x * TILE_PX,
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y: payload.base.y * TILE_PX,
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alive: payload.base.alive,
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});
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stage.insert(baseSprite);
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} else {
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baseSprite.p.alive = payload.base.alive;
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}
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}
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}
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function onOver(payload) {
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polling = false;
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const resultText = { win: 'Победа', lose: 'Поражение', draw: 'Ничья' }[payload.result] || payload.result;
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const resultEl = document.getElementById('battle-result');
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resultEl.textContent = `${resultText} — ${payload.reason}`;
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document.getElementById('battle-back').style.display = 'inline-block';
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const titles = { win: 'ПОБЕДА', lose: 'ПОРАЖЕНИЕ', draw: 'НИЧЬЯ' };
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const title = titles[payload.result] || payload.result.toUpperCase();
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const overlay = document.getElementById('battle-result-overlay');
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overlay.innerHTML = `
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<div class="battle-result battle-result--${payload.result}">
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<h2 class="glitch" data-text="${title}">${title}</h2>
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<p>${payload.reason}</p>
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<div class="battle-result__actions">
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<button data-action="rematch">играть ещё</button>
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<button data-action="to-lobby">в лобби</button>
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</div>
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</div>`;
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overlay.style.display = 'flex';
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}
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function onOverlayClick(e) {
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const btn = e.target.closest('[data-action]');
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if (!btn) return;
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const overlay = document.getElementById('battle-result-overlay');
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overlay.style.display = 'none';
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overlay.innerHTML = '';
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if (btn.dataset.action === 'rematch') {
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returnToLobbyContainer();
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} else {
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leaveRoomAndReturn();
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}
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}
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export function startBattle(networkInstance, payload, ownPlayerId) {
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@@ -172,12 +286,30 @@ export function startBattle(networkInstance, payload, ownPlayerId) {
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document.getElementById('lobby').style.display = 'none';
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const container = document.getElementById('battlecity-canvas-container');
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container.style.display = 'block';
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container.innerHTML = '<p id="battle-result"></p><button id="battle-back" style="display:none">выйти в лобби</button>';
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container.innerHTML = `
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<div class="battle-layout">
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<div id="battle-canvas-slot"></div>
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<div class="battle-controls">
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<div class="dpad">
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<button class="dpad__up" data-input="up">↑</button>
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<button class="dpad__left" data-input="left">←</button>
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<button class="dpad__right" data-input="right">→</button>
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<button class="dpad__down" data-input="down">↓</button>
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</div>
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<button class="fire-btn" data-input="fire">огонь</button>
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</div>
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</div>
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<div id="battle-result-overlay"></div>`;
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ensureQuintus(cols, rows);
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document.getElementById('battle-canvas-slot').appendChild(Q.el);
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bindControlButtons(container.querySelector('.battle-controls'));
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container.querySelector('#battle-result-overlay').addEventListener('click', onOverlayClick);
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Q.stageScene('battle', 0);
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tankSprites = new Map();
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bulletSprites = new Map();
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baseSprite = null;
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buildMap(payload.map);
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@@ -188,8 +320,4 @@ export function startBattle(networkInstance, payload, ownPlayerId) {
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seq = 0;
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polling = true;
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requestAnimationFrame(pollInput);
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document.getElementById('battle-back').addEventListener('click', () => {
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location.reload();
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});
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}
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@@ -52,14 +52,12 @@ function renderLobbyView() {
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function renderRoomView() {
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const full = currentRoom.players.length >= 2;
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let statusLine = '';
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let readyBtn = '';
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if (currentRoom.mode !== 'pvp') {
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statusLine = '<p class="lobby-error">coop ещё не реализован (этап 5)</p>';
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} else if (!full) {
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let readyBtn = '<button data-action="ready">готов</button>';
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if (currentRoom.mode === 'pvp' && !full) {
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statusLine = '<p class="lobby-error">жду второго игрока (1/2) — открой комнату во второй вкладке/другим человеком</p>';
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readyBtn = '<button data-action="ready" disabled>готов</button>';
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} else {
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readyBtn = '<button data-action="ready">готов</button>';
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} else if (currentRoom.mode === 'coop' && !full) {
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statusLine = '<p class="lobby-error">можно начать соло, второй игрок сможет подключиться позже</p>';
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}
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container.innerHTML = `
|
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<div class="lobby-panel">
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@@ -83,6 +81,19 @@ function render() {
|
||||
}
|
||||
}
|
||||
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// Вызывается из battle.js по кнопкам экрана победы/поражения.
