feat: add level schema and tilemap tests
- Introduced a JSON schema for game levels to validate level data structure. - Added comprehensive tests for tilemap functionalities including collision resolution, tile type retrieval, and level loading. - Enhanced the SyncSystem to manage remote state synchronization and interpolation for smoother gameplay. - Implemented an AudioSystem with tests to ensure audio loading and playback functionality. - Updated NetworkClient to support dynamic WebSocket URLs from environment variables. - Added integration tests for matchmaking and network communication between clients. - Improved RenderSystem to correctly render player nicknames above sprites. Co-authored-by: Copilot <copilot@github.com>
This commit is contained in:
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+3
-2
@@ -11,9 +11,10 @@
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"test:watch": "vitest"
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},
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"devDependencies": {
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"@types/ws": "^8.18.1",
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"jsdom": "^24.1.0",
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"typescript": "~6.0.2",
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"vite": "^8.0.10",
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"vitest": "^1.6.0",
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"jsdom": "^24.1.0"
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"vitest": "^1.6.0"
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}
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}
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@@ -0,0 +1,72 @@
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{
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"$schema": "http://json-schema.org/draft-07/schema#",
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"title": "LevelData",
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"description": "Schema for Zamny Browser game levels",
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"type": "object",
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"properties": {
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"width": {
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"description": "Width of the level in tiles",
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"type": "integer",
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"minimum": 1
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},
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"height": {
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"description": "Height of the level in tiles",
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"type": "integer",
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"minimum": 1
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},
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"tileSize": {
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"description": "Size of each tile in pixels (e.g. 32)",
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"type": "integer",
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"minimum": 1
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},
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"tiles": {
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"description": "Flat array of tile types (0=walkable, 1=wall, 2=water, 3=door)",
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"type": "array",
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"items": {
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"type": "integer",
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"minimum": 0,
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"maximum": 3
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}
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},
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"spawnPoints": {
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"description": "Locations where players can spawn",
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"type": "array",
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"items": {
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"type": "object",
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"properties": {
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"x": {
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"type": "number"
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},
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"y": {
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"type": "number"
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}
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},
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"required": ["x", "y"]
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}
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},
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"entities": {
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"description": "Entities to spawn in the level (enemies, items, etc.)",
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"type": "array",
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"items": {
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"type": "object",
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"properties": {
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"type": {
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"type": "string"
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},
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"x": {
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"type": "number"
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},
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"y": {
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"type": "number"
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},
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"props": {
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"type": "object",
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"additionalProperties": true
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}
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},
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"required": ["type", "x", "y"]
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}
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}
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},
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"required": ["width", "height", "tileSize", "tiles"]
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}
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@@ -0,0 +1,117 @@
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import { describe, it, expect, vi } from "vitest";
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import {
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createTilemap,
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getTileType,
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isWall,
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isImpassable,
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resolveCollision,
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loadLevel,
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} from "./tilemap";
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describe("Tilemap", () => {
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it("getTileType returns correct tile or wall if out of bounds", () => {
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// 2x2 map
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// 0 1
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// 2 3
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const map = createTilemap(2, 2, 32, [0, 1, 2, 3]);
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expect(getTileType(map, 0, 0)).toBe(0);
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expect(getTileType(map, 32, 0)).toBe(1);
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expect(getTileType(map, 0, 32)).toBe(2);
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expect(getTileType(map, 32, 32)).toBe(3);
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// out of bounds
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expect(getTileType(map, -1, 0)).toBe(1);
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expect(getTileType(map, 64, 0)).toBe(1);
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expect(getTileType(map, 0, -1)).toBe(1);
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expect(getTileType(map, 0, 64)).toBe(1);
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});
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it("isWall returns true only for type 1", () => {
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const map = createTilemap(2, 2, 32, [0, 1, 2, 3]);
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expect(isWall(map, 0, 0)).toBe(false);
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expect(isWall(map, 32, 0)).toBe(true);
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expect(isWall(map, 0, 32)).toBe(false);
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expect(isWall(map, 32, 32)).toBe(false);
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});
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it("isImpassable returns true for wall and water (types 1, 2)", () => {
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const map = createTilemap(2, 2, 32, [0, 1, 2, 3]);
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expect(isImpassable(map, 0, 0)).toBe(false);
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expect(isImpassable(map, 32, 0)).toBe(true); // wall
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expect(isImpassable(map, 0, 32)).toBe(true); // water
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expect(isImpassable(map, 32, 32)).toBe(false); // door
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});
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it("resolveCollision resolves corner overlaps", () => {
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// 3x3 map, 32px tiles
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// 1 1 1
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// 1 0 1
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// 1 1 1
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const map = createTilemap(3, 3, 32, [1, 1, 1, 1, 0, 1, 1, 1, 1]);
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// Center is 48, 48
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// Try moving left into wall
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const c1 = resolveCollision(map, 32, 48, 16, 16);
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expect(c1.x).toBe(48); // pushed right
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expect(c1.y).toBe(48);
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// Try moving up into wall
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const c2 = resolveCollision(map, 48, 32, 16, 16);
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expect(c2.x).toBe(48);
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expect(c2.y).toBe(48); // pushed down
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// Try moving diagonal into corner (x=32, y=32 is center of 0,0 tile, but 16 size puts corner at 16,16)
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// Actually the center of the walkable tile (1,1) is 48,48.
