ENH: Refactoring. Making the animations smoother
This commit is contained in:
parent
2eef4e9c05
commit
bfc63050cf
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@ -5,8 +5,8 @@ import "./globals.css";
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const inter = Inter({ subsets: ["latin"] });
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export const metadata: Metadata = {
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title: "Create Next App",
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description: "Generated by create next app",
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title: "Pelita Tournament Heraklion 2024",
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description: "ASPP2024",
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};
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export default function RootLayout({
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214
app/maze.tsx
214
app/maze.tsx
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@ -2,6 +2,7 @@
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import React, {
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useEffect,
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useId,
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useMemo,
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useRef,
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useState
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@ -261,7 +262,7 @@ function Food({ position, color }: { position: Pos, color: string }) {
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opacity={1}
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className={color}
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// transition={{ duration: 1 }}
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// initial={{ opacity: 0 }}
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initial={{ opacity: 1, r: cellSize / 5 }}
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// animate={{ opacity: 1 }}
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exit={{ opacity: 0, r: cellSize }}
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/>
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@ -299,13 +300,6 @@ function Pacman({ direction, mouthAngle, color }: { direction: number, mouthAngl
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return (
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<g transform={ `rotate(${direction})` }
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// style={{
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// transform: `rotate(${direction})`
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// }}
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// animate={{
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// rotate: direction
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// }}
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// transition={{ type: "spring", stiffness: 100 }}
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className={color}>
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<path
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d={pacmanPath(mouthAngle)}
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@ -321,68 +315,8 @@ function Pacman({ direction, mouthAngle, color }: { direction: number, mouthAngl
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</g>)
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}
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function Bot({ position, color, say, width, turnsAgo }: { position: Pos, color: string, say: string, width: number, turnsAgo: number }) {
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const leftSide = position[0] < width / 2;
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const inHomezone = () => {
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switch (color) {
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case "blue":
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return leftSide;
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case "red":
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return !leftSide;
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}
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}
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const [direction, setDirection] = useState(leftSide ? 0 : 180);
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const oldPosition = usePrevious(position);
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// const [mouthAngleTL, setMouthAngleTL] = useState(0);
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// useInterval(() => setMouthAngleTL(mouthAngleTL + 0.08), 10);
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const mouthAngle = 50; // Math.abs(50 * Math.sin(mouthAngleTL));
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useEffect(() => {
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if (oldPosition) {
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const dx = position[0] - oldPosition[0];
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const dy = position[1] - oldPosition[1];
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if (dx < 0) setDirection(180);
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else if (dy < 0) setDirection(270);
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else if (dx > 0) setDirection(0);
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else if (dy > 0) setDirection(90);
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}
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}, [oldPosition]);
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useEffect(() => {
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anime.timeline()
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.add({
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targets: '#mazebox .blue',
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opacity: [0, 1],
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easing: 'linear',
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duration: 2000,
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}, 3500)