|
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export function returnToLobbyContainer() {
|
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document.getElementById('battlecity-canvas-container').style.display = 'none';
|
||||
container.style.display = '';
|
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render();
|
||||
}
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|
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export function leaveRoomAndReturn() {
|
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currentRoom = null;
|
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net.leaveRoom();
|
||||
returnToLobbyContainer();
|
||||
}
|
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|
||||
container?.addEventListener('click', (e) => {
|
||||
const btn = e.target.closest('[data-action]');
|
||||
if (!btn) return;
|
||||
|
||||
@@ -20,8 +20,8 @@
|
||||
</a>
|
||||
<ul class="nav-links">
|
||||
<li><a href="/">whoami</a></li>
|
||||
<li><a href="/projects.html" aria-current="page">ls projects/</a></li>
|
||||
<li><a href="/game.html">./battlecity</a></li>
|
||||
<li><a href="/projects" aria-current="page">ls projects/</a></li>
|
||||
<li><a href="/game">./battlecity</a></li>
|
||||
</ul>
|
||||
</header>
|
||||
|
||||
|
||||
+254
-32
@@ -5,6 +5,7 @@
|
||||
|
||||
#include <algorithm>
|
||||
#include <cmath>
|
||||
#include <cstdlib>
|
||||
|
||||
namespace {
|
||||
constexpr double kTankHalf = 0.4;
|
||||
@@ -13,16 +14,27 @@ constexpr double kBulletSpeed = 8.0; // тайлов/сек
|
||||
constexpr double kBulletHalf = 0.08;
|
||||
constexpr int kFireCooldownTicks = 10; // 0.5с при 20 Гц
|
||||
constexpr double kDt = Game::kTickMs / 1000.0;
|
||||
constexpr double kBaseHalf = 0.45;
|
||||
} // namespace
|
||||
|
||||
Game::Game(Room &room, std::function<void()> onFinished) : onFinished_(std::move(onFinished)) {
|
||||
buildMap();
|
||||
Game::Game(Room &room, std::function<void()> onFinished)
|
||||
: mode_(room.mode), onFinished_(std::move(onFinished)) {
|
||||
if (mode_ == "coop") {
|
||||
buildCoopMap();
|
||||
} else {
|
||||
buildPvpMap();
|
||||
}
|
||||
|
||||
for (int i = 0; i < 2; i++) {
|
||||
Tank &t = tanks_[i];
|
||||
t.player_id = room.players[i].player_id;
|
||||
for (size_t i = 0; i < room.players.size(); i++) {
|
||||
Tank t;
|
||||
t.id = room.players[i].player_id;
|
||||
t.ws = room.players[i].ws;
|
||||
if (i == 0) {
|
||||
if (mode_ == "coop") {
|
||||
// оба человека стартуют у базы, чуть в стороны друг от друга
|
||||
t.x = kMapWidth / 2.0 - 1.0 + i * 2.0;
|
||||
t.y = kMapHeight - 2.5;
|
||||
t.dir = Dir::Up;
|
||||
} else if (i == 0) {
|
||||
t.x = 1.5;
|
||||
t.y = kMapHeight - 2.5;
|
||||
t.dir = Dir::Up;
|
||||
@@ -31,6 +43,7 @@ Game::Game(Room &room, std::function<void()> onFinished) : onFinished_(std::move
|
||||
t.y = 1.5;
|
||||
t.dir = Dir::Down;
|
||||
}
|
||||
tanks_.push_back(t);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -40,7 +53,7 @@ Game::~Game() {
|
||||
}
|
||||
}
|
||||
|
||||
void Game::buildMap() {
|
||||
void Game::buildPvpMap() {
|
||||
map_.assign(kMapHeight, std::vector<int>(kMapWidth, kEmpty));
|
||||
for (int y = 0; y < kMapHeight; y++) {
|
||||
for (int x = 0; x < kMapWidth; x++) {
|
||||
@@ -50,7 +63,6 @@ void Game::buildMap() {
|
||||
}
|
||||
}
|
||||
|
||||
// Симметричные (180°) кластеры кирпича/стали в интерьере карты.
