Lots of changes

This commit is contained in:
Rike-Benjamin Schuppner 2024-08-31 12:56:27 +03:00
parent 931534b990
commit 42baea3403
11 changed files with 1474 additions and 390 deletions

View file

@ -4,7 +4,7 @@
:root { :root {
--foreground-rgb: 0, 0, 0; --foreground-rgb: 0, 0, 0;
--background-start-rgb: 214, 219, 220; --background-start-rgb: 255, 255, 255;
--background-end-rgb: 255, 255, 255; --background-end-rgb: 255, 255, 255;
} }
@ -24,6 +24,43 @@ body {
rgb(var(--background-end-rgb)) rgb(var(--background-end-rgb))
) )
rgb(var(--background-start-rgb)); rgb(var(--background-start-rgb));
background: white;
}
.crt {
background: linear-gradient(to top, #000000, #000000, #333333, #333333);
background-size: cover;
background-size: 100% 2px;
color: #00ff00;
font-size: 50px;
/* text-align: center; */
text-shadow: 0 0 10px #00ff00;
filter: blur(.8px);
border-radius: 20px;
}
.red-bot {
color: rgb(235, 90, 90);
}
.blue-bot {
color: rgb(94, 158, 217);
}
@media screen{
.crt {
animation: scanlines infinite 55s linear ;
}
}
@keyframes scanlines {
from {
background-position: 0 0;
}
to {
background-position: 0 -10px;
}
} }
@layer utilities { @layer utilities {