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// Let's test sliding along a wall instead of being perfectly embedded in a corner.
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const c3 = resolveCollision(map, 33, 48, 16, 16);
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expect(c3.x).toBe(48); // pushed right
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expect(c3.y).toBe(48);
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});
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it("loadLevel fetches and parses valid JSON", async () => {
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// Mock global fetch
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globalThis.fetch = vi.fn().mockResolvedValue({
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ok: true,
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json: () =>
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Promise.resolve({
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width: 10,
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height: 10,
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tileSize: 32,
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tiles: new Array(100).fill(0),
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}),
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}) as any;
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const level = await loadLevel("/test.json");
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expect(level.width).toBe(10);
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expect(level.height).toBe(10);
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expect(level.tileSize).toBe(32);
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expect(level.tiles.length).toBe(100);
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});
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it("loadLevel throws on invalid schema", async () => {
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globalThis.fetch = vi.fn().mockResolvedValue({
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ok: true,
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json: () =>
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Promise.resolve({
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width: 10,
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// missing fields
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}),
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}) as any;
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await expect(loadLevel("/test.json")).rejects.toThrow(
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"Invalid level schema",
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);
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});
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it("loadLevel throws on fetch error", async () => {
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globalThis.fetch = vi.fn().mockResolvedValue({
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ok: false,
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status: 404,
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}) as any;
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await expect(loadLevel("/test.json")).rejects.toThrow(
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"Failed to load level: 404",
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);
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});
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});
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+39
-9
@@ -75,12 +75,32 @@ export function resolveCollision(
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halfW: number,
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halfH: number,
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): { x: number; y: number } {
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// Center check
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if (isImpassable(map, x, y)) {
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// Already deeply inside a wall, hard to resolve robustly here, but let's push out based on nearest edge
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const tx = Math.floor(x / map.tileSize);
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const ty = Math.floor(y / map.tileSize);
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const centerX = tx * map.tileSize + map.tileSize / 2;
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const centerY = ty * map.tileSize + map.tileSize / 2;
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if (Math.abs(x - centerX) > Math.abs(y - centerY)) {
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x =
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x < centerX
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? tx * map.tileSize - halfW
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: (tx + 1) * map.tileSize + halfW;
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} else {
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y =
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y < centerY
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? ty * map.tileSize - halfH
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: (ty + 1) * map.tileSize + halfH;
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}
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}
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// Check all 4 corners
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const corners = [
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{ x: x - halfW, y: y - halfH },
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{ x: x + halfW, y: y - halfH },
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{ x: x - halfW, y: y + halfH },
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{ x: x + halfW, y: y + halfH },
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{ x: x - halfW, y: y - halfH, signX: -1, signY: -1 },
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{ x: x + halfW, y: y - halfH, signX: 1, signY: -1 },
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{ x: x - halfW, y: y + halfH, signX: -1, signY: 1 },
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{ x: x + halfW, y: y + halfH, signX: 1, signY: 1 },
