Only auto aim and healthbars
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54c6327ac7
commit
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14 files changed
+95
-89
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@@ -240,7 +240,6 @@ final class GameSimulator
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$keys = is_array($frame['keys'] ?? null) ? $frame['keys'] : [];
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$input->keys = array_values(array_filter($keys, 'is_string'));
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$input->fire = (bool) ($frame['fire'] ?? false);
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$input->autoAim = (bool) ($frame['autoAim'] ?? false);
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$aim = $frame['aim'] ?? null;
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if (is_array($aim)) {
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@@ -265,10 +264,8 @@ final class GameSimulator
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$entry['engine']->tick($dt);
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if ($room->state === Room::STATE_OVER) {
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$room->seq++;
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$this->broadcastRoom($room);
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} elseif ($this->frame % self::SNAPSHOT_EVERY === 0) {
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$room->seq++;
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$this->broadcastRoom($room);
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}
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}
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@@ -280,6 +277,8 @@ final class GameSimulator
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return;
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}
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$room->seq++;
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$players = [];
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foreach ($room->players as $player) {
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$players[] = $player->toSnapshot();
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@@ -14,18 +14,14 @@ final class InputState
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public bool $fire;
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public bool $autoAim;
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public function __construct(
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array $keys = [],
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?Vector2 $aim = null,
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bool $fire = false,
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bool $autoAim = false,
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) {
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$this->keys = $keys;
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$this->aim = $aim ?? new Vector2(1.0, 0.0);
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$this->fire = $fire;
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$this->autoAim = $autoAim;
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}
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public function reset(?Vector2 $aim = null): void
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@@ -33,6 +29,5 @@ final class InputState
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$this->keys = [];
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$this->aim = $aim ?? new Vector2(1.0, 0.0);
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$this->fire = false;
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$this->autoAim = false;
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}
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}
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+9
-14
@@ -60,8 +60,6 @@ final class Player extends GameObject
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public bool $dead = false;
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public bool $autoAim = false;
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private float $cooldown = 0.0;
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private Vector2 $aimDirection;
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@@ -154,22 +152,19 @@ final class Player extends GameObject
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);
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$aim = $this->input->aim;
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$autoAimActive = $this->input->autoAim || $this->autoAim;
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$hasTarget = false;
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if ($autoAimActive) {
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$nearest = $this->nearestZombie();
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if ($nearest !== null) {
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$hasTarget = true;
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$toEnemy = $nearest->pos->subV($this->pos);
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if ($toEnemy->lengthSquared() > 1.0) {
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$aim = $toEnemy;
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}
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$nearest = $this->nearestZombie();
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if ($nearest !== null) {
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$hasTarget = true;
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$toEnemy = $nearest->pos->subV($this->pos);
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if ($toEnemy->lengthSquared() > 1.0) {
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$aim = $toEnemy;
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}
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}
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if ($aim->lengthSquared() > 1.0) {
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$this->aimDirection = $aim->divS($aim->length());
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} elseif ($aim->lengthSquared() > 0.01 && $this->input->aim !== null && ! $autoAimActive) {
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// Raw normalized direction from the client when not auto-aiming.
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} elseif ($aim->lengthSquared() > 0.01 && $this->input->aim !== null) {
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// Use the raw client direction when no auto-aim target is near.
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$this->aimDirection = $aim->normalize();
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}
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@@ -177,7 +172,7 @@ final class Player extends GameObject
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$this->damageCooldown = max(0.0, $this->damageCooldown - $dt);
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$this->cooldown -= $dt;
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if ($this->cooldown <= 0.0 && ($this->input->fire || ($autoAimActive && $hasTarget))) {
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if ($this->cooldown <= 0.0 && ($this->input->fire || $hasTarget)) {
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$this->cooldown = $this->fireRate;
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$this->shoot();
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}
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@@ -73,7 +73,6 @@ final class Room
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$this->spawnTimer = 0.0;
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$this->pickupTimer = 8.0;
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$this->events = [];
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$this->seq++;
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foreach ($this->entities->copy() as $entity) {
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if ($entity instanceof Player) {
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@@ -32,11 +32,10 @@ final class GameInputController extends Controller
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'keys' => $keys,
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'aim' => $aim,
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'fire' => (bool) $request->input('fire', false),
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'autoAim' => (bool) $request->input('autoAim', false),
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];
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Redis::rpush(sprintf('game:in:%s', $room), json_encode($frame, JSON_THROW_ON_ERROR));
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return response()->json(['ok' => true]);
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}
