feat: směrové ovládání tanků, větší mapy, zvýraznění vlastního tanku a legenda bonusů
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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@@ -3,10 +3,17 @@
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bottom: 276px;
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}
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// Hřiště je široké 1120 px — okno je o kus širší než běžné xl, ať se plocha nezmenšuje
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@media (min-width: 1200px) {
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.tanks-game-modal .modal-dialog {
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--bs-modal-width: min(1200px, calc(100vw - 32px));
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}
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}
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.tanks-game-modal {
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.tanks-board-wrap {
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position: relative;
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max-width: 960px;
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max-width: 1120px;
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margin: 0 auto;
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}
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@@ -92,6 +99,27 @@
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}
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}
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.tanks-legend {
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display: flex;
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flex-wrap: wrap;
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justify-content: center;
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gap: 2px 18px;
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list-style: none;
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padding: 0;
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margin: 8px 0 0;
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font-size: 0.8rem;
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opacity: 0.8;
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}
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.tanks-controls {
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display: flex;
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flex-wrap: wrap;
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align-items: center;
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justify-content: center;
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gap: 4px 16px;
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margin-top: 8px;
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}
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.tanks-equipment {
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text-align: center;
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font-size: 1.1rem;
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@@ -31,13 +31,30 @@ const BOT_LEVELS: { value: BotLevel, label: string }[] = [
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{ value: 'hard', label: 'Těžký' },
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];
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const FORWARD_KEYS = new Set(['ArrowUp', 'KeyW']);
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const BACK_KEYS = new Set(['ArrowDown', 'KeyS']);
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/** Směrové: klávesa = směr jízdy na mapě; tankové: nahoru/dolů jízda vpřed/vzad, doleva/doprava otáčení. */
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type Controls = 'directional' | 'tank';
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const CONTROLS_KEY = 'tanks_controls';
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const CONTROLS: { value: Controls, label: string, hint: string }[] = [
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{ value: 'directional', label: 'Směrové', hint: 'šipky / WSAD jízda daným směrem' },
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{ value: 'tank', label: 'Tankové', hint: '↑↓ / W S jízda, ←→ / A D otáčení' },
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];
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function getInitialControls(): Controls {
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try {
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return localStorage.getItem(CONTROLS_KEY) === 'tank' ? 'tank' : 'directional';
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} catch {
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// localStorage nedostupný
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}
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return 'directional';
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}
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const UP_KEYS = new Set(['ArrowUp', 'KeyW']);
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const DOWN_KEYS = new Set(['ArrowDown', 'KeyS']);
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const LEFT_KEYS = new Set(['ArrowLeft', 'KeyA']);
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const RIGHT_KEYS = new Set(['ArrowRight', 'KeyD']);
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const FIRE_KEYS = new Set(['Space']);
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const MINE_KEYS = new Set(['KeyE']);
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const GAME_KEYS = new Set([...FORWARD_KEYS, ...BACK_KEYS, ...LEFT_KEYS, ...RIGHT_KEYS, ...FIRE_KEYS, ...MINE_KEYS]);
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const GAME_KEYS = new Set([...UP_KEYS, ...DOWN_KEYS, ...LEFT_KEYS, ...RIGHT_KEYS, ...FIRE_KEYS, ...MINE_KEYS]);
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const formatTime = (ms: number) => {
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const s = Math.ceil(ms / 1000);
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@@ -66,6 +83,7 @@ export default function TankGame() {
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const [open, setOpen] = useState(false);
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const [error, setError] = useState<string | null>(null);
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const [botLevel, setBotLevel] = useState<BotLevel>('medium');
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const [controls, setControls] = useState<Controls>(getInitialControls);
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const canvasRef = useRef<HTMLCanvasElement>(null);
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const prevPhase = useRef<TankPhase>('idle');
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const flashes = useRef<MuzzleFlash[]>([]);
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@@ -129,11 +147,10 @@ export default function TankGame() {
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let sent = '';
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const any = (keys: Set<string>) => [...pressed].some(k => keys.has(k));
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const update = () => {
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const input = {
