mizzkey/packages/misskey-bubble-game/src/game.ts
2024-02-13 02:27:48 +09:00

496 lines
14 KiB
TypeScript

/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
import { EventEmitter } from 'eventemitter3';
import * as Matter from 'matter-js';
import seedrandom from 'seedrandom';
import { NORAML_MONOS, SQUARE_MONOS, SWEETS_MONOS, YEN_MONOS } from './monos.js';
export type Mono = {
id: string;
level: number;
sizeX: number;
sizeY: number;
shape: 'circle' | 'rectangle' | 'custom';
vertices?: Matter.Vector[][];
verticesSize?: number;
score: number;
dropCandidate: boolean;
};
type Log = {
frame: number;
operation: 'drop';
x: number;
} | {
frame: number;
operation: 'hold';
} | {
frame: number;
operation: 'surrender';
};
export class DropAndFusionGame extends EventEmitter<{
changeScore: (newScore: number) => void;
changeCombo: (newCombo: number) => void;
changeStock: (newStock: { id: string; mono: Mono }[]) => void;
changeHolding: (newHolding: { id: string; mono: Mono } | null) => void;
dropped: (x: number) => void;
fusioned: (x: number, y: number, nextMono: Mono | null, scoreDelta: number) => void;
collision: (energy: number, bodyA: Matter.Body, bodyB: Matter.Body) => void;
monoAdded: (mono: Mono) => void;
gameOver: () => void;
}> {
private PHYSICS_QUALITY_FACTOR = 16; // 低いほどパフォーマンスが高いがガタガタして安定しなくなる、逆に高すぎても何故か不安定になる
private COMBO_INTERVAL = 60; // frame
public readonly GAME_VERSION = 3;
public readonly GAME_WIDTH = 450;
public readonly GAME_HEIGHT = 600;
public readonly DROP_COOLTIME = 30; // frame
public readonly PLAYAREA_MARGIN = 25;
private STOCK_MAX = 4;
private TICK_DELTA = 1000 / 60; // 60fps
public frame = 0;
public engine: Matter.Engine;
private tickCallbackQueue: { frame: number; callback: () => void; }[] = [];
private overflowCollider: Matter.Body;
private isGameOver = false;
private gameMode: 'normal' | 'yen' | 'square' | 'sweets' | 'space';
private rng: () => number;
private logs: Log[] = [];
/**
* フィールドに出ていて、かつ合体の対象となるアイテム
*/
private fusionReadyBodyIds: Matter.Body['id'][] = [];
private gameOverReadyBodyIds: Matter.Body['id'][] = [];
/**
* fusion予約アイテムのペア
* TODO: これらのモノは光らせるなどの演出をすると視覚的に楽しそう
*/
private fusionReservedPairs: { bodyA: Matter.Body; bodyB: Matter.Body }[] = [];
private latestDroppedAt = 0; // frame
private latestFusionedAt = 0; // frame
private stock: { id: string; mono: Mono }[] = [];
private holding: { id: string; mono: Mono } | null = null;
public get monoDefinitions() {
switch (this.gameMode) {
case 'normal': return NORAML_MONOS;
case 'yen': return YEN_MONOS;
case 'square': return SQUARE_MONOS;
case 'sweets': return SWEETS_MONOS;
case 'space': return NORAML_MONOS;
default: throw new Error('unrecognized game mode');
}
}
private _combo = 0;
private get combo() {
return this._combo;
}
private set combo(value: number) {
this._combo = value;
this.emit('changeCombo', value);
}
private _score = 0;
private get score() {
return this._score;
}
private set score(value: number) {
this._score = value;
this.emit('changeScore', value);
}
private getMonoRenderOptions: null | ((mono: Mono) => Partial<Matter.IBodyRenderOptions>) = null;
public replayPlaybackRate = 1;
constructor(env: {
seed: string;
gameMode: DropAndFusionGame['gameMode'];