View file

@ -1,14 +1,18 @@
"use client" "use client"
import React, { import React, {
useEffect useEffect,
useMemo,
useRef,
useState
} from "react"; } from "react";
import anime from 'animejs/lib/anime.es.js'; import anime from 'animejs/lib/anime.es.js';
import { AnimatePresence, motion } from "framer-motion"
type Pos = [number, number]; type Pos = [number, number];
const cellSize = 32; // Size of each cell in the SVG const cellSize = 26; // Size of each cell in the SVG
const offset = 0.2 * cellSize; // Offset for the outline const offset = 0.2 * cellSize; // Offset for the outline
let radius = 0.5 * cellSize - offset; let radius = 0.5 * cellSize - offset;
let radius_inner = offset; let radius_inner = offset;
@ -235,12 +239,89 @@ const createPath = (cluster: Pos[]) => {
return paths; return paths;
}); });
console.log(pathCommands);
return pathCommands.join(" "); return pathCommands.join(" ");
}; };
function usePrevious(value: any) {
const ref = useRef();
useEffect(() => {
ref.current = value; //assign the value of ref to the argument
}, [value]); //this code will run when the value of 'value' changes
return ref.current; //in the end, return the current ref value.
}
function Bot({ position, color, width }: { position: Pos, color: string, width: number }) { function Food({ position, color }: { position: Pos, color: string }) {
const [x, y] = position;
return (
<motion.circle
cx={(0.5 + x) * cellSize}
cy={(0.5 + y) * cellSize}
r={cellSize / 5}
opacity={1}
className={color}
// transition={{ duration: 1 }}
// initial={{ opacity: 0 }}
// animate={{ opacity: 1 }}
exit={{ opacity: 0, r: cellSize }}
/>
)
}
// // from https://www.30secondsofcode.org/react/s/use-interval-explained/
// const useInterval = (callback: any, delay: number) => {
// const savedCallback = React.useRef();
// React.useEffect(() => {
// savedCallback.current = callback;
// }, [callback]);
// React.useEffect(() => {
// function tick() {
// savedCallback?.current();
// }
// if (delay !== null) {
// let id = setInterval(tick, delay);
// return () => clearInterval(id);
// }
// }, [delay]);
// };
function Pacman({ direction, mouthAngle, color }: { direction: number, mouthAngle: number, color: string }) {
const pacmanPath = (angle: number) => {
const angle_rad = angle / 180 * Math.PI;
const radius = 8;
const x = radius * Math.cos(angle_rad / 2);
const y = radius * Math.sin(angle_rad / 2);
return `M 0,0 L ${x},${-y} A ${radius},${radius} 0 1 0 ${x},${y} Z`;
}
return (
<g transform={ `rotate(${direction})` }
// style={{
// transform: `rotate(${direction})`
// }}
// animate={{
// rotate: direction
// }}
// transition={{ type: "spring", stiffness: 100 }}
className={color}>
<path
d={pacmanPath(mouthAngle)}
stroke="black"
strokeWidth={0.2}
/>
<motion.circle cx={2.7} cy={direction < 160 ? -4.5 : 4.5} r={1.5}
className={`eye`}
stroke="black"
fill="yellow"
strokeWidth={0.2}
/>
</g>)
}
function Bot({ position, color, say, width, turnsAgo }: { position: Pos, color: string, say: string, width: number, turnsAgo: number }) {
const leftSide = position[0] < width / 2; const leftSide = position[0] < width / 2;
const inHomezone = () => { const inHomezone = () => {
switch (color) { switch (color) {
@ -251,6 +332,24 @@ function Bot({ position, color, width }: { position: Pos, color: string, width:
return !leftSide; return !leftSide;
} }
} }
const [direction, setDirection] = useState(leftSide ? 0 : 180);
const oldPosition = usePrevious(position);
// const [mouthAngleTL, setMouthAngleTL] = useState(0);
// useInterval(() => setMouthAngleTL(mouthAngleTL + 0.08), 10);
const mouthAngle = 50; // Math.abs(50 * Math.sin(mouthAngleTL));
useEffect(() => {
if (oldPosition) {
const dx = position[0] - oldPosition[0];
const dy = position[1] - oldPosition[1];
if (dx < 0) setDirection(180);
else if (dy < 0) setDirection(270);
else if (dx > 0) setDirection(0);
else if (dy > 0) setDirection(90);
}
}, [oldPosition]);
useEffect(() => { useEffect(() => {
anime.timeline() anime.timeline()
@ -269,27 +368,121 @@ function Bot({ position, color, width }: { position: Pos, color: string, width:
}, []); }, []);
return ( return (
<use transform={`translate(${(position[0]) * cellSize}, ${(position[1]) * cellSize}) scale(3)`} href={inHomezone() ? `#ghost` : `#pacman`} className={color} /> <motion.g
style={{
transform: `translateX(${(position[0] + 0.5) * cellSize}) translateY(${(position[0] + 0.5) * cellSize}) scale(${cellSize / 16})`,
zIndex: 50 - turnsAgo
}}
animate={{
x: (position[0] + 0.5) * cellSize,
y: (position[1] + 0.5) * cellSize,