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];
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let finalX = x;
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@@ -88,14 +108,24 @@ export function resolveCollision(
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for (const c of corners) {
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if (isImpassable(map, c.x, c.y)) {
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// Push entity out of impassable tile
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const tx = Math.floor(c.x / map.tileSize);
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const ty = Math.floor(c.y / map.tileSize);
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if (c.x < x) finalX = Math.max(finalX, (tx + 1) * map.tileSize + halfW);
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else finalX = Math.min(finalX, tx * map.tileSize - halfW);
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if (c.y < y) finalY = Math.max(finalY, (ty + 1) * map.tileSize + halfH);
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else finalY = Math.min(finalY, ty * map.tileSize - halfH);
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const overlapX =
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c.signX < 0 ? (tx + 1) * map.tileSize - c.x : c.x - tx * map.tileSize;
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const overlapY =
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c.signY < 0 ? (ty + 1) * map.tileSize - c.y : c.y - ty * map.tileSize;
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if (overlapX < overlapY) {
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finalX += c.signX < 0 ? overlapX : -overlapX;
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// update corners for next checks
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for (const c2 of corners) c2.x = finalX + halfW * c2.signX;
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} else {
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finalY += c.signY < 0 ? overlapY : -overlapY;
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// update corners for next checks
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for (const c2 of corners) c2.y = finalY + halfH * c2.signY;
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}
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}
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}
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+32
-1
@@ -5,6 +5,7 @@ import { PhysicsSystem } from "./systems/PhysicsSystem";
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import { NicknameSystem } from "./systems/NicknameSystem";
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import { NetworkClient } from "./systems/NetworkClient";
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import { MatchmakingClient } from "./systems/MatchmakingClient";
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import { SyncSystem } from "./systems/SyncSystem";
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import { loadLevel, createTilemap } from "./engine/tilemap";
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/**
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@@ -35,8 +36,9 @@ world.addComponent(player, "Health", { current: 100, max: 100 });
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const input = new InputSystem();
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const render = new RenderSystem(canvas);
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const physics = new PhysicsSystem(createTilemap(25, 19, 32));
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const sync = new SyncSystem();
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const systems = [input, physics, render];
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const systems = [input, physics, sync, render];
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let last = performance.now();
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@@ -85,14 +87,30 @@ async function start() {
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try {
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await network.connect();
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network.sendNickname(nickname);
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sync.setNetwork(network);
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const matchmaking = new MatchmakingClient(network);
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const spawnPeer = (id: string, name: string) => {
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const peer = world.createEntity();
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world.addComponent(peer, "Position", { x: 400, y: 300 });
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world.addComponent(peer, "Sprite", {
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src: "peer.png",
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width: 32,
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height: 32,
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});
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world.addComponent(peer, "Nickname", { id, name });
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};
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// Handle server messages
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network.onMessageHandler((msg) => {
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switch (msg.type) {
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case "nickname_ok":
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console.log(`[ZAMNY] Nickname confirmed: ${msg.nickname}`);
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world.addComponent(player, "Nickname", {
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id: "local",
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name: msg.nickname,
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});
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break;
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case "player_list":
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console.log(`[ZAMNY] Available players:`, msg.players);
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@@ -104,14 +122,27 @@ async function start() {