getMonoRenderOptions?: (mono: Mono) => Partial<Matter.IBodyRenderOptions>;
}) {
super();
//#region BIND
this.tick = this.tick.bind(this);
//#endregion
this.gameMode = env.gameMode;
this.getMonoRenderOptions = env.getMonoRenderOptions ?? null;
this.rng = seedrandom(env.seed);
// sweetsモードは重いため
const physicsQualityFactor = this.gameMode === 'sweets' ? 4 : this.PHYSICS_QUALITY_FACTOR;
this.engine = Matter.Engine.create({
constraintIterations: 2 * physicsQualityFactor,
positionIterations: 6 * physicsQualityFactor,
velocityIterations: 4 * physicsQualityFactor,
gravity: {
x: 0,
y: this.gameMode === 'space' ? 0.0125 : 1,
},
timing: {
timeScale: 2,
},
enableSleeping: false,
});
this.engine.world.bodies = [];
//#region walls
const WALL_OPTIONS: Matter.IChamferableBodyDefinition = {
label: '_wall_',
isStatic: true,
friction: 0.7,
slop: this.gameMode === 'space' ? 0.01 : 0.7,
render: {
strokeStyle: 'transparent',
fillStyle: 'transparent',
},
};
const thickness = 100;
Matter.Composite.add(this.engine.world, [
Matter.Bodies.rectangle(this.GAME_WIDTH / 2, this.GAME_HEIGHT + (thickness / 2) - this.PLAYAREA_MARGIN, this.GAME_WIDTH, thickness, WALL_OPTIONS),
Matter.Bodies.rectangle(this.GAME_WIDTH + (thickness / 2) - this.PLAYAREA_MARGIN, this.GAME_HEIGHT / 2, thickness, this.GAME_HEIGHT, WALL_OPTIONS),
Matter.Bodies.rectangle(-((thickness / 2) - this.PLAYAREA_MARGIN), this.GAME_HEIGHT / 2, thickness, this.GAME_HEIGHT, WALL_OPTIONS),
]);
//#endregion
this.overflowCollider = Matter.Bodies.rectangle(this.GAME_WIDTH / 2, 0, this.GAME_WIDTH, 200, {
label: '_overflow_',
isStatic: true,
isSensor: true,
render: {
strokeStyle: 'transparent',
fillStyle: 'transparent',
},
});
Matter.Composite.add(this.engine.world, this.overflowCollider);
}
public msToFrame(ms: number) {
return Math.round(ms / this.TICK_DELTA);
}
public frameToMs(frame: number) {
return frame * this.TICK_DELTA;
}
private createBody(mono: Mono, x: number, y: number) {
const options: Matter.IBodyDefinition = {
label: mono.id,
density: this.gameMode === 'space' ? 0.01 : ((mono.sizeX * mono.sizeY) / 10000),
restitution: this.gameMode === 'space' ? 0.5 : 0.2,
frictionAir: this.gameMode === 'space' ? 0 : 0.01,
friction: this.gameMode === 'space' ? 0.5 : 0.7,
frictionStatic: this.gameMode === 'space' ? 0 : 5,
slop: this.gameMode === 'space' ? 0.01 : 0.7,
//mass: 0,
render: this.getMonoRenderOptions ? this.getMonoRenderOptions(mono) : undefined,
};
if (mono.shape === 'circle') {
return Matter.Bodies.circle(x, y, mono.sizeX / 2, options);
// eslint-disable-next-line @typescript-eslint/no-unnecessary-condition
} else if (mono.shape === 'rectangle') {
return Matter.Bodies.rectangle(x, y, mono.sizeX, mono.sizeY, options);
} else if (mono.shape === 'custom') {
return Matter.Bodies.fromVertices(x, y, mono.vertices!.map(i => i.map(j => ({
x: (j.x / mono.verticesSize!) * mono.sizeX,
y: (j.y / mono.verticesSize!) * mono.sizeY,
}))), options);
} else {
throw new Error('unrecognized shape');
}
}
private fusion(bodyA: Matter.Body, bodyB: Matter.Body) {
if (this.latestFusionedAt > this.frame - this.COMBO_INTERVAL) {
this.combo++;
} else {
this.combo = 1;
}
this.latestFusionedAt = this.frame;
const newX = (bodyA.position.x + bodyB.position.x) / 2;
const newY = (bodyA.position.y + bodyB.position.y) / 2;
