Compare commits
3
Commits
| Author | SHA1 | Date | |
|---|---|---|---|
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16cf680183 | ||
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c8132c283c | ||
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2a5eb07778 |
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Binary file not shown.
@@ -0,0 +1,35 @@
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.lobby-chat {
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margin-top: 12px;
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.lobby-chat-messages {
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height: 140px;
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overflow-y: auto;
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border: 1px solid rgba(127, 127, 127, 0.35);
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border-radius: 6px;
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padding: 6px 8px;
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margin-bottom: 6px;
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font-size: 0.9rem;
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word-break: break-word;
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}
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.lobby-chat-emojis {
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display: flex;
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flex-wrap: wrap;
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gap: 2px;
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margin-bottom: 4px;
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button {
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border: none;
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background: none;
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padding: 0 3px;
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font-size: 1.2rem;
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line-height: 1.4;
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border-radius: 4px;
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cursor: pointer;
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&:hover {
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background: rgba(127, 127, 127, 0.2);
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}
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}
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}
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}
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@@ -0,0 +1,64 @@
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import { FormEvent, useEffect, useRef, useState } from "react";
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import { Form } from "react-bootstrap";
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import { socket } from "../context/socket";
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import { getToken } from "../Utils";
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import "./LobbyChat.scss";
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const EMOJIS = ['😀', '😂', '😎', '😢', '😡', '👍', '👎', '👋', '🎉', '🔥', '❤️', '🍕', '🍔', '🍺', '⏳'];
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type LobbyChatMessage = { game: string, login: string, text: string };
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/** Jednoduchý chat v lobby minihry — zprávy se drží jen po dobu zobrazení lobby. */
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export default function LobbyChat({ game }: { game: string }) {
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const [messages, setMessages] = useState<LobbyChatMessage[]>([]);
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const [text, setText] = useState('');
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const listRef = useRef<HTMLDivElement>(null);
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const inputRef = useRef<HTMLInputElement>(null);
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useEffect(() => {
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const onMessage = (m: LobbyChatMessage) => {
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if (m.game === game) setMessages(prev => [...prev.slice(-99), m]);
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};
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socket.on('lobbychat:message', onMessage);
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return () => { socket.off('lobbychat:message', onMessage); };
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}, [game]);
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useEffect(() => {
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listRef.current?.scrollTo({ top: listRef.current.scrollHeight });
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}, [messages]);
