diff --git a/.idea/.gitignore b/.idea/.gitignore new file mode 100644 index 0000000..30cf57e --- /dev/null +++ b/.idea/.gitignore @@ -0,0 +1,10 @@ +# Default ignored files +/shelf/ +/workspace.xml +# Editor-based HTTP Client requests +/httpRequests/ +# Ignored default folder with query files +/queries/ +# Datasource local storage ignored files +/dataSources/ +/dataSources.local.xml diff --git a/.idea/codeStyles/codeStyleConfig.xml b/.idea/codeStyles/codeStyleConfig.xml new file mode 100644 index 0000000..a55e7a1 --- /dev/null +++ b/.idea/codeStyles/codeStyleConfig.xml @@ -0,0 +1,5 @@ + + + + \ No newline at end of file diff --git a/.idea/dictionaries/project.xml b/.idea/dictionaries/project.xml new file mode 100644 index 0000000..48f4f77 --- /dev/null +++ b/.idea/dictionaries/project.xml @@ -0,0 +1,7 @@ + + + + keys + + + \ No newline at end of file diff --git a/.idea/examples.iml b/.idea/examples.iml new file mode 100644 index 0000000..c956989 --- /dev/null +++ b/.idea/examples.iml @@ -0,0 +1,8 @@ + + + + + + + + \ No newline at end of file diff --git a/.idea/inspectionProfiles/Project_Default.xml b/.idea/inspectionProfiles/Project_Default.xml new file mode 100644 index 0000000..03d9549 --- /dev/null +++ b/.idea/inspectionProfiles/Project_Default.xml @@ -0,0 +1,6 @@ + + + + \ No newline at end of file diff --git a/.idea/modules.xml b/.idea/modules.xml new file mode 100644 index 0000000..704ff0e --- /dev/null +++ b/.idea/modules.xml @@ -0,0 +1,8 @@ + + + + + + + + \ No newline at end of file diff --git a/.idea/prettier.xml b/.idea/prettier.xml new file mode 100644 index 0000000..b0c1c68 --- /dev/null +++ b/.idea/prettier.xml @@ -0,0 +1,6 @@ + + + + + \ No newline at end of file diff --git a/.idea/vcs.xml b/.idea/vcs.xml new file mode 100644 index 0000000..35eb1dd --- /dev/null +++ b/.idea/vcs.xml @@ -0,0 +1,6 @@ + + + + + + \ No newline at end of file diff --git a/raid-survival/.dockerignore b/raid-survival/.dockerignore new file mode 100644 index 0000000..c2658d7 --- /dev/null +++ b/raid-survival/.dockerignore @@ -0,0 +1 @@ +node_modules/ diff --git a/raid-survival/.gitignore b/raid-survival/.gitignore new file mode 100644 index 0000000..ba6da87 --- /dev/null +++ b/raid-survival/.gitignore @@ -0,0 +1,134 @@ +### VisualStudioCode template +.vscode/* +!.vscode/settings.json +!.vscode/tasks.json +!.vscode/launch.json +!.vscode/extensions.json +!.vscode/*.code-snippets + +# Local History for Visual Studio Code +.history/ + +# Built Visual Studio Code Extensions +*.vsix + +### JetBrains template + +# User-specific stuff +.idea/**/workspace.xml +.idea/**/tasks.xml +.idea/**/usage.statistics.xml +.idea/**/dictionaries +.idea/**/shelf + +# Generated files +.idea/**/contentModel.xml + +# Sensitive or high-churn files +.idea/**/dataSources/ +.idea/**/dataSources.ids +.idea/**/dataSources.local.xml +.idea/**/sqlDataSources.xml +.idea/**/dynamic.xml +.idea/**/uiDesigner.xml +.idea/**/dbnavigator.xml + +# File-based project format +*.iws + +# Editor-based Rest Client +.idea/httpRequests + +### Node template +# Logs +logs +*.log +npm-debug.log* +yarn-debug.log* +yarn-error.log* +lerna-debug.log* +.pnpm-debug.log* + +# Diagnostic reports (https://nodejs.org/api/report.html) +report.[0-9]*.[0-9]*.[0-9]*.[0-9]*.json + +# Runtime data +pids +*.pid +*.seed +*.pid.lock + +# Directory for instrumented libs generated by jscoverage/JSCover +lib-cov + +# Coverage directory used by tools like istanbul +coverage +*.lcov + +# nyc test coverage +.nyc_output + +# Grunt intermediate storage (https://gruntjs.com/creating-plugins#storing-task-files) +.grunt + +# Bower dependency directory (https://bower.io/) +bower_components + +# node-waf configuration +.lock-wscript + +# Compiled binary addons (https://nodejs.org/api/addons.html) +build/Release + +# Dependency directories +node_modules/ +jspm_packages/ + +# Snowpack dependency directory (https://snowpack.dev/) +web_modules/ + +# TypeScript cache +*.tsbuildinfo + +# Optional npm cache directory +.npm + +# Optional eslint cache +.eslintcache + +# Optional stylelint cache +.stylelintcache + +# Microbundle cache +.rpt2_cache/ +.rts2_cache_cjs/ +.rts2_cache_es/ +.rts2_cache_umd/ + +# Optional REPL history +.node_repl_history + +# Output of 'npm pack' +*.tgz + +# Yarn Integrity file +.yarn-integrity + +# dotenv environment variable files +.env +.env.development.local +.env.test.local +.env.production.local +.env.local + +# yarn v2 +.yarn/cache +.yarn/unplugged +.yarn/build-state.yml +.yarn/install-state.gz +.pnp.