This commit is contained in:
ntr 2019-03-28 16:57:48 +11:00
parent 4e1b1dd2cb
commit 7cebebd9a3
10 changed files with 89 additions and 473 deletions

View File

@ -11,33 +11,52 @@ button, input {
height: auto;
color: whitesmoke;
border-width: 2px;
border-color: whitesmoke;
border-radius: 0;
}
@keyframes glowing {
0% { box-shadow: 0 0 0px whitesmoke; }
20% { box-shadow: 0 0 20px whitesmoke; }
60% { box-shadow: 0 0 20px whitesmoke; }
100% { box-shadow: 0 0 0px whitesmoke; }
}
/*colour necesary to bash skellington*/
button:hover {
color: whitesmoke;
animation: glowing 2000ms infinite;
animation: whiteglow 2000ms infinite;
border-color: whitesmoke;
}
@keyframes whiteglow {
0% {
box-shadow: 0 0 0px whitesmoke;
}
20% {
box-shadow: 0 0 20px whitesmoke;
}
60% {
box-shadow: 0 0 20px whitesmoke;
}
100% {
box-shadow: 0 0 0px whitesmoke;
}
}
@keyframes greenglow {
0% {
box-shadow: 0 0 -20px forestgreen;
}
100% {
box-shadow: 0 0 -20px forestgreen;
box-shadow: 0 0 30px forestgreen;
color: forestgreen;
border-color: forestgreen;
}
}
@keyframes whiteblackglow {
0% {
box-shadow: 0 0 0px black;
}
100% {
box-shadow: 0 0 -30px black;
}
}
.green-btn:hover {
animation: greenglow 2s ease 0s 1 normal forwards;
animation-iteration-count: 1;
@ -53,10 +72,22 @@ button:hover {
.instance-ui-btn {
font-size: 100%;
min-width: 20%;
min-width: 100%;
padding: 0;
}
.vbox-btn {
margin: 0;
padding: 0.5em;
background-color: whitesmoke;
color: black;
}
.vbox-btn:hover {
color: black;
animation: whiteblackglow 2s ease 0s 1 normal forwards;
}
.header {
margin-bottom: 2em;
}
@ -86,9 +117,20 @@ button:hover {
display: inline;
}
.header-status {
text-align: right;
}
.vbox-table {
table-layout: fixed;
width: 100%;
}
.vbox-table td {
border: 1px solid whitesmoke;
padding: 0.5em;
text-align: center;
height: 40px;
}
.vbox-table th:first-child, td:first-child {
@ -117,3 +159,7 @@ button:hover {
stroke-dashoffset: 0;
}
}
.spacer {
min-width: 100%;
}