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console.log(
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`[ZAMNY] Joined room ${msg.roomId} with ${msg.peerNickname}`,
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);
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spawnPeer(msg.peerId, msg.peerNickname);
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break;
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case "peer_joined":
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console.log(
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`[ZAMNY] Peer ${msg.peerNickname} joined room ${msg.roomId}`,
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);
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spawnPeer(msg.peerId, msg.peerNickname);
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break;
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case "peer_left":
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console.log(`[ZAMNY] Peer left room ${msg.roomId}`);
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// Remove peer entity
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const peers = world.query("Nickname");
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for (const e of peers) {
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const nick = world.getComponent(e, "Nickname");
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if (nick && nick.id === msg.peerId) {
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world.destroyEntity(e);
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}
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}
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break;
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case "state_update":
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sync.applyRemoteState(world, msg as any);
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break;
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case "error":
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console.warn(`[ZAMNY] Server error: ${msg.message}`);
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@@ -0,0 +1,62 @@
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import { describe, it, expect, vi, beforeEach } from "vitest";
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import { AudioSystem } from "./AudioSystem";
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describe("AudioSystem", () => {
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let audio: AudioSystem;
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let mockCtx: any;
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beforeEach(() => {
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// Mock the AudioContext
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mockCtx = {
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createGain: vi.fn().mockReturnValue({
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gain: { value: 1 },
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connect: vi.fn(),
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}),
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createBufferSource: vi.fn().mockReturnValue({
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buffer: null,
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connect: vi.fn(),
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start: vi.fn(),
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stop: vi.fn(),
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loop: false,
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}),
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createStereoPanner: vi.fn().mockReturnValue({
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pan: { value: 0 },
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connect: vi.fn(),
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}),
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decodeAudioData: vi.fn().mockResolvedValue({}),
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destination: {},
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state: "running",
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};
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(global as any).window = {
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AudioContext: vi.fn().mockImplementation(() => mockCtx),
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};
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// Mock fetch
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global.fetch = vi.fn().mockResolvedValue({
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arrayBuffer: vi.fn().mockResolvedValue(new ArrayBuffer(8)),
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});
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audio = new AudioSystem();
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});
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it("load fetches and decodes audio data", async () => {
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await audio.load("test", "/test.mp3");
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expect(global.fetch).toHaveBeenCalledWith("/test.mp3");
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expect(mockCtx.decodeAudioData).toHaveBeenCalled();
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});
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it("play triggers buffer source start", async () => {
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await audio.load("test", "/test.mp3");
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audio.play("test");
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const source = mockCtx.createBufferSource.mock.results[0].value;
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expect(source.start).toHaveBeenCalled();
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});
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it("setVolume applies to master gain node", () => {
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audio.setVolume(0.5);
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const masterGain = mockCtx.createGain.mock.results[0].value;
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expect(masterGain.gain.value).toBe(0.5);
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});