scale: cellSize / 16
}}
transition={{ duration: 0.1 }}
>
{
inHomezone() ? (
<g
id="ghost"
className={`${color} ghost`}
>
{/* Round path: // M -8 0 C -8 -4.4 -4.4 -8 0 -8 C 4.4 -8 8 -4.4 8 0 L 8 8 C 8 9 6.6667 5.6 6 5.6 S 4.6667 8.19 4 8.19 S 2.6667 5.6 2 5.6 S 0.6667 8.19 0 8.19 S -1.3333 5.6 -2 5.6 S -3.3333 8.19 -4 8.19 S -5.3333 5.6 -6 5.6 S -8 9 -8 8 C -8 5.3333 -8 2.6667 -8 0 Z */}
{/* Straight path: // M -8 0 C -8 -4.4 -4.4 -8 0 -8 C 4.4 -8 8 -4.4 8 0 L 8 8 L 6 5.6 L 4 8 L 2 5.6 L 0 8 L -2 5.6 L -4 8 L -6 5.6 L -8 8 L -8 0 Z */}
<path d="M -8 0 C -8 -4.4 -4.4 -8 0 -8 C 4.4 -8 8 -4.4 8 0 L 8 8 C 8 9 6.6667 5.6 6 5.6 S 4.6667 8.19 4 8.19 S 2.6667 5.6 2 5.6 S 0.6667 8.19 0 8.19 S -1.3333 5.6 -2 5.6 S -3.3333 8.19 -4 8.19 S -5.3333 5.6 -6 5.6 S -8 9 -8 8 C -8 5.3333 -8 2.6667 -8 0 Z"
stroke="black"
strokeWidth={0.2}
opacity={0.9}
></path>
<path d="M -3.2 1.1 C -2.2 1.1 -1.4 0.1 -1.4 -1.2 C -1.4 -2.5 -2.2 -3.6 -3.2 -3.6 C -4.2 -3.6 -5.1 -2.5 -5.1 -1.2 C -5.1 0.1 -4.2 1.1 -3.2 1.1 Z
M 1.8 1.1 C 2.8 1.1 3.6 0.1 3.6 -1.2 C 3.6 -2.5 2.8 -3.6 1.8 -3.6 C 0.8 -3.6 -0 -2.5 -0 -1.2 C -0 0.1 0.8 1.1 1.8 1.1 Z"
stroke="black"
strokeWidth={0.2}
fill="white"
></path>
<path d="M -3.5 0 C -3.1 0 -2.8 -0.4 -2.8 -0.9 C -2.8 -1.5 -3.1 -1.9 -3.5 -1.9 C -3.9 -1.9 -4.2 -1.5 -4.2 -0.9 C -4.2 -0.4 -3.9 0 -3.5 0 Z
M 1.5 0 C 1.9 0 2.2 -0.4 2.2 -0.9 C 2.2 -1.5 1.9 -1.9 1.5 -1.9 C 1.1 -1.9 0.8 -1.5 0.8 -0.9 C 0.8 -0.4 1.1 0 1.5 0 Z"
stroke="black"
strokeWidth={0.2}
fill="black"
>
</path>
</g>
) : (
<Pacman direction={direction} mouthAngle={mouthAngle} color={`${color} pacman`}></Pacman>
)
}
<text y="-10" className="sayBg">{say}</text>
<text y="-10" className="say">{say}</text>
</motion.g>
) )
} }
function Walls({ shape, walls }: { shape: Pos, walls: Pos[] }) {
const clusters = useMemo(() => findClusters(shape, walls), [shape, walls]);
const [width, height] = shape;
function Maze({ game_uuid, shape, walls, food, a, b, x, y, whowins, gameover }: return (
<g id="maze">
<line x1={(width) * cellSize / 2} y1={0.3 * cellSize}
x2={width * cellSize / 2} y2={(height - 0.3) * cellSize} className="middleLine blackLine" />
<line x1={(width - 0.1) * cellSize / 2} y1={0.3 * cellSize}
x2={(width - 0.1) * cellSize / 2} y2={(height - 0.3) * cellSize} className="middleLine blueLine" />
<line x1={(width + 0.1) * cellSize / 2} y1={0.3 * cellSize}
x2={(width + 0.1) * cellSize / 2} y2={(height - 0.3) * cellSize} className="middleLine redLine" />
{walls.map(([x, y], index) => (
<rect
key={`${x},${y}`}
x={x * cellSize}
y={y * cellSize}
width={cellSize}
height={cellSize}
opacity="0"
// fill="lightblue"
stroke="lightgrey"
/>
))}
{clusters.map((cluster, index) => (
<path
className="maze"
key={`${cluster[0]},${cluster[1]}-${cluster.length}`}
d={createPath(cluster)}
// stroke="lightblue"
// stroke={ dark_mode ? "url(#grad)" : "black" }
stroke="url(#grad)"
strokeWidth="2"
//fill={ dark_mode ? "#ffa" : "black" }
fill="black"
strokeLinecap="round"
strokeLinejoin="bevel"
/>
))}
</g>
);
}
function Maze({ game_uuid, shape, walls, food, bots, team_names, say, whowins, gameover, round, turn }:
{ {
game_uuid: string, game_uuid: string,
shape: Pos, shape: Pos,
walls: Pos[], walls: Pos[],
food: Pos[], food: Pos[],
a: Pos, bots: [Pos, Pos, Pos, Pos],
b: Pos, team_names: [string, string],
x: Pos, say: [string, string, string, string],
y: Pos,
whowins: number | null, whowins: number | null,
gameover: boolean gameover: boolean,
round: number,
turn: number,
} }
) { ) {
const [width, height] = shape; const [width, height] = shape;
const clusters = findClusters(shape, walls); const [a, x, b, y] = bots;
const [sayA, sayX, sayB, sayY] = say;
useEffect(() => { useEffect(() => {
if (game_uuid) { if (game_uuid) {
@ -310,6 +503,12 @@ function Maze({ game_uuid, shape, walls, food, a, b, x, y, whowins, gameover }:
easing: 'linear', easing: 'linear',
duration: 2000 duration: 2000
}, 2000) }, 2000)
.add({
targets: '#mazebox #maze path',
strokeWidth: 0,
easing: 'linear',
duration: 2000
}, 4000)
.add({ .add({
targets: '#mazebox .foodblue', targets: '#mazebox .foodblue',
opacity: [0, 1], opacity: [0, 1],
@ -333,6 +532,12 @@ function Maze({ game_uuid, shape, walls, food, a, b, x, y, whowins, gameover }:
opacity: [0, 1], opacity: [0, 1],
easing: 'linear', easing: 'linear',
duration: 2000, duration: 2000,
}, 3500)
.add({
targets: '#mazebox .middleLine',
opacity: [0, 1],
easing: 'linear',
duration: 2000,
}, 3500); }, 3500);
} }
}, [walls, game_uuid]); }, [walls, game_uuid]);
@ -371,12 +576,13 @@ function Maze({ game_uuid, shape, walls, food, a, b, x, y, whowins, gameover }:
return ( return (
<div id="mazebox"> <div id="mazebox" className="object-fill">
<svg <svg
width={width * cellSize} // width={width * cellSize}
height={height * cellSize} // height={height * cellSize}
viewBox={`0 0 ${width * cellSize} ${height * cellSize}`} viewBox={`0 0 ${width * cellSize} ${height * cellSize}`}
xmlns="http://www.w3.org/2000/svg" xmlns="http://www.w3.org/2000/svg"
style={{ overflow: "visible" }}
> >
<style type="text/css">{` <style type="text/css">{`
line { line {
@ -385,11 +591,11 @@ function Maze({ game_uuid, shape, walls, food, a, b, x, y, whowins, gameover }:
stroke-width: 3; stroke-width: 3;
} }
.foodblue { .foodblue {
stroke: black; // stroke: black;
fill: rgb(94, 158, 217); fill: rgb(94, 158, 217);
} }
.foodred { .foodred {
stroke: black; // stroke: black;
fill: rgb(235, 90, 90); fill: rgb(235, 90, 90);
} }
.blue { .blue {
@ -398,6 +604,28 @@ function Maze({ game_uuid, shape, walls, food, a, b, x, y, whowins, gameover }:
.red { .red {
fill: rgb(235, 90, 90); fill: rgb(235, 90, 90);
} }
.blueLine {
stroke: rgb(94, 158, 217);
}
.redLine {
stroke: rgb(235, 90, 90);
}
.sayBg {
stroke-width: 1.7px;
stroke: white;
font-size: 7px;
text-anchor: middle;
dominant-baseline: middle;
z-index: 90;
}
.say {
// stroke-width: 0.2px;
// stroke: white;
font-size: 7px;
text-anchor: middle;
dominant-baseline: middle;
z-index: 100;
}
.gameover { .gameover {
fill: #FFC903; fill: #FFC903;
@ -416,101 +644,37 @@ function Maze({ game_uuid, shape, walls, food, a, b, x, y, whowins, gameover }:
<stop stopColor="red" offset="50%" /> <stop stopColor="red" offset="50%" />
<stop stopColor="red" offset="100%" /> <stop stopColor="red" offset="100%" />
</linearGradient> </linearGradient>
<g id="pacman">
<path d="M 9.98 7.73
A 4.38 4.38 0 1 1 9.98 3.8
L 6.05 5.8
Z"
/>
</g>
<g id="ghost">
<path d="M 2 6
C 2 3.79 3.8 2 6 2
C 8.21 2 10 3.8 10 6
L 10 10
L 9.01 8.81
L 8.01 10
L 7 8.81
L 6.01 10
L 5.01 8.81
L 4 10
L 3 8.81
L 2 10
L 2 6
Z
M 4.39 6.54
C 4.9 6.54 5.31 6.03 5.31 5.38
C 5.31 4.74 4.9 4.22 4.39 4.22
C 3.88 4.22 3.47 4.74 3.47 5.38
C 3.47 6.03 3.88 6.54 4.39 6.54
Z
M 6.9 6.54
C 7.41 6.54 7.82 6.03 7.82 5.38
C 7.82 4.74 7.41 4.22 6.9 4.22
C 6.39 4.22 5.98 4.74 5.98 5.38
C 5.98 6.03 6.39 6.54 6.9 6.54
Z
M 4.25 6
C 4.44 6 4.6 5.79 4.6 5.53
C 4.6 5.27 4.44 5.05 4.25 5.05
C 4.05 5.05 3.89 5.27 3.89 5.53
C 3.89 5.79 4.05 6 4.25 6
Z
M 6.76 6
C 6.95 6 7.11 5.79 7.11 5.53
C 7.11 5.27 6.95 5.05 6.76 5.05
C 6.56 5.05 6.4 5.27 6.4 5.53
C 6.4 5.79 6.56 6 6.76 6
Z"></path>
</g>
</defs> </defs>
<g id="maze"> <Walls shape={shape} walls={walls}></Walls>
{walls.map(([x, y], index) => ( <AnimatePresence>
<rect {food.map(([x, y], index) => (
key={`${x},${y}`} <Food key={`${x},${y}`} position={[x, y]} color={x < width / 2 ? "foodblue" : "foodred"}></Food>
x={x * cellSize}
y={y * cellSize}
width={cellSize}
height={cellSize}
opacity="0"
// fill="lightblue"
stroke="lightgrey"
/>
))} ))}
{clusters.map((cluster, index) => ( </AnimatePresence>
<path
className="maze"
key={`${cluster[0]},${cluster[1]}-${cluster.length}`}
d={createPath(cluster)}
// stroke="lightblue"
stroke="url(#grad)"
strokeWidth="2"
fill="#ffa"
strokeLinecap="round"
strokeLinejoin="bevel"
/>
))}
</g>
{food.map(([x, y], index) => (
<circle key={index} cx={(0.5 + x) * cellSize} cy={(0.5 + y) * cellSize} r={cellSize / 5} className={x < width / 2 ? "foodblue" : "foodred"}></circle>
))}
<Bot position={a} key="botA" color="blue" width={width}></Bot> <Bot position={a} key="botA" color="blue" say={sayA} width={width} turnsAgo={turn}></Bot>
<Bot position={b} key="botB" color="blue" width={width}></Bot> <Bot position={x} key="botX" color="red" say={sayX} width={width} turnsAgo={(turn + 3) % 4}></Bot>
<Bot position={x} key="botX" color="red" width={width}></Bot> <Bot position={b} key="botB" color="blue" say={sayB} width={width} turnsAgo={(turn + 2) % 4}></Bot>
<Bot position={y} key="botY" color="red" width={width}></Bot> <Bot position={y} key="botY" color="red" say={sayY} width={width} turnsAgo={(turn + 1) % 4}></Bot>
{ {
gameover ? (<text fontSize="100" className="gameover" gameover ? (<>
x="50%" y="50%" <text fontSize="100" className="gameover"
x="50%" y="25%"
dominantBaseline="middle" dominantBaseline="middle"
textAnchor="middle" textAnchor="middle"
> >
GAME OVER GAME OVER
</text>) : null </text>
<text fontSize="100" className="gameover"
x="50%" y="75%"
dominantBaseline="middle"
textAnchor="middle"
>
{ whowins == 2 ? "DRAW" : `${team_names[whowins]} wins!` }
</text>
</>) : null
} }
</svg> </svg>