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@ -1,189 +0,0 @@
// http://mrl.nyu.edu/~perlin/noise/
const ImprovedNoise = function () {
const p = [151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140, 36, 103, 30, 69, 142, 8, 99, 37, 240, 21, 10,
23, 190, 6, 148, 247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117, 35, 11, 32, 57, 177, 33, 88, 237, 149, 56, 87,
174, 20, 125, 136, 171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166, 77, 146, 158, 231, 83, 111, 229, 122, 60, 211,
133, 230, 220, 105, 92, 41, 55, 46, 245, 40, 244, 102, 143, 54, 65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187, 208,
89, 18, 169, 200, 196, 135, 130, 116, 188, 159, 86, 164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, 250, 124, 123, 5,
202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47, 16, 58, 17, 182, 189, 28, 42, 223, 183, 170, 213, 119,
248, 152, 2, 44, 154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9, 129, 22, 39, 253, 19, 98, 108, 110, 79, 113, 224, 232,
178, 185, 112, 104, 218, 246, 97, 228, 251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, 51, 145, 235, 249,
14, 239, 107, 49, 192, 214, 31, 181, 199, 106, 157, 184, 84, 204, 176, 115, 121, 50, 45, 127, 4, 150, 254, 138, 236, 205,
93, 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61, 156, 180];
for (let i = 0; i < 256; i++) {
p[256 + i] = p[i];
}
function fade(t) {
return t * t * t * (t * (t * 6 - 15) + 10);
}
function lerp(t, a, b) {
return a + t * (b - a);
}
function grad(hash, x, y, z) {
const h = hash & 15;
const u = h < 8 ? x : y; const
v = h < 4 ? y : h == 12 || h == 14 ? x : z;
return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v);
}
return {
noise(x, y, z) {
const floorX = Math.floor(x); const floorY = Math.floor(y); const
floorZ = Math.floor(z);
const X = floorX & 255; const Y = floorY & 255; const
Z = floorZ & 255;
x -= floorX;
y -= floorY;
z -= floorZ;
const xMinus1 = x - 1; const yMinus1 = y - 1; const
zMinus1 = z - 1;
const u = fade(x); const v = fade(y); const
w = fade(z);
const A = p[X] + Y; const AA = p[A] + Z; const AB = p[A + 1] + Z; const B = p[X + 1] + Y; const BA = p[B] + Z; const
BB = p[B + 1] + Z;
return lerp(w, lerp(v, lerp(u, grad(p[AA], x, y, z),
grad(p[BA], xMinus1, y, z)),
lerp(u, grad(p[AB], x, yMinus1, z),
grad(p[BB], xMinus1, yMinus1, z))),
lerp(v, lerp(u, grad(p[AA + 1], x, y, zMinus1),
grad(p[BA + 1], xMinus1, y, z - 1)),
lerp(u, grad(p[AB + 1], x, yMinus1, zMinus1),
grad(p[BB + 1], xMinus1, yMinus1, zMinus1))));
},
};
};
const currentRandom = Math.random;
// Pseudo-random generator
function Marsaglia(i1, i2) {
// from http://www.math.uni-bielefeld.de/~sillke/ALGORITHMS/random/marsaglia-c
let z = i1 || 362436069; let
w = i2 || 521288629;
const nextInt = function () {
z = (36969 * (z & 65535) + (z >>> 16)) & 0xFFFFFFFF;
w = (18000 * (w & 65535) + (w >>> 16)) & 0xFFFFFFFF;
return (((z & 0xFFFF) << 16) | (w & 0xFFFF)) & 0xFFFFFFFF;
};
this.nextDouble = function () {
const i = nextInt() / 4294967296;
return i < 0 ? 1 + i : i;
};
this.nextInt = nextInt;
}
Marsaglia.createRandomized = function () {
const now = new Date();