* + +### NanoForge template +# Compilation directories +.nanoforge/client +.nanoforge/server diff --git a/raid-survival/.idea/.gitignore b/raid-survival/.idea/.gitignore new file mode 100644 index 0000000..30cf57e --- /dev/null +++ b/raid-survival/.idea/.gitignore @@ -0,0 +1,10 @@ +# Default ignored files +/shelf/ +/workspace.xml +# Editor-based HTTP Client requests +/httpRequests/ +# Ignored default folder with query files +/queries/ +# Datasource local storage ignored files +/dataSources/ +/dataSources.local.xml diff --git a/raid-survival/.idea/inspectionProfiles/Project_Default.xml b/raid-survival/.idea/inspectionProfiles/Project_Default.xml new file mode 100644 index 0000000..03d9549 --- /dev/null +++ b/raid-survival/.idea/inspectionProfiles/Project_Default.xml @@ -0,0 +1,6 @@ + + + + \ No newline at end of file diff --git a/raid-survival/.idea/modules.xml b/raid-survival/.idea/modules.xml new file mode 100644 index 0000000..40cdb67 --- /dev/null +++ b/raid-survival/.idea/modules.xml @@ -0,0 +1,8 @@ + + + + + + + + \ No newline at end of file diff --git a/raid-survival/.idea/prettier.xml b/raid-survival/.idea/prettier.xml new file mode 100644 index 0000000..b0c1c68 --- /dev/null +++ b/raid-survival/.idea/prettier.xml @@ -0,0 +1,6 @@ + + + + + \ No newline at end of file diff --git a/raid-survival/.idea/raid-survival.iml b/raid-survival/.idea/raid-survival.iml new file mode 100644 index 0000000..2155317 --- /dev/null +++ b/raid-survival/.idea/raid-survival.iml @@ -0,0 +1,11 @@ + + + + + + + + + + + \ No newline at end of file diff --git a/raid-survival/.idea/vcs.xml b/raid-survival/.idea/vcs.xml new file mode 100644 index 0000000..6c0b863 --- /dev/null +++ b/raid-survival/.idea/vcs.xml @@ -0,0 +1,6 @@ + + + + + + \ No newline at end of file diff --git a/raid-survival/.nanoforge/client.save.json b/raid-survival/.nanoforge/client.save.json new file mode 100644 index 0000000..a1b3e67 --- /dev/null +++ b/raid-survival/.nanoforge/client.save.json @@ -0,0 +1,77 @@ +{ + "libraries": [ + { + "id": "assetManagerLibrary", + "type": "asset-manager", + "name": "AssetManagerLibrary", + "path": "@nanoforge-dev/asset-manager", + "params": [] + }, + { + "id": "ecsLibrary", + "type": "component-system", + "name": "ECSClientLibrary", + "path": "@nanoforge-dev/ecs-client", + "params": [] + }, + { + "id": "graphicsLibrary", + "type": "graphics", + "name": "Graphics2DLibrary", + "path": "@nanoforge-dev/graphics-2d", + "params": [] + }, + { + "id": "inputLibrary", + "type": "input", + "name": "InputLibrary", + "path": "@nanoforge-dev/input", + "params": [] + }, + { + "id": "musicLibrary", + "type": "music", + "name": "MusicLibrary", + "path": "@nanoforge-dev/music", + "params": [] + }, + { + "id": "networkLibrary", + "type": "network", + "name": "NetworkClientLibrary", + "path": "@nanoforge-dev/network-client", + "params": [] + }, + { + "id": "soundLibrary", + "type": "sound", + "name": "SoundLibrary", + "path": "@nanoforge-dev/sound", + "params": [] + } + ], + "components": [ + { + "name": "ExampleComponent", + "path": "./components/example.component.ts", + "paramsNames": ["paramA", "paramB", "paramC"] + } + ], + "systems": [ + { + "name": "exampleSystem", + "path": "./systems/example.system.ts" + } + ], + "entities": [ + { + "id": "exampleEntity", + "components": { + "ExampleComponent": { + "paramA": "example", + "paramB": 10 + } + } + } + ] +} diff --git a/raid-survival/.nanoforge/server.save.json b/raid-survival/.nanoforge/server.save.json new file mode 100644 index 0000000..56f214b --- /dev/null +++ b/raid-survival/.nanoforge/server.save.json @@ -0,0 +1,49 @@ +{ + "libraries": [ + { + "id": "assetManagerLibrary", + "type": "asset-manager", + "name": "AssetManagerLibrary", + "path": "@nanoforge-dev/asset-manager", + "params": [] + }, + { + "id": "ecsLibrary", + "type": "component-system", + "name": "ECSServerLibrary", + "path": "@nanoforge-dev/ecs-server", + "params": [] + }, + { + "id": "networkLibrary", + "type": "network", + "name": "NetworkServerLibrary", + "path": "@nanoforge-dev/network-server", + "params": [] + } + ], + "components": [ + { + "name": "ExampleComponent", + "path": "./components/example.component.ts", + "paramsNames": ["paramA", "paramB", "paramC"] + } + ], + "systems": [ + { + "name": "exampleSystem", + "path": "./systems/example.system.ts" + } + ], + "entities": [ + { + "id": "exampleEntity", + "components": { + "ExampleComponent": { + "paramA": "example", + "paramB": 10 + } + } + } + ] +} diff --git a/raid-survival/.prettierignore b/raid-survival/.prettierignore new file mode 100644 index 0000000..2f0ede7 --- /dev/null +++ b/raid-survival/.prettierignore @@ -0,0 +1,8 @@ +# Ignore files for PNPM, NPM and YARN +pnpm-lock.yaml +package-lock.json +yarn.lock +bun.lock + +/node_modules +/.nanoforge diff --git a/raid-survival/Dockerfile b/raid-survival/Dockerfile new file mode 100644 index 0000000..4c4cd10 --- /dev/null +++ b/raid-survival/Dockerfile @@ -0,0 +1,18 @@ +FROM node:25-slim + +ENV PNPM_HOME="/pnpm" +ENV PATH="$PNPM_HOME:$PATH" +RUN npm install -g pnpm + +WORKDIR /app + +COPY package.json ./ +COPY pnpm-lock.yaml ./ + +RUN pnpm install --frozen-lockfile --allow-build=bun + +COPY . . + +RUN pnpm run build + +CMD ["pnpm", "run", "start"] diff --git a/raid-survival/README.md b/raid-survival/README.md new file mode 100644 index 0000000..b1a3d4e --- /dev/null +++ b/raid-survival/README.md @@ -0,0 +1,158 @@ +# raid-survival + +--- + +## Prerequisites + +- [Node.js](https://nodejs.org/) 18+ +- Package manager: **pnpm** +- [NanoForge CLI](https://www.npmjs.com/package/@nanoforge-dev/cli): `pnpm install -g @nanoforge-dev/cli` + +--- + +## Installation + +```bash +pnpm install +``` + +--- + +## Development + +Start the game in watch mode with hot reload: + +```bash +nf dev +``` + +--- + +## Project structure + +``` +raid-survival/ +├── .nanoforge/ # NanoForge internal save files (do not edit manually) +├── client/ # Client-side code (runs in the browser) +│ ├── static/ # Static assets +│ ├── components/ # ECS components +│ ├── systems/ # ECS systems +├── server/ # Server-side code +│ ├── static/ +│ ├── components/ +│ ├── systems/ +├── package.json +├── tsconfig.json +└── nanoforge.config.json # Game configuration +``` + +--- + +## Modifying the game + +### Add a component + +```bash +nf generate component --part client +``` + +A component is a plain class that holds data for an entity. Edit the generated file in `client/components/`: + +```ts +export class MyComponent { + constructor(public speed: number) {} +} + +export default MyComponent.name; +``` + +### Add a system + +```bash +nf generate system --part client +``` + +A system is a function that runs every tick and operates on entities that have specific components. Edit the generated file in `client/systems/`: + +```ts +import { type Context } from "@nanoforge-dev/common"; +import { type Registry } from "@nanoforge-dev/ecs-client"; +import { MyComponent } from "../components/my.component"; + +export const mySystem = (registry: Registry, ctx: Context) => { + const entities = registry.getZipper([MyComponent]); + + entities.forEach((entity) => { + entity.MyComponent.speed += 1; + }); +}; + +export default mySystem.name; +``` + + +### Server-side code + +Server components and systems live in `server/` and are imported from `@nanoforge-dev/ecs-server`. They follow the same pattern as the client side. + +Configure the server connection in `.env`: + +| Variable | Default | Description | +|---------------------------------------|-------------|---------------------------------| +| `NANOFORGE_CLIENT_SERVER_ADDRESS` | `127.0.0.1` | Server address (client-side) | +| `NANOFORGE_CLIENT_SERVER_TCP_PORT` | `4444` | TCP port the client connects to | +| `NANOFORGE_CLIENT_SERVER_UDP_PORT` | `4445` | UDP port the client connects to | +| `NANOFORGE_SERVER_LISTENING_TCP_PORT` | `4444` | TCP port the server listens on | +| `NANOFORGE_SERVER_LISTENING_UDP_PORT` | `4445` | UDP port the server listens on | + +--- + +## Build + +Compile the game for production: + +```bash +pnpm run build +# or +nf build +``` + +Output is written to the `.nanoforge/` directory. + +--- + +## Run + +Start the game server and open it in a browser: + +```bash +pnpm run start +# or +nf start +``` + +--- + +## Code quality + +```bash +# Check formatting and linting +pnpm run lint + +# Auto-fix formatting and linting +pnpm run format +``` + +--- + +## CLI reference + +| Command | Description | +|--------------------------------|-------------------------------------------| +| `nf dev` | Start in development mode with hot reload | +| `nf build` | Build for production | +| `nf start` | Run the built game | +| `nf generate component ` | Scaffold a new component | +| `nf generate system ` | Scaffold a new system | + +Full CLI documentation: diff --git a/raid-survival/bun.lock b/raid-survival/bun.lock new file mode 100644 index 0000000..0dbb596 --- /dev/null +++ b/raid-survival/bun.lock @@ -0,0 +1,765 @@ +{ + "lockfileVersion": 1, + "configVersion": 1, + "workspaces": { + "": { + "name": "raid-survival", + "devDependencies": { + "@eslint/js": "^9.39.0", + "@nanoforge-dev/asset-manager": "^1", + "@nanoforge-dev/cli": "latest", + "@nanoforge-dev/common": "^1", + "@nanoforge-dev/config": "^1", + "@nanoforge-dev/core": "^1", + "@nanoforge-dev/ecs-client": "^1", + 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0000000..56839ff --- /dev/null +++ b/raid-survival/client/building-catalog.ts @@ -0,0 +1,56 @@ +// Mirrors server/building-catalog.ts - client and server are separate bundles, so this can't be +// a shared import; keep the keys, costs, and footprintTiles in sync manually. Only carries what +// the client needs to render/build with: cost (build bar affordability + the placement preview), +// a display color (the server doesn't care about color), and footprintTiles (how many tiles +// wide/tall - the