wmc/game.js

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JavaScript
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import { makeBufferFromFaces } from "./geometry";
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import { memoize } from "./memoize";
import * as se3 from './se3';
import {
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blockLookup,
BlockType,
castRay,
checkCollision,
destroyBlock,
generateMissingChunks,
makeBlock,
markBlock,
updateWorldGeometry,
} from './world';
/** Draw.
*
* @param {WebGLRenderingContext} gl
*/
function draw(gl, params, objects) {
const skyColor = [0.6, 0.8, 1.0];
gl.clearColor(...skyColor, 1.0);
gl.clearDepth(1.0);
gl.enable(gl.DEPTH_TEST);
gl.depthFunc(gl.LEQUAL);
gl.enable(gl.CULL_FACE);
gl.cullFace(gl.BACK);
gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
const camrot = params.camera.orientation;
const campos = params.camera.position;
const viewMatrix = se3.product(
se3.rotxyz(-camrot[0], -camrot[1], -camrot[2]),
se3.translation(-campos[0], -campos[1], -campos[2])
);
let lastGlContext;
for (const {glContext, position, orientation, geometry} of objects) {
if (glContext !== lastGlContext) {
glContext.setupScene({
projectionMatrix: params.projMatrix,
viewMatrix,
fogColor: skyColor,
lightDirection: params.lightDirection,
ambiantLightAmount: params.ambiantLight,
});
}
lastGlContext = glContext;
glContext.drawObject({
position,
orientation,
glBuffer: geometry.glBuffer,
numVertices: geometry.numVertices,
});
}
}
const stuff = {
lastFrameTime: 0,
};
function handleKeys(params) {
const move = (forward, right) => {
const dir = [right, 0, -forward, 1.0];
const ori = se3.roty(params.camera.orientation[1]);
const tf = se3.apply(ori, dir);
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const maxSpeed = 0.1;
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const airMovement = 0.08;
if (params.flying) {
params.camera.position[0] += tf[0];
params.camera.position[2] += tf[2];
}
if (params.isOnGround) {
params.camera.velocity[0] = tf[0];
params.camera.velocity[2] = tf[2];
} else {
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const vel = params.camera.velocity;
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vel[0] += tf[0] * airMovement;
vel[2] += tf[2] * airMovement;
const curVel = Math.sqrt(vel[0] * vel[0] + vel[2] * vel[2]);
if (curVel > maxSpeed) {
vel[0] *= maxSpeed / curVel;
vel[2] *= maxSpeed / curVel;
}
}
};
params.keys.forEach(key => {
switch (key) {
case 'KeyW':
move(0.1, 0.0);
return;
case 'KeyA':
move(0.0, -0.1);
return;
case 'KeyS':
move(-0.1, 0.0);
return;
case 'KeyD':
move(0.0, 0.1);
return;
case 'Space':
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if (params.flying) {
params.camera.position[1] += 0.1;
}
return;
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case 'ShiftLeft':
params.camera.position[1] -= 0.1;
return;
}
});
}
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/** From far to near. */
function _getChunkOrder(chunki, chunkj) {
return [...function* () {
for (let i = chunki - 8; i < chunki + 8; i++) {
for (let j = chunkj - 8; j < chunkj + 8; j++) {
yield [i, j];
}
}
}()]
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.sort((a, b) => {
const d = (i, j) => {
const di = i - chunki;
const dj = j - chunkj;
return Math.sqrt(di * di + dj * dj);
};
return d(...b) - d(...a);
});
}
const getChunkOrder = memoize(_getChunkOrder);
function getObjects(world, z, x, glContext) {
const chunki = Math.floor(z / 16);
const chunkj = Math.floor(x / 16);
const chunks = getChunkOrder(chunki, chunkj)
.map(([i, j]) => world.chunkMap.get(i, j))
.filter(chunk => chunk.buffer !== undefined);
const buffers = chunks.map(chunk => chunk.buffer)
.concat(chunks.map(chunk => chunk.transparentBuffer));
return buffers.map(buffer => ({
position: [0.0, 0.0, 0.0],
orientation: [0.0, 0.0, 0.0],
geometry: buffer,
glContext,
}));
}
function updatePhysics(params) {
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params.camera.velocity[1] += params.gravity / 60 / 60;
const oldPos = params.camera.position;
const targetPos = params.flying ? oldPos : params.camera.position.map((v, i) => v + params.camera.velocity[i]);
const {isOnGround, newPos} = checkCollision(oldPos, targetPos, params.world);
params.camera.position = newPos;
params.camera.velocity = newPos.map((v, i) => v - oldPos[i]);
if (isOnGround) {
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params.jumpAmount = 2;
params.camera.velocity = params.camera.velocity.map(v => v * 0.7);
}
params.isOnGround = isOnGround;
}
function tagABlock(gl, params, objects) {
const dir = [0, 0, -1, 1.0];
const camori = params.camera.orientation;
const ori = se3.inverse(se3.rotxyz(-camori[0], -camori[1], -camori[2]));
const viewDirection = se3.apply(ori, dir).slice(0, 3);
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if (blockLookup(params.world, ...params.camera.position).type !== BlockType.AIR) {
return;
}
const face = markBlock(params.world, params.camera.position, viewDirection, params.blockSelectDistance);
if (face === undefined) {
return;
}
if (params.tagBuffer !== undefined) {
gl.deleteBuffer(params.tagBuffer.glBuffer);
delete params.tagBuffer;
}
const buffer = makeBufferFromFaces(gl, [face]);
params.tagBuffer = buffer;
const obj = {
position: [0.0, 0.0, 0.0],
orientation: [0.0, 0.0, 0.0],
geometry: buffer,
glContext: params.worldGl,
};
objects.push(obj);
}
// Stuff I need to do:
// [x] a skybox
// [x] a movable camera
// [x] some kind of gravity
// [x] collision detection
// [x] more blocks
// [x] ability to mine & place
// [x] generating & loading of more chunks
// [x] distance fog
// [x] better controls
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// [x] non-flowy water
// [x] slightly cooler terrain
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// [x] double jump!!