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.add({
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targets: '#mazebox .red',
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opacity: [0, 1],
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easing: 'linear',
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duration: 2000,
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}, 3500);;
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}, []);
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return (
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<motion.g
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style={{
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transform: `translateX(${(position[0] + 0.5) * cellSize}) translateY(${(position[0] + 0.5) * cellSize}) scale(${cellSize / 16})`,
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zIndex: 50 - turnsAgo
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}}
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animate={{
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x: (position[0] + 0.5) * cellSize,
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y: (position[1] + 0.5) * cellSize,
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scale: cellSize / 16
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}}
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transition={{ duration: 0.1 }}
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>
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{
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inHomezone() ? (
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<g
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function Ghost({ direction, color }: { direction: number, color: string }) {
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return (<g
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id="ghost"
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className={`${color} ghost`}
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>
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@ -410,10 +344,76 @@ 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
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fill="black"
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>
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</path>
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</g>
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) : (
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<Pacman direction={direction} mouthAngle={mouthAngle} color={`${color} pacman`}></Pacman>
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)
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</g>);
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}
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function Bot({ position, color, say, width, turnsAgo, fadeIn }: { position: Pos, color: string, say: string, width: number, turnsAgo: number, fadeIn: boolean }) {
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const leftSide = position[0] < width / 2;
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const inHomezone = () => {
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switch (color) {
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case "blue":
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return leftSide;
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case "red":
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return !leftSide;
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}
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}
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const [direction, setDirection] = useState(leftSide ? 0 : 180);
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const oldPosition = usePrevious(position);
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// const [mouthAngleTL, setMouthAngleTL] = useState(0);
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// useInterval(() => setMouthAngleTL(mouthAngleTL + 0.08), 10);
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const mouthAngle = 50; // Math.abs(50 * Math.sin(mouthAngleTL));
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useEffect(() => {
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if (oldPosition) {
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const dx = position[0] - oldPosition[0];
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const dy = position[1] - oldPosition[1];
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if (dx < 0) setDirection(180);
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else if (dy < 0) setDirection(270);
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else if (dx > 0) setDirection(0);
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else if (dy > 0) setDirection(90);
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}
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}, [position, oldPosition]);
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useEffect(() => {
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if (fadeIn)
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anime.timeline()
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.add({
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targets: '.bot .blue',
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opacity: [0, 1],
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easing: 'linear',
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duration: 2000,
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}, 3500)
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.add({
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targets: '.bot .red',
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opacity: [0, 1],
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easing: 'linear',
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duration: 2000,
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}, 3500);
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}, [fadeIn]);
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return (
