// Authoritative game simulation. DOM-free so it runs headless (node tests) and // only on the host in netplay — clients just render snapshots. import { TILE, GW, GH, W, H, T, B, GRAV, MAXFALL, STOCKS, ITEMS } from './consts.js'; import { makeRng } from './rng.js'; import { generateMap, sawPos } from './mapgen.js'; import { moveEntity, tileAt, raycast, boxFree, solidAtPx, standingOnPlat } from './physics.js'; import { CHARS, updateCharacter } from './characters.js'; const PW = 18, PH = 14; export function createGame(seed, defs) { const map = generateMap(seed); const g = { seed, tick: 0, map, players: [], ents: [], nextEnt: 1, rng: makeRng((seed ^ 0xC0FFEE) >>> 0), events: [], over: null, overT: 0, freeze: 170, dropTimer: 550, }; defs.forEach((d, i) => g.players.push(makePlayer(d, i, map))); return g; } function makePlayer(d, i, map) { const sp = map.spawns[i % map.spawns.length]; return { idx: i, charId: d.charId, name: d.name || CHARS[d.charId].name, x: sp.x, y: sp.y, vx: 0, vy: 0, w: PW, h: PH, face: i % 2 ? -1 : 1, onGround: false, jumpsLeft: 0, coyote: 0, drop: 0, touchWall: 0, dmg: 0, stocks: STOCKS, respawn: 0, invuln: 90, atkCd: 0, atkT: 0, hitMask: 0, minedSet: {}, hitstun: 0, item: null, ammo: 0, shield: 0, boost: 0, prev: 0, st: {}, wallHit: 0, justLanded: false, impact: 0, landT: 0, }; } function helpers(g) { return { hurt: (v, dmg, nx, ny, base) => hurt(g, v, dmg, nx, ny, base), event: (e) => g.events.push(e), raycast, boxFree, solidAtPx, }; } export function step(g, inputs) { g.tick++; g.events.length = 0; if (g.freeze > 0) { g.freeze--; if (g.freeze === 0) g.events.push({ t: 'go' }); } const frozen = g.freeze > 0 || !!g.over; for (const p of g.players) { const inp = frozen ? 0 : (inputs[p.idx] || 0); stepPlayer(g, p, inp, inp & ~p.prev); p.prev = inp; } stepEnts(g); stepSaws(g); // periodic care package from the sky if (!g.over && --g.dropTimer <= 0) { g.dropTimer = 520 + g.rng.int(0, 300); spawnPickup(g, 40 + g.rng.f() * (W - 80), -20, g.rng.pick(ITEMS)); g.events.push({ t: 'drop' }); } checkEnd(g); return g.events; } function stepPlayer(g, p, inp, pressed) { if (p.stocks <= 0) return; if (p.respawn > 0) { p.respawn--; if (p.respawn === 0) respawn(g, p); return; } const c = CHARS[p.charId], s = c.stats; if (p.invuln > 0) p.invuln--; if (p.atkCd > 0) p.atkCd--; if (p.shield > 0) p.shield--; if (p.boost > 0) p.boost--; if (p.landT > 0) p.landT--; if (p.coyote > 0) p.coyote--; if (p.drop > 0) p.drop--; const bm = p.boost > 0 ? 1.45 : 1; const stunned = p.hitstun > 0; if (stunned) p.hitstun--; // --- horizontal control --- if (!stunned && !(p.st.charge > 0)) { const dir = (inp & B.L ? -1 : 0) + (inp & B.R ? 1 : 0); if (dir !