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drive: (any(FORWARD_KEYS) ? 1 : 0) - (any(BACK_KEYS) ? 1 : 0),
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turn: (any(RIGHT_KEYS) ? 1 : 0) - (any(LEFT_KEYS) ? 1 : 0),
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fire: any(FIRE_KEYS) || mouseFire,
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};
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const x = (any(RIGHT_KEYS) ? 1 : 0) - (any(LEFT_KEYS) ? 1 : 0);
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const y = (any(DOWN_KEYS) ? 1 : 0) - (any(UP_KEYS) ? 1 : 0);
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const fire = any(FIRE_KEYS) || mouseFire;
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const input = controls === 'tank' ? { drive: -y, turn: x, fire } : { dx: x, dy: y, fire };
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const key = JSON.stringify(input);
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if (key === sent) return;
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sent = key;
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@@ -198,7 +215,16 @@ export default function TankGame() {
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window.removeEventListener('contextmenu', onContextMenu);
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window.removeEventListener('blur', onBlur);
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};
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}, [open, inGame, isPlayer, send]);
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}, [open, inGame, isPlayer, send, controls]);
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const changeControls = (value: Controls) => {
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setControls(value);
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try {
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localStorage.setItem(CONTROLS_KEY, value);
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} catch {
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// localStorage nedostupný
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}
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};
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// Míření myší: kurzor nad hrací plochou natáčí věž, mimo ni se věž vrátí do směru jízdy
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useEffect(() => {
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@@ -242,9 +268,16 @@ export default function TankGame() {
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}, [state]);
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useEffect(() => {
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if (canvasRef.current && state && (inGame || phase === 'finished')) {
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drawTanks(canvasRef.current, state, flashes.current, login);
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}
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if (!state || !(inGame || phase === 'finished')) return;
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const draw = () => canvasRef.current && drawTanks(canvasRef.current, state, flashes.current, login);
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draw();
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// Při odpočtu chodí stav jen jednou za sekundu — značka vlastního tanku se animuje překreslováním
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if (phase !== 'countdown') return;
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let frame = requestAnimationFrame(function loop() {
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draw();
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frame = requestAnimationFrame(loop);
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});
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return () => cancelAnimationFrame(frame);
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}, [state, inGame, phase, login]);
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if (!login) return null;
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@@ -296,13 +329,32 @@ export default function TankGame() {
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<div className="tanks-status">
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{mode.label}{state.teams && ' v týmech'}{state.bounce && ' · odrazy'}{state.hardcore && ' · 🌑 hardcore'} · {mapName}{inGame && ` · zbývá ${formatTime(state.timeLeftMs)}`}
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{inGame && (isPlayer
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? ' · ↑↓ / W S jízda, ←→ / A D otáčení, myš míření, klik / mezerník střelba, E / pravé tlačítko mina'
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? ` · ${CONTROLS.find(c => c.value === controls)!.hint}, myš míření, klik / mezerník střelba, E / pravé tlačítko mina`
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: ' · sledujete hru')}
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</div>
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{inGame && isPlayer && renderControls()}
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{inGame && (
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<ul className="tanks-legend">
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{(Object.entries(PICKUPS) as [PickupType, typeof PICKUPS[PickupType]][])
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.filter(([type]) => type !== 'heart' || state.mode === 'lastman')
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.map(([type, p]) => <li key={type}>{p.icon} {p.label}</li>)}
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</ul>
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)}
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{renderScores()}
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</div>
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);
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/** Volba ovládání — osobní nastavení hráče, pamatuje si ho prohlížeč. */
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const renderControls = () => (
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<div className="tanks-controls">
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<span className="tanks-option-label">Ovládání</span>
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{CONTROLS.map(c => (
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<Form.Check key={c.value} inline type="radio" id={`tanks-controls-${c.value}`} name="tanks-controls"
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label={c.label} title={c.hint} checked={controls === c.value} onChange={() => changeControls(c.value)} />
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))}
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</div>
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);
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const renderScores = () => (
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<Table size="sm" className="tanks-scores">
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<thead>
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@@ -427,6 +479,7 @@ export default function TankGame() {
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{state.hardcore && ' V aréně je tma: vidíte jen okolí tanku a kužel reflektoru ve směru věže, světlo zastaví zdi a bedny.'
