forked from mirror/misskey
c1514ce91d
Fix #13290
496 lines
14 KiB
TypeScript
496 lines
14 KiB
TypeScript
/*
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* SPDX-FileCopyrightText: syuilo and misskey-project
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* SPDX-License-Identifier: AGPL-3.0-only
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*/
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import { EventEmitter } from 'eventemitter3';
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import * as Matter from 'matter-js';
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import seedrandom from 'seedrandom';
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import { NORAML_MONOS, SQUARE_MONOS, SWEETS_MONOS, YEN_MONOS } from './monos.js';
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export type Mono = {
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id: string;
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level: number;
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sizeX: number;
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sizeY: number;
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shape: 'circle' | 'rectangle' | 'custom';
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vertices?: Matter.Vector[][];
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verticesSize?: number;
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score: number;
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dropCandidate: boolean;
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};
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type Log = {
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frame: number;
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operation: 'drop';
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x: number;
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} | {
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frame: number;
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operation: 'hold';
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} | {
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frame: number;
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operation: 'surrender';
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};
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export class DropAndFusionGame extends EventEmitter<{
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changeScore: (newScore: number) => void;
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changeCombo: (newCombo: number) => void;
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changeStock: (newStock: { id: string; mono: Mono }[]) => void;
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changeHolding: (newHolding: { id: string; mono: Mono } | null) => void;
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dropped: (x: number) => void;
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fusioned: (x: number, y: number, nextMono: Mono | null, scoreDelta: number) => void;
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collision: (energy: number, bodyA: Matter.Body, bodyB: Matter.Body) => void;
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monoAdded: (mono: Mono) => void;
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gameOver: () => void;
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}> {
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private PHYSICS_QUALITY_FACTOR = 16; // 低いほどパフォーマンスが高いがガタガタして安定しなくなる、逆に高すぎても何故か不安定になる
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private COMBO_INTERVAL = 60; // frame
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public readonly GAME_VERSION = 3;
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public readonly GAME_WIDTH = 450;
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public readonly GAME_HEIGHT = 600;
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public readonly DROP_COOLTIME = 30; // frame
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public readonly PLAYAREA_MARGIN = 25;
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private STOCK_MAX = 4;
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private TICK_DELTA = 1000 / 60; // 60fps
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public frame = 0;
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public engine: Matter.Engine;
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private tickCallbackQueue: { frame: number; callback: () => void; }[] = [];
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private overflowCollider: Matter.Body;
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private isGameOver = false;
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private gameMode: 'normal' | 'yen' | 'square' | 'sweets' | 'space';
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private rng: () => number;
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private logs: Log[] = [];
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/**
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* フィールドに出ていて、かつ合体の対象となるアイテム
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*/
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private fusionReadyBodyIds: Matter.Body['id'][] = [];
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private gameOverReadyBodyIds: Matter.Body['id'][] = [];
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/**
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* fusion予約アイテムのペア
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* TODO: これらのモノは光らせるなどの演出をすると視覚的に楽しそう
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*/
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private fusionReservedPairs: { bodyA: Matter.Body; bodyB: Matter.Body }[] = [];
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private latestDroppedAt = 0; // frame
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private latestFusionedAt = 0; // frame
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private stock: { id: string; mono: Mono }[] = [];
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private holding: { id: string; mono: Mono } | null = null;
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public get monoDefinitions() {
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switch (this.gameMode) {
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case 'normal': return NORAML_MONOS;
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case 'yen': return YEN_MONOS;
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case 'square': return SQUARE_MONOS;
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case 'sweets': return SWEETS_MONOS;
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case 'space': return NORAML_MONOS;
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}
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}
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private _combo = 0;
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private get combo() {
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return this._combo;
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}
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private set combo(value: number) {
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this._combo = value;
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this.emit('changeCombo', value);
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}
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private _score = 0;
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private get score() {
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return this._score;
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}
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private set score(value: number) {
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this._score = value;
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this.emit('changeScore', value);
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}
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private getMonoRenderOptions: null | ((mono: Mono) => Partial<Matter.IBodyRenderOptions>) = null;
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public replayPlaybackRate = 1;
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constructor(env: {
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seed: string;
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gameMode: DropAndFusionGame['gameMode'];
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getMonoRenderOptions?: (mono: Mono) => Partial<Matter.IBodyRenderOptions>;
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}) {
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super();