|
||||
auto placeMirrored = [this](int x, int y, int w, int h, int tile) {
|
||||
for (int dy = 0; dy < h; dy++) {
|
||||
for (int dx = 0; dx < w; dx++) {
|
||||
@@ -66,6 +78,46 @@ void Game::buildMap() {
|
||||
placeMirrored(6, 6, 3, 3, kBrick);
|
||||
}
|
||||
|
||||
void Game::buildCoopMap() {
|
||||
map_.assign(kMapHeight, std::vector<int>(kMapWidth, kEmpty));
|
||||
for (int y = 0; y < kMapHeight; y++) {
|
||||
for (int x = 0; x < kMapWidth; x++) {
|
||||
if (x == 0 || y == 0 || x == kMapWidth - 1 || y == kMapHeight - 1) {
|
||||
map_[y][x] = kSteel;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// немного укрытий по полю
|
||||
auto block = [this](int x, int y, int w, int h, int tile) {
|
||||
for (int dy = 0; dy < h; dy++) {
|
||||
for (int dx = 0; dx < w; dx++) {
|
||||
map_[y + dy][x + dx] = tile;
|
||||
}
|
||||
}
|
||||
};
|
||||
block(2, 5, 2, 2, kBrick);
|
||||
block(11, 5, 2, 2, kBrick);
|
||||
block(6, 4, 3, 1, kSteel);
|
||||
block(4, 8, 2, 2, kBrick);
|
||||
block(9, 8, 2, 2, kBrick);
|
||||
|
||||
// база внизу по центру, укрыта кирпичом с трёх сторон
|
||||
int bx = kMapWidth / 2;
|
||||
int by = kMapHeight - 2;
|
||||
base_ = Base{bx + 0.5, by + 0.5, true};
|
||||
block(bx - 1, by - 1, 3, 1, kBrick); // сверху
|
||||
map_[by][bx - 1] = kBrick; // слева
|
||||
map_[by][bx + 1] = kBrick; // справа
|
||||
map_[by][bx] = kEmpty; // сама база — не стена
|
||||
|
||||
enemy_spawn_points_ = {
|
||||
{3.5, 1.5},
|
||||
{kMapWidth / 2.0 + 0.5, 1.5},
|
||||
{kMapWidth - 3.5, 1.5},
|
||||
};
|
||||
}
|
||||
|
||||
void Game::start() {
|
||||
timer_ = us_create_timer((us_loop_t *)uWS::Loop::get(), 0, sizeof(Game *));
|
||||
*(Game **)us_timer_ext(timer_) = this;
|
||||
@@ -80,7 +132,7 @@ void Game::start() {
|
||||
|
||||
void Game::handleInput(const std::string &player_id, const json &payload) {
|
||||
for (auto &t : tanks_) {
|
||||
if (t.player_id == player_id) {
|
||||
if (!t.is_ai && t.id == player_id) {
|
||||
t.up = payload.value("up", false);
|
||||
t.down = payload.value("down", false);
|
||||
t.left = payload.value("left", false);
|
||||
@@ -125,6 +177,13 @@ bool Game::rectHitsTank(double x, double y, const Tank &self) const {
|
||||
return false;
|
||||
}
|
||||
|
||||
bool Game::rectHitsBase(double x, double y, double half) const {
|
||||
if (!base_ || !base_->alive) {
|
||||
return false;
|
||||
}
|
||||
return std::abs(x - base_->x) < half + kBaseHalf && std::abs(y - base_->y) < half + kBaseHalf;
|
||||
}
|
||||
|
||||
void Game::applyInput(Tank &tank) {
|
||||
if (!tank.alive) {
|
||||
return;
|
||||
@@ -161,7 +220,7 @@ void Game::applyInput(Tank &tank) {
|
||||
case Dir::Left: nx -= step; break;
|
||||
case Dir::Right: nx += step; break;
|
||||
}
|
||||
if (!rectHitsSolid(nx, ny) && !rectHitsTank(nx, ny, tank)) {
|
||||