== 0) { const acc = p.onGround ? s.accel : s.air; p.vx += dir * acc * bm; const cap = s.run * bm; if (p.vx > cap) p.vx = Math.max(cap, p.vx - acc * 2); // let dashes decay, don't hard-clamp if (p.vx < -cap) p.vx = Math.min(-cap, p.vx + acc * 2); if (!p.st.anchor) p.face = dir; } else if (p.onGround) { p.vx *= s.fric; if (Math.abs(p.vx) < 0.1) p.vx = 0; } else { p.vx *= 0.985; } } else if (p.onGround && stunned) { p.vx *= 0.85; } // --- wall contact (used by jump + slide) --- p.touchWall = 0; if (c.wallJump && !p.onGround) { const hw = p.w / 2; if ((inp & B.L) && solidAtPx(g.map, p.x - hw - 2, p.y)) p.touchWall = -1; else if ((inp & B.R) && solidAtPx(g.map, p.x + hw + 2, p.y)) p.touchWall = 1; if (p.touchWall && p.vy > 1.4) p.vy = 1.4; // wall slide } // --- jumping --- if (!stunned) { if ((pressed & B.D) && p.onGround && standingOnPlat(g.map, p)) p.drop = 10; if (pressed & B.JUMP) { if (p.onGround || p.coyote > 0) { p.vy = -s.jump * Math.sqrt(bm); p.coyote = 0; g.events.push({ t: 'jump', x: p.x, y: p.y }); } else if (p.touchWall) { p.vy = -s.jump * 0.95; p.vx = -p.touchWall * s.run * 1.05; p.face = -p.touchWall; g.events.push({ t: 'jump', x: p.x, y: p.y, wall: 1 }); } else if (p.jumpsLeft > 0) { p.jumpsLeft--; p.vy = -s.jump * 0.9; g.events.push({ t: 'jump', x: p.x, y: p.y, air: 1 }); } } if (p.vy < 0 && !(inp & B.JUMP)) p.vy *= 0.92; // variable jump height } // --- gravity --- p.vy += GRAV * s.grav * (p.st.anchor ? 0.9 : 1); if (p.vy > MAXFALL) p.vy = MAXFALL; // --- character special mechanics --- updateCharacter(p, c, inp, pressed, g, helpers(g)); // --- integrate & collide --- const wasGround = p.onGround; const preVy = p.vy; const res = moveEntity(p, g.map, { drop: p.drop > 0 }); p.onGround = res.ground; p.wallHit = res.wall; p.justLanded = res.ground && !wasGround; if (p.justLanded) { p.impact = preVy; p.landT = 8; if (preVy > 4) g.events.push({ t: 'land', x: p.x, y: p.y + p.h / 2, v: preVy }); } if (p.onGround) { p.coyote = 6; p.jumpsLeft = s.jumps - 1; } senseTiles(g, p); // --- attack (bite doubles as mining pick) --- if (!stunned && (pressed & B.ATK) && p.atkCd <= 0) { p.atkCd = 24; p.atkT = 7; p.hitMask = 0; p.minedSet = {}; p.vx += p.face * 1.4; g.events.push({ t: 'bark', x: p.x, y: p.y, f: p.face }); } if (p.atkT > 0) { p.atkT--; doAttack(g, p); } // --- items --- if (!stunned && (pressed & B.ITM) && p.item) useItem(g, p); // --- blast zones --- if (p.x < -50 || p.x > W + 50 || p.y > H + 40 || p.y < -220) kill(g, p); } function doAttack(g, p) { const ax = p.x + p.face * (p.w / 2 + 9), ay = p.y; const aw = 22, ah = 18; for (const o of g.players) { if (o === p || o.stocks <= 0 || o.respawn > 0) continue; if (p.hitMask & (1 << o.idx)) continue; if (Math.abs(o.x - ax) < (aw + o.w) / 2 && Math.abs(o.y - ay) < (ah + o.h) / 2) { p.hitMask |= 1 << o.idx; hurt(g, o, 8, p.face * 0.9, -0.45, 3.2); p.vx *= 0.6; } } // mine crystals in the swing arc (one hit per crystal per swing) const x0 = Math.floor((ax - aw / 2) / TILE), x1 = Math.floor((ax + aw / 2) / TILE); const y0 = Math.floor((ay - ah / 2) / TILE), y1 = Math.floor((ay + ah / 2) / TILE); for (let ty = y0; ty <= y1; ty++) for (let tx = x0; tx <= x1; tx++) { if (tileAt(g.map, tx, ty) !