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<motion.g
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transform={ `translate(${(position[0] + 0.5) * cellSize} ${(position[1] + 0.5) * cellSize}) scale(${cellSize / 16})` }
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className="bot"
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animate={{
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x: (position[0] + 0.5) * cellSize,
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y: (position[1] + 0.5) * cellSize,
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scale: cellSize / 16
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}}
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initial={{
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x: (position[0] + 0.5) * cellSize,
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y: (position[1] + 0.5) * cellSize,
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scale: cellSize / 16
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}}
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transition={{ duration: 0.1 }}
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>
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{
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inHomezone()
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? (<Ghost direction={direction} color={`${color} ghost`}></Ghost>)
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: (<Pacman direction={direction} mouthAngle={mouthAngle} color={`${color} pacman`}></Pacman>)
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}
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<text y="-10" className="sayBg">{say}</text>
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<text y="-10" className="say">{say}</text>
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@ -426,7 +426,7 @@ function Walls({ shape, walls }: { shape: Pos, walls: Pos[] }) {
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const [width, height] = shape;
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return (
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<g id="maze">
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<g className="maze">
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<line x1={(width) * cellSize / 2} y1={0.3 * cellSize}
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x2={width * cellSize / 2} y2={(height - 0.3) * cellSize} className="middleLine blackLine" />
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<line x1={(width - 0.1) * cellSize / 2} y1={0.3 * cellSize}
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@ -465,7 +465,7 @@ function Walls({ shape, walls }: { shape: Pos, walls: Pos[] }) {
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}
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function Maze({ game_uuid, shape, walls, food, bots, team_names, say, whowins, gameover, round, turn }:
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function Maze({ game_uuid, shape, walls, food, bots, team_names, say, whowins, gameover, round, turn, animate }:
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{
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game_uuid: string,
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shape: Pos,
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@ -478,17 +478,22 @@ function Maze({ game_uuid, shape, walls, food, bots, team_names, say, whowins, g
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gameover: boolean,
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round: number,
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turn: number,
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animate: boolean
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}
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) {
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const [width, height] = shape;
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const [a, x, b, y] = bots;
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const [sayA, sayX, sayB, sayY] = say;
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const mazeBoxRef = useRef<HTMLDivElement>(null);
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// used so that we can revert the animation
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const [hasWonScreen, setHasWonScreen] = useState(false);
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useEffect(() => {
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if (game_uuid) {
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if (game_uuid && animate) {
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let pathAnimation = anime.timeline()
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.add({
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targets: '#mazebox #maze path',
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targets: mazeBoxRef.current?.querySelectorAll('.maze path'),
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strokeDashoffset: [anime.setDashoffset, 0],
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easing: 'easeInCubic',
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duration: 2000,
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@ -497,59 +502,70 @@ function Maze({ game_uuid, shape, walls, food, bots, team_names, say, whowins, g
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loop: false
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})
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.add({
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targets: '#mazebox #maze path',
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targets: mazeBoxRef.current?.querySelectorAll('.maze path'),
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//fill: ['rgb(214, 219, 220)', "#faa"], // ffa
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fillOpacity: [0, 0.7], // ffa
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easing: 'linear',
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duration: 2000
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}, 2000)
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.add({