return new Marsaglia((now / 60000) & 0xFFFFFFFF, now & 0xFFFFFFFF);
};
// Noise functions and helpers
function PerlinNoise(seed) {
const rnd = seed !== undefined ? new Marsaglia(seed) : Marsaglia.createRandomized();
let i; let
j;
// http://www.noisemachine.com/talk1/17b.html
// http://mrl.nyu.edu/~perlin/noise/
// generate permutation
const p = new Array(512);
for (i = 0; i < 256; ++i) { p[i] = i; }
for (i = 0; i < 256; ++i) { const t = p[j = rnd.nextInt() & 0xFF]; p[j] = p[i]; p[i] = t; }
// copy to avoid taking mod in p[0];
for (i = 0; i < 256; ++i) { p[i + 256] = p[i]; }
function grad3d(i, x, y, z) {
const h = i & 15; // convert into 12 gradient directions
const u = h < 8 ? x : y;
const v = h < 4 ? y : h === 12 || h === 14 ? x : z;
return ((h & 1) === 0 ? u : -u) + ((h & 2) === 0 ? v : -v);
}
function grad2d(i, x, y) {
const v = (i & 1) === 0 ? x : y;
return (i & 2) === 0 ? -v : v;
}
function grad1d(i, x) {
return (i & 1) === 0 ? -x : x;
}
function lerp(t, a, b) { return a + t * (b - a); }
this.noise3d = function (x, y, z) {
const X = Math.floor(x) & 255; const Y = Math.floor(y) & 255; const
Z = Math.floor(z) & 255;
x -= Math.floor(x); y -= Math.floor(y); z -= Math.floor(z);
const fx = (3 - 2 * x) * x * x; const fy = (3 - 2 * y) * y * y; const
fz = (3 - 2 * z) * z * z;
const p0 = p[X] + Y; const p00 = p[p0] + Z; const p01 = p[p0 + 1] + Z; const p1 = p[X + 1] + Y; const p10 = p[p1] + Z; const
p11 = p[p1 + 1] + Z;
return lerp(fz,
lerp(fy, lerp(fx, grad3d(p[p00], x, y, z), grad3d(p[p10], x - 1, y, z)),
lerp(fx, grad3d(p[p01], x, y - 1, z), grad3d(p[p11], x - 1, y - 1, z))),
lerp(fy, lerp(fx, grad3d(p[p00 + 1], x, y, z - 1), grad3d(p[p10 + 1], x - 1, y, z - 1)),
lerp(fx, grad3d(p[p01 + 1], x, y - 1, z - 1), grad3d(p[p11 + 1], x - 1, y - 1, z - 1))));
};
this.noise2d = function (x, y) {
const X = Math.floor(x) & 255; const
Y = Math.floor(y) & 255;
x -= Math.floor(x); y -= Math.floor(y);
const fx = (3 - 2 * x) * x * x; const
fy = (3 - 2 * y) * y * y;
const p0 = p[X] + Y; const
p1 = p[X + 1] + Y;
return lerp(fy,
lerp(fx, grad2d(p[p0], x, y), grad2d(p[p1], x - 1, y)),
lerp(fx, grad2d(p[p0 + 1], x, y - 1), grad2d(p[p1 + 1], x - 1, y - 1)));
};
this.noise1d = function (x) {
const X = Math.floor(x) & 255;
x -= Math.floor(x);
const fx = (3 - 2 * x) * x * x;
return lerp(fx, grad1d(p[X], x), grad1d(p[X + 1], x - 1));
};
}
// these are lifted from Processing.js
// processing defaults
const noiseProfile = {
generator: undefined, octaves: 4, fallout: 0.5, seed: undefined,
};
module.exports = function noise(x, y, z) {
if (noiseProfile.generator === undefined) {
// caching
noiseProfile.generator = new PerlinNoise(noiseProfile.seed);
}
const generator = noiseProfile.generator;
let effect = 1; let k = 1; let
sum = 0;
for (let i = 0; i < noiseProfile.octaves; ++i) {
effect *= noiseProfile.fallout;
switch (arguments.length) {
case 1:
sum += effect * (1 + generator.noise1d(k * x)) / 2; break;
case 2:
sum += effect * (1 + generator.noise2d(k * x, k * y)) / 2; break;
case 3:
sum += effect * (1 + generator.noise3d(k * x, k * y, k * z)) / 2; break;
}
k *= 2;
}
return sum;
};

