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import {
BRICK_DISTRIBUTION,
GAME_SIZE,
NUM_BRICKS,
NUM_STARTING_BALLS,
} from "./const";
import { Ball, Brick, GameState, SessionState } from "./types";
export * from "./const";
export * from "./types";
export const createRandomBall = (): Ball => ({
position: [
GAME_SIZE.cols / 4 + (Math.random() * GAME_SIZE.cols) / 2,
GAME_SIZE.rows / 4 + (Math.random() * GAME_SIZE.rows) / 2,
],
velocity: [-1 + Math.random() * 2, 0.5 + Math.random()],
});
const createGameState = () =>
({
paddle: { position: [0, GAME_SIZE.rows - 1] },
balls: new Array(NUM_STARTING_BALLS)
.fill(undefined)
.map(() => createRandomBall()),
bricks: new Array(NUM_BRICKS)
.fill(undefined)
.map((_, i) =>
Math.random() < BRICK_DISTRIBUTION
? ({
position: [i % GAME_SIZE.cols, Math.floor(i / GAME_SIZE.cols)],
} as Brick)
: undefined
)
.filter((b) => !!b),
} satisfies GameState);
export const createLocalSessionState = (sessionId: string) =>
({
sessionId,
seqno: 0,
localPlayerGameState: createGameState(),
remotePlayerGameState: undefined,
inboundEventQueue: [],
outboundEventQueue: [],
} satisfies SessionState);
export const createNetworkedSessionState = (sessionId: string) =>
({
sessionId,
seqno: 0,
localPlayerGameState: createGameState(),
remotePlayerGameState: createGameState(),
inboundEventQueue: [],
outboundEventQueue: [],
} satisfies SessionState);
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