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targets: '#mazebox #maze path',
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targets: mazeBoxRef.current?.querySelectorAll('.maze path'),
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strokeWidth: 0,
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easing: 'linear',
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duration: 2000
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}, 4000)
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.add({
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targets: '#mazebox .foodblue',
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targets: mazeBoxRef.current?.querySelectorAll('.foodblue'),
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opacity: [0, 1],
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easing: 'linear',
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duration: 2000,
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}, 3000)
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.add({
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targets: '#mazebox .foodred',
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targets: mazeBoxRef.current?.querySelectorAll('.foodred'),
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opacity: [0, 1],
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easing: 'linear',
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duration: 2000,
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}, 3000)
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.add({
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targets: '#mazebox .blue',
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targets: mazeBoxRef.current?.querySelectorAll('.blue'),
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opacity: [0, 1],
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easing: 'linear',
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duration: 2000,
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}, 3500)
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.add({
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targets: '#mazebox .red',
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targets: mazeBoxRef.current?.querySelectorAll('.red'),
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opacity: [0, 1],
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easing: 'linear',
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duration: 2000,
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}, 3500)
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.add({
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targets: '#mazebox .middleLine',
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targets: mazeBoxRef.current?.querySelectorAll('.middleLine'),
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opacity: [0, 1],
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easing: 'linear',
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duration: 2000,
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}, 3500);
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}
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}, [walls, game_uuid]);
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}, [walls, game_uuid, animate, mazeBoxRef]);
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useEffect(() => {
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console.log(gameover, whowins);
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if (!gameover && hasWonScreen) {
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let pathAnimation = anime.timeline()
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.add({
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targets: mazeBoxRef.current?.querySelectorAll('.maze path'),
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fill: ["#000"],
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easing: 'linear',
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duration: 200
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});
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};
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if (gameover) {
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setHasWonScreen(true);
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}
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if (gameover && whowins === 0) {
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let pathAnimation = anime.timeline()
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.add({
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targets: '#mazebox #maze path',
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fill: ["#faa", "rgb(94, 158, 217)"],
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targets: mazeBoxRef.current?.querySelectorAll('.maze path'),
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fill: ["#000", "rgb(94, 158, 217)"],
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easing: 'linear',
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duration: 200
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});
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@ -557,8 +573,8 @@ function Maze({ game_uuid, shape, walls, food, bots, team_names, say, whowins, g
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if (gameover && whowins === 1) {
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let pathAnimation = anime.timeline()
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.add({
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targets: '#mazebox #maze path',
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fill: ["#faa", "rgb(235, 90, 90)"],
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targets: mazeBoxRef.current?.querySelectorAll('.maze path'),
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fill: ["#000", "rgb(235, 90, 90)"],
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easing: 'linear',
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duration: 200
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});
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@ -566,17 +582,17 @@ function Maze({ game_uuid, shape, walls, food, bots, team_names, say, whowins, g