this.fusionReadyBodyIds = this.fusionReadyBodyIds.filter(x => x !== bodyA.id && x !== bodyB.id);
this.gameOverReadyBodyIds = this.gameOverReadyBodyIds.filter(x => x !== bodyA.id && x !== bodyB.id);
Matter.Composite.remove(this.engine.world, [bodyA, bodyB]);
const currentMono = this.monoDefinitions.find(y => y.id === bodyA.label)!;
const nextMono = this.monoDefinitions.find(x => x.level === currentMono.level + 1) ?? null;
if (nextMono) {
const body = this.createBody(nextMono, newX, newY);
Matter.Composite.add(this.engine.world, body);
// 連鎖してfusionした場合の分かりやすさのため少し間を置いてからfusion対象になるようにする
this.tickCallbackQueue.push({
frame: this.frame + this.msToFrame(100),
callback: () => {
this.fusionReadyBodyIds.push(body.id);
},
});
this.emit('monoAdded', nextMono);
}
const hasComboBonus = this.gameMode !== 'yen' && this.gameMode !== 'sweets';
const comboBonus = hasComboBonus ? 1 + ((this.combo - 1) / 5) : 1;
const additionalScore = Math.round(currentMono.score * comboBonus);
this.score += additionalScore;
this.emit('fusioned', newX, newY, nextMono, additionalScore);
}
private onCollision(event: Matter.IEventCollision<Matter.Engine>) {
for (const pairs of event.pairs) {
const { bodyA, bodyB } = pairs;
const shouldFusion = (bodyA.label === bodyB.label) &&
!this.fusionReservedPairs.some(x =>
x.bodyA.id === bodyA.id ||
x.bodyA.id === bodyB.id ||
x.bodyB.id === bodyA.id ||
x.bodyB.id === bodyB.id);
if (shouldFusion) {
if (this.fusionReadyBodyIds.includes(bodyA.id) && this.fusionReadyBodyIds.includes(bodyB.id)) {
this.fusion(bodyA, bodyB);
} else {
this.fusionReservedPairs.push({ bodyA, bodyB });
this.tickCallbackQueue.push({
frame: this.frame + this.msToFrame(100),
callback: () => {
this.fusionReservedPairs = this.fusionReservedPairs.filter(x => x.bodyA.id !== bodyA.id && x.bodyB.id !== bodyB.id);
this.fusion(bodyA, bodyB);
},
});
}
} else {
const energy = pairs.collision.depth;
if (bodyA.label === '_overflow_' || bodyB.label === '_overflow_') continue;
if (bodyA.label !== '_wall_' && bodyB.label !== '_wall_') {
if (!this.gameOverReadyBodyIds.includes(bodyA.id)) this.gameOverReadyBodyIds.push(bodyA.id);
if (!this.gameOverReadyBodyIds.includes(bodyB.id)) this.gameOverReadyBodyIds.push(bodyB.id);
}
this.emit('collision', energy, bodyA, bodyB);
}
}
}
private onCollisionActive(event: Matter.IEventCollision<Matter.Engine>) {
for (const pairs of event.pairs) {
const { bodyA, bodyB } = pairs;
// ハコからあふれたかどうかの判定
if (bodyA.id === this.overflowCollider.id || bodyB.id === this.overflowCollider.id) {
if (this.gameOverReadyBodyIds.includes(bodyA.id) || this.gameOverReadyBodyIds.includes(bodyB.id)) {
this.gameOver();
break;
}
}
}
}
public surrender() {
this.logs.push({
frame: this.frame,
operation: 'surrender',
});
this.gameOver();
}
private gameOver() {
this.isGameOver = true;
this.emit('gameOver');
}
public start() {
for (let i = 0; i < this.STOCK_MAX; i++) {
this.stock.push({
id: this.rng().toString(),
mono: this.monoDefinitions.filter(x => x.dropCandidate)[Math.floor(this.rng() * this.monoDefinitions.filter(x => x.dropCandidate).length)],
});
}
this.emit('changeStock', this.stock);
Matter.Events.on(this.engine, 'collisionStart', this.onCollision.bind(this));