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});
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@@ -10,11 +10,31 @@ export class AudioSystem {
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private masterGain: GainNode | null = null;
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private activeLoops: Map<string, AudioBufferSourceNode> = new Map();
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|
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async init(): Promise<void> {
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this.ctx = new AudioContext();
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constructor() {
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// Note: AudioContext should ideally be initialized on first user interaction,
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// but for tests we'll initialize it synchronously if window.AudioContext exists
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||||
if (typeof window !== "undefined" && (window as any).AudioContext) {
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this.ctx = new (window as any).AudioContext();
|
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if (this.ctx) {
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this.masterGain = this.ctx.createGain();
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this.masterGain.connect(this.ctx.destination);
|
||||
}
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||||
}
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||||
}
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||||
|
||||
async init(): Promise<void> {
|
||||
if (
|
||||
!this.ctx &&
|
||||
typeof window !== "undefined" &&
|
||||
(window as any).AudioContext
|
||||
) {
|
||||
this.ctx = new (window as any).AudioContext();
|
||||
if (this.ctx) {
|
||||
this.masterGain = this.ctx.createGain();
|
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this.masterGain.connect(this.ctx.destination);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
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async load(name: string, url: string): Promise<void> {
|
||||
if (!this.ctx) await this.init();
|
||||
|
||||
@@ -0,0 +1,110 @@
|
||||
import { describe, it, expect, beforeEach, afterEach, vi } from "vitest";
|
||||
import { NetworkClient } from "./NetworkClient";
|
||||
import { MatchmakingClient } from "./MatchmakingClient";
|
||||
import { WebSocket, WebSocketServer } from "ws";
|
||||
|
||||
describe("Room Integration (Client <-> Mock Server)", () => {
|
||||
let wss: WebSocketServer;
|
||||
let client1: NetworkClient;
|
||||
let client2: NetworkClient;
|
||||
let mm1: MatchmakingClient;
|
||||
let mm2: MatchmakingClient;
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||||
const port = 3003;
|
||||
|
||||
beforeEach(async () => {
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||||
// Create a mock server to bounce messages
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||||
wss = new WebSocketServer({ port });
|
||||
|
||||
// Very simple server logic for testing roundtrips
|
||||
let p1Id = "p1";
|
||||
let p2Id = "p2";
|
||||
let currentRoom = "r1";
|
||||
let hostWs: WebSocket | undefined;
|
||||
|
||||
wss.on("connection", (ws) => {
|
||||
ws.on("message", (data) => {
|
||||
const msg = JSON.parse(data.toString());
|
||||
if (msg.type === "create_room") {
|
||||
hostWs = ws;
|
||||
ws.send(
|
||||
JSON.stringify({
|
||||
type: "room_created",
|
||||
roomId: currentRoom,
|
||||
playerId: p1Id,
|
||||
}),
|
||||
);
|
||||
} else if (msg.type === "join_room") {
|
||||
ws.send(
|
||||
JSON.stringify({
|
||||
type: "room_joined",
|
||||
roomId: currentRoom,
|
||||
peerId: p1Id,
|
||||
peerNickname: "Host",
|
||||
}),
|
||||
);
|
||||
hostWs?.send(
|
||||
JSON.stringify({
|
||||
type: "peer_joined",
|
||||
roomId: currentRoom,
|
||||
peerId: p2Id,
|
||||
peerNickname: "Peer",
|
||||
}),
|
||||
);
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
client1 = new NetworkClient(`ws://localhost:${port}`);
|
||||
client2 = new NetworkClient(`ws://localhost:${port}`);
|
||||
|
||||
// Patch WebSocket in the browser environment since we're using ws in tests
|
||||
(global as any).WebSocket = WebSocket;
|
||||
|
||||
await Promise.all([client1.connect(), client2.connect()]);
|
||||
|
||||
mm1 = new MatchmakingClient(client1);
|
||||
mm2 = new MatchmakingClient(client2);
|
||||
});
|
||||
|
||||
afterEach(() => {
|
||||
client1.disconnect();
|
||||
client2.disconnect();
|
||||
wss.close();
|
||||
});
|
||||
|
||||
it("completes room creation and join roundtrip", () => {
|
||||
return new Promise<void>((resolve) => {
|
||||
const p1Joined = vi.fn();
|
||||
const p2Joined = vi.fn();
|
||||
|
||||
// Host sets up callbacks
|
||||
mm1.onRoomCreated((roomId) => {
|
||||
expect(roomId).toBe("r1");
|
||||
// Now peer joins
|
||||
mm2.joinRoom("p1");
|
||||
});
|
||||
|
||||
mm1.onPeerJoined((roomId, peerId, peerName) => {
|
||||
p1Joined(roomId, peerId, peerName);
|
||||
checkDone();
|
||||
});
|
||||
|
||||
// Peer sets up callbacks
|
||||
mm2.onRoomJoined((roomId, peerId, peerName) => {
|
||||
p2Joined(roomId, peerId, peerName);
|
||||
checkDone();
|
||||
});
|
||||
|
||||
function checkDone() {
|
||||
if (p1Joined.mock.calls.length > 0 && p2Joined.mock.calls.length > 0) {
|
||||
expect(p1Joined).toHaveBeenCalledWith("r1", "p2", "Peer");
|
||||
expect(p2Joined).toHaveBeenCalledWith("r1", "p1", "Host");
|
||||
resolve();
|
||||
}
|
||||
}
|
||||
|
||||
// Start the flow
|
||||
mm1.createRoom();
|
||||
});
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,54 @@
|
||||
import { describe, it, expect, vi, beforeEach } from "vitest";
|
||||
import { MatchmakingClient } from "./MatchmakingClient";
|
||||
import { NetworkClient } from "./NetworkClient";
|
||||
|
||||
describe("MatchmakingClient", () => {
|
||||
let network: NetworkClient;
|
||||
let matchmaking: MatchmakingClient;
|
||||
|
||||
beforeEach(() => {
|
||||
network = new NetworkClient();
|
||||
network.sendRaw = vi.fn();
|
||||
matchmaking = new MatchmakingClient(network);
|
||||
});
|
||||
|
||||
it("createRoom sends create_room message", () => {
|
||||
matchmaking.createRoom();
|
||||
expect(network.sendRaw).toHaveBeenCalledWith(
|
||||
JSON.stringify({ type: "create_room" }),
|
||||
);
|
||||
});
|
||||
|
||||
it("joinRoom sends join_room message", () => {
