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path: root/src/game/index.ts
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import {
  createRandomBall,
  Event,
  GAME_SIZE,
  PADDLE_HEIGHT,
  PADDLE_WIDTH,
  SessionState,
} from "../state";
import { Action, Collider } from "./types";
import { applyBallBounce, applyBallVelocity } from "./utils";

export const advanceStateLocal = async (
  curState: SessionState,
  action: Action | undefined
): Promise<SessionState> => {
  //minimum delay
  await new Promise((res) => setTimeout(res, 15));

  let candidateOutboundEventQueue: Event[] = [];
  let candidatePaddle = curState.localPlayerGameState.paddle;

  if (action === Action.MOVE_LEFT) {
    candidatePaddle.position[0] = Math.max(0, candidatePaddle.position[0] - 1);
  } else if (action === Action.MOVE_RIGHT) {
    candidatePaddle.position[0] = Math.min(
      GAME_SIZE.cols - 1 - PADDLE_WIDTH,
      candidatePaddle.position[0] + 1
    );
  }

  let candidateBricks = curState.localPlayerGameState.bricks;

  const colliders: Collider[] = [];

  //paddle collider
  colliders.push({
    normal: [0, -1],
    boundingBox: [
      {
        min: candidatePaddle.position[0],
        max: candidatePaddle.position[0] + PADDLE_WIDTH,
      },
      {
        min: candidatePaddle.position[1],
        max: candidatePaddle.position[1] + PADDLE_HEIGHT,
      },
    ],
  });

  //brick colliders
  candidateBricks.forEach(({ position }, i) => {
    colliders.push({
      boundingBox: position.map((pos) => ({
        min: pos - 0.5,
        max: pos + 0.5,
      })) as Collider["boundingBox"],
      normal: [0, 1],
      onHit: () => {
        candidateOutboundEventQueue.push({ name: "NEW_BALL" });
        candidateBricks.splice(i, 1);
      },
    });
  });

  //wall colliders
  colliders.push(
    ...([
      //left wall
      {
        boundingBox: [
          { min: -1, max: 0 },
          { min: 0, max: GAME_SIZE.rows },
        ],
        normal: [1, 0],
      },
      //top wall
      {
        boundingBox: [
          { min: -1, max: GAME_SIZE.cols + 1 },
          { min: -1, max: 0 },
        ],
        normal: [0, 1],
      },
      //right wall
      {
        boundingBox: [
          { min: GAME_SIZE.cols, max: GAME_SIZE.cols + 1 },
          { min: 0, max: GAME_SIZE.rows },
        ],
        normal: [-1, 0],
      },
    ] satisfies Collider[])
  );

  const candidateBalls = curState.localPlayerGameState.balls
    .map((ball) => {
      let candidateBall = applyBallVelocity(ball);

      const hitCollider = colliders.find(({ boundingBox }) =>
        candidateBall.position.every(
          (pos, i) => pos >= boundingBox[i].min && pos <= boundingBox[i].max
        )
      );

      if (hitCollider) {
        hitCollider.onHit && hitCollider.onHit();
        candidateBall = applyBallBounce(candidateBall, hitCollider.normal);
      }

      return candidateBall;
    })
    .filter((ball) => !!ball);

  //apply incoming events
  for (const event of curState.inboundEventQueue) {
    switch (event.name) {
      case "NEW_BALL":
        candidateBalls.push(createRandomBall());
    }
  }

  return {
    ...curState,
    inboundEventQueue: [],
    outboundEventQueue: candidateOutboundEventQueue,
    localPlayerGameState: {
      ...curState.localPlayerGameState,
      bricks: candidateBricks,
      paddle: candidatePaddle,
      balls: candidateBalls,
    },
    seqno: curState.seqno + 1,
  };
};