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//#region BIND
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this.tick = this.tick.bind(this);
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//#endregion
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this.gameMode = env.gameMode;
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this.getMonoRenderOptions = env.getMonoRenderOptions ?? null;
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this.rng = seedrandom(env.seed);
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// sweetsモードは重いため
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const physicsQualityFactor = this.gameMode === 'sweets' ? 4 : this.PHYSICS_QUALITY_FACTOR;
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this.engine = Matter.Engine.create({
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constraintIterations: 2 * physicsQualityFactor,
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positionIterations: 6 * physicsQualityFactor,
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velocityIterations: 4 * physicsQualityFactor,
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gravity: {
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x: 0,
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y: this.gameMode === 'space' ? 0.0125 : 1,
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},
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timing: {
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timeScale: 2,
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},
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enableSleeping: false,
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});
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this.engine.world.bodies = [];
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//#region walls
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const WALL_OPTIONS: Matter.IChamferableBodyDefinition = {
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label: '_wall_',
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isStatic: true,
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friction: 0.7,
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slop: this.gameMode === 'space' ? 0.01 : 0.7,
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render: {
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strokeStyle: 'transparent',
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fillStyle: 'transparent',
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},
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};
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const thickness = 100;
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Matter.Composite.add(this.engine.world, [
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Matter.Bodies.rectangle(this.GAME_WIDTH / 2, this.GAME_HEIGHT + (thickness / 2) - this.PLAYAREA_MARGIN, this.GAME_WIDTH, thickness, WALL_OPTIONS),
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Matter.Bodies.rectangle(this.GAME_WIDTH + (thickness / 2) - this.PLAYAREA_MARGIN, this.GAME_HEIGHT / 2, thickness, this.GAME_HEIGHT, WALL_OPTIONS),
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Matter.Bodies.rectangle(-((thickness / 2) - this.PLAYAREA_MARGIN), this.GAME_HEIGHT / 2, thickness, this.GAME_HEIGHT, WALL_OPTIONS),
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]);
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//#endregion
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this.overflowCollider = Matter.Bodies.rectangle(this.GAME_WIDTH / 2, 0, this.GAME_WIDTH, 200, {
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label: '_overflow_',
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isStatic: true,
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isSensor: true,
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render: {
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strokeStyle: 'transparent',
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fillStyle: 'transparent',
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},
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});
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Matter.Composite.add(this.engine.world, this.overflowCollider);
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}
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public msToFrame(ms: number) {
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return Math.round(ms / this.TICK_DELTA);
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}
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public frameToMs(frame: number) {
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return frame * this.TICK_DELTA;
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}
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private createBody(mono: Mono, x: number, y: number) {
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const options: Matter.IBodyDefinition = {
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label: mono.id,
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density: this.gameMode === 'space' ? 0.01 : ((mono.sizeX * mono.sizeY) / 10000),
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restitution: this.gameMode === 'space' ? 0.5 : 0.2,
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frictionAir: this.gameMode === 'space' ? 0 : 0.01,
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friction: this.gameMode === 'space' ? 0.5 : 0.7,
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frictionStatic: this.gameMode === 'space' ? 0 : 5,
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slop: this.gameMode === 'space' ? 0.01 : 0.7,
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//mass: 0,
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render: this.getMonoRenderOptions ? this.getMonoRenderOptions(mono) : undefined,
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};
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if (mono.shape === 'circle') {
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return Matter.Bodies.circle(x, y, mono.sizeX / 2, options);
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// eslint-disable-next-line @typescript-eslint/no-unnecessary-condition
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} else if (mono.shape === 'rectangle') {
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return Matter.Bodies.rectangle(x, y, mono.sizeX, mono.sizeY, options);
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} else if (mono.shape === 'custom') {
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return Matter.Bodies.fromVertices(x, y, mono.vertices!.map(i => i.map(j => ({
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x: (j.x / mono.verticesSize!) * mono.sizeX,
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y: (j.y / mono.verticesSize!) * mono.sizeY,
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}))), options);
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} else {
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throw new Error('unrecognized shape');
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}
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}
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private fusion(bodyA: Matter.Body, bodyB: Matter.Body) {
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if (this.latestFusionedAt > this.frame - this.COMBO_INTERVAL) {
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this.combo++;
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} else {
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this.combo = 1;
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}
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this.latestFusionedAt = this.frame;
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const newX = (bodyA.position.x + bodyB.position.x) / 2;
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const newY = (bodyA.position.y + bodyB.position.y) / 2;
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this.fusionReadyBodyIds = this.fusionReadyBodyIds.filter(x => x !== bodyA.id && x !== bodyB.id);
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this.gameOverReadyBodyIds = this.gameOverReadyBodyIds.filter(x => x !== bodyA.id && x !== bodyB.id);
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Matter.Composite.remove(this.engine.world, [bodyA, bodyB]);
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const currentMono = this.monoDefinitions.find(y => y.id === bodyA.label)!;
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const nextMono = this.monoDefinitions.find(x => x.level === currentMono.level + 1) ?? null;