View file

@ -1,17 +1,7 @@
import Image from "next/image";
import Pelita from "./pelita"; import Pelita from "./pelita";
export default function Home() { export default function Home() {
return ( return (<>
<main className="flex min-h-screen flex-col items-center justify-between p-24"> <Pelita></Pelita>
<div className="z-10 w-full max-w-5xl items-center justify-between font-mono text-sm lg:flex"> </>);
<Pelita>
</Pelita>
</div>
</main>
);
} }

View file

@ -1,9 +1,9 @@
"use client" "use client"
import React, { import React, {
ReactNode, Reducer,
useEffect, useEffect,
useRef useReducer
} from "react"; } from "react";
@ -11,130 +11,207 @@ import Maze from "./maze";
import ZMQReceiver from "./zmqreceiver"; import ZMQReceiver from "./zmqreceiver";
import TypewriterText from "./typewritertext"; import TypewriterText from "./typewritertext";
import { GameState } from "./zmqreceiver"; import { GameState } from "./zmqreceiver";
import anime from "animejs";
interface GameStats { type PelitaState = "initial" | "movie" | "intro" | "match" | "faulted";
points: [number, number]; type PelitaEvent = "start-movie" | "start-intro" | "game-playing" | "clear-page" | "fail";
errors: [number, number];
kills: [number, number, number, number]; const MAX_LINES = 20;
deaths: [number, number, number, number];
time: [number, number]; const reducer: Reducer<PelitaState, PelitaEvent> = (state, event) => {
switch (state) {
case "initial":
if (event === "start-movie") return "movie";
break;
case "movie":
if (event === "start-intro") return "intro";
break;
case "intro":
if (event === "game-playing") return "match";
if (event === "clear-page") return "intro";
break;
case "match":
if (event === "game-playing") return "match";
if (event === "clear-page") return "intro";
break;
}
return state;
};
function PelitaMain({ gameState }: { gameState: GameState }) {
const [team1, team2] = gameState.team_names;
return <div id="main">
<h2 className="flex flex-row text-lg p-2">
<span className="basis-1/2 text-right w-64 blue-bot"><b>{team1}</b> {gameState.game_stats.score[0]}</span>
<span className="basis-1 px-2">:</span>
<span className="basis-1/2 text-left w-64 red-bot">{gameState.game_stats.score[1]} <b>{team2}</b></span>
</h2>
<div className="flex flex-row text-xs">
<div className="basis-1/2 w-64 px-2">Errors: {gameState.game_stats.num_errors[0]}, Kills: {gameState.game_stats.kills[0] + gameState.game_stats.kills[2]}, Deaths: {gameState.game_stats.deaths[0] + gameState.game_stats.deaths[2]}, Time: {gameState.game_stats.team_time[0].toFixed(2)} </div>
<div className="basis-1/2 text-right w-64 px-2">Errors: {gameState.game_stats.num_errors[1]}, Kills: {gameState.game_stats.kills[1] + gameState.game_stats.kills[3]}, Deaths: {gameState.game_stats.deaths[1] + gameState.game_stats.deaths[3]}, Time: {gameState.game_stats.team_time[1].toFixed(2)} </div>
</div>
<Maze
key={gameState.game_uuid}
game_uuid={gameState.game_uuid}
shape={gameState.shape}
walls={gameState.walls}
food={gameState.food}
bots={gameState.bots}
team_names={gameState.team_names}
say={gameState.say}
whowins={gameState.whowins}
gameover={gameState.gameover}
round={gameState.round}
turn={gameState.turn}
>
</Maze>
<div className="flex flex-row text-xs text-slate-600">
<div className="basis-1/2 w-64 px-2"> Pelita Tournament, ASPP 2024 Ηράκλειο</div>
<div className="basis-1/2 text-right w-64 px-2">Round {gameState.round ?? "-"}/{gameState.max_rounds}</div>
</div>
</div>
} }
function Pelita() { function Pelita() {
const initialState: PelitaState = "initial";
const [state, dispatch] = useReducer(reducer, initialState);
const [showPre, setShowPre] = React.useState(true); const [showPre, setShowPre] = React.useState(true);
const [showMain, setShowMain] = React.useState(true); const [showMain, setShowMain] = React.useState(true);
const [getText, setText] = React.useState<string[]>([]); const [typewriterText, setTypewriterText] = React.useState<string[]>([]);
const [gameUUID, setGameUUID] = React.useState(""); const [gameState, setGameState] = React.useState<GameState>();
const [shape, setShape] = React.useState<[number, number]>([0, 0]);
const [walls, setWalls] = React.useState<[number, number][]>([]);
const [food, setFood] = React.useState<[number, number][]>([]);
const [bots, setBots] = React.useState<[number, number][]>([[0, 0], [0, 0], [0, 0], [0, 0]]);
const [team1, setTeam1] = React.useState(""); const bg_color = ((state) => {
const [team2, setTeam2] = React.useState(""); switch (state) {
case "initial":
case "movie":
case "intro":
return "#000"
const [stats, setStats] = React.useState<GameStats | null>(null); case "match":
const [whoWins, setWhoWins] = React.useState<number | null>(null); default:
const [gameOver, setGameOver] = React.useState<boolean>(false); return "#fff";
}
})(state);
const crt = ((state) => {
switch (state) {
case "initial":
case "movie":
case "intro":
return "crt"
case "match":
default:
return "";
}
})(state);
useEffect(() => {
anime.timeline()
.add({
targets: 'body',
background: bg_color,
easing: 'linear',
duration: 2000,
}, 3000)
}, [bg_color]);
const flip = () => { const flip = () => {
//setShowMain(!showMain); //setShowMain(!showMain);
//setShowPre(!showPre); //setShowPre(!showPre);
}; };
const updateGameState = (gameState: { '__data__': GameState }) => { const updateGameState = (gameState: GameState) => {
if (gameState['__data__']) { dispatch("game-playing");
// if (gameUUID != gameState['__data__']['game_uuid']) { setGameState((oldState) => {
setGameUUID((oldUUID) => { if (oldState?.game_uuid === gameState.game_uuid) {
if (oldUUID != gameState['__data__']['game_uuid']) { // we keep the walls array so that the effects are not re-run
console.log("UUID changed", gameState['__data__']['game_uuid'], oldUUID); // TODO: Maybe the effect should depend on only the game_uuid having changed?
setShape(gameState['__data__']['shape']) const newState = {
setWalls(gameState['__data__']['walls']); ...gameState,
} "walls": oldState.walls,
return gameState['__data__']['game_uuid']; };
}) return newState;
// } }
setFood(gameState['__data__']['food']); return gameState;
setBots(gameState['__data__']['bots']); });
setTeam1(gameState['__data__']['team_names'][0]);
setTeam2(gameState['__data__']['team_names'][1]);
setStats(
{
"deaths": gameState['__data__']['deaths'],
"kills": gameState['__data__']['kills'],
"errors": gameState['__data__']['num_errors'],
"points": gameState['__data__']['score'],
"time": gameState['__data__']['team_time'],
}
);
setWhoWins(gameState['__data__']['whowins']);
setGameOver(gameState['__data__']['gameover']);
}
} }
const updateMessage = (msg: string) => { const updateMessage = (msg: string) => {
setText(oldText => [...oldText, msg]); let split_str = msg.split(/\r?\n/);
setTypewriterText(oldText => [...oldText, ...split_str]);
} }
const clearPage = () => { const clearPage = () => {
setText([]); dispatch("clear-page");
setTypewriterText([]);
} }
const a = bots[0]; const handleClick = async () => {
const b = bots[2]; switch (state) {
const x = bots[1]; case "initial":
const y = bots[3]; dispatch("start-movie");
break;
case "movie":
dispatch("start-intro");
break
default:
break;
}
};
function showIntro() {
return <TypewriterText text={typewriterText} lines={MAX_LINES}></TypewriterText>;
}
function inner() {
if (state == "initial") {
return <button onClick={handleClick}>Start Movie</button>;
} else if (state == "movie") {
return <video autoPlay controls onEnded={handleClick}>
<source src={"Pelita Supercut ASPP Heraklion 2024.mp4"} type="video/mp4" />
</video>;
} else if (state == "intro" || state == "match") {
return (
<div>
<h1 className="fixed top-0 left-0 z-20 w-full px-24 py-4 text-xl">
Pelita Tournament 2024
</h1>
{state === "intro" ? showIntro() : null}
{state === "match" ?
<PelitaMain gameState={gameState}></PelitaMain>
: null
}
<ZMQReceiver url='ws://localhost:5556' sendGameState={updateGameState} sendMessage={updateMessage} sendClearPage={clearPage}></ZMQReceiver>
</div>
);
}
};
return ( return (
<div> <main className={`min-h-screen flex-col items-center justify-between px-24 py-12 ${crt}`}>
<h1 className="fixed top-0 left-0 z-20 w-full p-4 bg-white border-t border-gray-200 shadow md:flex md:items-center md:justify-between md:p-6 dark:bg-gray-800 dark:border-gray-600"> <div className="z-10 w-full max-w-screen items-center justify-between font-mono text-sm">
Pelita Tournament 2024
</h1>
{showPre ?
getText.map((t, i) => (<TypewriterText key={i} text={t}></TypewriterText>))
: null}
{showMain ?
<div id="main">
{gameUUID ?
(<>
<h2 className="flex flex-row text-lg">
<span className="basis-1/2"><b>{team1}</b> ({stats.points[0]})</span>
<span className="basis-1/2 text-right"><b>{team2}</b> ({stats.points[1]})</span>
</h2>
<div className="flex flex-row">
<div className="basis-1/2">Errors: {stats.errors[0]}, Kills: {stats.kills[0] + stats.kills[2]}, Deaths: {stats.deaths[0] + stats.deaths[2]}, Time: {stats.time[0].toFixed(2)} </div>
<div className="basis-1/2 text-right">Errors: {stats.errors[1]}, Kills: {stats.kills[1] + stats.kills[3]}, Deaths: {stats.deaths[1] + stats.deaths[3]}, Time: {stats.time[1].toFixed(2)} </div>
</div>
</>)
: null}
<Maze
key={gameUUID}
game_uuid={gameUUID}
shape={shape}
walls={walls}
food={food}
a={a}
b={b}
x={x}
y={y}
whowins={whoWins}
gameover={gameOver}>
</Maze>
<p className='text-xs text-slate-600 text-right'>{gameUUID}</p>
</div>
: null
}
<ZMQReceiver url='ws://127.0.0.1:5556' sendGameState={updateGameState} sendMessage={updateMessage} sendClearPage={clearPage}></ZMQReceiver>
{ inner() }
</div> </div>
</main>
); );
}; };
export default Pelita; export default Pelita;