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@ -1,220 +0,0 @@
const noise = require('./fizzy-noise');
function fizzyText(message) {
const that = this;
// These are the variables that we manipulate with gui-dat.
// Notice they're all defined with "this". That makes them public.
// Otherwise, gui-dat can't see them.
this.growthSpeed = 0.8; // how fast do particles change size?
this.minSize = 1;
this.maxSize = 4; // how big can they get?
this.noiseStrength = 10; // how turbulent is the flow?
this.speed = 0.4; // how fast do particles move?
this.displayOutline = false; // should we draw the message as a stroke?
this.framesRendered = 0;
// //////////////////////////////////////////////////////////////
const _this = this;
const width = 550;
const height = 200;
const textAscent = 101;
const textOffsetLeft = 80;
const noiseScale = 300;
const frameTime = 30;
const colors = ['#000000', '#1A1A1A', '#163C50', '#205A79', '#2A78A2'];
// This is the context we use to get a bitmap of text using
// the getImageData function.
const r = document.createElement('canvas');
const s = r.getContext('2d');
// This is the context we actually use to draw.
const c = document.createElement('canvas');
const g = c.getContext('2d');
r.setAttribute('width', width);
c.setAttribute('width', width);
r.setAttribute('height', height);
c.setAttribute('height', height);
// Add our demo to the HTML
document.getElementById('fizzytext').appendChild(c);
// Stores bitmap image
let pixels = [];
// Stores a list of particles
const particles = [];
// Set g.font to the same font as the bitmap canvas, incase we
// want to draw some outlines.
s.font = g.font = '800 82px monospace, monospace';
// Instantiate some particles
for (let i = 0; i < 1000; i++) {
particles.push(new Particle(Math.random() * width, Math.random() * height));
}
// This function creates a bitmap of pixels based on your message
// It's called every time we change the message property.
const createBitmap = function (msg) {
s.fillStyle = '#fff';
s.fillRect(0, 0, width, height);
s.fillStyle = '#222';
s.fillText(msg, textOffsetLeft, textAscent);
// Pull reference
const imageData = s.getImageData(0, 0, width, height);
pixels = imageData.data;
};
// Called once per frame, updates the animation.
const render = function () {
that.framesRendered++;
g.clearRect(0, 0, width, height);
if (_this.displayOutline) {
g.globalCompositeOperation = 'source-over';
g.strokeStyle = '#000';
g.lineWidth = 0.5;
g.strokeText(message, textOffsetLeft, textAscent);
}
g.globalCompositeOperation = 'darker';
for (let i = 0; i < particles.length; i++) {
g.fillStyle = colors[i % colors.length];
particles[i].render();
}
};
// Returns x, y coordinates for a given index in the pixel array.
const getPosition = function (i) {
return {
x: (i - (width * 4) * Math.floor(i / (width * 4))) / 4,
y: Math.floor(i / (width * 4)),
};
};
// Returns a color for a given pixel in the pixel array.
const getColor = function (x, y) {
const base = (Math.floor(y) * width + Math.floor(x)) * 4;
const c = {
r: pixels[base + 0],
g: pixels[base + 1],
b: pixels[base + 2],
a: pixels[base + 3],
};
return `rgb(${c.r},${c.g},${c.b})`;
};
this.message = message;
createBitmap(message);
var loop = function () {
requestAnimationFrame(loop);
render();
};
// This calls the render function every 30 milliseconds.
loop();
// This class is responsible for drawing and moving those little
// colored dots.
function Particle(x, y, c) {
// Position
this.x = x;
this.y = y;
// Size of particle
this.r = 1;
// This velocity is used by the explode function.
this.vx = 0;
this.vy = 0;
this.constrain = function constrainFn(v, o1, o2) {
if (v < o1) v = o1;
else if (v > o2) v = o2;
return v;
};
// Called every frame
this.render = function renderFrame() {
// What color is the pixel we're sitting on top of?
const c = getColor(this.x, this.y);
// Where should we move?
const angle = noise(this.x / noiseScale, this.y / noiseScale) * _this.noiseStrength;
// var angle = -Math.PI/2;
// Are we within the boundaries of the image?
const onScreen = this.x > 0 && this.x < width && this.y > 0 && this.y < height;
const isBlack = c !== 'rgb(255,255,255)' && onScreen;
// If we're on top of a black pixel, grow.
// If not, shrink.
if (isBlack) {
this.r += _this.growthSpeed;
} else {
this.r -= _this.growthSpeed;
}
// This velocity is used by the explode function.
this.vx *= 0.5;
this.vy *= 0.5;
// Change our position based on the flow field and our
// explode velocity.
this.x += Math.cos(angle) * _this.speed + this.vx;
this.y += -Math.sin(angle) * _this.speed + this.vy;
if (this.r > _this.maxSize) {
this.r = _this.maxSize;
} else if (this.r < 0) {
this.r = 0;
this.x = Math.random() * width;
this.y = Math.random() * height;
return false;
}
// this.r = 3;
// debugger
// console.log(DAT.GUI.constrain(this.r, 0, _this.maxSize));
// this.r = this.constrain(this.r, _this.minSize, _this.maxSize);
// If we're tiny, keep moving around until we find a black
// pixel.
if (this.r <= 0) {
this.x = Math.random() * width;
this.y = Math.random() * height;
return false; // Don't draw!
}
// If we're off the screen, go over to other side
if (this.x < 0) this.x = width;
if (this.x > width) this.x = 0;
if (this.y < 0) this.y = height;
if (this.y > height) this.y = 0;
// Draw the circle.
g.beginPath();
// g.arc(this.x, this.y, this.r, 0, Math.PI * 2, false);
g.rect(this.x, this.y, this.r, this.r);
g.fill();
return true;
};
}
}
module.exports = fizzyText;