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if (gameover && whowins === 2) {
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let pathAnimation = anime.timeline()
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.add({
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targets: '#mazebox #maze path',
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fill: ["#faa", "#fff"],
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targets: mazeBoxRef.current?.querySelectorAll('.maze path'),
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fill: ["#000", "#ffa"],
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easing: 'linear',
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duration: 200
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});
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};
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}, [gameover, whowins]);
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}, [gameover, whowins, mazeBoxRef, hasWonScreen]);
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return (
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<div id="mazebox" className="object-fill">
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<div ref={mazeBoxRef} className="mazebox object-fill">
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<svg
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// width={width * cellSize}
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// height={height * cellSize}
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@ -653,10 +669,10 @@ function Maze({ game_uuid, shape, walls, food, bots, team_names, say, whowins, g
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))}
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</AnimatePresence>
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<Bot position={a} key="botA" color="blue" say={sayA} width={width} turnsAgo={turn}></Bot>
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<Bot position={x} key="botX" color="red" say={sayX} width={width} turnsAgo={(turn + 3) % 4}></Bot>
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<Bot position={b} key="botB" color="blue" say={sayB} width={width} turnsAgo={(turn + 2) % 4}></Bot>
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<Bot position={y} key="botY" color="red" say={sayY} width={width} turnsAgo={(turn + 1) % 4}></Bot>
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<Bot position={a} key="botA" color="blue" say={sayA} width={width} fadeIn={animate} turnsAgo={turn}></Bot>
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<Bot position={x} key="botX" color="red" say={sayX} width={width} fadeIn={animate} turnsAgo={(turn + 3) % 4}></Bot>
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<Bot position={b} key="botB" color="blue" say={sayB} width={width} fadeIn={animate} turnsAgo={(turn + 2) % 4}></Bot>
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<Bot position={y} key="botY" color="red" say={sayY} width={width} fadeIn={animate} turnsAgo={(turn + 1) % 4}></Bot>
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{
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gameover ? (<>
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@ -1,7 +1,7 @@
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import Pelita from "./pelita";
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import PelitaTournament from "./tournament";
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export default function Home() {
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return (<>
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<Pelita></Pelita>
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<PelitaTournament></PelitaTournament>
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</>);
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}
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183
app/pelita.tsx
183
app/pelita.tsx
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@ -1,47 +1,12 @@
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"use client"
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import React, {
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Reducer,
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useEffect,
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useReducer
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} from "react";
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import Maze from "./maze";
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import ZMQReceiver from "./zmqreceiver";
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import TypewriterText from "./typewritertext";
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import { GameState } from "./zmqreceiver";
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import anime from "animejs";
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import { GameState } from "./pelita_msg";
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type PelitaState = "initial" | "movie" | "intro" | "match" | "faulted";
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type PelitaEvent = "start-movie" | "start-intro" | "game-playing" | "clear-page" | "fail";
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const MAX_LINES = 20;
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const reducer: Reducer<PelitaState, PelitaEvent> = (state, event) => {
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switch (state) {
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case "initial":
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if (event === "start-movie") return "movie";
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break;
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case "movie":
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if (event === "start-intro") return "intro";
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break;
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case "intro":
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if (event === "game-playing") return "match";