66
app/pelita_msg.ts Normal file
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@ -0,0 +1,66 @@
import type { Tuple4 } from './typeutils';
// export interface RootMsg {
// __action__: string;
// __data__: ObserveData|null;
// }
type RootMsg = {
__action__: "observe",
__data__: ObserveData
} | {
__action__: "SPEAK",
__data__: string
} | {
__action__: "CLEAR",
__data__: null
} | {
__action__: "INIT",
__data__: null
};
type Pos = [number, number];
export type { RootMsg };
export interface ObserveData {
game_uuid: string;
walls: Pos[];
shape: Pos;
food: Pos[];
food_age: (number[] | number)[][];
turn: number;
round: number;
gameover: boolean;
whowins?: any;
bots: Tuple4<Pos>;
score: [number, number];
fatal_errors: any[][];
errors: null[];
max_rounds: number;
timeout: number;
noise_radius: number;
sight_distance: number;
max_food_age: number;
shadow_distance: number;
layout_name: string;
team_names: [string, string];
team_infos: null[];
team_time: [number, number];
deaths: Tuple4<number>;
kills: Tuple4<number>;
bot_was_killed: boolean[];
noisy_positions: (number[] | null)[];
requested_moves: RequestedMove[];
say: Tuple4<string>;
timeout_length: number;
error_limit: number;
num_errors: [number, number];
}
export interface RequestedMove {
previous_position: number[];
requested_position: number[];
success: boolean;
}

6
app/typeutils.ts Normal file
View file

@ -0,0 +1,6 @@
type TupleOf<T, N extends number> = N extends N ? number extends N ? T[] : _TupleOf<T, N, []> : never;
type _TupleOf<T, N extends number, R extends unknown[]> = R['length'] extends N ? R : _TupleOf<T, N, [T, ...R]>;
type Tuple4<T> = TupleOf<T, 4>;
export type { Tuple4 }

View file

@ -1,6 +1,6 @@
.text_animation { .text_animation {
display: none; /* display: none; */
position: relative; position: relative;
font-size: 20px; font-size: 20px;
letter-spacing: 1px; letter-spacing: 1px;
@ -9,16 +9,20 @@
.text_animation .letter { .text_animation .letter {
display: inline-block; display: inline-block;
opacity: 0; /* opacity: 0; */
/* color: white; */
} }
.text_animation .cursor { .text_animation .cursor {
display: inline-block;
position: absolute; position: absolute;
top: 0; /* top: 0; */
bottom: 0; /* bottom: 0; */
width: 0.55em; width: 0.55em;
/* height: 1em; */ height: 1em;
/* background: #f5f5f5; */ /* background: #f5f5f5; */
background: black; /* color: white; */
/* background: #ffffff; */
/* background: green; */
z-index: 1; z-index: 1;
} }