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const submit = (e: FormEvent) => {
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e.preventDefault();
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if (!text.trim()) return;
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socket.emit('lobbychat:send', { token: getToken(), game, text });
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setText('');
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};
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const addEmoji = (emoji: string) => {
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setText(prev => (prev + emoji).slice(0, 200));
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inputRef.current?.focus();
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};
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return (
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<div className="lobby-chat">
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<div className="lobby-chat-messages" ref={listRef}>
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{messages.length === 0 && <div className="text-muted">Zatím žádné zprávy…</div>}
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{messages.map((m, i) => <div key={i}><strong>{m.login}: </strong>{m.text}</div>)}
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</div>
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<div className="lobby-chat-emojis">
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{EMOJIS.map(e => <button key={e} type="button" onClick={() => addEmoji(e)}>{e}</button>)}
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</div>
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<Form onSubmit={submit}>
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<Form.Control
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ref={inputRef}
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size="sm"
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value={text}
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onChange={e => setText(e.target.value)}
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placeholder="Napište zprávu…"
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maxLength={200}
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onKeyDown={e => e.stopPropagation()}
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/>
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</Form>
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</div>
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);
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}
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@@ -5,6 +5,7 @@ import { useAuth } from "../context/auth";
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import { getToken } from "../Utils";
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import { useGameIcon } from "../games/themeIcons";
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import { useTouchDevice } from "../hooks/useTouchDevice";
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import LobbyChat from "./LobbyChat";
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import "./PongGame.scss";
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// Typy musí odpovídat server/src/pongGame.ts (stav chodí přes websocket, ne přes OpenAPI)
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@@ -257,6 +258,7 @@ export default function PongGame() {
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{login === state?.host && state?.players.some(p => p.bot) && (
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<Button size="sm" variant="outline-secondary" onClick={() => send('pong:removeBot')}>Odebrat bota</Button>
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)}
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{isPlayer && <LobbyChat game="pong" />}
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</>
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);
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default:
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@@ -5,6 +5,7 @@ import { useAuth } from "../context/auth";
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import { getToken } from "../Utils";
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import { useGameIcon } from "../games/themeIcons";
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import { useTouchDevice } from "../hooks/useTouchDevice";
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import LobbyChat from "./LobbyChat";
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import "./ReactionDuel.scss";
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// Typy musí odpovídat server/src/reactionDuel.ts (stav chodí přes websocket, ne přes OpenAPI)
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@@ -183,6 +184,7 @@ export default function ReactionDuel() {