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+ (state.teams ? ' Co osvítí spoluhráč, vidíte také.' : '') + ' Výbuchy a výstřely prosvítí i tmou.'}
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</p>
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{isPlayer && renderControls()}
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{isPlayer && <LobbyChat game="tanks" />}
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</>
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);
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@@ -437,8 +490,8 @@ export default function TankGame() {
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return (
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<>
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<p>
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Tanková bitva pro více hráčů. Jezdí se šipkami nebo WSAD, věž míří za myší a střílí se
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kliknutím nebo mezerníkem. Bedny se dají rozstřílet, přes vodu se nedá projet (ale dá se
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Tanková bitva pro více hráčů. Jezdí se šipkami nebo WSAD (směrově, nebo po tankovém —
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vpřed/vzad a otáčení), věž míří za myší a střílí se kliknutím nebo mezerníkem. Bedny se dají rozstřílet, přes vodu se nedá projet (ale dá se
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přes ni střílet) a bláto, sníh, písek nebo porost zpomalují. Hraje se na poslední přeživší
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nebo na čas, sólo i v týmech, volitelně s odrážením střel od zdí nebo potmě (hardcore);
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když není s kým hrát, přidejte si do lobby boty.
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@@ -447,6 +500,7 @@ export default function TankGame() {
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<ul className="tanks-pickups">
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{Object.values(PICKUPS).map(p => <li key={p.icon}>{p.icon} {p.label}</li>)}
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</ul>
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{renderControls()}
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</>
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);
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case 'lobby':
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@@ -84,13 +84,13 @@ export const TEAM_NAMES = ['Červení', 'Modří'];
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export const PICKUPS: Record<PickupType, { icon: string, label: string }> = {
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shield: { icon: '🛡️', label: 'štít — vydrží jeden zásah' },
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triple: { icon: '🔱', label: 'trojitá střela' },
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triple: { icon: '🔱', label: 'trojitá střela — tři střely do vějíře' },
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rocket: { icon: '🚀', label: 'rakety — výbuch zasáhne i okolí' },
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turbo: { icon: '💨', label: 'turbo' },
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ghost: { icon: '👻', label: 'neviditelnost' },
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homing: { icon: '🧲', label: 'naváděné střely' },
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mine: { icon: '💣', label: 'miny (E / pravé tlačítko)' },
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heart: { icon: '❤️', label: 'život navíc' },
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turbo: { icon: '💨', label: 'turbo — rychlejší jízda' },
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ghost: { icon: '👻', label: 'neviditelnost — soupeř vás uvidí jen zblízka' },
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homing: { icon: '🧲', label: 'naváděné střely — stáčí se k soupeři' },
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mine: { icon: '💣', label: 'miny — položíte E / pravým tlačítkem' },
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heart: { icon: '❤️', label: 'život navíc (jen na přežití)' },
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};
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export const BIOMES: Record<Biome, { icon: string }> = {
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@@ -477,9 +477,48 @@ export function drawTanks(canvas: HTMLCanvasElement, state: TankState, flashes:
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}
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for (const e of state.explosions) drawExplosion(ctx, e);
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for (const p of tanks) drawLabel(ctx, p, p.login === me);
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// Při startu a po návratu do hry ukazuje na vlastní tank šipka s pulzujícím kruhem
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if (self?.alive && (state.phase === 'countdown' || self.protected)) drawSelfMarker(ctx, self, now);
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ctx.setTransform(1, 0, 0, 1, 0, 0);
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}
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function drawSelfMarker(ctx: CanvasRenderingContext2D, p: TankPlayer, now: number) {
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const pulse = (now % 900) / 900;
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ctx.strokeStyle = `rgba(250, 204, 21, ${0.9 * (1 - pulse)})`;
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ctx.lineWidth = 3;
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ctx.beginPath();
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ctx.arc(p.x, p.y, TANK_RADIUS + 10 + pulse * 40, 0, Math.PI * 2);
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ctx.stroke();
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// Šipka nad jmenovkou; u horního okraje hřiště pod tankem
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const below = p.y < 70;
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const dir = below ? -1 : 1;