if (!rectHitsSolid(nx, ny) && !rectHitsTank(nx, ny, tank) && !rectHitsBase(nx, ny, kTankHalf)) {
|
||||
tank.x = nx;
|
||||
tank.y = ny;
|
||||
}
|
||||
@@ -172,19 +231,80 @@ void Game::applyInput(Tank &tank) {
|
||||
}
|
||||
}
|
||||
|
||||
void Game::updateAi(Tank &tank) {
|
||||
if (tank.ai_redecide_ticks > 0) {
|
||||
tank.ai_redecide_ticks--;
|
||||
} else {
|
||||
double tx = base_ ? base_->x : tank.x;
|
||||
double ty = base_ ? base_->y : tank.y;
|
||||
double dx = tx - tank.x, dy = ty - tank.y;
|
||||
|
||||
if (std::rand() % 5 == 0) {
|
||||
// изредка идём в случайную сторону, чтобы враги не были предсказуемы
|
||||
tank.ai_dir = static_cast<Dir>(std::rand() % 4);
|
||||
} else if (std::abs(dx) > std::abs(dy)) {
|
||||
tank.ai_dir = dx > 0 ? Dir::Right : Dir::Left;
|
||||
} else {
|
||||
tank.ai_dir = dy > 0 ? Dir::Down : Dir::Up;
|
||||
}
|
||||
tank.ai_redecide_ticks = 30 + std::rand() % 30; // 1.5-3с
|
||||
}
|
||||
|
||||
tank.up = tank.ai_dir == Dir::Up;
|
||||
tank.down = tank.ai_dir == Dir::Down;
|
||||
tank.left = tank.ai_dir == Dir::Left;
|
||||
tank.right = tank.ai_dir == Dir::Right;
|
||||
tank.fire = (std::rand() % 15) == 0;
|
||||
}
|
||||
|
||||
void Game::spawnEnemiesIfNeeded() {
|
||||
if (enemies_spawned_total_ >= kMaxEnemiesTotal) {
|
||||
return;
|
||||
}
|
||||
if (enemy_spawn_cooldown_ > 0) {
|
||||
enemy_spawn_cooldown_--;
|
||||
return;
|
||||
}
|
||||
|
||||
int concurrent = 0;
|
||||
for (const auto &t : tanks_) {
|
||||
if (t.is_ai && t.alive) {
|
||||
concurrent++;
|
||||
}
|
||||
}
|
||||
if (concurrent >= kMaxConcurrentEnemies) {
|
||||
return;
|
||||
}
|
||||
|
||||
const auto &sp = enemy_spawn_points_[enemies_spawned_total_ % enemy_spawn_points_.size()];
|
||||
Tank t;
|
||||
t.id = "ai-" + std::to_string(next_enemy_id_++);
|
||||
t.is_ai = true;
|
||||
t.ws = nullptr;
|
||||
t.x = sp.first;
|
||||
t.y = sp.second;
|
||||
t.dir = Dir::Down;
|
||||
t.lives = 1;
|
||||
tanks_.push_back(t);
|
||||
|
||||
enemies_spawned_total_++;
|
||||
enemy_spawn_cooldown_ = kEnemySpawnCooldownTicks;
|
||||
}
|
||||
|
||||
void Game::fireBullet(Tank &tank) {
|
||||
if (tank.fire_cooldown > 0) {
|
||||
return;
|
||||
}
|
||||
bool hasOwnBullet = std::any_of(bullets_.begin(), bullets_.end(),
|
||||
[&](const Bullet &b) { return b.owner_id == tank.player_id; });
|
||||
[&](const Bullet &b) { return b.owner_id == tank.id; });
|
||||
if (hasOwnBullet) {
|
||||
return;
|
||||
}
|
||||
|
||||
Bullet b;
|
||||
b.id = next_bullet_id_++;
|
||||
b.owner_id = tank.player_id;
|
||||
b.owner_id = tank.id;
|
||||
b.owner_is_ai = tank.is_ai;
|
||||
b.dir = tank.dir;
|
||||
double offset = kTankHalf + kBulletHalf + 0.01;
|
||||
b.x = tank.x;
|
||||
@@ -211,7 +331,6 @@ void Game::updateBullets() {
|
||||
}
|
||||
}
|
||||
|
||||
// Пуля против пули: встречные уничтожают друг друга.