View file

@ -1,75 +1,141 @@
import React, { ReactNode, useEffect, useRef } from "react"; import React, { ReactNode, useEffect, useRef, useState } from "react";
import anime from "animejs/lib/anime.es.js"; import anime from "animejs/lib/anime.es.js";
import styles from "./typewritertext.module.css"; import styles from "./typewritertext.module.css";
function TypewriterText({ text }: { text: string }) {
// IMPORTANT: This code chokes on an empty string. Logic needs to be refactored function Cursor() {
const lettersHtml: ReactNode[] = (text ? text : " ").split("").map((c, i) => { const self = useRef<HTMLDivElement>(null);
return (
<span className={`letter ${styles.letter}`} key={`letter,${i}`}> useEffect(() => {
{c == " " ? "\u00A0" : c} const blink = anime({
</span> targets: self.current,
); loop: true,
duration: 750,
opacity: [{ value: [1, 1] }, { value: [0, 0] }],
});
}, []);
return (<span ref={self} className={`cursor ${styles.cursor}`}></span>)
}
function FadingLetter({ char }: { char: string }) {
const letter = useRef(null);
useEffect(() => {
anime({
targets: letter.current,
loop: false,
//opacity: [{ value: [1, 1] }, { value: [0, 0] }],
color: ['#ffffff', '#ffffff', '#ffffff', '#ffffff', '#eeeeee'],
duration: 100,
});
}, []);
return (<span ref={letter} className={`letter ${styles.letter}`}>
{char == " " ? "\u00A0" : char}
</span>);
}
function TypewriterLine( { text, cursor, lineFinished }: { text: string, cursor: boolean, lineFinished: () => any }) {
const TYPE_AFTER_MS = 1_000;
const JUMP_AFTER_MS = 80;
const [index, setIndex] = useState(0);
const [hasCursor, setHasCursor] = useState(true);
const current = text.slice(0, index) || "";
const lettersHtml = (!current) ? (<br/>) : current.split("").map((c, i) => {
return (<FadingLetter key={`letter,${i}`} char={c}></FadingLetter>);
}); });
const lineHtml = ( const lineHtml = (
<> <>
<div className="letters">{lettersHtml}</div> <p className="letters">{lettersHtml}{
<span className={`cursor ${styles.cursor}`}></span> (hasCursor || cursor) ? (<Cursor></Cursor>) : null
}</p>
</> </>
); );
const text_animation_ref = useRef<HTMLDivElement>(null); const text_animation_ref = useRef<HTMLDivElement>(null);
useEffect(() => { useEffect(() => {
const el = text_animation_ref.current!; const interval = setInterval(() => {
el.style.display = "block"; setIndex(oldIndex => {
const letters = Array.from(el.querySelectorAll(".letter")) as HTMLElement[]; if (oldIndex < text.length) {
const TYPE_AFTER_MS = 1_000; return oldIndex + 1;
const JUMP_AFTER_MS = 80; } else {
clearInterval(interval);
setHasCursor(false);
//lineFinished();
// const cursorRemove = setInterval(() => { setHasCursor(false); return () => clearInterval(cursorRemove); }, 500);
return oldIndex;
}
})
}, JUMP_AFTER_MS);
const blink = anime({ //Clearing the interval
targets: el.querySelectorAll(".cursor"), return () => clearInterval(interval);
loop: true, }, [index]);
duration: 750,
opacity: [{ value: [1, 1] }, { value: [0, 0] }],
});
const tl = anime if (current === "")
.timeline() return (<div><br/></div>);
.add(
{ return (
targets: el.querySelectorAll(".cursor"), <div ref={text_animation_ref} className={styles.text_animation}>
translateX: letters.map((letter, i) => ({ {lineHtml}
value: letter.offsetLeft + letter.offsetWidth, </div>
duration: 1, );
delay: i === 0 ? 0 : JUMP_AFTER_MS, }
})),
}, function TypewriterText({ text, lines }: { text: string[], lines: number }) {
TYPE_AFTER_MS // IMPORTANT: This code chokes on an empty string. Logic needs to be refactored
) const len = text.length;
.add( return text.map((v, idx) => <TypewriterLine key={idx} text={v} cursor={idx + 1 === len} lineFinished={() => {}}></TypewriterLine>).slice(-lines);
{ /*
targets: el.querySelectorAll(".letter"), const TYPE_AFTER_MS = 1_000;
opacity: [0, 1], const JUMP_AFTER_MS = 80;
duration: 1,
delay: anime.stagger(JUMP_AFTER_MS), const [index, setIndex] = useState(0);
changeBegin: () => { const [hasCursor, setHasCursor] = useState(true);
blink.restart();
blink.pause(); const current = text.slice(0, index) || "";
}, const lettersHtml: ReactNode[] = (!current) ? (<br/>) : current.split("").map((c, i) => {
changeComplete: () => { return (<FadingLetter key={`letter,${i}`} char={c}></FadingLetter>);
blink.restart(); });
},
}, const lineHtml = (
TYPE_AFTER_MS <>
); <div className="letters">{lettersHtml}{
}, []); hasCursor ? (<Cursor></Cursor>) : null
}</div>
</>
);
const text_animation_ref = useRef<HTMLDivElement>(null);
useEffect(() => {
//Implementing the setInterval method
const interval = setInterval(() => {
setIndex(oldIndex => {
if (oldIndex < text.length) {
return oldIndex + 1;
} else {
clearInterval(interval);
// const cursorRemove = setInterval(() => { setHasCursor(false); return () => clearInterval(cursorRemove); }, 500);
return oldIndex;
}
})
}, 100);
//Clearing the interval
return () => clearInterval(interval);
}, [index]);
return ( return (
<div ref={text_animation_ref} className={styles.text_animation}> <div ref={text_animation_ref} className={styles.text_animation}>
<h1>{lineHtml}</h1> <h1>{lineHtml}</h1>
</div> </div>
); );
*/
} }
export default TypewriterText; export default TypewriterText;