|
||||
matchmaking.joinRoom("p1");
|
||||
expect(network.sendRaw).toHaveBeenCalledWith(
|
||||
JSON.stringify({ type: "join_room", targetId: "p1" }),
|
||||
);
|
||||
});
|
||||
|
||||
it("handles room_created event", () => {
|
||||
const cb = vi.fn();
|
||||
matchmaking.onRoomCreated(cb);
|
||||
|
||||
// Simulate network message
|
||||
const handler = (network as any).onMessage;
|
||||
handler({ type: "room_created", roomId: "r1" });
|
||||
|
||||
expect(cb).toHaveBeenCalledWith("r1");
|
||||
});
|
||||
|
||||
it("handles room_joined event", () => {
|
||||
const cb = vi.fn();
|
||||
matchmaking.onRoomJoined(cb);
|
||||
|
||||
const handler = (network as any).onMessage;
|
||||
handler({
|
||||
type: "room_joined",
|
||||
roomId: "r2",
|
||||
peerId: "p1",
|
||||
peerNickname: "Bob",
|
||||
});
|
||||
|
||||
expect(cb).toHaveBeenCalledWith("r2", "p1", "Bob");
|
||||
});
|
||||
});
|
||||
@@ -19,8 +19,8 @@ export class NetworkClient {
|
||||
private maxReconnectDelay = 30000;
|
||||
private reconnecting = false;
|
||||
|
||||
constructor(url = "ws://localhost:3001") {
|
||||
this.url = url;
|
||||
constructor(url?: string) {
|
||||
this.url = url || import.meta.env.VITE_WS_URL || "ws://localhost:3001";
|
||||
}
|
||||
|
||||
connect(): Promise<void> {
|
||||
|
||||
@@ -0,0 +1,68 @@
|
||||
import { describe, it, expect } from "vitest";
|
||||
import { PhysicsSystem } from "./PhysicsSystem";
|
||||
import { World } from "../engine/ecs";
|
||||
import { createTilemap } from "../engine/tilemap";
|
||||
|
||||
describe("PhysicsSystem", () => {
|
||||
it("applies pushback velocity on weapon hit", () => {
|
||||
const world = new World();
|
||||
const map = createTilemap(10, 10, 32);
|
||||
const physics = new PhysicsSystem(map);
|
||||
|
||||
// Create player with active weapon
|
||||
const player = world.createEntity();
|
||||
world.addComponent(player, "Position", { x: 100, y: 100 });
|
||||
world.addComponent(player, "Weapon", {
|
||||
width: 40,
|
||||
height: 40,
|
||||
damage: 10,
|
||||
active: true,
|
||||
});
|
||||
|
||||
// Create enemy
|
||||
const enemy = world.createEntity();
|
||||
world.addComponent(enemy, "Position", { x: 110, y: 110 }); // within weapon range
|
||||
world.addComponent(enemy, "Velocity", { dx: 0, dy: 0 });
|
||||
world.addComponent(enemy, "Enemy", {});
|
||||
|
||||
physics.update(world, 0.016);
|
||||
|
||||
const enemyVel = world.getComponent(enemy, "Velocity");
|
||||
const weapon = world.getComponent(player, "Weapon");
|
||||
|
||||
// Enemy should be pushed away from player (100,100 -> 110,110 is down-right)
|
||||
expect(enemyVel?.dx).toBeGreaterThan(0);
|
||||
expect(enemyVel?.dy).toBeGreaterThan(0);
|
||||
|
||||
// Weapon should be deactivated after hit
|
||||
expect(weapon?.active).toBe(false);
|
||||
});
|
||||
|
||||
it("detects weapon hitbox overlap correctly", () => {
|
||||
const world = new World();
|
||||
const map = createTilemap(10, 10, 32);
|
||||
const physics = new PhysicsSystem(map);
|
||||
|
||||
const player = world.createEntity();
|
||||
world.addComponent(player, "Position", { x: 100, y: 100 });
|
||||
world.addComponent(player, "Weapon", {
|
||||
width: 10,
|
||||
height: 10,
|
||||
damage: 10,
|
||||
active: true,
|
||||
}); // Small hitbox
|
||||
|
||||
const enemy = world.createEntity();
|
||||
world.addComponent(enemy, "Position", { x: 200, y: 200 }); // Far away
|
||||
world.addComponent(enemy, "Velocity", { dx: 0, dy: 0 });
|
||||
world.addComponent(enemy, "Enemy", {});
|
||||
|
||||
physics.update(world, 0.016);
|
||||
|
||||
const enemyVel = world.getComponent(enemy, "Velocity");
|
||||
|
||||
// No overlap, velocity should remain 0
|
||||
expect(enemyVel?.dx).toBe(0);
|
||||
expect(enemyVel?.dy).toBe(0);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,66 @@
|
||||
import { describe, it, expect, vi, beforeEach } from "vitest";
|
||||
import { RenderSystem } from "./RenderSystem";
|
||||
import { World } from "../engine/ecs";
|
||||
|
||||
describe("RenderSystem", () => {
|
||||
let world: World;
|
||||
let canvas: HTMLCanvasElement;
|
||||
let ctx: any;
|
||||
|
||||
beforeEach(() => {
|
||||
world = new World();
|
||||
|
||||
// Create a mock context
|
||||
ctx = {
|
||||
fillStyle: "",
|
||||
strokeStyle: "",
|
||||
lineWidth: 0,
|
||||
font: "",
|
||||
textAlign: "",
|
||||
fillRect: vi.fn(),
|
||||
save: vi.fn(),
|
||||
restore: vi.fn(),
|
||||
translate: vi.fn(),
|
||||
strokeText: vi.fn(),
|
||||
fillText: vi.fn(),
|
||||
};
|
||||
|
||||
// Create a mock canvas
|
||||
canvas = {
|
||||
width: 800,
|
||||
height: 600,
|
||||
getContext: vi.fn().mockReturnValue(ctx),
|
||||
} as any;
|
||||
});
|
||||
|
||||
it("calculates camera offset based on player position", () => {
|
||||
const render = new RenderSystem(canvas);
|
||||
|
||||
const player = world.createEntity();
|
||||
world.addComponent(player, "Player", {});
|
||||
world.addComponent(player, "Position", { x: 500, y: 400 });
|
||||
|
||||
render.update(world, 0.016);
|
||||
|
||||
// Canvas width is 800, height is 600
|
||||
// Center is 400, 300
|
||||
// Offset should be: cx = 400 - 500 = -100, cy = 300 - 400 = -100
|
||||
expect(ctx.translate).toHaveBeenCalledWith(-100, -100);
|
||||
});
|
||||
|
||||
it("renders nickname labels", () => {
|
||||
const render = new RenderSystem(canvas);
|
||||
|
||||
const entity = world.createEntity();
|
||||
world.addComponent(entity, "Position", { x: 100, y: 100 });
|
||||
world.addComponent(entity, "Sprite", { width: 32, height: 32 });
|
||||
world.addComponent(entity, "Nickname", { id: "p1", name: "Zoltar" });
|
||||
|
||||
render.update(world, 0.016);
|
||||
|
||||
// Label should be drawn above sprite (y - height/2 - 8)
|
||||
// 100 - 16 - 8 = 76
|
||||
expect(ctx.strokeText).toHaveBeenCalledWith("Zoltar", 100, 76);
|
||||
expect(ctx.fillText).toHaveBeenCalledWith("Zoltar", 100, 76);
|
||||
});
|
||||
});
|
||||
@@ -52,19 +52,19 @@ export class RenderSystem extends System {
|
||||
|
||||
// Draw nickname label if entity has Nickname component
|
||||
const nickname = world.getComponent(entity, "Nickname");
|
||||
if (nickname?.text) {
|
||||
if (nickname && nickname.name) {
|
||||
this.ctx.save();
|
||||
this.ctx.font = "12px sans-serif";
|
||||
this.ctx.textAlign = "center";
|
||||
this.ctx.strokeStyle = "#000";
|
||||
this.ctx.lineWidth = 3;
|
||||
this.ctx.strokeText(
|
||||
nickname.text,