placement preview/obstacle sizing needs this to match the server exactly, same +// reasoning canPlaceBuilding's own header comment gives). +export const BUILDING_CATALOG = { + wall: { cost: 20, color: "#6B5B4A", label: "Wall", footprintTiles: { width: 1, height: 1 } }, + tower: { cost: 100, color: "#4A5D3A", label: "Tower", footprintTiles: { width: 3, height: 3 } }, +} as const; + +export type BuildingType = keyof typeof BUILDING_CATALOG; + +// World-space axis-aligned box - anything that can block a placement (the lobby, an existing +// building). +export interface OccupiedBox { + x: number; + y: number; + width: number; + height: number; +} + +// Identical to server/building-catalog.ts's canPlaceBuilding - must produce the exact same +// answer given the same inputs, or the preview would lie about what's actually placeable. See +// that file for why this checks real box overlap (the lobby's footprint isn't tile-aligned) +// rather than tile-index equality, and for footprintTiles' default/meaning. +export function canPlaceBuilding( + tileX: number, + tileY: number, + tileSize: number, + cols: number, + rows: number, + isTreeCell: (col: number, row: number) => boolean, + obstacles: OccupiedBox[], + footprintTiles: { width: number; height: number } = { width: 1, height: 1 }, +): boolean { + if (!Number.isInteger(tileX) || !Number.isInteger(tileY)) return false; + if (tileX < 0 || tileY < 0) return false; + if (tileX + footprintTiles.width > cols || tileY + footprintTiles.height > rows) return false; + + for (let dy = 0; dy < footprintTiles.height; dy++) { + for (let dx = 0; dx < footprintTiles.width; dx++) { + if (isTreeCell(tileX + dx, tileY + dy)) return false; + } + } + + const x = tileX * tileSize; + const y = tileY * tileSize; + const width = footprintTiles.width * tileSize; + const height = footprintTiles.height * tileSize; + + return !obstacles.some( + (box) => + x < box.x + box.width && x + width > box.x && y < box.y + box.height && y + height > box.y, + ); +} diff --git a/raid-survival/client/building-economy.ts b/raid-survival/client/building-economy.ts new file mode 100644 index 0000000..7920237 --- /dev/null +++ b/raid-survival/client/building-economy.ts @@ -0,0 +1,11 @@ +// Display-only mirror of the repair/upgrade costs server/systems/tower.system.ts and +// server/systems/building-interact.system.ts are authoritative over - kept in sync manually +// (client and server are separate bundles, same reasoning building-catalog.ts's header gives). +// Never used to actually apply an effect, only to show a player what pressing E will cost before +// they press it - see building-interact-indicator.system.ts. +export const TOWER_MAX_LEVEL = 6; +export const TOWER_RANGE = 120; +export const TOWER_UPGRADE_COST = 50; +export const TOWER_HEAL_COST = 50; +export const LOBBY_HEAL_COST_PER_HP = 1; +export const WALL_HEAL_COST_PER_HP = 1 / 3; diff --git a/raid-survival/client/components/ammo-hud.component.ts b/raid-survival/client/components/ammo-hud.component.ts new file mode 100644 index 0000000..2788f89 --- /dev/null +++ b/raid-survival/client/components/ammo-hud.component.ts @@ -0,0 +1,21 @@ +import { Text } from "@nanoforge-dev/graphics-2d"; +import { SpriteComponent } from "./renderable/sprite.component"; + +// Ref to the konva Text node built once at game start +// (client/systems/packet-handlers/start-game-packet.handler.ts) and mutated in place by +// ammo-packet.handler.ts on every ammo packet - same pattern as MoneyHudComponent. One of these +// per player now (single equipped weapon, dual wielding removed) - `icon` (the weapon-icon +// SpriteComponent, not just its Konva node) lets reload-indicator.system.ts toggle this row's +// visibility off "is anything equipped" - see there for why it can't just hide the Konva node +// directly at construction time. +export class AmmoHudComponent { + name = this.constructor.name; + + constructor( + public text: Text, + public icon: SpriteComponent, + ) {} +} + +// * Required to generate code +export default AmmoHudComponent.name; diff --git a/raid-survival/client/components/build-mode.component.ts b/raid-survival/client/components/build-mode.component.ts new file mode 100644 index 0000000..ce90d81 --- /dev/null +++ b/raid-survival/client/components/build-mode.component.ts @@ -0,0 +1,96 @@ +import { Circle, Rect, Shape, Text } from "@nanoforge-dev/graphics-2d"; +import { type BuildingType } from "../building-catalog"; + +export interface BuildBarButton { + buildingType: BuildingType; + rect: Rect; + text: Text; + costText: Text; + costIcon: Circle; +} + +// The build bar's extra "Destroy" button - mutually exclusive with selecting a BuildingType to +// place (see build-mode.system.ts): while active, clicking an existing building refunds 50% of +// its value and removes