View file

@ -1,21 +1,69 @@
'use client' 'use client'
import React, { useEffect, useState } from 'react'; import React, { useEffect, useState } from 'react';
import type { Tuple4 } from './typeutils';
import { ObserveData } from './pelita_msg';
import type { RootMsg } from './pelita_msg';
import * as zmq from 'jszmq'; import * as zmq from 'jszmq';
interface GameStats {
score: [number, number];
num_errors: [number, number];
kills: [number, number, number, number];
deaths: [number, number, number, number];
team_time: [number, number];
}
interface GameState { interface GameState {
game_uuid: string; game_uuid: string;
shape: [number, number]; shape: [number, number];
walls: [number, number][]; walls: [number, number][];
food: [number, number][]; food: [number, number][];
bots: [number, number][]; bots: Tuple4<[number, number]>;
team_names: [string, string]; team_names: [string, string];
game_stats: GameStats;
whowins: number;
gameover: boolean;
say: Tuple4<string>;
round: number;
max_rounds: number;
turn: number;
} }
export type { GameState }; export type { GameState };
function conv_game_state(gs: ObserveData): GameState {
// const bot_directions = gs.bots.map((pos, idx) => {
//
// });
return {
"game_uuid": gs.game_uuid,
"shape": gs.shape,
"walls": gs.walls,
"food": gs.food,
"bots": gs.bots,
// "bot_directions": bot_directions,
"say": gs.say,
"turn": gs.turn,
"round": gs.round,
"max_rounds": gs.max_rounds,
"team_names": gs.team_names,
"game_stats": {
"score": gs.score,
"num_errors": gs.num_errors,
"kills": gs.kills,
"deaths": gs.deaths,
"team_time": gs.team_time,
},
"whowins": gs.whowins,
"gameover": gs.gameover
};
}
const ZMQReceiver = ({ url, sendGameState, sendMessage, sendClearPage }: { url: string, const ZMQReceiver = ({ url, sendGameState, sendMessage, sendClearPage }: { url: string,
sendGameState: (gs: {"__data__": GameState}) => any, sendGameState: (gs: GameState) => any,
sendMessage: (msg: string) => any, sendMessage: (msg: string) => any,
sendClearPage: () => any sendClearPage: () => any
} }
@ -32,14 +80,17 @@ const ZMQReceiver = ({ url, sendGameState, sendMessage, sendClearPage }: { url:
socket.on('message', (message) => { socket.on('message', (message) => {
setMessages((prevMessages) => [/*...prevMessages, */message.toString()]); setMessages((prevMessages) => [/*...prevMessages, */message.toString()]);
let parsed = JSON.parse(message); let parsed = JSON.parse(message) as RootMsg;
console.log(parsed); console.log(parsed);
if (parsed['__action__'] && parsed['__action__'] === 'SPEAK') { if (parsed.__action__ === 'SPEAK') {
sendMessage(parsed['__data__']); sendMessage(parsed['__data__'].replaceAll(/[\u001b\u009b][[()#;?]*(?:[0-9]{1,4}(?:;[0-9]{0,4})*)?[0-9A-ORZcf-nqry=><]/g, ''));
} else if (parsed['__action__'] && parsed['__action__'] === 'CLEAR') { } else if (parsed.__action__ === 'CLEAR') {
sendClearPage();
} else if (parsed.__action__ === 'observe') {
let conv = conv_game_state(parsed.__data__);
sendGameState(conv);
} else if (parsed.__action__ === 'INIT') {
sendClearPage(); sendClearPage();
} else {
sendGameState(parsed);
} }
}); });
@ -49,15 +100,15 @@ const ZMQReceiver = ({ url, sendGameState, sendMessage, sendClearPage }: { url:
}; };
}, [url]); }, [url]);
return ( return (<></>
<footer className="fixed bottom-0 left-0 z-20 w-full p-4 bg-white border-t border-gray-200 shadow md:flex md:items-center md:justify-between md:p-6 dark:bg-gray-800 dark:border-gray-600"> // <footer className="fixed bottom-0 left-0 z-20 w-full p-4 bg-white border-t border-gray-200 shadow md:flex md:items-center md:justify-between md:p-6 dark:bg-gray-800 dark:border-gray-600">
<h2 className='text-xs text-slate-300'>ZeroMQ Messages:</h2> // <h2 className='text-xs text-slate-300'>ZeroMQ Messages:</h2>
<ul> // <ul>
{messages.map((message, index) => ( // {messages.map((message, index) => (
<li key={index} className='text-xs text-slate-300' style={{fontSize: 0.45 + 'rem', lineHeight: 0.5 + 'rem'}}>{message}</li> // <li key={index} className='text-xs text-slate-300' style={{fontSize: 0.45 + 'rem', lineHeight: 0.5 + 'rem'}}>{message}</li>
))} // ))}
</ul> // </ul>
</footer> // </footer>
); );
}; };

821
package-lock.json generated

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View file

@ -4,12 +4,16 @@
"private": true, "private": true,
"scripts": { "scripts": {
"dev": "next dev", "dev": "next dev",
"dev-remote": "next dev -H 0.0.0.0 -p 3000",
"build": "next build", "build": "next build",
"start": "next start", "start": "next start",
"lint": "next lint" "lint": "next lint"
}, },
"dependencies": { "dependencies": {
"@vercel/nft": "^0.27.3",
"animejs": "^3.2.2", "animejs": "^3.2.2",
"framer-motion": "^11.3.17",
"http-proxy-middleware": "^3.0.0",
"jszmq": "^0.1.2", "jszmq": "^0.1.2",
"next": "^14.2.5", "next": "^14.2.5",
"react": "^18", "react": "^18",