== T.CRYSTAL) continue; const i = ty * GW + tx; if (p.minedSet[i]) continue; p.minedSet[i] = 1; const hp = (g.map.hp[i] ?? 3) - 1; if (hp <= 0) breakTile(g, tx, ty, true); else { g.map.hp[i] = hp; g.events.push({ t: 'crack', i, hp, x: tx * TILE + 6, y: ty * TILE + 6 }); } } } function breakTile(g, tx, ty, drop) { const i = ty * GW + tx; g.map.tiles[i] = T.EMPTY; delete g.map.hp[i]; g.events.push({ t: 'tile', i, v: T.EMPTY, x: tx * TILE + 6, y: ty * TILE + 6 }); if (drop) spawnPickup(g, tx * TILE + 6, ty * TILE + 4, g.rng.pick(ITEMS)); } export function hurt(g, v, dmg, nx, ny, base) { if (v.invuln > 0 || v.respawn > 0 || v.stocks <= 0) return; if (v.shield > 0) { g.events.push({ t: 'block', x: v.x, y: v.y }); return; } v.dmg += dmg; const m = (base + v.dmg * 0.062) / CHARS[v.charId].stats.weight; v.vx = nx * m; v.vy = ny * m - 1.4; v.hitstun = Math.min(40, 9 + m * 1.6); v.invuln = 14; v.st.charge = 0; v.st.anchor = null; v.st.pound = false; g.events.push({ t: 'hit', x: v.x, y: v.y, m }); } function senseTiles(g, p) { const hw = p.w / 2, hh = p.h / 2; const x0 = Math.floor((p.x - hw) / TILE), x1 = Math.floor((p.x + hw) / TILE); const y0 = Math.floor((p.y - hh) / TILE), y1 = Math.floor((p.y + hh) / TILE); for (let ty = y0; ty <= y1; ty++) for (let tx = x0; tx <= x1; tx++) { if (tileAt(g.map, tx, ty) === T.SPIKE) { const cx = tx * TILE + 6; hurt(g, p, 9, Math.sign(p.x - cx) * 0.4 || 0.2, -1, 5.5); g.events.push({ t: 'spike', x: p.x, y: p.y }); } } // bounce pad: landed on top of a PAD tile if (p.justLanded) { const ty = Math.floor((p.y + hh + 2) / TILE); for (let tx = x0; tx <= x1; tx++) { if (tileAt(g.map, tx, ty) === T.PAD) { p.vy = -12.8; p.onGround = false; g.events.push({ t: 'pad', x: tx * TILE + 6, y: ty * TILE }); break; } } } } function useItem(g, p) { const it = p.item; if (it === 'ball') { spawnEnt(g, { k: 'ball', x: p.x + p.face * 12, y: p.y - 2, vx: p.face * 7 + p.vx * 0.3, vy: -0.5, w: 8, h: 8, own: p.idx, ttl: 240, age: 0 }); g.events.push({ t: 'throw', x: p.x, y: p.y }); if (--p.ammo <= 0) p.item = null; } else if (it === 'bomb') { spawnEnt(g, { k: 'bomb', x: p.x + p.face * 10, y: p.y - 4, vx: p.face * 3.5 + p.vx * 0.4, vy: -4.5, w: 9, h: 9, own: p.idx, fuse: 75, age: 0 }); g.events.push({ t: 'throw', x: p.x, y: p.y }); p.item = null; } else if (it === 'shield') { p.shield = 260; p.item = null; g.events.push({ t: 'shield', x: p.x, y: p.y }); } else if (it === 'boost') { p.boost = 320; p.item = null; g.events.push({ t: 'boost', x: p.x, y: p.y }); } else if (it === 'heal') { p.dmg = Math.max(0, p.dmg - 35); p.item = null; g.events.push({ t: 'heal', x: p.x, y: p.y }); } } function spawnEnt(g, e) { e.id = g.nextEnt++; g.ents.push(e); return e; } function spawnPickup(g, x, y, item) { spawnEnt(g, { k: 'pickup', x, y, vx: 0, vy: 0, w: 10, h: 10, item, ttl: 1400 }); } function stepEnts(g) { for (const e of g.ents) { if (e.k === 'pickup') { e.vy = Math.min(e.vy + GRAV * 0.55, 5.5); const r = moveEntity(e, g.map, {}); if (r.ground) e.vx *= 0.8; e.ttl--; for (const p of g.players) { if (p.stocks > 0 && p.respawn <= 0 && !p.item && Math.abs(p.x - e.x) < 14 && Math.abs(p.y - e.y) < 14) { p.item = e.item; if (e.item === 'ball') p.ammo = 3; e.dead = true; g.events.push({ t: 'pickup', x: e.x, y: e.y, item: e.item }); break; } } if (e.y > H + 40 || e.ttl <= 0) e.dead = true; } else if (e.k === 'ball') { e.age++; e.ttl--; e.vy += GRAV * 0.45; const pvx = e.vx, pvy = e.vy; const r = moveEntity(e, g.map, {}); if (r.ground && pvy > 1) e.vy = -pvy * 0.72; if (r.ceil) e.vy = Math.abs(pvy) * 0.5; if (r.wall) e.vx = -pvx * 0.8; for (const p of g.players) { if (p.stocks <= 0 || p.respawn > 0) continue; if (p.idx === e.own && e.age < 30) continue; if (Math.abs(p.x - e.x) < (p.w + e.w) / 2 && Math.abs(p.y - e.y) < (p.h + e.h) / 2) { hurt(g, p, 6, (Math.sign(pvx) || 1) * 0.8, -0.5, 3.5); e.dead = true; break; } } if (e.ttl <= 0 || e.y > H + 40) e.dead = true; } else if (e.k === 'bomb') { e.age++; e.fuse--; e.vy += GRAV; const pvx = e.vx, pvy = e.vy; const r = moveEntity(e, g.map, {}); if (r.ground && pvy > 1) { e.vy = -pvy * 0.45; e.vx *= 0.7; } if (r.wall) e.vx = -pvx * 0.6; let contact = false; for (const p of g.players) { if (p.stocks <= 0 || p.respawn > 0) continue; if (p.idx === e.own && e.age < 15) continue; if (Math.abs(p.x - e.x) < 12 && Math.abs(p.y - e.y) < 12) { contact = true; break; } } if (e.fuse <= 0 || contact) { explode(g, e.x, e.y); e.dead = true; } if (e.y > H + 60) e.dead = true; } } g.ents = g.ents.filter(e => !e.dead); } function explode(g, x, y) { g.events.push({ t: 'boom', x, y }); for (const p of g.players) { if (p.stocks <= 0 || p.respawn > 0) continue; const dx = p.x - x, dy = p.y - y; const d = Math.hypot(dx, dy); if (d < 48) { const n = d || 1; hurt(g, p, 14, dx / n, dy / n * 0.6 - 0.6, 7); } } // blast nearby crystals open const tx0 = Math.floor((x - 48) / TILE), tx1 = Math.floor((x + 48) / TILE); const ty0 = Math.floor((y - 48) / TILE), ty1 = Math.floor((y + 48) / TILE); for (let ty = ty0; ty <= ty1; ty++) for (let tx = tx0; tx <= tx1; tx++) { if (tileAt(g.map, tx, ty) === T.CRYSTAL && Math.hypot(tx * TILE + 6 - x, ty * TILE + 6 - y) < 48) { breakTile(g, tx, ty, true); } } } function stepSaws(g) { for (const s of g.map.saws) { const pos = sawPos(s, s.prog); s.prog += s.speed / (pos.total || 1); s.x = pos.x; s.y = pos.y; if (g.freeze > 0 || g.over) continue; for (const p of g.players) { if (p.stocks <= 0 || p.respawn > 0) continue; const dx = p.x - s.x, dy = p.y - s.y; const d = Math.hypot(dx, dy); if (d < 16) { const n = d || 1; hurt(g, p, 12, dx / n, dy / n - 0.5, 6.5); g.events.push({ t: 'saw', x: p.x, y: p.y }); } } } } function kill(g, p) { p.stocks--; g.events.push({ t: 'ko', idx: p.idx, x: Math.max(20, Math.min(W - 20, p.x)), y: Math.max(20, Math.min(H - 20, p.y)), }); p.st = {}; p.item = null; p.ammo = 0; p.vx = 0; p.vy = 0; p.hitstun = 0; p.atkT = 0; p.dmg = 0; p.x = -1000; p.y = -1000; p.respawn = p.stocks > 0 ? 