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if (event === "clear-page") return "intro";
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break;
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case "match":
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if (event === "game-playing") return "match";
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if (event === "clear-page") return "intro";
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break;
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}
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return state;
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};
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function PelitaMain({ gameState }: { gameState: GameState }) {
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function Pelita({ gameState, footer, animate }: { gameState: GameState, footer: string, animate: boolean }) {
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const [team1, team2] = gameState.team_names;
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return <div id="main">
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return <div className="pelita">
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<h2 className="flex flex-row text-lg p-2">
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<span className="basis-1/2 text-right w-64 blue-bot"><b>{team1}</b> {gameState.game_stats.score[0]}</span>
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<span className="basis-1 px-2">:</span>
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@ -65,153 +30,15 @@ function PelitaMain({ gameState }: { gameState: GameState }) {
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gameover={gameState.gameover}
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round={gameState.round}
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turn={gameState.turn}
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animate={animate}
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>
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</Maze>
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<div className="flex flex-row text-xs text-slate-600">
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<div className="basis-1/2 w-64 px-2">ᗧ Pelita Tournament, ASPP 2024 Ηράκλειο</div>
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<div className="basis-1/2 w-64 px-2">{ footer }</div>
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<div className="basis-1/2 text-right w-64 px-2">Round {gameState.round ?? "-"}/{gameState.max_rounds}</div>
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</div>
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</div>
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}
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function Pelita() {
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const initialState: PelitaState = "initial";
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const [state, dispatch] = useReducer(reducer, initialState);
|
||||
|
||||
const [showPre, setShowPre] = React.useState(true);
|
||||
const [showMain, setShowMain] = React.useState(true);
|
||||
const [typewriterText, setTypewriterText] = React.useState<string[]>([]);
|
||||
|
||||
const [gameState, setGameState] = React.useState<GameState>();
|
||||
|
||||
const bg_color = ((state) => {
|
||||
switch (state) {
|
||||
case "initial":
|
||||
case "movie":
|
||||
case "intro":
|
||||
return "#000"
|
||||
|
||||
case "match":
|
||||
default:
|
||||
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 = () => {
|
||||
//setShowMain(!showMain);
|
||||
//setShowPre(!showPre);
|
||||
};
|
||||
|
||||
const updateGameState = (gameState: GameState) => {
|
||||
dispatch("game-playing");
|
||||
setGameState((oldState) => {
|
||||
if (oldState?.game_uuid === gameState.game_uuid) {
|
||||
// we keep the walls array so that the effects are not re-run
|
||||
// TODO: Maybe the effect should depend on only the game_uuid having changed?
|
||||
const newState = {
|
||||
...gameState,
|
||||
"walls": oldState.walls,
|
||||
};
|
||||
return newState;
|
||||
}
|
||||
return gameState;
|
||||
});
|
||||
}
|
||||
|
||||
const updateMessage = (msg: string) => {
|
||||
let split_str = msg.split(/\r?\n/);
|
||||
setTypewriterText(oldText => [...oldText, ...split_str]);
|
||||
}
|
||||
|
||||
const clearPage = () => {
|
||||
dispatch("clear-page");
|
||||
setTypewriterText([]);
|
||||
}
|
||||
|
||||
const handleClick = async () => {
|
||||
switch (state) {
|
||||
case "initial":
|
||||
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">
|
||||
ᗧ Pelita Tournament 2024
|
||||
</h1>
|
||||
|
||||
{state === "intro" ? showIntro() : null}
|
||||
|
||||
{state === "match" && gameState ?
|
||||
<PelitaMain gameState={gameState}></PelitaMain>
|
||||
: null
|
||||
}
|
||||
|
||||
<ZMQReceiver url='ws://localhost:5556' sendGameState={updateGameState} sendMessage={updateMessage} sendClearPage={clearPage}></ZMQReceiver>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
};
|
||||
|
||||
return (
|
||||
<main className={`min-h-screen flex-col items-center justify-between px-24 py-12 ${crt}`}>
|
||||
<div className="z-10 w-full max-w-screen items-center justify-between font-mono text-sm">
|
||||
|
||||
{ inner() }
|
||||
|
||||
</div>
|
||||
</main>
|
||||
);
|
||||
};
|
||||
export default Pelita;
|
||||
|
|
|
@ -20,10 +20,11 @@ type RootMsg = {
|
|||
__data__: null
|
||||
};
|
||||
|
||||
type Pos = [number, number];
|
||||
export type Pos = [number, number];
|
||||
|
||||
export type { RootMsg };
|
||||
|
||||
export type ObserveDataL = ObserveData[];
|
||||
export interface ObserveData {
|
||||
game_uuid: string;
|
||||
walls: Pos[];
|
||||
|
@ -64,3 +65,57 @@ export interface RequestedMove {
|
|||
requested_position: number[];
|
||||
success: boolean;
|
||||
}
|
||||
|
||||
|
||||
export interface GameStats {
|
||||
score: [number, number];
|
||||
num_errors: [number, number];
|
||||
kills: [number, number, number, number];
|
||||
deaths: [number, number, number, number];
|
||||
team_time: [number, number];
|
||||
}
|
||||
|
||||
export interface GameState {
|
||||