|
||||
nickname.name,
|
||||
pos.x,
|
||||
pos.y - sprite.height / 2 - 8,
|
||||
);
|
||||
this.ctx.fillStyle = "#fff";
|
||||
this.ctx.fillText(nickname.text, pos.x, pos.y - sprite.height / 2 - 8);
|
||||
this.ctx.fillText(nickname.name, pos.x, pos.y - sprite.height / 2 - 8);
|
||||
this.ctx.restore();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,91 @@
|
||||
import { describe, it, expect, vi, beforeEach } from "vitest";
|
||||
import { SyncSystem } from "./SyncSystem";
|
||||
import { World } from "../engine/ecs";
|
||||
import { NetworkClient } from "./NetworkClient";
|
||||
|
||||
describe("SyncSystem", () => {
|
||||
let world: World;
|
||||
let sync: SyncSystem;
|
||||
let network: NetworkClient;
|
||||
|
||||
beforeEach(() => {
|
||||
world = new World();
|
||||
network = new NetworkClient();
|
||||
network.sendRaw = vi.fn();
|
||||
Object.defineProperty(network, "connected", { get: () => true });
|
||||
sync = new SyncSystem(network);
|
||||
});
|
||||
|
||||
it("increments local tick and sends state at interval", () => {
|
||||
const player = world.createEntity();
|
||||
world.addComponent(player, "Player", {});
|
||||
world.addComponent(player, "Position", { x: 10, y: 20 });
|
||||
|
||||
// Should not send initially (dt = 0)
|
||||
sync.update(world, 0);
|
||||
expect(network.sendRaw).not.toHaveBeenCalled();
|
||||
|
||||
// Should send when interval reached (50ms)
|
||||
sync.update(world, 0.05); // 50ms
|
||||
|
||||
expect(network.sendRaw).toHaveBeenCalled();
|
||||
const callArg = (network.sendRaw as any).mock.calls[0][0];
|
||||
const parsed = JSON.parse(callArg);
|
||||
|
||||
expect(parsed.type).toBe("state_update");
|
||||
expect(parsed.x).toBe(10);
|
||||
expect(parsed.y).toBe(20);
|
||||
});
|
||||
|
||||
it("applyRemoteState stores state and snaps if drift is large", () => {
|
||||
const peer = world.createEntity();
|
||||
world.addComponent(peer, "Nickname", { id: "p2", name: "Peer" });
|
||||
world.addComponent(peer, "Position", { x: 0, y: 0 });
|
||||
|
||||
// Large drift (>10px)
|
||||
sync.applyRemoteState(world, { playerId: "p2", x: 100, y: 100, tick: 1 });
|
||||
|
||||
const pos = world.getComponent(peer, "Position");
|
||||
expect(pos?.x).toBe(100);
|
||||
expect(pos?.y).toBe(100);
|
||||
|
||||
const stored = sync.getRemoteState("p2");
|
||||
expect(stored?.x).toBe(100);
|
||||
expect(stored?.y).toBe(100);
|
||||
});
|
||||
|
||||
it("applyRemoteState starts interpolation if drift is small", () => {
|
||||
const peer = world.createEntity();
|
||||
world.addComponent(peer, "Nickname", { id: "p2", name: "Peer" });
|
||||
world.addComponent(peer, "Position", { x: 0, y: 0 });
|
||||
|
||||
// Small drift (<=10px)
|
||||
sync.applyRemoteState(world, { playerId: "p2", x: 5, y: 0, tick: 1 });
|
||||
|
||||
const pos = world.getComponent(peer, "Position");
|
||||
// Position should NOT snap immediately
|
||||
expect(pos?.x).toBe(0);
|
||||
expect(pos?.y).toBe(0);
|
||||
|
||||
// Update with dt to lerp over 50ms (0.05s)
|
||||
sync.update(world, 0.025); // half way
|
||||
expect(pos?.x).toBeCloseTo(2.5);
|
||||
|
||||
sync.update(world, 0.025); // fully there
|
||||
expect(pos?.x).toBeCloseTo(5);
|
||||
});
|
||||
|
||||
it("interpolate method works on historical positions", () => {
|
||||
const peer = world.createEntity();
|
||||
world.addComponent(peer, "Nickname", { id: "p2", name: "Peer" });
|
||||
world.addComponent(peer, "Position", { x: 0, y: 0 });
|
||||
|
||||
// Add multiple states
|
||||
sync.applyRemoteState(world, { playerId: "p2", x: 0, y: 0, tick: 1 });
|
||||
sync.applyRemoteState(world, { playerId: "p2", x: 100, y: 0, tick: 3 });
|
||||
|
||||
// interpolate at tick 2 (halfway between tick 1 and 3)
|
||||
const result = sync.interpolate("p2", 2);
|
||||
expect(result).toEqual({ x: 50, y: 0 });
|
||||
});
|
||||
});
|
||||
+106
-28
@@ -12,22 +12,27 @@ import { World, System } from "../engine/ecs";
|
||||
import { NetworkClient } from "./NetworkClient";
|
||||
|
||||
export interface RemoteState {
|
||||
entityId: number;
|
||||
playerId: string;
|
||||
x: number;
|
||||
y: number;
|
||||
tick: number;
|
||||
}
|
||||
|
||||
export class SyncSystem extends System {
|
||||
private remoteStates: Map<number, RemoteState> = new Map();
|
||||
private remoteStates: Map<string, RemoteState> = new Map();
|
||||
private history: Map<
|
||||
string,
|
||||
{ tick: number; pos: { x: number; y: number } }[]
|
||||
> = new Map();
|
||||
private targetPos: Map<string, { x: number; y: number }> = new Map();
|
||||
private startPos: Map<string, { x: number; y: number }> = new Map();
|
||||
|
||||
private localTick = 0;
|
||||
private lastSync = 0;
|
||||
private syncInterval = 50; // 20 Hz
|
||||
private network?: NetworkClient;
|
||||
private driftThreshold = 10; // pixels
|
||||
private interpolationFrames = 3;
|
||||
private interpolationCounter = 0;
|
||||
private interpolationTarget?: { x: number; y: number };
|
||||
private lerpTime = 0;
|
||||
|
||||
constructor(network?: NetworkClient) {
|
||||
super();
|
||||
@@ -43,40 +48,67 @@ export class SyncSystem extends System {
|
||||
this.lastSync += dt * 1000;
|
||||
|
||||
// Send local player state at 20 Hz
|
||||
if (this.lastSync >= this.syncInterval && this.network?.connected) {
|
||||
if (this.lastSync >= this.syncInterval && this.network) {
|
||||
this.lastSync = 0;
|
||||
this.sendLocalState(world);
|
||||
}
|
||||
|
||||
// Handle interpolation
|
||||
if (this.interpolationCounter > 0 && this.interpolationTarget) {
|
||||
const players = world.query("Player", "Position");
|
||||
if (players.length > 0) {
|
||||
const pos = world.getComponent(players[0], "Position");
|
||||
// Interpolate peers toward remote positions
|
||||
if (this.lerpTime < 0.05) {
|
||||
// 3 frames approx 50ms
|
||||
this.lerpTime += dt;
|
||||
const t = Math.min(this.lerpTime / 0.05, 1);
|
||||
|
||||
for (const [id, target] of this.targetPos) {
|
||||
const start = this.startPos.get(id);
|
||||
if (!start) continue;
|
||||
|
||||
// Find the remote entity (represented by a Player component that is not us, or an Enemy?)
|
||||
// For now, we sync peers. Let's assume peers have a 'Peer' component.
|
||||
// Wait, how do we distinguish local player from remote peers?
|
||||
// Let's assume we use an entity marker or match by nickname.
|
||||
// For simplicity, let's just find the entity with Nickname = id.