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}
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}
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@@ -68,7 +68,6 @@ final class PushClientEventToInputQueue
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? ['x' => (float) ($data['aim']['x'] ?? 0.0), 'y' => (float) ($data['aim']['y'] ?? 0.0)]
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: ['x' => 1.0, 'y' => 0.0],
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'fire' => (bool) ($data['fire'] ?? false),
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'autoAim' => (bool) ($data['autoAim'] ?? false),
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];
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Redis::rpush(sprintf(self::INPUT_QUEUE, $roomId), json_encode($frame, JSON_THROW_ON_ERROR));
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@@ -213,6 +213,21 @@ html, body {
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color: #bbb;
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min-height: 18px;
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}
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.lobby-players-title {
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font-size: 11px;
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text-transform: uppercase;
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letter-spacing: 1px;
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color: #888;
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margin-bottom: 6px;
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}
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.lobby-player {
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padding: 3px 0;
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font-size: 14px;
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color: #eee;
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}
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.lobby-player.you {
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color: #4fe3ff;
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}
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#gameover {
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position: fixed;
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inset: 0;
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@@ -1,7 +1,6 @@
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import { GameObject } from '../engine/GameObject.js';
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import { Vector2D } from '../engine/Vector2D.js';
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import { Bullet } from './Bullet.js';
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import { Zombie } from './Zombie.js';
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export class Player extends GameObject {
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constructor(
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@@ -23,7 +22,6 @@ export class Player extends GameObject {
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particles = null,
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sounds = null,
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size = 24,
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autoAim = false,
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} = {},
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) {
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super(viewport.width / 2, viewport.height / 2);
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@@ -51,7 +49,6 @@ export class Player extends GameObject {
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this._recoil = new Vector2D(0, 0);
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this._damageCooldown = 0;
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this._time = 0;
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this.autoAim = autoAim;
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}
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update(dt) {
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@@ -81,15 +78,6 @@ export class Player extends GameObject {
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this.pos.y = Math.min(Math.max(this.pos.y, maxY), height - maxY);
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let aim = this.input.mouse.subV(this.pos);
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if (this.autoAim) {
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const nearest = this._nearestZombie();
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if (nearest) {
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const toEnemy = nearest.pos.subV(this.pos);
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if (toEnemy.lengthSqrt() > 1) {
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aim = toEnemy;
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}
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}
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}
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if (aim.lengthSqrt() > 1) {
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this._aimDirection = aim.divS(aim.length());
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}
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@@ -104,21 +92,6 @@ export class Player extends GameObject {
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}
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}
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_nearestZombie() {
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let best = null;
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let bestDistSq = Infinity;
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for (const obj of this.container || []) {
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if (!(obj instanceof Zombie)) continue;
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const delta = obj.pos.subV(this.pos);
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const distSq = delta.lengthSqrt();
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if (distSq < bestDistSq) {
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bestDistSq = distSq;
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best = obj;
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}
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}
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return best;
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}
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shoot() {
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const aimAngle = Math.atan2(this._aimDirection.y, this._aimDirection.x);
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this._recoil = this._aimDirection.mulS(-this.recoilSpeed);
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+25
-28
@@ -46,7 +46,6 @@ window.addEventListener('orientationchange', resizeToWindow);
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resizeToWindow();
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const input = new Input(canvas, viewport);
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const isMobile = input.isMobile;
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const fullscreenButton = document.getElementById('fullscreen');
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const updateFullscreenLabel = () => {
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@@ -87,9 +86,7 @@ const updateCamera = (cx, cy) => {
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camera.y = Math.min(Math.max(0, targetY), Math.max(0, WORLD_H - viewport.height));
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};
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let autoAim = isMobile;
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let muted = false;
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let autoAimNotice = 0;
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let muteNotice = 0;
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let gameStarted = false;
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let lastEventSeq = -1;
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@@ -555,7 +552,6 @@ const Lobby = (() => {
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};
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el.name.value = me.name;
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el.room.value = localStorage.getItem('zombies.room') || '';
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const setStatus = (text, error = false) => {
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el.status.textContent = text;
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@@ -579,7 +575,20 @@ const Lobby = (() => {
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return;
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}