game_uuid: string;
|
||||
shape: [number, number];
|
||||
walls: [number, number][];
|
||||
food: [number, number][];
|
||||
bots: Tuple4<[number, number]>;
|
||||
team_names: [string, string];
|
||||
game_stats: GameStats;
|
||||
whowins: number;
|
||||
gameover: boolean;
|
||||
say: Tuple4<string>;
|
||||
round: number;
|
||||
max_rounds: number;
|
||||
turn: number;
|
||||
}
|
||||
|
||||
export 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
|
||||
};
|
||||
}
|
||||
|
|
160
app/tournament.tsx
Normal file
160
app/tournament.tsx
Normal file
|
@ -0,0 +1,160 @@
|
|||
"use client"
|
||||
|
||||
import React, {
|
||||
Reducer,
|
||||
useEffect,
|
||||
useReducer
|
||||
} from "react";
|
||||
|
||||
import ZMQReceiver from "./zmqreceiver";
|
||||
import TypewriterText from "./typewritertext";
|
||||
import { GameState } from "./pelita_msg";
|
||||
import Pelita from "./pelita";
|
||||
import anime from "animejs";
|
||||
|
||||
type PelitaState = "initial" | "movie" | "intro" | "match" | "faulted";
|
||||
type PelitaEvent = "start-movie" | "start-intro" | "game-playing" | "clear-page" | "fail";
|
||||
|
||||
const MAX_LINES = 20;
|
||||
|
||||
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 PelitaTournament() {
|
||||
const initialState: PelitaState = "initial";
|
||||
const [state, dispatch] = useReducer(reducer, initialState);
|
||||
|
||||
const [typewriterText, setTypewriterText] = React.useState<string[]>([]);
|
||||
|
||||
const [gameState, setGameState] = React.useState<GameState>();
|
||||
|
||||
const bg_color = ((state) => {
|
||||
switch (state) {
|
||||
case "initial":
|
||||
case "movie":
|
||||
case "intro":
|
||||
return "#000"
|
||||
|
||||
case "match":
|
||||
default:
|
||||
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 updateGameState = (gameState: GameState) => {
|
||||
dispatch("game-playing");
|
||||
setGameState((oldState) => {
|
||||
if (oldState?.game_uuid === gameState.game_uuid) {
|
||||
// we keep the walls array so that the effects are not re-run
|
||||
// TODO: Maybe the effect should depend on only the game_uuid having changed?
|
||||
const newState = {
|
||||
...gameState,
|
||||
"walls": oldState.walls,
|
||||
};
|
||||
return newState;
|
||||
}
|
||||
return gameState;
|
||||
});
|
||||
}
|
||||
|
||||
const updateMessage = (msg: string) => {
|
||||
let split_str = msg.split(/\r?\n/);
|
||||
setTypewriterText(oldText => [...oldText, ...split_str]);
|
||||
}
|
||||
|
||||
const clearPage = () => {
|
||||
dispatch("clear-page");
|
||||
setTypewriterText([]);
|
||||
}
|
||||
|
||||
const handleClick = async () => {
|
||||
switch (state) {
|
||||
case "initial":
|
||||
dispatch("start-movie");
|
||||
break;
|
||||
case "movie":
|
||||
dispatch("start-intro");
|
||||
break
|
||||
default:
|
||||
break;
|
||||
}
|
||||
};
|
||||
|
||||
function showIntro() {
|
||||
return <TypewriterText text={typewriterText} lines={MAX_LINES}></TypewriterText>;
|
||||
};
|
||||
|
||||
return (
|
||||
<main className={`min-h-screen flex-col items-center justify-between px-24 py-12 ${crt}`}>
|
||||
<div className="z-10 w-full max-w-screen items-center justify-between font-mono text-sm">
|
||||
|
||||
{state == "initial" && <button onClick={handleClick}>Start Movie</button>}
|
||||
|
||||
{state == "movie" && <video autoPlay controls onEnded={handleClick}>
|
||||
<source src={"Pelita Supercut ASPP Heraklion 2024.mp4"} type="video/mp4" />
|
||||
</video>
|
||||
}
|
||||
|
||||
{state === "intro" && showIntro()}
|
||||
|
||||
{state == "match" &&
|
||||
<div>
|
||||
<h1 className="fixed top-0 left-0 z-20 w-full px-24 py-4 text-xl">
|
||||
ᗧ Pelita Tournament 2024
|
||||
</h1>
|
||||
|
||||
{ gameState && <Pelita gameState={gameState} footer="ᗧ Pelita Tournament, ASPP 2024 Ηράκλειο" animate={true}></Pelita> }
|
||||
</div>
|
||||
}
|
||||
|
||||
<ZMQReceiver url='ws://localhost:5556' sendGameState={updateGameState} sendMessage={updateMessage} sendClearPage={clearPage}></ZMQReceiver>
|
||||
</div>
|
||||
</main>
|
||||
);
|
||||
};
|
||||
export default PelitaTournament;
|
|
@ -75,7 +75,7 @@ function TypewriterLine( { text, cursor, lineFinished }: { text: string, cursor:
|
|||
|
||||
//Clearing the interval
|
||||
return () => clearInterval(interval);
|
||||
}, [index]);
|
||||
}, [index, text.length]);
|
||||
|
||||
if (current === "")
|
||||
return (<div><br/></div>);
|
||||
|
|
|
@ -1,67 +1,11 @@
|
|||
'use client'
|
||||
|
||||
import React, { useEffect, useState } from 'react';
|
||||
import type { Tuple4 } from './typeutils';
|
||||
import { ObserveData } from './pelita_msg';
|
||||
import type { RootMsg } from './pelita_msg';
|
||||
import { conv_game_state } from './pelita_msg';
|
||||
import type { RootMsg, GameState } from './pelita_msg';
|
||||
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 {
|
||||
game_uuid: string;
|
||||
shape: [number, number];
|
||||
walls: [number, number][];
|
||||
food: [number, number][];
|
||||
bots: Tuple4<[number, number]>;
|
||||
team_names: [string, string];
|
||||
game_stats: GameStats;
|
||||
whowins: number;
|
||||
gameover: boolean;
|
||||
say: Tuple4<string>;
|
||||
round: number;
|
||||
max_rounds: number;
|
||||
turn: number;
|
||||
}
|
||||
|
||||
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,
|
||||
sendGameState: (gs: GameState) => any,
|
||||
sendMessage: (msg: string) => any,
|
||||
|
@ -83,6 +27,7 @@ const ZMQReceiver = ({ url, sendGameState, sendMessage, sendClearPage }: { url:
|
|||
let parsed = JSON.parse(message) as RootMsg;
|
||||
console.log(parsed);
|
||||
if (parsed.__action__ === 'SPEAK') {
|
||||
// Replacing all ANSI code here
|
||||
sendMessage(parsed['__data__'].replaceAll(/[\u001b\u009b][[()#;?]*(?:[0-9]{1,4}(?:;[0-9]{0,4})*)?[0-9A-ORZcf-nqry=><]/g, ''));
|
||||
} else if (parsed.__action__ === 'CLEAR') {
|
||||
sendClearPage();
|
||||
|
@ -98,7 +43,7 @@ const ZMQReceiver = ({ url, sendGameState, sendMessage, sendClearPage }: { url:
|
|||
socket.unsubscribe('');
|
||||
socket.close();
|
||||
};
|
||||
}, [url]);
|
||||
}, [url, sendGameState, sendClearPage, sendMessage]);
|
||||
|
||||
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">
|
||||
|
|
Loading…
Reference in a new issue