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</ul>
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{state && state.players.length < state.minPlayers &&
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<p className="text-muted">Čeká se na další hráče…</p>}
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{isPlayer && <LobbyChat game="duel" />}
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</>
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);
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case 'waiting':
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@@ -8,6 +8,7 @@ import { getToken } from "../Utils";
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import { useGameIcon } from "../games/themeIcons";
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import { useTouchDevice } from "../hooks/useTouchDevice";
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import TouchButton from "./TouchButton";
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import LobbyChat from "./LobbyChat";
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import "./SnakeGame.scss";
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// Typy musí odpovídat server/src/snakeGame.ts (stav chodí přes websocket, ne přes OpenAPI)
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@@ -279,6 +280,7 @@ export default function SnakeGame() {
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</li>
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))}
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</ul>
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{isPlayer && <LobbyChat game="snake" />}
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</>
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);
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case 'countdown':
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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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@@ -8,6 +8,7 @@ import {
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BIOMES, BotLevel, drawTanks, FLASH_MS, MuzzleFlash, PICKUPS, PickupType, tankColor, TankMode, TankPhase,
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TankPlayer, TankState, TEAM_COLORS, TEAM_NAMES,
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} from "../games/tankRender";
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import LobbyChat from "./LobbyChat";
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import "./TankGame.scss";
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const OPEN_EVENT = 'luncher:open-tanks';
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@@ -30,13 +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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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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|
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const formatTime = (ms: number) => {
|
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const s = Math.ceil(ms / 1000);
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@@ -65,6 +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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@@ -128,11 +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);
|
||||
if (key === sent) return;
|
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sent = key;
|
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@@ -197,7 +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 {
|
||||
localStorage.setItem(CONTROLS_KEY, value);
|
||||
} catch {
|
||||
// localStorage nedostupný
|
||||
}
|
||||
};
|
||||
|
||||
// Míření myší: kurzor nad hrací plochou natáčí věž, mimo ni se věž vrátí do směru jízdy
|
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useEffect(() => {
|
||||
@@ -241,9 +268,16 @@ export default function TankGame() {
|
||||
}, [state]);
|
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|
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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;
|
||||
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
|
||||
if (phase !== 'countdown') return;
|
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let frame = requestAnimationFrame(function loop() {
|
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draw();
|
||||
frame = requestAnimationFrame(loop);
|
||||
});
|
||||
return () => cancelAnimationFrame(frame);
|
||||
}, [state, inGame, phase, login]);
|
||||
|
||||
if (!login) return null;
|
||||
@@ -295,13 +329,32 @@ export default function TankGame() {
|
||||
<div className="tanks-status">
|
||||
{mode.label}{state.teams && ' v týmech'}{state.bounce && ' · odrazy'}{state.hardcore && ' · 🌑 hardcore'} · {mapName}{inGame && ` · zbývá ${formatTime(state.timeLeftMs)}`}
|
||||
{inGame && (isPlayer
|
||||