|
||||
std::vector<bool> dead(bullets_.size(), false);
|
||||
for (size_t i = 0; i < bullets_.size(); i++) {
|
||||
if (dead[i]) continue;
|
||||
@@ -224,8 +343,7 @@ void Game::updateBullets() {
|
||||
}
|
||||
}
|
||||
|
||||
int loserIndex = -1;
|
||||
bool anyoneHit = false;
|
||||
int pvpLoserIndex = -1;
|
||||
|
||||
for (size_t i = 0; i < bullets_.size(); i++) {
|
||||
if (dead[i]) continue;
|
||||
@@ -246,22 +364,42 @@ void Game::updateBullets() {
|
||||
dead[i] = true;
|
||||
continue;
|
||||
}
|
||||
if (rectHitsBase(b.x, b.y, kBulletHalf)) {
|
||||
dead[i] = true;
|
||||
if (base_) {
|
||||
base_->alive = false;
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
for (int ti = 0; ti < 2; ti++) {
|
||||
for (size_t ti = 0; ti < tanks_.size(); ti++) {
|
||||
Tank &t = tanks_[ti];
|
||||
if (!t.alive || t.player_id == b.owner_id) continue;
|
||||
if (!t.alive || t.id == b.owner_id) continue;
|
||||
if (mode_ == "coop" && t.is_ai == b.owner_is_ai) continue; // без дружественного огня
|
||||
|
||||
if (std::abs(b.x - t.x) < kTankHalf + kBulletHalf && std::abs(b.y - t.y) < kTankHalf + kBulletHalf) {
|
||||
dead[i] = true;
|
||||
t.lives--;
|
||||
anyoneHit = true;
|
||||
if (t.lives <= 0) {
|
||||
t.alive = false;
|
||||
loserIndex = ti;
|
||||
if (mode_ == "pvp") {
|
||||
pvpLoserIndex = (int)ti;
|
||||
}
|
||||
} else {
|
||||
// респаун на стартовой позиции
|
||||
if (mode_ == "coop") {
|
||||
size_t humanIdx = 0;
|
||||
for (auto &tt : tanks_) {
|
||||
if (&tt == &t) break;
|
||||
if (!tt.is_ai) humanIdx++;
|
||||
}
|
||||
t.x = kMapWidth / 2.0 - 1.0 + humanIdx * 2.0;
|
||||
t.y = kMapHeight - 2.5;
|
||||
} else {
|
||||
t.x = (ti == 0) ? 1.5 : kMapWidth - 2.5;
|
||||
t.y = (ti == 0) ? kMapHeight - 2.5 : 1.5;
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -273,9 +411,29 @@ void Game::updateBullets() {
|
||||
}
|
||||
bullets_ = std::move(alive);
|
||||
|
||||
(void)anyoneHit;
|
||||
if (loserIndex != -1) {
|
||||
endGame(1 - loserIndex);
|
||||
if (mode_ == "pvp" && pvpLoserIndex != -1) {
|
||||
endGamePvp(1 - pvpLoserIndex);
|
||||
}
|
||||
}
|
||||
|
||||
void Game::checkCoopEndConditions() {
|
||||
if (finished_ || mode_ != "coop") {
|
||||
return;
|
||||
}
|
||||
if (base_ && !base_->alive) {
|
||||
endGameCoop(false, "база уничтожена");
|
||||
return;
|
||||
}
|
||||
bool anyHumanAlive = std::any_of(tanks_.begin(), tanks_.end(),
|
||||
[](const Tank &t) { return !t.is_ai && t.alive; });
|
||||
if (!anyHumanAlive) {
|
||||
endGameCoop(false, "все танки уничтожены");
|
||||
return;
|
||||
}
|
||||
bool anyEnemyAlive = std::any_of(tanks_.begin(), tanks_.end(),
|
||||
[](const Tank &t) { return t.is_ai && t.alive; });
|
||||
if (enemies_spawned_total_ >= kMaxEnemiesTotal && !anyEnemyAlive) {
|
||||
endGameCoop(true, "волна противника уничтожена");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -286,9 +444,24 @@ void Game::tick() {
|
||||
tick_count_++;
|
||||
|
||||
for (auto &t : tanks_) {
|
||||
applyInput(t);
|
||||
if (!t.alive) continue;
|
||||
if (t.is_ai) {
|
||||
updateAi(t);
|
||||
}
|
||||
double beforeX = t.x, beforeY = t.y;
|
||||
applyInput(t);
|
||||
// Врезались в стену/базу — не долбим её до конца таймера, перерешаем сразу.