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const my = players.find((p) => p.id === me.id) || null;
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el.players.textContent = `In room: ${players.map((p) => `${p.name}${p.host ? ' (host)' : ''}${p.id === me.id ? ' (you)' : ''}`).join(', ')}`;
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el.players.textContent = '';
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const title = document.createElement('div');
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title.className = 'lobby-players-title';
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title.textContent = 'Players';
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el.players.appendChild(title);
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for (const p of players) {
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const row = document.createElement('div');
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row.className = 'lobby-player';
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row.textContent = `${p.name}${p.id === me.id ? ' (you)' : ''}${p.host ? ' (host)' : ''}`;
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if (p.id === me.id) {
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row.classList.add('you');
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}
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el.players.appendChild(row);
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}
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el.roomCode.textContent = me.room;
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showInRoom();
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if (players.length === 1) {
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@@ -917,11 +926,11 @@ const drawHud = (state, my, now, t) => {
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textRenderer.draw(renderer, `Score: ${my.score}`, 12, 12, { size: 20, fillStyle: '#fff' });
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textRenderer.draw(renderer, `HP: ${my.hp}`, 12, 40, { size: 20, fillStyle: '#fff' });
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if (autoAim) {
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const aaEntry = textRenderer.measure('AUTO-AIM', { size: 14, fillStyle: '#4fe3ff' });
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textRenderer.draw(renderer, 'AUTO-AIM', viewport.width - aaEntry.width - 12, 12, {
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size: 14,
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fillStyle: '#4fe3ff',
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if (my.dead && state.state === 'playing' && state.players.some((p) => p.id !== my.id && !p.dead)) {
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const specEntry = textRenderer.measure('SPECTATING', { size: 20, fillStyle: '#8a8a8a' });
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textRenderer.draw(renderer, 'SPECTATING', viewport.width / 2 - specEntry.width / 2, 60, {
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size: 20,
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fillStyle: '#8a8a8a',
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});
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}
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@@ -947,15 +956,6 @@ const drawHud = (state, my, now, t) => {
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fillStyle: '#fff',
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});
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}
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if (autoAimNotice > 0) {
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autoAimNotice -= t;
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const notice = autoAim ? 'Auto-aim ON' : 'Auto-aim OFF';
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const entry = textRenderer.measure(notice, { size: 22, fillStyle: '#fff' });
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textRenderer.draw(renderer, notice, viewport.width / 2 - entry.width / 2, viewport.height / 2 - 20, {
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size: 22,
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fillStyle: '#4fe3ff',
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});
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}
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void now;
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};
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@@ -978,20 +978,18 @@ const gameLoop = (now) => {
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muted = sounds.toggleMuted();
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muteNotice = 1.2;
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}
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if (!isMobile && input.pressed.has('q')) {
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input.clearPressed();
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autoAim = !autoAim;
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autoAimNotice = 1.2;
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}
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renderer.clear(0, 0, 0, 1);
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const snapshot = networking.curr;
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const frame = snapshot ? interpolate(now) : null;
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const own = frame ? frame.players.find((p) => p.id === me.id) || null : null;
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if (own) {
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entities.setTarget(own.x, own.y);
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updateCamera(own.x, own.y);
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const anchor = own
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? (own.dead ? frame.players.find((p) => p.id !== me.id && !p.dead) || own : own)
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: null;
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if (anchor) {
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entities.setTarget(anchor.x, anchor.y);
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updateCamera(anchor.x, anchor.y);
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} else {
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updateCamera(WORLD_W / 2, WORLD_H / 2);
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}
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@@ -1084,7 +1082,6 @@ const gameLoop = (now) => {
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keys: [...input.keys],
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aim: { x: mouse.x - own.x, y: mouse.y - own.y },
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fire: input.mouseDown,
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autoAim,
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});
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} else {
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networking.stopSendingInput();
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@@ -93,6 +93,9 @@ export class NetEntities {
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this._stampPlayer(view, snapshot, now);
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if (!snapshot.dead) {
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view.draw(renderer);
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if (snapshot.name) {
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this._drawName(snapshot, renderer, textRenderer);
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}
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}
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}
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@@ -110,6 +113,27 @@ export class NetEntities {
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this.players.clear();
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}
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_drawName(snapshot, renderer, textRenderer) {
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const hp = snapshot.hp ?? 0;
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const mhp = snapshot.mhp ?? hp;
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const label = `${snapshot.name} HP: ${hp}/${mhp}`;
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const opts = { size: 12, fillStyle: '#fff', bold: true };
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const entry = textRenderer.measure(label, opts);
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const barW = 40;
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const barH = 4;
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const barX = snapshot.x - barW / 2;
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const barY = snapshot.y - PLAYER_SIZE / 2 - barH - 2;