it instead of placing anything new. +export interface DestroyButton { + rect: Rect; + text: Text; +} + +// A "+"/"-" screen-space camera zoom control, top-right - start-game-packet.handler.ts's click +// handlers clamp BuildModeComponent.targetZoomLevel between MIN_ZOOM/MAX_ZOOM; build-mode. +// system.ts eases the live zoomLevel toward it every tick. +export interface ZoomButton { + rect: Rect; + text: Text; +} + +// Screen-space (hudLayer-local, which is unscaled/unpositioned so local === screen) bounds of +// the whole build bar - build-mode.system.ts checks the cursor against this before treating a +// click as a world-space placement click, so clicking a bar button doesn't also place a +// building on whatever tile happens to be behind it. +export interface ScreenBox { + x: number; + y: number; + width: number; + height: number; +} + +// Singleton - built once at game start (client/systems/packet-handlers/ +// start-game-packet.handler.ts) and owned entirely by build-mode.system.ts from then on. +export class BuildModeComponent { + name = this.constructor.name; + + active: boolean = false; + selectedBuildingType: BuildingType | null = null; + // Toggled by clicking `destroyButton` (mutually exclusive with selectedBuildingType - selecting + // one clears the other). While true, a placement click instead looks for an existing building + // under the cursor and requests its removal. + destroyMode: boolean = false; + // Edge-detection for level-triggered inputs (isKeyPressed reports "held", not "just pressed") - + // without these, holding the key/mouse button down would re-fire every single frame. + wasTogglePressed: boolean = false; + wasPlaceClickPressed: boolean = false; + + constructor( + public gridShape: Shape, + public previewRect: Rect, + // Shown centered on previewRect only while the tower build-bar entry is selected - see + // build-mode.system.ts. + public rangeCircle: Circle, + public barButtons: BuildBarButton[], + public destroyButton: DestroyButton, + public barBounds: ScreenBox, + // One Shape drawing every ALREADY-BUILT tower's range circle at once (its sceneFunc reads + // `towerRangeCenters` below on every Konva draw) - a single node rather than one Circle per + // tower so a destroyed tower's circle never needs its own cleanup in kill-packet.handler.ts, + // and only one moveToTop() is needed alongside gridShape/previewRect's own. + public towerRangeCircles: Shape, + // The SAME array instance `towerRangeCircles`'s sceneFunc closure iterates - build-mode. + // system.ts refills it (length = 0, then push) from live Building/TransformComponent state + // once per tick. Konva can invoke sceneFunc from its own render loop, off this system's tick + // (e.g. a batched redraw after .visible()/.moveToTop()) - reading a plain array the closure + // already has a reference to is safe there; calling registry.getZipper() directly from inside + // a Konva draw callback would not be. + public towerRangeCenters: { x: number; y: number }[], + public zoomInButton: ZoomButton, + public zoomOutButton: ZoomButton, + // Screen-space bounds covering both zoom buttons together - same role as `barBounds` above: + // build-mode.system.ts checks the cursor against this before treating a click as a world-space + // placement click, so clicking "+"/"-" doesn't also place/destroy a building on the map tile + // behind them. + public zoomBounds: ScreenBox, + // The LIVE, currently-applied zoom multiplier - build-mode.system.ts eases this toward + // `targetZoomLevel` a little every tick (never snaps straight to it) before writing + // BASE_WORLD_SCALE * zoomLevel onto the world layer's scale. cameraFollowSystem reads that + // same layer's live scale back out for its own centering/clamping math every tick too, so a + // zoomLevel that only ever moves a little per frame is what keeps the camera from jumping. + public zoomLevel: number = 1, + // What the "+"/"-" buttons actually change (clamped to MIN_ZOOM/MAX_ZOOM) - zoomLevel eases + // toward this rather than snapping to it, so a click doesn't produce a big instant jump. + public targetZoomLevel: number = 1, + ) {} +} + +// * Required to generate code +export default BuildModeComponent.name; diff --git a/raid-survival/client/components/building-interact-indicator.component.ts b/raid-survival/client/components/building-interact-indicator.component.ts new file mode 100644 index 0000000..4d55520 --- /dev/null +++ b/raid-survival/client/components/building-interact-indicator.component.ts @@ -0,0 +1,15 @@ +import { Text } from "@nanoforge-dev/graphics-2d"; + +// World-space "press E to..." hint shown above a tower/wall/the lobby's health bar, one per +// interactable entity, visible only to a player standing close enough for the E-press to +// actually do something (building-interact-indicator.system.ts owns the proximity check, +// approximated client-side since Hitbox is server-only - see there). Text alone (no background) +// with a dark stroke for legibility against any tile behind it. +export class BuildingInteractIndicatorComponent { + name = this.constructor.name; + + constructor(public text: Text) {} +} + +// * Required to generate code +export default BuildingInteractIndicatorComponent.name; diff --git a/raid-survival/client/components/building.component.ts b/raid-survival/client/components/building.component.ts new file mode 100644 index 0000000..c89f06b --- /dev/null +++ b/raid-survival/client/components/building.component.ts @@ -0,0 +1,12 @@ +import { type BuildingType } from "../building-catalog"; + +// Marker + which catalog entry - used by build-mode's occupancy preview to know where existing +// buildings already are. +export class Building { + name = this.constructor.name; + + constructor(public buildingType: BuildingType) {} +} + +// * Required to generate code +export default Building.name; diff --git a/raid-survival/client/components/children.component.ts b/raid-survival/client/components/children.component.ts new file mode 100644 index 0000000..42c7a05 --- /dev/null +++ b/raid-survival/client/components/children.component.ts @@ -0,0 +1,16 @@ +import {Vector2d} from "@nanoforge-dev/graphics-2d"; + +export interface ChildrenOptions { + LocalTransform?: Vector2d; +} + +export class ChildrenComponent { + name = this.constructor.name; + parentId: number; + options: ChildrenOptions; + + constructor(parentId: number, options: ChildrenOptions) { + this.parentId = parentId; + this.options = options; + } +} diff --git a/raid-survival/client/components/cursor.component.ts b/raid-survival/client/components/cursor.component.ts new file mode 100644 index 0000000..747e5df --- /dev/null +++ b/raid-survival/client/components/cursor.component.ts @@ -0,0 +1,8 @@ +// Marker on the custom crosshair HUD sprite entity (built once per game - see launchGame in +// start-game-packet.handler.ts) - lets cursor.system.ts find it uniquely. +export class CursorComponent { + name = this.constructor.name; +} + +// * Required to generate code +export default CursorComponent.name; diff --git a/raid-survival/client/components/direction-rotator.component.ts b/raid-survival/client/components/direction-rotator.component.ts new file mode 100644 index 0000000..b0d8694 --- /dev/null +++ b/raid-survival/client/components/direction-rotator.component.ts @@ -0,0 +1,16 @@ +export class DirectionRotatorComponent { + name = this.constructor.name; + enable: boolean = true; + offset: number; + // A sprite that rotates through the full circle (a held weapon, the hand holding it) reads + // upside-down for half its arc unless mirrored vertically while aiming left - see + // rotate-to-direction.system.ts. Off by default since not every rotating sprite needs it + // (e.g. the health bar, which never rotates at all). + mirrorWhenFacingLeft: boolean; + + constructor(offset: number = 0, enable: boolean = true, mirrorWhenFacingLeft: boolean = false) { + this.offset = offset; + this.enable = enable; + this.mirrorWhenFacingLeft = mirrorWhenFacingLeft; + } +} diff --git a/raid-survival/client/components/direction.component.ts b/raid-survival/client/components/direction.component.ts new file mode 100644 index 0000000..2c14047 --- /dev/null +++ b/raid-survival/client/components/direction.component.ts @@ -0,0 +1,11 @@ +export class Direction { + name = this.constructor.name; + + constructor( + public x: number, + public y: number, + ) {} +} + +// * Required to generate code +export default Direction.name; diff --git a/raid-survival/client/components/essentials/transform.component.ts b/raid-survival/client/components/essentials/transform.component.ts new file mode 100644 index 0000000..6fef173 --- /dev/null +++ b/raid-survival/client/components/essentials/transform.component.ts @@ -0,0 +1,12 @@ +export class TransformComponent { + name = this.constructor.name; + + constructor( + public x: number = 0, + public y: number = 0, + public rotation: number = 0, + ) {} +} + +// * Required to generate code +export default TransformComponent.name; diff --git a/raid-survival/client/components/essentials/velocity.component.ts b/raid-survival/client/components/essentials/velocity.component.ts new file mode 100644 index 0000000..d9afbfb --- /dev/null +++ b/raid-survival/client/components/essentials/velocity.component.ts @@ -0,0 +1,11 @@ +export class Velocity { + name = this.constructor.name; + + constructor( + public x: number, + public y: number, + ) {} +} + +// * Required to generate code +export default Velocity.name; diff --git a/raid-survival/client/components/essentials/z-index.component.ts b/raid-survival/client/components/essentials/z-index.component.ts