? ' · ↑↓ / W S jízda, ←→ / A D otáčení, myš míření, klik / mezerník střelba, E / pravé tlačítko mina'
|
||||
? ` · ${CONTROLS.find(c => c.value === controls)!.hint}, myš míření, klik / mezerník střelba, E / pravé tlačítko mina`
|
||||
: ' · sledujete hru')}
|
||||
</div>
|
||||
{inGame && isPlayer && renderControls()}
|
||||
{inGame && (
|
||||
<ul className="tanks-legend">
|
||||
{(Object.entries(PICKUPS) as [PickupType, typeof PICKUPS[PickupType]][])
|
||||
.filter(([type]) => type !== 'heart' || state.mode === 'lastman')
|
||||
.map(([type, p]) => <li key={type}>{p.icon} {p.label}</li>)}
|
||||
</ul>
|
||||
)}
|
||||
{renderScores()}
|
||||
</div>
|
||||
);
|
||||
|
||||
/** Volba ovládání — osobní nastavení hráče, pamatuje si ho prohlížeč. */
|
||||
const renderControls = () => (
|
||||
<div className="tanks-controls">
|
||||
<span className="tanks-option-label">Ovládání</span>
|
||||
{CONTROLS.map(c => (
|
||||
<Form.Check key={c.value} inline type="radio" id={`tanks-controls-${c.value}`} name="tanks-controls"
|
||||
label={c.label} title={c.hint} checked={controls === c.value} onChange={() => changeControls(c.value)} />
|
||||
))}
|
||||
</div>
|
||||
);
|
||||
|
||||
const renderScores = () => (
|
||||
<Table size="sm" className="tanks-scores">
|
||||
<thead>
|
||||
@@ -426,6 +479,8 @@ export default function TankGame() {
|
||||
{state.hardcore && ' V aréně je tma: vidíte jen okolí tanku a kužel reflektoru ve směru věže, světlo zastaví zdi a bedny.'
|
||||
+ (state.teams ? ' Co osvítí spoluhráč, vidíte také.' : '') + ' Výbuchy a výstřely prosvítí i tmou.'}
|
||||
</p>
|
||||
{isPlayer && renderControls()}
|
||||
{isPlayer && <LobbyChat game="tanks" />}
|
||||
</>
|
||||
);
|
||||
|
||||
@@ -435,8 +490,8 @@ export default function TankGame() {
|
||||
return (
|
||||
<>
|
||||
<p>
|
||||
Tanková bitva pro více hráčů. Jezdí se šipkami nebo WSAD, věž míří za myší a střílí se
|
||||
kliknutím nebo mezerníkem. Bedny se dají rozstřílet, přes vodu se nedá projet (ale dá se
|
||||
Tanková bitva pro více hráčů. Jezdí se šipkami nebo WSAD (směrově, nebo po tankovém —
|
||||
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
|
||||
přes ni střílet) a bláto, sníh, písek nebo porost zpomalují. Hraje se na poslední přeživší
|
||||
nebo na čas, sólo i v týmech, volitelně s odrážením střel od zdí nebo potmě (hardcore);
|
||||
když není s kým hrát, přidejte si do lobby boty.
|
||||
@@ -445,6 +500,7 @@ export default function TankGame() {
|
||||
<ul className="tanks-pickups">
|
||||
{Object.values(PICKUPS).map(p => <li key={p.icon}>{p.icon} {p.label}</li>)}
|
||||
</ul>
|
||||
{renderControls()}
|
||||
</>
|
||||
);
|
||||
case 'lobby':
|
||||
|
||||
@@ -9,6 +9,7 @@ import { TetrisSession, WIDTH, HEIGHT, pieceCells, Piece } from "../games/tetris
|
||||
import { useGameIcon } from "../games/themeIcons";
|
||||
import { useTouchDevice } from "../hooks/useTouchDevice";
|
||||
import TouchButton from "./TouchButton";
|
||||
import LobbyChat from "./LobbyChat";
|
||||
import "./TetrisGame.scss";
|
||||
|
||||
// Typy musí odpovídat server/src/tetrisGame.ts (stav chodí přes websocket, ne přes OpenAPI)
|
||||
@@ -554,6 +555,7 @@ export default function TetrisGame() {
|
||||
{state && state.players.length < state.minPlayers &&
|
||||
<p className="text-muted">Čeká se na další hráče… Pro hru o samotě použijte Trénink.</p>}
|
||||
{renderSettings()}
|
||||
{isPlayer && <LobbyChat game="tetris" />}
|
||||
</>
|
||||
);
|
||||
case 'countdown':
|
||||
|
||||
@@ -84,13 +84,13 @@ export const TEAM_NAMES = ['Červení', 'Modří'];
|
||||
|
||||
export const PICKUPS: Record<PickupType, { icon: string, label: string }> = {
|
||||
shield: { icon: '🛡️', label: 'štít — vydrží jeden zásah' },
|
||||
triple: { icon: '🔱', label: 'trojitá střela' },
|
||||
triple: { icon: '🔱', label: 'trojitá střela — tři střely do vějíře' },
|
||||
rocket: { icon: '🚀', label: 'rakety — výbuch zasáhne i okolí' },
|
||||
turbo: { icon: '💨', label: 'turbo' },
|
||||
ghost: { icon: '👻', label: 'neviditelnost' },
|
||||
homing: { icon: '🧲', label: 'naváděné střely' },
|
||||
mine: { icon: '💣', label: 'miny (E / pravé tlačítko)' },
|
||||
heart: { icon: '❤️', label: 'život navíc' },
|
||||
turbo: { icon: '💨', label: 'turbo — rychlejší jízda' },
|
||||
ghost: { icon: '👻', label: 'neviditelnost — soupeř vás uvidí jen zblízka' },
|
||||
homing: { icon: '🧲', label: 'naváděné střely — stáčí se k soupeři' },
|
||||
mine: { icon: '💣', label: 'miny — položíte E / pravým tlačítkem' },
|
||||
heart: { icon: '❤️', label: 'život navíc (jen na přežití)' },
|
||||
};
|
||||
|
||||
export const BIOMES: Record<Biome, { icon: string }> = {
|
||||
@@ -477,9 +477,48 @@ export function drawTanks(canvas: HTMLCanvasElement, state: TankState, flashes:
|
||||
}
|
||||
for (const e of state.explosions) drawExplosion(ctx, e);
|
||||
for (const p of tanks) drawLabel(ctx, p, p.login === me);
|
||||