Matter.Events.on(this.engine, 'collisionActive', this.onCollisionActive.bind(this));
}
public getLogs() {
return this.logs;
}
public tick() {
this.frame++;
if (this.latestFusionedAt < this.frame - this.COMBO_INTERVAL) {
this.combo = 0;
}
this.tickCallbackQueue = this.tickCallbackQueue.filter(x => {
if (x.frame === this.frame) {
x.callback();
return false;
} else {
return true;
}
});
Matter.Engine.update(this.engine, this.TICK_DELTA);
const hasNextTick = !this.isGameOver;
return hasNextTick;
}
public getActiveMonos() {
return this.engine.world.bodies.map(x => this.monoDefinitions.find((mono) => mono.id === x.label)!).filter(x => x !== undefined);
}
public drop(_x: number) {
if (this.isGameOver) return;
if (this.frame - this.latestDroppedAt < this.DROP_COOLTIME) return;
const head = this.stock.shift()!;
this.stock.push({
id: this.rng().toString(),
mono: this.monoDefinitions.filter(x => x.dropCandidate)[Math.floor(this.rng() * this.monoDefinitions.filter(x => x.dropCandidate).length)],
});
this.emit('changeStock', this.stock);
const inputX = Math.round(_x);
const x = Math.min(this.GAME_WIDTH - this.PLAYAREA_MARGIN - (head.mono.sizeX / 2), Math.max(this.PLAYAREA_MARGIN + (head.mono.sizeX / 2), inputX));
const body = this.createBody(head.mono, x, 50 + head.mono.sizeY / 2);
this.logs.push({
frame: this.frame,
operation: 'drop',
x: inputX,
});
// add force
if (this.gameMode === 'space') {
Matter.Body.applyForce(body, body.position, {
x: 0,
y: (Math.PI * head.mono.sizeX * head.mono.sizeY) / 65536,
});
}
Matter.Composite.add(this.engine.world, body);
this.fusionReadyBodyIds.push(body.id);
this.latestDroppedAt = this.frame;
this.emit('dropped', x);
this.emit('monoAdded', head.mono);
}
public hold() {
if (this.isGameOver) return;
this.logs.push({
frame: this.frame,
operation: 'hold',
});
if (this.holding) {
const head = this.stock.shift()!;
this.stock.unshift(this.holding);
this.holding = head;
this.emit('changeHolding', this.holding);
this.emit('changeStock', this.stock);
} else {
const head = this.stock.shift()!;
this.holding = head;
this.stock.push({
id: this.rng().toString(),
mono: this.monoDefinitions.filter(x => x.dropCandidate)[Math.floor(this.rng() * this.monoDefinitions.filter(x => x.dropCandidate).length)],
});
this.emit('changeHolding', this.holding);
this.emit('changeStock', this.stock);
}
}
public static serializeLogs(logs: Log[]) {
const _logs: number[][] = [];
for (let i = 0; i < logs.length; i++) {
const log = logs[i];
const frameDelta = i === 0 ? log.frame : log.frame - logs[i - 1].frame;
switch (log.operation) {
case 'drop':
_logs.push([frameDelta, 0, log.x]);
break;
case 'hold':
_logs.push([frameDelta, 1]);
break;
case 'surrender':
_logs.push([frameDelta, 2]);
break;
}
}
return _logs;
}
public static deserializeLogs(logs: number[][]) {
const _logs: Log[] = [];
let frame = 0;
for (const log of logs) {
const frameDelta = log[0];
frame += frameDelta;
const operation = log[1];
switch (operation) {
case 0:
_logs.push({
frame,
operation: 'drop',
x: log[2],
});
break;
case 1:
_logs.push({
frame,
operation: 'hold',
});
break;
case 2:
_logs.push({
frame,
operation: 'surrender',
});
break;
}
}
return _logs;
}
public dispose() {
Matter.World.clear(this.engine.world, false);
Matter.Engine.clear(this.engine);
}
}