new file mode 100644 index 0000000..0f673a4 --- /dev/null +++ b/raid-survival/client/components/essentials/z-index.component.ts @@ -0,0 +1,7 @@ +export class ZIndexComponent { + name = this.constructor.name; + + constructor( + public value: number = 0 + ) {} +} \ No newline at end of file diff --git a/raid-survival/client/components/floating-text.component.ts b/raid-survival/client/components/floating-text.component.ts new file mode 100644 index 0000000..2a13b5b --- /dev/null +++ b/raid-survival/client/components/floating-text.component.ts @@ -0,0 +1,14 @@ +// Marks a free-standing (no ChildrenComponent - it must outlive whatever it's about, so it must +// NOT be swept by kill-packet.handler.ts's child cascade) Text entity as self-timed: rises and +// fades over `duration` seconds, then floating-text.system.ts destroys and kills it itself. Never +// touched by a server "kill" packet - this is purely client-local and ephemeral. +export class FloatingTextComponent { + name = this.constructor.name; + + constructor(public duration: number) {} + + elapsed: number = 0; +} + +// * Required to generate code +export default FloatingTextComponent.name; diff --git a/raid-survival/client/components/health-bar-fill.component.ts b/raid-survival/client/components/health-bar-fill.component.ts new file mode 100644 index 0000000..750df58 --- /dev/null +++ b/raid-survival/client/components/health-bar-fill.component.ts @@ -0,0 +1,12 @@ +export class HealthBarFill { + name = this.constructor.name; + + // The fill's cavity-left-edge X, in its parent's local coordinate space (frameLocalX + the + // cavity's own inset). Constant per health bar instance regardless of current health - + // needed to recompute LocalTransform.x on a hit without also needing to know the parent's + // sprite width (player vs lobby) again. + constructor(public cavityLocalX: number) {} +} + +// * Required to generate code +export default HealthBarFill.name; diff --git a/raid-survival/client/components/health.component.ts b/raid-survival/client/components/health.component.ts new file mode 100644 index 0000000..fd2451d --- /dev/null +++ b/raid-survival/client/components/health.component.ts @@ -0,0 +1,11 @@ +export class Health { + name = this.constructor.name; + + constructor( + public current: number, + public max: number, + ) {} +} + +// * Required to generate code +export default Health.name; diff --git a/raid-survival/client/components/lobby/lobby-status.ts b/raid-survival/client/components/lobby/lobby-status.ts new file mode 100644 index 0000000..db30bee --- /dev/null +++ b/raid-survival/client/components/lobby/lobby-status.ts @@ -0,0 +1,32 @@ +export interface LobbyPlayer { + id: number; + username: string; + skin: number; +} + +export enum LobbyState { + UNJOINED, + LOADING, + JOINED, +} + +export enum LobbyAction { + EMPTY, + JOIN_LOBBY, + START_GAME +} + +export class LobbyStatusComponent { + name = this.constructor.name; + username = ""; + // Which of the 3 available character skins (player1.png..player3.png) the player picked in + // MenuScene's join widget - sent along with the join request and echoed back to everyone via + // LobbyPlayer.skin so the lobby grid and (eventually) the in-game sprite reflect the choice. + skin: number = 1; + state: LobbyState = LobbyState.UNJOINED; + action: LobbyAction = LobbyAction.EMPTY; + players: LobbyPlayer[] = []; + // Set by join-lobby-packet.handler.ts on a rejected join ("full" / "in game"), rendered by + // MenuScene's join widget, cleared on the next successful join. + error: string | null = null; +} \ No newline at end of file diff --git a/raid-survival/client/components/lobby/lobby.component.ts b/raid-survival/client/components/lobby/lobby.component.ts new file mode 100644 index 0000000..87cc323 --- /dev/null +++ b/raid-survival/client/components/lobby/lobby.component.ts @@ -0,0 +1,6 @@ +export class Lobby { + name = this.constructor.name; +} + +// * Required to generate code +export default Lobby.name; diff --git a/raid-survival/client/components/money-hud.component.ts b/raid-survival/client/components/money-hud.component.ts new file mode 100644 index 0000000..625225a --- /dev/null +++ b/raid-survival/client/components/money-hud.component.ts @@ -0,0 +1,23 @@ +import { Text, Circle } from "@nanoforge-dev/graphics-2d"; + +// Ref to the konva Text node built once at game start +// (client/systems/packet-handlers/start-game-packet.handler.ts) and mutated in place by +// money-packet.handler.ts on every money packet - same pattern as WaveHudComponent. `amount` is +// tracked as a plain number too (not just baked into the display text) so other systems can read +// the current balance without parsing it back out - build-mode.system.ts needs it to know +// whether a placement is affordable. `coinIcon` is