// [x] fullscreen
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// [x] trees and stuff
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// [x] caves
// [ ] inventory
// [ ] crafting
// [ ] tools
// [ ] a soundrack
// [ ] different biomes (with different noise stats)
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// [ ] water you can swim in (and not walk on)
// [ ] flowy water
// [ ] save the world (yay) to local storage (bah)
// [ ] fix bugs
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// [ ] better light (esp. cave lighting)
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// [ ] monsters
// [ ] multi player
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// [ ] chat
export function setupParamPanel(params) {
document.querySelector('#lightx').oninput = e => {
params.lightDirection[0] = e.target.value / 100;
};
document.querySelector('#lighty').oninput = e => {
params.lightDirection[1] = e.target.value / 100;
};
document.querySelector('#lightz').oninput = e => {
params.lightDirection[2] = e.target.value / 100;
};
document.querySelector('#ambiant').oninput = e => {
params.ambiantLight = e.target.value / 100;
};
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document.querySelector('#gravity').oninput = e => {
params.gravity = e.target.value;
document.querySelector('#gravityValue').textContent = e.target.value;
};
document.querySelector('#jumpForce').oninput = e => {
params.jumpForce = e.target.value / 100;
document.querySelector('#jumpForceValue').textContent = e.target.value / 100;
};
const collapsibles = document.getElementsByClassName("collapsible");
for (const collapsible of collapsibles) {
collapsible.onclick = () => {
const content = collapsible.nextElementSibling;
if (content.style.height === 'fit-content') {
content.style.height = '0px';
} else {
content.style.height = 'fit-content';
}
};
}
}
function viewDirection(params) {
const dir = [0, 0, -1, 1.0];
const camori = params.camera.orientation;
const ori = se3.inverse(se3.rotxyz(-camori[0], -camori[1], -camori[2]));
return se3.apply(ori, dir).slice(0, 3);
}
function destroySelectedBlock(params) {
const hit = castRay(params.world, params.camera.position, viewDirection(params), params.blockSelectDistance);
if (hit === undefined || hit.block.type === BlockType.UNDEFINED) {
return;
}
if (hit.block.type === BlockType.WATER) {
return;
}
destroyBlock(params.world, hit.block);
}
function makeDirBlock(params) {
const hit = castRay(params.world, params.camera.position, viewDirection(params), params.blockSelectDistance);
if (hit === undefined || hit.block.type === BlockType.UNDEFINED) {
return;
}
const newBlockPosition = hit.block.centerPosition.map((v, i) => v + hit.normal[i]);
makeBlock(params.world, newBlockPosition, BlockType.DIRT);
}
export function initUiListeners(params, canvas) {
const canvasClickHandler = () => {
canvas.requestPointerLock();
canvas.onclick = null;
const clickListener = e => {
switch(e.button) {
case 0: // left click
destroySelectedBlock(params);
break;
case 2: // right click
makeDirBlock(params);
break;
}
};
const keyListener = e => {
if (e.type === 'keydown') {
if (e.repeat) return;
params.keys.add(e.code);
switch (e.code) {
case 'KeyF':
params.flying = !params.flying;
return false;
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case 'Space':
if (!params.flying) {
if (params.jumpAmount > 0) {
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const amount = params.jumpForce;
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params.camera.velocity[1] = amount;
params.jumpAmount -= 1;
}
}
return false;
}
} else {
params.keys.delete(e.code);
}
};
const moveListener = e => {
params.camera.orientation[1] -= e.movementX / 500;
params.camera.orientation[0] -= e.movementY / 500;
params.camera.orientation[0] = Math.min(Math.max(
params.camera.orientation[0], -Math.PI / 2
), Math.PI / 2);
};
const changeListener = () => {
if (document.pointerLockElement === canvas) {
return;
}
document.removeEventListener('pointerdown', clickListener);
document.removeEventListener('pointerlockchange', changeListener);
document.removeEventListener('pointermove', moveListener);
document.removeEventListener('keydown', keyListener);
document.removeEventListener('keyup', keyListener);
canvas.onclick = canvasClickHandler;
};
document.addEventListener('pointerdown', clickListener);
document.addEventListener('pointerlockchange', changeListener);
document.addEventListener('pointermove', moveListener);
document.addEventListener('keydown', keyListener);
document.addEventListener('keyup', keyListener);
};
canvas.onclick = canvasClickHandler;
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document.addEventListener('keydown', e => {
if (e.repeat) return;
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switch (e.code) {
case 'F11':
canvas.requestFullscreen();
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break;
}
});
}
export function tick(time, gl, params) {
handleKeys(params);
updatePhysics(params);
const campos = params.camera.position;
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// world generation / geometry update
{
// frame time is typically 16.7ms, so this may lag a bit
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let timeLeft = 10;
const start = performance.now();
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generateMissingChunks(params.world, campos[2], campos[0], timeLeft);
timeLeft -= performance.now() - start;
updateWorldGeometry(gl, params.world, campos[2], campos[0], timeLeft);
}
const objects = getObjects(params.world, campos[2], campos[0], params.worldGl);
tagABlock(gl, params, objects);
draw(gl, params, objects);
const dt = (time - stuff.lastFrameTime) * 0.001;
stuff.lastFrameTime = time;
document.querySelector('#fps').textContent = `${1.0 / dt} fps`;
document.querySelector('#lightDirVec').textContent = JSON.stringify(params.lightDirection);
requestAnimationFrame(time => tick(time, gl, params));
}