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if (nextMono) {
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const body = this.createBody(nextMono, newX, newY);
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Matter.Composite.add(this.engine.world, body);
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// 連鎖してfusionした場合の分かりやすさのため少し間を置いてからfusion対象になるようにする
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this.tickCallbackQueue.push({
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frame: this.frame + this.msToFrame(100),
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callback: () => {
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this.fusionReadyBodyIds.push(body.id);
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},
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});
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this.emit('monoAdded', nextMono);
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}
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const hasComboBonus = this.gameMode !== 'yen' && this.gameMode !== 'sweets';
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const comboBonus = hasComboBonus ? 1 + ((this.combo - 1) / 5) : 1;
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const additionalScore = Math.round(currentMono.score * comboBonus);
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this.score += additionalScore;
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this.emit('fusioned', newX, newY, nextMono, additionalScore);
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}
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private onCollision(event: Matter.IEventCollision<Matter.Engine>) {
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for (const pairs of event.pairs) {
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const { bodyA, bodyB } = pairs;
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const shouldFusion = (bodyA.label === bodyB.label) &&
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!this.fusionReservedPairs.some(x =>
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x.bodyA.id === bodyA.id ||
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x.bodyA.id === bodyB.id ||
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x.bodyB.id === bodyA.id ||
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x.bodyB.id === bodyB.id);
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if (shouldFusion) {
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if (this.fusionReadyBodyIds.includes(bodyA.id) && this.fusionReadyBodyIds.includes(bodyB.id)) {
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this.fusion(bodyA, bodyB);
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} else {
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this.fusionReservedPairs.push({ bodyA, bodyB });
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this.tickCallbackQueue.push({
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frame: this.frame + this.msToFrame(100),
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callback: () => {
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this.fusionReservedPairs = this.fusionReservedPairs.filter(x => x.bodyA.id !== bodyA.id && x.bodyB.id !== bodyB.id);
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this.fusion(bodyA, bodyB);
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},
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});
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}
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} else {
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const energy = pairs.collision.depth;
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if (bodyA.label === '_overflow_' || bodyB.label === '_overflow_') continue;
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if (bodyA.label !== '_wall_' && bodyB.label !== '_wall_') {
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if (!this.gameOverReadyBodyIds.includes(bodyA.id)) this.gameOverReadyBodyIds.push(bodyA.id);
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if (!this.gameOverReadyBodyIds.includes(bodyB.id)) this.gameOverReadyBodyIds.push(bodyB.id);
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}
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this.emit('collision', energy, bodyA, bodyB);
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}
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}
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}
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private onCollisionActive(event: Matter.IEventCollision<Matter.Engine>) {
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for (const pairs of event.pairs) {
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const { bodyA, bodyB } = pairs;
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// ハコからあふれたかどうかの判定
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if (bodyA.id === this.overflowCollider.id || bodyB.id === this.overflowCollider.id) {
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if (this.gameOverReadyBodyIds.includes(bodyA.id) || this.gameOverReadyBodyIds.includes(bodyB.id)) {
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this.gameOver();
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break;
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}
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continue;
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}
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}
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}
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public surrender() {
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this.logs.push({
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frame: this.frame,
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operation: 'surrender',
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});
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this.gameOver();
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}
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private gameOver() {
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this.isGameOver = true;
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this.emit('gameOver');
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}
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public start() {
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for (let i = 0; i < this.STOCK_MAX; i++) {
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this.stock.push({
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id: this.rng().toString(),
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mono: this.monoDefinitions.filter(x => x.dropCandidate)[Math.floor(this.rng() * this.monoDefinitions.filter(x => x.dropCandidate).length)],
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});
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}
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this.emit('changeStock', this.stock);
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Matter.Events.on(this.engine, 'collisionStart', this.onCollision.bind(this));
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Matter.Events.on(this.engine, 'collisionActive', this.onCollisionActive.bind(this));
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}
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public getLogs() {
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return this.logs;
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}
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public tick() {
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this.frame++;
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if (this.latestFusionedAt < this.frame - this.COMBO_INTERVAL) {
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this.combo = 0;
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}
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this.tickCallbackQueue = this.tickCallbackQueue.filter(x => {
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if (x.frame === this.frame) {
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x.callback();
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return false;
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} else {
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return true;
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}
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});
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Matter.Engine.update(this.engine, this.TICK_DELTA);
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const hasNextTick = !this.isGameOver;
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return hasNextTick;