// Při startu a po návratu do hry ukazuje na vlastní tank šipka s pulzujícím kruhem
|
||||
if (self?.alive && (state.phase === 'countdown' || self.protected)) drawSelfMarker(ctx, self, now);
|
||||
ctx.setTransform(1, 0, 0, 1, 0, 0);
|
||||
}
|
||||
|
||||
function drawSelfMarker(ctx: CanvasRenderingContext2D, p: TankPlayer, now: number) {
|
||||
const pulse = (now % 900) / 900;
|
||||
ctx.strokeStyle = `rgba(250, 204, 21, ${0.9 * (1 - pulse)})`;
|
||||
ctx.lineWidth = 3;
|
||||
ctx.beginPath();
|
||||
ctx.arc(p.x, p.y, TANK_RADIUS + 10 + pulse * 40, 0, Math.PI * 2);
|
||||
ctx.stroke();
|
||||
|
||||
// Šipka nad jmenovkou; u horního okraje hřiště pod tankem
|
||||
const below = p.y < 70;
|
||||
const dir = below ? -1 : 1;
|
||||
const bob = Math.sin(now / 150) * 3;
|
||||
const tipY = below ? p.y + TANK_RADIUS + 10 + bob : p.y - TANK_RADIUS - 20 + bob;
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(p.x, tipY);
|
||||
ctx.lineTo(p.x - 9, tipY - dir * 14);
|
||||
ctx.lineTo(p.x - 4, tipY - dir * 14);
|
||||
ctx.lineTo(p.x - 4, tipY - dir * 24);
|
||||
ctx.lineTo(p.x + 4, tipY - dir * 24);
|
||||
ctx.lineTo(p.x + 4, tipY - dir * 14);
|
||||
ctx.lineTo(p.x + 9, tipY - dir * 14);
|
||||
ctx.closePath();
|
||||
ctx.lineWidth = 3;
|
||||
ctx.strokeStyle = '#0b0f19';
|
||||
ctx.stroke();
|
||||
ctx.fillStyle = '#facc15';
|
||||
ctx.fill();
|
||||
|
||||
ctx.font = 'bold 13px sans-serif';
|
||||
ctx.textAlign = 'center';
|
||||
ctx.textBaseline = 'middle';
|
||||
const textY = tipY - dir * 33;
|
||||
ctx.lineWidth = 3;
|
||||
ctx.strokeText('VY', p.x, textY);
|
||||
ctx.fillText('VY', p.x, textY);
|
||||
}
|
||||
|
||||
// --- Hardcore: světlo a tma ---
|
||||
|
||||
/** Paprsek světla ze středu tanku do každého směru; délka končí na zdi či bedně. */
|
||||
@@ -572,17 +611,22 @@ function drawDarkness(ctx: CanvasRenderingContext2D, state: TankState, lights: L
|
||||
function drawTank(ctx: CanvasRenderingContext2D, p: TankPlayer, mine: boolean, now: number) {
|
||||
const color = tankColor(p);
|
||||
const base = ctx.globalAlpha;
|
||||
// Vlastní tank má pod sebou světlý kruh, ať se v hemžení najde
|
||||
// Vlastní tank má pod sebou výrazný otáčející se kruh, ať se v hemžení najde (tmavý lem kvůli světlým mapám)
|
||||
if (mine) {
|
||||
ctx.fillStyle = 'rgba(255, 255, 255, 0.12)';
|
||||
ctx.strokeStyle = 'rgba(255, 255, 255, 0.55)';
|
||||
ctx.lineWidth = 1.5;
|
||||
ctx.setLineDash([4, 4]);
|
||||
ctx.fillStyle = 'rgba(250, 204, 21, 0.18)';
|
||||
ctx.beginPath();
|
||||
ctx.arc(p.x, p.y, TANK_RADIUS + 5, 0, Math.PI * 2);
|
||||
ctx.arc(p.x, p.y, TANK_RADIUS + 7, 0, Math.PI * 2);
|
||||
ctx.fill();
|
||||
ctx.setLineDash([7, 5]);
|
||||
ctx.lineDashOffset = -now / 40;
|
||||
ctx.strokeStyle = 'rgba(11, 15, 25, 0.7)';
|
||||
ctx.lineWidth = 4.5;
|
||||
ctx.stroke();
|
||||
ctx.strokeStyle = '#facc15';
|
||||
ctx.lineWidth = 2.5;
|
||||
ctx.stroke();
|
||||
ctx.setLineDash([]);
|
||||
ctx.lineDashOffset = 0;
|
||||
}
|
||||
// Ochrana po zrození — tank bliká
|
||||
if (p.protected && Math.floor(now / 120) % 2 === 0) ctx.globalAlpha = base * 0.35;
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
[
|
||||
"Tetris: kostky se otáčí proti směru hodinových ručiček kolem svého středu, tyčka a S/Z kostky už jen přepínají mezi vodorovnou a svislou polohou",
|
||||
"Tetris: nová kostka se objeví nad hrací plochou, takže ji jde otočit dřív, než do plochy vjede",
|
||||
"Minihry jdou hrát i na mobilu a tabletu 📱 — Tetris, had i Pong mají dotykové ovládání a okna her se na telefonu roztáhnou přes celou obrazovku"
|
||||
"Minihry jdou hrát i na mobilu a tabletu 📱 — Tetris, had i Pong mají dotykové ovládání a okna her se na telefonu roztáhnou přes celou obrazovku",
|
||||
"Přibyla další minihra — tentokrát se bude střílet 😉"
|
||||
]
|
||||
@@ -1,3 +1,6 @@
|
||||
[
|
||||
"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“"
|
||||
"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“",
|
||||
"V lobby miniher (Pong, Reakční hra, Had, Tetris, Tanky) si hráči mohou psát v chatu, emotikony se vkládají jedním kliknutím 😉",
|
||||
"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",
|
||||
"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"
|
||||
]
|
||||
+17
-1
@@ -1,4 +1,4 @@
|
||||
import { Socket } from "socket.io";
|
||||
import { Server, Socket } from "socket.io";
|
||||
import { getLogin } from "./auth";
|
||||
|
||||
/** Sdílené pomůcky pro websocketové minihry (reakční hra, had). */
|
||||
@@ -60,3 +60,19 @@ export function gameHandler(socket: Socket, errorEvent: string, action: (login:
|
||||
|
||||
/** Minimální počet hráčů — lokálně lze hrát i sám. */
|
||||
export const minPlayersForEnv = (prod: number) => process.env.NODE_ENV === 'development' ? 1 : prod;
|
||||
|
||||
/**
|
||||
* Jednoduchý chat v lobby miniher — zprávy se nikde neukládají, server je jen
|
||||
* přepošle všem (klient si je filtruje podle hry).