|
||||
if (t.is_ai && t.x == beforeX && t.y == beforeY && (t.up || t.down || t.left || t.right)) {
|
||||
t.ai_redecide_ticks = 0;
|
||||
}
|
||||
}
|
||||
|
||||
if (mode_ == "coop") {
|
||||
spawnEnemiesIfNeeded();
|
||||
}
|
||||
|
||||
updateBullets();
|
||||
checkCoopEndConditions();
|
||||
|
||||
if (!finished_) {
|
||||
broadcastState();
|
||||
@@ -307,12 +480,13 @@ json Game::dirToJson(Dir d) {
|
||||
|
||||
json Game::serializeTank(const Tank &t) const {
|
||||
return {
|
||||
{"id", t.player_id},
|
||||
{"id", t.id},
|
||||
{"x", t.x},
|
||||
{"y", t.y},
|
||||
{"direction", dirToJson(t.dir)},
|
||||
{"lives", t.lives},
|
||||
{"alive", t.alive},
|
||||
{"is_ai", t.is_ai},
|
||||
};
|
||||
}
|
||||
|
||||
@@ -327,6 +501,9 @@ json Game::serializeBullet(const Bullet &b) const {
|
||||
}
|
||||
|
||||
void Game::sendTo(WS *ws, const std::string &type, json payload) {
|
||||
if (!ws) {
|
||||
return;
|
||||
}
|
||||
json msg = {{"type", type}, {"payload", std::move(payload)}};
|
||||
ws->send(msg.dump(), uWS::OpCode::TEXT);
|
||||
}
|
||||
@@ -338,10 +515,15 @@ void Game::broadcastState() {
|
||||
for (const auto &b : bullets_) bullets.push_back(serializeBullet(b));
|
||||
|
||||
json payload = {{"tick", tick_count_}, {"tanks", tanks}, {"bullets", bullets}};
|
||||
if (base_) {
|
||||
payload["base"] = {{"x", base_->x}, {"y", base_->y}, {"alive", base_->alive}};
|
||||
}
|
||||
for (const auto &t : tanks_) {
|
||||
if (!t.is_ai) {
|
||||
sendTo(t.ws, "game.state", payload);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
json Game::buildStartPayload(const std::string &mode) const {
|
||||
json mapJson = json::array();
|
||||
@@ -350,23 +532,29 @@ json Game::buildStartPayload(const std::string &mode) const {
|
||||
}
|
||||
json players = json::array();
|
||||
for (const auto &t : tanks_) {
|
||||
players.push_back({{"id", t.player_id}});
|
||||
players.push_back({{"id", t.id}});
|
||||
}
|
||||
return {
|
||||
json payload = {
|
||||
{"map", mapJson},
|
||||
{"mode", mode},
|
||||
{"players", players},
|
||||
{"tick_rate", 1000 / kTickMs},
|
||||
};
|
||||
if (base_) {
|
||||
payload["base"] = {{"x", base_->x}, {"y", base_->y}};
|
||||
}
|
||||
return payload;
|
||||
}
|
||||
|
||||
void Game::handleDisconnect(WS *ws) {
|
||||
if (finished_) {
|
||||
return;
|
||||
}
|
||||
for (int i = 0; i < 2; i++) {
|
||||
|
||||
if (mode_ == "pvp") {
|
||||
for (size_t i = 0; i < tanks_.size(); i++) {
|
||||
if (tanks_[i].ws == ws) {
|
||||
int winnerIndex = 1 - i;
|
||||
int winnerIndex = 1 - (int)i;
|
||||
finished_ = true;
|
||||
if (timer_) {
|
||||
us_timer_close(timer_);
|
||||
@@ -379,19 +567,35 @@ void Game::handleDisconnect(WS *ws) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
void Game::endGame(int winnerIndex) {
|
||||
// coop
|
||||
for (auto &t : tanks_) {
|
||||
if (!t.is_ai && t.ws == ws) {
|
||||
t.alive = false;
|
||||
t.ws = nullptr;
|
||||
break;
|
||||
}
|
||||
}
|
||||
bool anyHumanAlive = std::any_of(tanks_.begin(), tanks_.end(),
|
||||
[](const Tank &t) { return !t.is_ai && t.alive; });
|
||||
if (!anyHumanAlive) {
|
||||
endGameCoop(false, "все игроки отключились");