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@ -13,8 +13,8 @@ export const setInstance = value => ({ type: SET_INSTANCE, value });
export const SET_GAME = 'SET_GAME';
export const setGame = value => ({ type: SET_GAME, value });
export const SET_ACTIVE_ITEM = 'SET_ACTIVE_ITEM';
export const setActiveItem = value => ({ type: SET_ACTIVE_ITEM, value });
export const SET_COMBINER = 'SET_COMBINER';
export const setCombiner = value => ({ type: SET_COMBINER, value });
export const SET_ACTIVE_INCOMING = 'SET_ACTIVE_INCOMING';
export const setActiveIncoming = value => ({ type: SET_ACTIVE_INCOMING, value });

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@ -1,53 +1,22 @@
const preact = require('preact');
const key = require('keymaster');
// const key = require('keymaster');
function convertVar(v) {
return v || '';
}
const VboxContainer = require('./vbox.container');
function Vbox(vbox) {
if (!vbox) return false;
const free = [];
for (let i = 0 ; i < vbox.free[0].length; i++) {
free.push([vbox.free[0][i], vbox.free[1][i], vbox.free[2][i]]);
}
const rows = free.map((row, i) => (
<tr key={i}>
<td>{convertVar(row[0])}</td>
<td>{convertVar(row[1])}</td>
<td>{convertVar(row[2])}</td>
</tr>
));
return (
<div className="four columns">
<span>vBox</span>
<table className="vbox-table">
<tbody>
{rows}
</tbody>
</table>
{JSON.stringify(vbox)}
</div>
);
}
function InstanceComponent(props) {
function InstanceComponent(args) {
const {
// account,
instance,
account,
sendInstanceReady,
quit,
} = props;
sendInstanceReady,
} = args;
if (!instance) return <div>...</div>;
return (
<section>
<div className="row">
<div className="six columns">
<div className="three columns">
<button
className="instance-btn instance-ui-btn glow-btn"
onClick={quit}>
@ -55,6 +24,9 @@ function InstanceComponent(props) {
</button>
</div>
<div className="six columns">
<h4>next game against: mmmmmashy</h4>
</div>
<div className="three columns">
<button
className="instance-btn instance-ui-btn green-btn u-pull-right"
onClick={() => sendInstanceReady()}>
@ -63,13 +35,10 @@ function InstanceComponent(props) {
</div>
</div>
<div className="row">
{Vbox(instance.vbox)}
<div className="four columns">
<VboxContainer />
<div className="three columns">
{JSON.stringify(instance.cryps)}
</div>
<div className="four columns">
ready btn
</div>
</div>
</section>
);

View File

@ -6,19 +6,20 @@ const Instance = require('./instance.component');
const addState = connect(
function receiveState(state) {
const { ws, instance, account } = state;
const { ws, instance, account, combiner } = state;
function sendInstanceReady() {
return ws.sendInstanceReady(instance.id);
return ws.sendInstanceReady(instance.instance);
}
return { instance, account, sendInstanceReady };
},
function receiveDispatch(dispatch, { instance }) {
function receiveDispatch(dispatch, { instance, combiner }) {
function quit() {
dispatch(actions.setInstance(null));
}
return { quit };
}

View File

@ -3,7 +3,7 @@ const preact = require('preact');
function renderLogin({ account, submitLogin, submitRegister }) {
if (account) return (
<div>
<div className="header-status">
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 100 100" className="ping-svg">
<path d="M0,50l50,-50v100l50,-50" className="ping-path"/>
<path d="M0,50l50,-50v100l50,-50" className="ping-path"/>

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@ -43,8 +43,8 @@ function registerEvents(store) {
return store.dispatch(actions.setInstances(v));
}
function setPlayer(player) {
console.log('EVENT ->', 'player', player);
function setPlayer(v) {
return store.dispatch(actions.setInstance(v));
}
function setZone(zone) {

View File

@ -7,7 +7,6 @@ const { createStore, combineReducers } = require('redux');
const reducers = require('./reducers');
const actions = require('./actions');
// const setupKeys = require('./keyboard');
// const fizzyText = require('../lib/fizzy-text');
const createSocket = require('./socket');
const registerEvents = require('./events');
@ -18,6 +17,7 @@ const Body = require('./components/body.component');
const store = createStore(
combineReducers({
account: reducers.accountReducer,
combiner: reducers.combinerReducer,
game: reducers.gameReducer,
cryps: reducers.crypsReducer,
instances: reducers.instancesReducer,
@ -56,6 +56,4 @@ document.fonts.load('10pt "Jura"').then(() => {
// eslint-disable-next-line
preact.render(<Main />, document.body);
// fizzyText('cryps.gg');
});

View File

@ -40,6 +40,16 @@ function instanceReducer(state = defaultInstance, action) {
}
}
const defaultCombiner = [];
function combinerReducer(state = defaultCombiner, action) {
switch (action.type) {
case actions.SET_COMBINER:
return action.value;
default:
return state;
}
}
const defaultGame = null;
function gameReducer(state = defaultGame, action) {
switch (action.type) {
@ -62,6 +72,7 @@ function wsReducer(state = defaultWs, action) {
module.exports = {
accountReducer,
combinerReducer,
crypsReducer,
gameReducer,
instancesReducer,