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const bob = Math.sin(now / 150) * 3;
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const tipY = below ? p.y + TANK_RADIUS + 10 + bob : p.y - TANK_RADIUS - 20 + bob;
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ctx.beginPath();
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ctx.moveTo(p.x, tipY);
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ctx.lineTo(p.x - 9, tipY - dir * 14);
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ctx.lineTo(p.x - 4, tipY - dir * 14);
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ctx.lineTo(p.x - 4, tipY - dir * 24);
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ctx.lineTo(p.x + 4, tipY - dir * 24);
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ctx.lineTo(p.x + 4, tipY - dir * 14);
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ctx.lineTo(p.x + 9, tipY - dir * 14);
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ctx.closePath();
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ctx.lineWidth = 3;
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ctx.strokeStyle = '#0b0f19';
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ctx.stroke();
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ctx.fillStyle = '#facc15';
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ctx.fill();
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ctx.font = 'bold 13px sans-serif';
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ctx.textAlign = 'center';
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ctx.textBaseline = 'middle';
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const textY = tipY - dir * 33;
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ctx.lineWidth = 3;
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ctx.strokeText('VY', p.x, textY);
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ctx.fillText('VY', p.x, textY);
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}
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// --- Hardcore: světlo a tma ---
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/** Paprsek světla ze středu tanku do každého směru; délka končí na zdi či bedně. */
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@@ -572,17 +611,22 @@ function drawDarkness(ctx: CanvasRenderingContext2D, state: TankState, lights: L
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function drawTank(ctx: CanvasRenderingContext2D, p: TankPlayer, mine: boolean, now: number) {
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const color = tankColor(p);
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const base = ctx.globalAlpha;
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// Vlastní tank má pod sebou světlý kruh, ať se v hemžení najde
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// Vlastní tank má pod sebou výrazný otáčející se kruh, ať se v hemžení najde (tmavý lem kvůli světlým mapám)
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if (mine) {
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ctx.fillStyle = 'rgba(255, 255, 255, 0.12)';
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ctx.strokeStyle = 'rgba(255, 255, 255, 0.55)';
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ctx.lineWidth = 1.5;
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ctx.setLineDash([4, 4]);
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ctx.fillStyle = 'rgba(250, 204, 21, 0.18)';
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ctx.beginPath();
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ctx.arc(p.x, p.y, TANK_RADIUS + 5, 0, Math.PI * 2);
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ctx.arc(p.x, p.y, TANK_RADIUS + 7, 0, Math.PI * 2);
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ctx.fill();
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ctx.setLineDash([7, 5]);
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ctx.lineDashOffset = -now / 40;
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ctx.strokeStyle = 'rgba(11, 15, 25, 0.7)';
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ctx.lineWidth = 4.5;
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ctx.stroke();
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ctx.strokeStyle = '#facc15';
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ctx.lineWidth = 2.5;
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ctx.stroke();
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ctx.setLineDash([]);
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ctx.lineDashOffset = 0;
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}
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// Ochrana po zrození — tank bliká
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if (p.protected && Math.floor(now / 120) % 2 === 0) ctx.globalAlpha = base * 0.35;
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@@ -1,4 +1,6 @@
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[
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"U oběda v restauraci si můžete zadat cenu (ikonka cenovky u vaší volby) — promítne se do měsíčního přehledu stravování a předvyplní se i v „Zaplatit za všechny“",
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"V lobby miniher (Pong, Reakční hra, Had, Tetris, Tanky) si hráči mohou psát v chatu, emotikony se vkládají jedním kliknutím 😉"
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"V lobby miniher (Pong, Reakční hra, Had, Tetris, Tanky) si hráči mohou psát v chatu, emotikony se vkládají jedním kliknutím 😉",
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"Tanky mají nově výchozí směrové ovládání — šipka nebo WSAD určuje směr jízdy na mapě; původní tankové ovládání (vpřed/vzad a otáčení) lze zapnout volbou Ovládání",
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"Tanky: větší mapy s více překážkami, vlastní tank je výrazně označený (při startu a po návratu do hry na něj ukazuje šipka) a pod hrací plochou je legenda bonusů"
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]
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+145
-115
@@ -20,8 +20,8 @@ import { Clock, defaultClock, GameError, gameHandler, minPlayersForEnv } from ".