|
||||
}
|
||||
}
|
||||
|
||||
void Game::endGamePvp(int winnerIndex) {
|
||||
finished_ = true;
|
||||
if (timer_) {
|
||||
us_timer_close(timer_);
|
||||
timer_ = nullptr;
|
||||
}
|
||||
|
||||
for (int i = 0; i < 2; i++) {
|
||||
std::string result = (winnerIndex == -1) ? "draw" : (i == winnerIndex ? "win" : "lose");
|
||||
for (size_t i = 0; i < tanks_.size(); i++) {
|
||||
std::string result = (winnerIndex == -1) ? "draw" : ((int)i == winnerIndex ? "win" : "lose");
|
||||
std::string reason = (winnerIndex == -1) ? "оба танка уничтожены одновременно"
|
||||
: (i == winnerIndex) ? "противник уничтожен"
|
||||
: ((int)i == winnerIndex) ? "противник уничтожен"
|
||||
: "танк уничтожен";
|
||||
sendTo(tanks_[i].ws, "game.over", {{"result", result}, {"reason", reason}});
|
||||
}
|
||||
@@ -400,3 +604,21 @@ void Game::endGame(int winnerIndex) {
|
||||
onFinished_();
|
||||
}
|
||||
}
|
||||
|
||||
void Game::endGameCoop(bool win, const std::string &reason) {
|
||||
finished_ = true;
|
||||
if (timer_) {
|
||||
us_timer_close(timer_);
|
||||
timer_ = nullptr;
|
||||
}
|
||||
|
||||
for (const auto &t : tanks_) {
|
||||
if (!t.is_ai && t.ws) {
|
||||
sendTo(t.ws, "game.over", {{"result", win ? "win" : "lose"}, {"reason", reason}});
|
||||
}
|
||||
}
|
||||
|
||||
if (onFinished_) {
|
||||
onFinished_();
|
||||
}
|
||||
}
|
||||
|
||||
+35
-10
@@ -2,72 +2,97 @@
|
||||
|
||||
#include "Lobby.hpp"
|
||||
|
||||
#include <array>
|
||||
#include <functional>
|
||||
#include <optional>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
struct us_timer_t;
|
||||
|
||||
// Authoritative-игра для одной комнаты в режиме pvp (этап 4 из TZ.md).
|
||||
// Coop с AI — этап 5, наследует эту же тик-логику.
|
||||
// Authoritative-игра для одной комнаты: pvp (этап 4) и coop с AI (этап 5).
|
||||
class Game {
|
||||
public:
|
||||
static constexpr int kTickMs = 50; // 20 Гц
|
||||
static constexpr int kMapWidth = 15;
|
||||
static constexpr int kMapHeight = 15;
|
||||
static constexpr int kStartLives = 3;
|
||||
static constexpr int kMaxEnemiesTotal = 8; // размер волны в coop
|
||||
static constexpr int kMaxConcurrentEnemies = 3;
|
||||
static constexpr int kEnemySpawnCooldownTicks = 60; // 3с
|
||||
|
||||
enum Tile { kEmpty = 0, kBrick = 1, kSteel = 2 };
|
||||
enum class Dir { Up, Right, Down, Left };
|
||||
|
||||
struct Tank {
|
||||
std::string player_id;
|
||||
WS *ws;
|
||||
std::string id; // player_id для людей, "ai-N" для AI
|
||||
WS *ws = nullptr; // nullptr для AI
|
||||
bool is_ai = false;
|
||||
double x, y;
|
||||
Dir dir = Dir::Up;
|
||||
int lives = kStartLives;
|
||||
int fire_cooldown = 0;
|
||||
bool up = false, down = false, left = false, right = false, fire = false;
|
||||
bool alive = true;
|
||||
// состояние простого AI (используется только если is_ai)
|
||||
Dir ai_dir = Dir::Down;
|
||||
int ai_redecide_ticks = 0;
|
||||
};
|
||||
|
||||
struct Bullet {
|
||||
int id;
|
||||
std::string owner_id;
|
||||
bool owner_is_ai;
|
||||
double x, y;
|
||||
Dir dir;
|
||||
};
|
||||
|
||||
// room.players.size() должен быть == 2 на момент создания.