|
||||
*/
|
||||
export function registerLobbyChat(io: Server) {
|
||||
io.on('connection', socket => {
|
||||
socket.on('lobbychat:send', gameHandler(socket, 'lobbychat:error', (login, payload) => {
|
||||
const { game, text } = (payload ?? {}) as { game?: unknown, text?: unknown };
|
||||
if (typeof game !== 'string' || typeof text !== 'string') return;
|
||||
const trimmed = text.trim().slice(0, 200);
|
||||
if (!trimmed) return;
|
||||
io.emit('lobbychat:message', { game: game.slice(0, 20), login, text: trimmed });
|
||||
}));
|
||||
});
|
||||
}
|
||||
+144
-114
@@ -20,8 +20,8 @@ import { Clock, defaultClock, GameError, gameHandler, minPlayersForEnv } from ".
|
||||
*/
|
||||
|
||||
export const TILE = 40;
|
||||
export const COLS = 24;
|
||||
export const ROWS = 15;
|
||||
export const COLS = 28;
|
||||
export const ROWS = 17;
|
||||
export const FIELD_WIDTH = COLS * TILE;
|
||||
export const FIELD_HEIGHT = ROWS * TILE;
|
||||
export const TICK_MS = 33;
|
||||
@@ -127,21 +127,23 @@ const MAP_HALVES: { id: string, name: string, biome: Biome, half: string[] }[] =
|
||||
name: 'Aréna',
|
||||
biome: 'city',
|
||||
half: [
|
||||
"S..........+",
|
||||
"............",
|
||||
"..##........",
|
||||
"..#.....#...",
|
||||
"........#...",
|
||||
".....+......",
|
||||
"....##......",
|
||||
"S..........+",
|
||||
"....##......",
|
||||
".....+......",
|
||||
"........#...",
|
||||
"..#.....#...",
|
||||
"..##........",
|
||||
"............",
|
||||
"S..........+",
|
||||
"S..........++.",
|
||||
"..............",
|
||||
"..##..........",
|
||||
"..#.....#.....",
|
||||
"........#..+..",
|
||||
".....+........",
|
||||
"....##....#...",
|
||||
"..........#...",
|
||||
"S......+......",
|
||||
"..........#...",
|
||||
"....##....#...",
|
||||
".....+........",
|
||||
"........#..+..",
|
||||
"..#.....#.....",
|
||||
"..##..........",
|
||||
"..............",
|
||||
"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) {
|
||||
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 (!p.input.drive) return;
|
||||
let speed = p.input.drive > 0 ? TANK_SPEED : TANK_REVERSE_SPEED;
|
||||
}
|
||||
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);
|
||||
|
||||
@@ -7,6 +7,7 @@ import { registerTetrisGame } from "./tetrisGame";
|
||||
import { registerPongGame } from "./pongGame";
|
||||
import { registerDrawingGame } from "./drawingGame";
|
||||
import { registerTankGame } from "./tankGame";
|
||||
import { registerLobbyChat } from "./minigames";
|
||||
|
||||
let io: Server<DefaultEventsMap, DefaultEventsMap, DefaultEventsMap, any>;
|
||||
let pubClient: ReturnType<typeof createClient>;
|
||||
@@ -40,6 +41,7 @@ export const initWebsocket = (server: any) => {
|
||||
registerPongGame(io);
|
||||
registerDrawingGame(io);
|
||||
registerTankGame(io);
|
||||
registerLobbyChat(io);
|
||||
return io;
|
||||
};
|
||||
|
||||
|
||||
Reference in new issue
Block a user