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*/
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export const TILE = 40;
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export const COLS = 24;
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export const ROWS = 15;
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export const COLS = 28;
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export const ROWS = 17;
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export const FIELD_WIDTH = COLS * TILE;
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export const FIELD_HEIGHT = ROWS * TILE;
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export const TICK_MS = 33;
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@@ -127,21 +127,23 @@ const MAP_HALVES: { id: string, name: string, biome: Biome, half: string[] }[] =
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name: 'Aréna',
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biome: 'city',
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half: [
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"S..........+",
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"............",
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"..##........",
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"..#.....#...",
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"........#...",
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".....+......",
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"....##......",
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"S..........+",
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"....##......",
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".....+......",
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"........#...",
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"..#.....#...",
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"..##........",
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"............",
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"S..........+",
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"S..........++.",
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"..............",
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"..##..........",
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"..#.....#.....",
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||||
"........#..+..",
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".....+........",
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"....##....#...",
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"..........#...",
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"S......+......",
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"..........#...",
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"....##....#...",
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".....+........",
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"........#..+..",
|
||||
"..#.....#.....",
|
||||
"..##..........",
|
||||
"..............",
|
||||
"S..........++.",
|
||||
],
|
||||
},
|
||||
{
|
||||
@@ -149,21 +151,23 @@ const MAP_HALVES: { id: string, name: string, biome: Biome, half: string[] }[] =
|
||||
name: 'Bludiště',
|
||||
biome: 'city',
|
||||
half: [
|
||||
"S...#.......",
|
||||
"..#.#.####..",
|
||||
"..#......#..",
|
||||
"..####.#.#..",
|
||||
".......#....",
|
||||
"##.+.###.+.#",
|
||||
"....+.......",
|
||||
"S.#####..+..",
|
||||
"....+.......",
|
||||
"##.+.###.+.#",