|
||||
struct Base {
|
||||
double x, y;
|
||||
bool alive = true;
|
||||
};
|
||||
|
||||
// room.players.size() — 2 для pvp, 1 или 2 для coop.
|
||||
Game(Room &room, std::function<void()> onFinished);
|
||||
~Game();
|
||||
|
||||
void start();
|
||||
void handleInput(const std::string &player_id, const json &payload);
|
||||
// Технический проигрыш отключившегося — второй игрок побеждает.
|
||||
// pvp: технический проигрыш отключившегося, второй побеждает.
|
||||
// coop: игрок выбывает; если людей не осталось — поражение.
|
||||
void handleDisconnect(WS *ws);
|
||||
json buildStartPayload(const std::string &mode) const;
|
||||
|
||||
private:
|
||||
std::string mode_;
|
||||
std::vector<std::vector<int>> map_;
|
||||
std::array<Tank, 2> tanks_;
|
||||
std::vector<Tank> tanks_; // сначала люди, затем (в coop) появляющиеся AI
|
||||
std::vector<Bullet> bullets_;
|
||||
std::optional<Base> base_;
|
||||
std::vector<std::pair<double, double>> enemy_spawn_points_;
|
||||
int enemies_spawned_total_ = 0;
|
||||
int enemy_spawn_cooldown_ = 0;
|
||||
int next_bullet_id_ = 1;
|
||||
int next_enemy_id_ = 1;
|
||||
int tick_count_ = 0;
|
||||
bool finished_ = false;
|
||||
us_timer_t *timer_ = nullptr;
|
||||
std::function<void()> onFinished_;
|
||||
|
||||
void buildMap();
|
||||
void buildPvpMap();
|
||||
void buildCoopMap();
|
||||
void tick();
|
||||
void applyInput(Tank &tank);
|
||||
void updateAi(Tank &tank);
|
||||
void spawnEnemiesIfNeeded();
|
||||
void updateBullets();
|
||||
bool tileSolid(int tx, int ty) const;
|
||||
bool rectHitsSolid(double x, double y) const;
|
||||
bool rectHitsTank(double x, double y, const Tank &self) const;
|
||||
bool rectHitsBase(double x, double y, double half) const;
|
||||
void fireBullet(Tank &tank);
|
||||
void endGame(int winnerIndex); // -1 = ничья
|
||||
void endGamePvp(int winnerIndex); // -1 = ничья
|
||||
void endGameCoop(bool win, const std::string &reason);
|
||||
void checkCoopEndConditions();
|
||||
void broadcastState();
|
||||
void sendTo(WS *ws, const std::string &type, json payload);
|
||||
|
||||
|
||||
@@ -250,7 +250,11 @@ void Lobby::maybeStartGame(const std::string &room_id) {
|
||||
return;
|
||||
}
|
||||
Room &room = it->second;
|
||||
if (room.mode != "pvp" || room.state != "waiting" || room.players.size() != kMaxPlayersPerRoom) {
|
||||
if (room.state != "waiting" || room.players.empty()) {
|
||||
return;
|
||||
}
|
||||
// pvp — строго вдвоём; coop — можно соло, второй подключается позже.
|
||||
if (room.mode == "pvp" && room.players.size() != kMaxPlayersPerRoom) {
|
||||
return;
|
||||
}
|
||||
bool allReady = std::all_of(room.players.begin(), room.players.end(),
|
||||
|
||||
+1
-1
@@ -5,7 +5,7 @@ server {
|
||||
index index.html;
|
||||
|
||||
location / {
|
||||
try_files $uri $uri/ =404;
|
||||
try_files $uri $uri.html $uri/ =404;
|
||||
}
|
||||
|
||||
# без хешей в именах файлов — просим браузер всегда переспрашивать свежесть
|
||||
|
||||
Reference in New Issue
Block a user