80 : 0; } function respawn(g, p) { let best = g.map.spawns[0], bd = -1; for (const sp of g.map.spawns) { let d = 1e9; for (const o of g.players) { if (o !== p && o.stocks > 0 && o.respawn <= 0) d = Math.min(d, Math.hypot(o.x - sp.x, o.y - sp.y)); } if (d > bd) { bd = d; best = sp; } } p.x = best.x; p.y = best.y; p.vx = 0; p.vy = 0; p.invuln = 90; p.dmg = 0; g.events.push({ t: 'respawn', x: p.x, y: p.y }); } function checkEnd(g) { if (g.over) { g.overT++; return; } const alive = g.players.filter(p => p.stocks > 0); if (alive.length <= 1 && g.players.length > 1) { g.over = { winner: alive[0] ? alive[0].idx : -1 }; g.overT = 0; g.events.push({ t: 'over', winner: g.over.winner }); } } // --------------------------------------------------------------------------- // Snapshots (host → client). Client regenerates the map from the seed; tile // changes ride along as 'tile'/'crack' events which main.js applies. export function snapshot(g, events) { return { tick: g.tick, freeze: g.freeze, over: g.over, overT: g.overT, p: g.players.map(p => ({ x: +p.x.toFixed(1), y: +p.y.toFixed(1), vx: +p.vx.toFixed(2), vy: +p.vy.toFixed(2), f: p.face, d: Math.round(p.dmg), s: p.stocks, r: p.respawn, iv: p.invuln, hs: p.hitstun, a: p.atkT, it: p.item, am: p.ammo, sh: p.shield, bo: p.boost, st: { an: p.st.anchor ? [Math.round(p.st.anchor.x), Math.round(p.st.anchor.y)] : 0, ch: p.st.charge > 0 ? 1 : 0, cc: p.st.chargeCd | 0, jet: p.st.jet ? 1 : 0, fu: p.st.fuel | 0, po: p.st.pound ? 1 : 0, da: p.st.dash | 0, bc: p.st.blinkCd | 0, }, })), e: g.ents.map(e => ({ id: e.id, k: e.k, x: Math.round(e.x), y: Math.round(e.y), item: e.item, f: e.fuse })), sw: g.map.saws.map(s => [Math.round(s.x || 0), Math.round(s.y || 0)]), ev: events, }; } export function applySnapshot(g, s) { g.tick = s.tick; g.freeze = s.freeze; g.over = s.over; g.overT = s.overT; s.p.forEach((sp, i) => { const p = g.players[i]; if (!p) return; p.x = sp.x; p.y = sp.y; p.vx = sp.vx; p.vy = sp.vy; p.face = sp.f; p.dmg = sp.d; p.stocks = sp.s; p.respawn = sp.r; p.invuln = sp.iv; p.hitstun = sp.hs; p.atkT = sp.a; p.item = sp.it; p.ammo = sp.am; p.shield = sp.sh; p.boost = sp.bo; p.st = { anchor: sp.st.an ? { x: sp.st.an[0], y: sp.st.an[1] } : null, charge: sp.st.ch, chargeCd: sp.st.cc, jet: sp.st.jet, fuel: sp.st.fu, pound: sp.st.po, dash: sp.st.da, blinkCd: sp.st.bc, }; }); g.ents = s.e.map(e => ({ ...e, fuse: e.f, vx: 0, vy: 0, w: 8, h: 8 })); s.sw.forEach((xy, i) => { const saw = g.map.saws[i]; if (saw) { saw.x = xy[0]; saw.y = xy[1]; } }); // tile mutations arrive as events for (const ev of s.ev) { if (ev.t === 'tile') { g.map.tiles[ev.i] = ev.v; delete g.map.hp[ev.i]; } else if (ev.t === 'crack') g.map.hp[ev.i] = ev.hp; } return s.ev; }