|
||||
".......#....",
|
||||
"..####.#.#..",
|
||||
"..#......#..",
|
||||
"..#.#.####..",
|
||||
"S...#.......",
|
||||
"S...#.........",
|
||||
"..#.#.####....",
|
||||
"..#......#..+.",
|
||||
"..####.#.#....",
|
||||
".......#...##.",
|
||||
"##.+.###......",
|
||||
"....+.....+...",
|
||||
".#.......##...",
|
||||
"S.#####...+...",
|
||||
".#.......##...",
|
||||
"....+.....+...",
|
||||
"##.+.###......",
|
||||
".......#...##.",
|
||||
"..####.#.#....",
|
||||
"..#......#..+.",
|
||||
"..#.#.####....",
|
||||
"S...#.........",
|
||||
],
|
||||
},
|
||||
{
|
||||
@@ -171,21 +175,23 @@ const MAP_HALVES: { id: string, name: string, biome: Biome, half: string[] }[] =
|
||||
name: 'Sklad',
|
||||
biome: 'city',
|
||||
half: [
|
||||
"S.....+.....",
|
||||
".++.+++.++..",
|
||||
".++.....++.+",
|
||||
"....##......",
|
||||
"+.+.##.+.+..",
|
||||
"....+.......",
|
||||
".#..+.###...",
|
||||
"S...+...#..+",
|
||||
".#..+.###...",
|
||||
"....+.......",
|
||||
"+.+.##.+.+..",
|
||||
"....##......",
|
||||
".++.....++.+",
|
||||
".++.+++.++..",
|
||||
"S.....+.....",
|
||||
"S.....+.......",
|
||||
".++.+++.++..+.",
|
||||
".++.....++....",
|
||||
"....##......+.",
|
||||
"+.+.##.+.+....",
|
||||
"....+......##.",
|
||||
".#..+.###.....",
|
||||
".#......#..+..",
|
||||
"S...+...#.....",
|
||||
".#......#..+..",
|
||||
".#..+.###.....",
|
||||
"....+......##.",
|
||||
"+.+.##.+.+....",
|
||||
"....##......+.",
|
||||
".++.....++....",
|
||||
".++.+++.++..+.",
|
||||
"S.....+.......",
|
||||
],
|
||||
},
|
||||
{
|
||||
@@ -193,21 +199,23 @@ const MAP_HALVES: { id: string, name: string, biome: Biome, half: string[] }[] =
|
||||
name: 'Les',
|
||||
biome: 'forest',
|
||||
half: [
|
||||
"S..%%...#...",
|
||||
"..%%%..##...",
|
||||
"......%%...%",
|
||||
"#..#.......%",
|
||||
"##...%%.....",
|
||||
"....%%%..#..",
|
||||
".#......%%..",
|
||||
"~~.~~~~.~~~~",
|
||||
"..%%....#...",
|
||||
"S.%%%.....+.",
|
||||
"....##..%%..",
|
||||
"#........%%.",
|
||||
"##..%%..#...",
|
||||
"...%%%..##..",
|
||||
"S......+....",
|
||||
"S..%%...#..#..",
|
||||
"..%%%..##...%.",
|
||||
"......%%...%%.",
|
||||
"#..#.......%..",
|
||||
"##...%%..#...#",
|
||||
"....%%%..##...",
|
||||
".#......%%..#.",
|
||||
"~~.~~~~.~~~~.~",
|
||||
"S.%%%.....+...",
|
||||
"..%%..##..%%..",
|
||||
"#.......#..%..",
|
||||
"##..%%.....#..",
|
||||
"...%%%..##....",
|
||||
".#.....%%...#.",
|
||||
"...##...%..~~.",
|
||||
"..%%..#....~~.",
|
||||
"S......+......",
|
||||
],
|
||||
},
|
||||
{
|
||||
@@ -215,21 +223,23 @@ const MAP_HALVES: { id: string, name: string, biome: Biome, half: string[] }[] =
|
||||
name: 'Poušť',
|
||||
biome: 'desert',
|
||||
half: [
|
||||
"S.....##....",
|
||||
"...::.......",
|
||||
"..::::..#...",
|
||||
".......##...",
|
||||
"#.........~~",
|
||||
"##..+....~~~",
|
||||
"......#..~~~",
|
||||
"S.....#...~~",
|
||||
"......#..~~~",
|
||||
"##..+....~~~",
|
||||
"#.........~~",
|
||||
".......##...",
|
||||
"..::::..#...",
|
||||
"...::.......",
|
||||
"S.....##....",
|
||||
"S.....##......",
|
||||
"...::.....#...",
|
||||
"..::::..#...::",
|
||||
".......##.....",
|
||||
"#..#......~~..",
|
||||
"##..+....~~~..",
|
||||
"......#..~~~.#",
|
||||
"..#...#...~~..",
|
||||
"S.....#..+....",
|
||||
"..#...#...~~..",
|
||||
"......#..~~~.#",
|
||||
"##..+....~~~..",
|
||||
"#..#......~~..",
|
||||
".......##.....",
|
||||
"..::::..#...::",
|
||||
"...::.....#...",
|
||||
"S.....##......",
|
||||
],
|
||||
},
|
||||
{
|
||||
@@ -237,21 +247,23 @@ const MAP_HALVES: { id: string, name: string, biome: Biome, half: string[] }[] =