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renderer.drawTexture(renderer.whiteTexture, barX, barY, barW, barH, [0, 0, 0, 0.6]);
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const ratio = mhp > 0 ? Math.max(0, Math.min(1, hp / mhp)) : 0;
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if (ratio > 0) {
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const color = ratio > 2 / 3 ? [0.3, 0.9, 0.35, 0.9] : ratio > 1 / 3 ? [0.95, 0.8, 0.2, 0.9] : [0.9, 0.25, 0.25, 0.9];
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renderer.drawTexture(renderer.whiteTexture, barX, barY, barW * ratio, barH, color);
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}
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textRenderer.draw(renderer, label, snapshot.x - entry.width / 2, barY - entry.height - 2, opts);
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}
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_stamp(view, entity, now) {
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view.pos.x = entity.x;
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view.pos.y = entity.y;
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@@ -140,13 +140,12 @@ export class NetworkClient {
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_flushInput() {
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if (!this._input || !this._connected()) return;
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const { id, keys, aim, fire, autoAim } = this._input;
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const { id, keys, aim, fire } = this._input;
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this.socket.trigger('client-input', this._inputChannel(), {
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id,
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keys,
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aim,
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fire,
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autoAim,
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});
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}
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@@ -59,7 +59,7 @@ final class GameEngineTest extends TestCase
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'health' => 1,
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]);
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$room->addPlayer($player);
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$zombie = new Zombie(944.4, 540.0, $room->entities, $room, ['emergeTime' => 0.0]);
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$zombie = new Zombie(944.4, 540.0, $room->entities, $room, ['emergeTime' => 0.0, 'health' => 20]);
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$zombie->target = $player;
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$room->entities->append($zombie);
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$engine->tick(1.0 / 60.0);
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@@ -69,6 +69,18 @@ final class GameSimulatorTest extends TestCase
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$this->assertSame(['p1' => true, 'p2' => false], $hosts);
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}
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#[Test]
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public function lobby_snapshots_have_monotonic_seq(): void
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{
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$sim = $this->makeSimulator();
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$sim->applyControl('room-a', ['type' => 'create', 'id' => 'p1', 'name' => 'A']);
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$firstSeq = $sim->room('room-a')->seq;
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$sim->applyControl('room-a', ['type' => 'join', 'id' => 'p2', 'name' => 'B']);
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$this->assertGreaterThan($firstSeq, $sim->room('room-a')->seq);
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}
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#[Test]
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public function start_transitions_to_playing(): void
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{
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@@ -190,7 +202,7 @@ final class GameSimulatorTest extends TestCase
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$sim = $this->makeSimulator();
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$sim->applyControl('room-a', ['type' => 'create', 'id' => 'p1', 'name' => 'A']);
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$sim->applyControl('room-a', ['type' => 'start', 'id' => 'p1']);
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$sim->applyInput('room-a', ['id' => 'p1', 'keys' => [], 'aim' => ['x' => 1.0, 'y' => 0.0], 'fire' => true, 'autoAim' => true]);
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$sim->applyInput('room-a', ['id' => 'p1', 'keys' => [], 'aim' => ['x' => 1.0, 'y' => 0.0], 'fire' => true]);
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$sawZombie = false;
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for ($i = 0; $i < 600; $i++) {
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$sim->tick(1.0 / 60.0);
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@@ -337,7 +349,7 @@ final class GameSimulatorTest extends TestCase
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$zombie = new Zombie($player->pos->x + 40.0, $player->pos->y, $room->entities, $room, ['emergeTime' => 0.0]);
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$room->entities->append($zombie);
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$sim->applyInput('room-a', ['id' => 'p1', 'keys' => [], 'aim' => ['x' => 1.0, 'y' => 0.0], 'fire' => true, 'autoAim' => false]);
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$sim->applyInput('room-a', ['id' => 'p1', 'keys' => [], 'aim' => ['x' => 1.0, 'y' => 0.0], 'fire' => true]);
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$hit = false;
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||||
$kills = false;
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||||
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||||
@@ -52,7 +52,7 @@ final class PlayerTest extends TestCase
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||||
{
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||||
$room = new Room('test');
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$room->state = Room::STATE_PLAYING;
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$input = new InputState(fire: false, autoAim: true);
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$input = new InputState(fire: false);
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$player = new Player('p1', 'Tester', $input, $room->entities, $room, ['x' => 100.0, 'y' => 100.0]);
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$room->addPlayer($player);
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$zombie = new Zombie(300.0, 100.0, $room->entities, $room, ['emergeTime' => 0.0]);
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||||
@@ -69,7 +69,7 @@ final class PlayerTest extends TestCase
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public function auto_aim_does_not_fire_without_target(): void
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||||
{
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||||
$room = new Room('test');
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||||
$input = new InputState(fire: false, autoAim: true);
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||||
$input = new InputState(fire: false);
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$player = new Player('p1', 'Tester', $input, $room->entities, $room, ['x' => 100.0, 'y' => 100.0]);
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$room->addPlayer($player);
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||||
$player->update(1.0 / 60.0);
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||||
@@ -163,7 +163,7 @@ final class PlayerTest extends TestCase
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||||
public function auto_aim_tracks_nearest_zombie(): void
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||||
{
|
||||
$room = new Room('test');
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||||
$input = new InputState(fire: true, autoAim: true);
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||||
$input = new InputState(fire: true);
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||||
$player = new Player('p1', 'Tester', $input, $room->entities, $room, ['x' => 100.0, 'y' => 100.0]);
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||||
$room->addPlayer($player);
|
||||
$zombie = new Zombie(200.0, 100.0, $room->entities, $room, ['emergeTime' => 0.0]);
|
||||
|
||||
Reference in new issue
Block a user