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}
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public getActiveMonos() {
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return this.engine.world.bodies.map(x => this.monoDefinitions.find((mono) => mono.id === x.label)!).filter(x => x !== undefined);
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}
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public drop(_x: number) {
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if (this.isGameOver) return;
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if (this.frame - this.latestDroppedAt < this.DROP_COOLTIME) return;
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const head = this.stock.shift()!;
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this.stock.push({
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id: this.rng().toString(),
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mono: this.monoDefinitions.filter(x => x.dropCandidate)[Math.floor(this.rng() * this.monoDefinitions.filter(x => x.dropCandidate).length)],
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});
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this.emit('changeStock', this.stock);
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const inputX = Math.round(_x);
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const x = Math.min(this.GAME_WIDTH - this.PLAYAREA_MARGIN - (head.mono.sizeX / 2), Math.max(this.PLAYAREA_MARGIN + (head.mono.sizeX / 2), inputX));
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const body = this.createBody(head.mono, x, 50 + head.mono.sizeY / 2);
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this.logs.push({
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frame: this.frame,
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operation: 'drop',
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x: inputX,
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});
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// add force
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if (this.gameMode === 'space') {
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Matter.Body.applyForce(body, body.position, {
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x: 0,
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y: (Math.PI * head.mono.sizeX * head.mono.sizeY) / 65536,
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});
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}
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Matter.Composite.add(this.engine.world, body);
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this.fusionReadyBodyIds.push(body.id);
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this.latestDroppedAt = this.frame;
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this.emit('dropped', x);
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this.emit('monoAdded', head.mono);
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}
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public hold() {
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if (this.isGameOver) return;
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this.logs.push({
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frame: this.frame,
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operation: 'hold',
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});
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if (this.holding) {
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const head = this.stock.shift()!;
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this.stock.unshift(this.holding);
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this.holding = head;
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this.emit('changeHolding', this.holding);
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this.emit('changeStock', this.stock);
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} else {
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const head = this.stock.shift()!;
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this.holding = head;
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this.stock.push({
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id: this.rng().toString(),
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mono: this.monoDefinitions.filter(x => x.dropCandidate)[Math.floor(this.rng() * this.monoDefinitions.filter(x => x.dropCandidate).length)],
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});
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this.emit('changeHolding', this.holding);
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this.emit('changeStock', this.stock);
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}
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}
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public static serializeLogs(logs: Log[]) {
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const _logs: number[][] = [];
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for (let i = 0; i < logs.length; i++) {
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const log = logs[i];
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const frameDelta = i === 0 ? log.frame : log.frame - logs[i - 1].frame;
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switch (log.operation) {
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case 'drop':
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_logs.push([frameDelta, 0, log.x]);
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break;
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case 'hold':
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_logs.push([frameDelta, 1]);
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break;
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case 'surrender':
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_logs.push([frameDelta, 2]);
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break;
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}
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}
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return _logs;
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}
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public static deserializeLogs(logs: number[][]) {
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const _logs: Log[] = [];
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let frame = 0;
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for (const log of logs) {
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const frameDelta = log[0];
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frame += frameDelta;
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const operation = log[1];
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switch (operation) {
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case 0:
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_logs.push({
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frame,
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operation: 'drop',
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x: log[2],
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});
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break;
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case 1:
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_logs.push({
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frame,
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operation: 'hold',
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});
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break;
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case 2:
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_logs.push({
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frame,
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operation: 'surrender',
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});
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break;
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}
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}
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return _logs;
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}
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public dispose() {
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Matter.World.clear(this.engine.world, false);
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Matter.Engine.clear(this.engine);
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}
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}
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