|
||||
name: 'Zima',
|
||||
biome: 'winter',
|
||||
half: [
|
||||
"S...%%....#.",
|
||||
".::.%%..::..",
|
||||
".::.....::..",
|
||||
"....##......",
|
||||
"%%..##..~~..",
|
||||
"%%......~~..",
|
||||
"....::......",
|
||||
"S..+::..##.+",
|
||||
"....::......",
|
||||
"%%......~~..",
|
||||
"%%..##..~~..",
|
||||
"....##......",
|
||||
".::.....::..",
|
||||
".::.%%..::..",
|
||||
"S...%%....#.",
|
||||
"S...%%....#...",
|
||||
".::.%%..::..#.",
|
||||
".::.....::....",
|
||||
"....##.....%%.",
|
||||
"%%..##..~~....",
|
||||
"%%......~~..#.",
|
||||
"...#::......#.",
|
||||
"....::..##....",
|
||||
"S..+::..##.+..",
|
||||
"....::........",
|
||||
"...#::......#.",
|
||||
"%%......~~..#.",
|
||||
"%%..##..~~....",
|
||||
"....##.....%%.",
|
||||
".::.....::....",
|
||||
".::.%%..::..#.",
|
||||
"S...%%....#...",
|
||||
],
|
||||
},
|
||||
{
|
||||
@@ -259,21 +271,23 @@ const MAP_HALVES: { id: string, name: string, biome: Biome, half: string[] }[] =
|
||||
name: 'Bažina',
|
||||
biome: 'swamp',
|
||||
half: [
|
||||
"S..::..%%...",
|
||||
"..:::~~%%.::",
|
||||
".::.~~~...::",
|
||||
".....~..#...",
|
||||
"%%.......~~.",
|
||||
"%%%.::::.~~.",
|
||||
"..+.::::....",
|
||||
"S...::....+.",
|
||||
"..+.::::....",
|
||||
"%%%.::::.~~.",
|
||||
"%%.......~~.",
|
||||
".....~..#...",
|
||||
".::.~~~...::",
|
||||
"..:::~~%%.::",
|
||||
"S..::..%%...",
|
||||
"S..::..%%.....",
|
||||
"..:::~~%%.::#.",
|
||||
".::.~~~...::..",
|
||||
".....~..#.....",
|
||||
"%%.......~~.#.",
|
||||
"%%%.::::.~~...",
|
||||
"..+.::::....%%",
|
||||
".#........#.%%",
|
||||
"S...::....+...",
|
||||
".#........#...",
|
||||
"..+.::::....%%",
|
||||
"%%%.::::.~~...",
|
||||
"%%.......~~.#.",
|
||||
".....~..#.....",
|
||||
".::.~~~...::..",
|
||||
"..:::~~%%.::#.",
|
||||
"S..::..%%.....",
|
||||
],
|
||||
},
|
||||
];
|
||||
@@ -362,7 +376,8 @@ export type TankState = {
|
||||
/** Nastavení hry z lobby (hodnoty přichází od klienta, ověřují se v {@link TankGame.configure}). */
|
||||
export type TankOptions = { mode?: unknown, mapId?: unknown, teams?: unknown, hardcore?: unknown, bounce?: unknown };
|
||||
|
||||
type Input = { drive: number, turn: number, fire: boolean };
|
||||
/** Tankové ovládání (`drive` + `turn`), nebo směrové — `dir` je požadovaný směr jízdy na hřišti. */
|
||||
type Input = { drive: number, turn: number, fire: boolean, dir?: [number, number] };
|
||||
|
||||
type InternalPlayer = TankPlayer & {
|
||||
input: Input,
|
||||
@@ -639,12 +654,18 @@ export class TankGame {
|
||||
this.schedule(() => this.countdownStep(), 1000);
|
||||
}
|
||||
|
||||
/** Stav ovládání hráče: drive −1/0/1 (couvání/stát/jízda), turn −1/0/1 (doleva/rovně/doprava), fire. */
|
||||
/**
|
||||
* Stav ovládání hráče: drive −1/0/1 (couvání/stát/jízda), turn −1/0/1 (doleva/rovně/doprava), fire.
|
||||
* Směrové ovládání místo drive/turn posílá dx, dy −1/0/1 — tank se natočí a jede tím směrem.
|
||||
*/
|
||||
input(login: string, payload: unknown) {
|
||||
const p = this.players.get(login);
|
||||
if (!p || p.bot) return;
|
||||
const data = (payload ?? {}) as { drive?: unknown, turn?: unknown, fire?: unknown };
|
||||
p.input = { drive: axis(data.drive), turn: axis(data.turn), fire: data.fire === true };
|
||||
const data = (payload ?? {}) as { drive?: unknown, turn?: unknown, fire?: unknown, dx?: unknown, dy?: unknown };
|
||||
const fire = data.fire === true;
|
||||
p.input = 'dx' in data || 'dy' in data
|
||||
? { drive: 0, turn: 0, fire, dir: [axis(data.dx), axis(data.dy)] }