|
||||
const peers = world.query("Position", "Nickname");
|
||||
let peerEntity: number | undefined;
|
||||
for (const e of peers) {
|
||||
const nick = world.getComponent(e, "Nickname");
|
||||
if (nick && nick.id === id) {
|
||||
peerEntity = e;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (peerEntity !== undefined) {
|
||||
const pos = world.getComponent(peerEntity, "Position");
|
||||
if (pos) {
|
||||
const t = 1 / this.interpolationFrames;
|
||||
pos.x += (this.interpolationTarget.x - pos.x) * t;
|
||||
pos.y += (this.interpolationTarget.y - pos.y) * t;
|
||||
pos.x = start.x + (target.x - start.x) * t;
|
||||
pos.y = start.y + (target.y - start.y) * t;
|
||||
}
|
||||
}
|
||||
this.interpolationCounter--;
|
||||
if (this.interpolationCounter <= 0) {
|
||||
this.interpolationTarget = undefined;
|
||||
}
|
||||
|
||||
if (this.lerpTime >= 0.05) {
|
||||
this.targetPos.clear();
|
||||
this.startPos.clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private sendLocalState(world: World): void {
|
||||
// Note: Assuming we only have one local player. Local player typically doesn't have a Nickname component with a peer ID, or maybe they do?
|
||||
// Let's just find the first Player.
|
||||
const players = world.query("Player", "Position");
|
||||
if (players.length === 0) return;
|
||||
|
||||
// Wait, we need to make sure we only send the local player's state.
|
||||
// Let's assume entity with 'Player' is local. 'Peer' is remote.
|
||||
// We'll just grab the first 'Player'.
|
||||
const pos = world.getComponent(players[0], "Position");
|
||||
if (!pos) return;
|
||||
|
||||
this.network?.sendRaw(
|
||||
JSON.stringify({
|
||||
type: "state_update",
|
||||
tick: this.localTick,
|
||||
x: pos.x,
|
||||
y: pos.y,
|
||||
}),
|
||||
@@ -84,27 +116,73 @@ export class SyncSystem extends System {
|
||||
}
|
||||
|
||||
applyRemoteState(world: World, state: RemoteState): void {
|
||||
this.remoteStates.set(state.entityId, state);
|
||||
this.remoteStates.set(state.playerId, state);
|
||||
const id = state.playerId;
|
||||
|
||||
// Check drift against local position
|
||||
const players = world.query("Player", "Position");
|
||||
if (players.length === 0) return;
|
||||
// Find the peer entity
|
||||
const peers = world.query("Position", "Nickname");
|
||||
let peerEntity: number | undefined;
|
||||
for (const e of peers) {
|
||||
const nick = world.getComponent(e, "Nickname");
|
||||
if (nick && nick.id === id) {
|
||||
peerEntity = e;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
const pos = world.getComponent(players[0], "Position");
|
||||
if (peerEntity === undefined) return;
|
||||
|
||||
const pos = world.getComponent(peerEntity, "Position");
|
||||
if (!pos) return;
|
||||
|
||||
// Store in history
|
||||
if (!this.history.has(id)) this.history.set(id, []);
|
||||
const h = this.history.get(id)!;
|
||||
h.push({ tick: state.tick, pos: { x: state.x, y: state.y } });
|
||||
if (h.length > 10) h.shift();
|
||||
|
||||
// Check drift against local position (the position of the peer in our world)
|
||||
const dx = state.x - pos.x;
|
||||
const dy = state.y - pos.y;
|
||||
const drift = Math.sqrt(dx * dx + dy * dy);
|
||||
|
||||
if (drift > this.driftThreshold) {
|
||||
// Start interpolation toward remote position
|
||||
this.interpolationTarget = { x: state.x, y: state.y };
|
||||
this.interpolationCounter = this.interpolationFrames;
|
||||
// Snap
|
||||
pos.x = state.x;
|
||||
pos.y = state.y;
|
||||
} else if (drift > 0) {
|
||||
// Interpolate over frames
|
||||
this.startPos.set(id, { x: pos.x, y: pos.y });
|
||||
this.targetPos.set(id, { x: state.x, y: state.y });
|
||||
this.lerpTime = 0;
|
||||
}
|
||||
}
|
||||
|
||||
getRemoteState(entityId: number): RemoteState | undefined {
|
||||
return this.remoteStates.get(entityId);
|
||||
interpolate(
|
||||
entityId: string,
|
||||
targetTick: number,
|
||||
): { x: number; y: number } | null {
|
||||
const hist = this.history.get(entityId);
|
||||
if (!hist || hist.length < 2) return null;
|
||||
|
||||
let before: { tick: number; pos: { x: number; y: number } } | null = null;
|
||||
let after: { tick: number; pos: { x: number; y: number } } | null = null;
|
||||
|
||||
for (const entry of hist) {
|
||||
if (entry.tick <= targetTick) before = entry;
|
||||
else if (!after) after = entry;
|
||||
}
|
||||
|
||||
if (!before || !after) return null;
|
||||
|
||||
const t = (targetTick - before.tick) / (after.tick - before.tick);
|
||||
return {
|
||||
x: before.pos.x + (after.pos.x - before.pos.x) * t,
|
||||
y: before.pos.y + (after.pos.y - before.pos.y) * t,
|
||||
};
|
||||
}
|
||||
|
||||
getRemoteState(playerId: string): RemoteState | undefined {
|
||||
return this.remoteStates.get(playerId);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user