|
||||
: { drive: axis(data.drive), turn: axis(data.turn), fire };
|
||||
}
|
||||
|
||||
/** Míření myší: bod na hřišti, kam se má věž natočit; `null` vrátí věž do směru jízdy. */
|
||||
@@ -768,13 +789,22 @@ export class TankGame {
|
||||
}
|
||||
|
||||
private moveTank(p: InternalPlayer, dt: number, now: number) {
|
||||
p.angle = (p.angle + p.input.turn * TANK_TURN_SPEED * dt) % (Math.PI * 2);
|
||||
if (!p.input.drive) return;
|
||||
let speed = p.input.drive > 0 ? TANK_SPEED : TANK_REVERSE_SPEED;
|
||||
let drive = p.input.drive;
|
||||
if (p.input.dir) {
|
||||
const [dx, dy] = p.input.dir;
|
||||
if (!dx && !dy) return;
|
||||
// Korba se rovnou otočí do zvoleného směru a tank jede
|
||||
p.angle = Math.atan2(dy, dx);
|
||||
drive = 1;
|
||||
} else {
|
||||
p.angle = (p.angle + p.input.turn * TANK_TURN_SPEED * dt) % (Math.PI * 2);
|
||||
}
|
||||
if (!drive) return;
|
||||
let speed = drive > 0 ? TANK_SPEED : TANK_REVERSE_SPEED;
|
||||
if (p.turboUntil > now) speed *= TURBO_FACTOR;
|
||||
const ground = this.tileAtPos(p.x, p.y);
|
||||
if (ground === ':' || ground === '%') speed *= MUD_FACTOR;
|
||||
const dist = p.input.drive * speed * dt;
|
||||
const dist = drive * speed * dt;
|
||||
// Po osách zvlášť, aby tank klouzal podél zdí
|
||||
const nx = p.x + Math.cos(p.angle) * dist;
|
||||
if (!this.tankBlocked(p, nx, p.y)) p.x = nx;
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
import {
|
||||
TankGame, TankState, MAPS, COLS, ROWS, TICK_MS, COUNTDOWN_SECONDS, RESPAWN_MS, DEATHMATCH_MS,
|
||||
LAST_MAN_LIVES, MAX_PLAYERS, TANK_RADIUS, ROCKET_AMMO, MINE_AMMO, MINE_ARM_MS,
|
||||
LAST_MAN_LIVES, MAX_PLAYERS, TANK_RADIUS, ROCKET_AMMO, MINE_AMMO, MINE_ARM_MS, FIELD_WIDTH,
|
||||
} from '../tankGame';
|
||||
import { GameError } from '../minigames';
|
||||
import { fakeClock } from './helpers/fakeClock';
|
||||
@@ -94,6 +94,32 @@ describe('tanky', () => {
|
||||
expect(ctx.player('alice').angle).toBe(0);
|
||||
});
|
||||
|
||||
test('směrové ovládání jede rovnou zvoleným směrem', () => {
|
||||
const ctx = setup();
|
||||
ctx.startGame();
|
||||
ctx.game.placeForTest('alice', 300, 300, 0);
|
||||
ctx.game.input('alice', { dx: 0, dy: -1 });
|
||||
ctx.ticks(10);
|
||||
const p = ctx.player('alice');
|
||||
expect(p.angle).toBeCloseTo(-Math.PI / 2, 2);
|
||||
expect(p.x).toBeCloseTo(300, 0);
|
||||
expect(p.y).toBeLessThan(300);
|
||||
});
|
||||
|
||||
test('směrové ovládání bez stisknutého směru tank zastaví a nechá natočený', () => {
|
||||
const ctx = setup();
|
||||
ctx.startGame();
|
||||
ctx.game.placeForTest('alice', 300, 300, 0);
|
||||
ctx.game.input('alice', { dx: -1, dy: 0 });
|
||||
ctx.ticks(1);
|
||||
ctx.game.input('alice', { dx: 0, dy: 0 });
|
||||
const { x, angle } = ctx.player('alice');
|
||||
expect(x).toBeLessThan(300);
|
||||
ctx.ticks(5);
|
||||
expect(ctx.player('alice').angle).toBe(angle);
|
||||
expect(ctx.player('alice').x).toBe(x);
|
||||
});
|
||||
|
||||
test('zásah zničí soupeře, přidá bod a soupeř se po chvíli znovu objeví', () => {
|
||||
const ctx = setup();
|
||||
ctx.startGame();
|
||||
@@ -397,7 +423,7 @@ describe('tanky — týmy', () => {
|
||||
const ctx = setup();
|
||||
ctx.startGame('deathmatch', LOGINS, 'arena', true);
|
||||
for (const p of ctx.last().players) {
|
||||
expect(p.x < 480).toBe(p.team === 0);
|
||||
expect(p.x < FIELD_WIDTH / 2).toBe(p.team === 0);
|
||||
}
|
||||
// alice a carol jsou tým 0, bob tým 1
|
||||
ctx.game.placeForTest('alice', 100, 60, 0);
|
||||
|
||||
Reference in new issue
Block a user