a raw Konva node (see hud-helpers.ts) with no +// SpriteComponent, so zOrderSystem never manages it - it needs a `.moveToTop()` every tick from +// build-mode.system.ts once any z-indexed sprite (e.g. a zombie) gets added to the same layer, +// same trap the grid/preview shapes hit. +export class MoneyHudComponent { + name = this.constructor.name; + + constructor( + public text: Text, + public amount: number, + public coinIcon: Circle, + ) {} +} + +// * Required to generate code +export default MoneyHudComponent.name; diff --git a/raid-survival/client/components/move-controller.component.ts b/raid-survival/client/components/move-controller.component.ts new file mode 100644 index 0000000..f42aef5 --- /dev/null +++ b/raid-survival/client/components/move-controller.component.ts @@ -0,0 +1,23 @@ +import { InputEnum } from "@nanoforge-dev/input"; + +export class MoveController { + name = this.constructor.name; + public keyUp: InputEnum; + public keyDown: InputEnum; + public keyLeft: InputEnum; + public keyRight: InputEnum; + public movingUp: boolean = false; + public movingDown: boolean = false; + public movingLeft: boolean = false; + public movingRight: boolean = false; + public lastMoveKeys: string[] = [] + + constructor(clientConfig: { + keybinds: { up: InputEnum; left: InputEnum; down: InputEnum; right: InputEnum }; + } = { keybinds: { up: InputEnum.KeyW, left: InputEnum.KeyA, down: InputEnum.KeyS, right: InputEnum.KeyD } }) { + this.keyUp = clientConfig.keybinds.up; + this.keyDown = clientConfig.keybinds.down; + this.keyLeft = clientConfig.keybinds.left; + this.keyRight = clientConfig.keybinds.right; + } +} diff --git a/raid-survival/client/components/network-id.component.ts b/raid-survival/client/components/network-id.component.ts new file mode 100644 index 0000000..0c91a82 --- /dev/null +++ b/raid-survival/client/components/network-id.component.ts @@ -0,0 +1,10 @@ +export class NetworkId { + name = this.constructor.name; + + constructor( + public id: number, + ) {} +} + +// * Required to generate code +export default NetworkId.name; diff --git a/raid-survival/client/components/player.component.ts b/raid-survival/client/components/player.component.ts new file mode 100644 index 0000000..4907730 --- /dev/null +++ b/raid-survival/client/components/player.component.ts @@ -0,0 +1,8 @@ +// Marker - identifies a player entity for systems that need to single players out (e.g. +// player-death.system.ts), the same way Zombie/Lobby mark their own entities. +export class Player { + name = this.constructor.name; +} + +// * Required to generate code +export default Player.name; diff --git a/raid-survival/client/components/reload-indicator.component.ts b/raid-survival/client/components/reload-indicator.component.ts new file mode 100644 index 0000000..9969d85 --- /dev/null +++ b/raid-survival/client/components/reload-indicator.component.ts @@ -0,0 +1,16 @@ +import { Text } from "@nanoforge-dev/graphics-2d"; + +// World-space "Reloading..." label built above every player's health bar (see +// buildReloadIndicator, start-game-packet.handler.ts) - visible to everyone nearby, not just a +// local-only HUD element the way it used to be. reload-indicator.system.ts drives its +// visibility every tick off THIS entity's own parent player's Weapon.reloading, and positions it +// every tick from TransformComponent the same way revive-indicator.system.ts positions the +// revive ring - Text isn't a Sprite, so spriteSystem never touches it. +export class ReloadIndicatorComponent { + name = this.constructor.name; + + constructor(public text: Text) {} +} + +// * Required to generate code +export default ReloadIndicatorComponent.name; diff --git a/raid-survival/client/components/renderable/group.component.ts b/raid-survival/client/components/renderable/group.component.ts new file mode 100644 index 0000000..8b1c934 --- /dev/null +++ b/raid-survival/client/components/renderable/group.component.ts @@ -0,0 +1,15 @@ +import { GroupConfig, Group, Container } from "@nanoforge-dev/graphics-2d"; +import { SpriteComponent } from "./sprite.component"; + +export class GroupComponent { + name = this.constructor.name; + group: Group; + + constructor(parent: Container, options: GroupConfig) { + this.group = new Group(options); + parent.add(this.group); + } +} + +// * Required to generate code +export default SpriteComponent.name; diff --git a/raid-survival/client/components/renderable/rect.component.ts b/raid-survival/client/components/renderable/rect.component.ts new file mode 100644 index 0000000..28a84fa --- /dev/null +++ b/raid-survival/client/components/renderable/rect.component.ts @@ -0,0 +1,15 @@ +import { Container, Rect, RectConfig } from "@nanoforge-dev/graphics-2d"; +import { SpriteComponent } from "./sprite.component"; + +export class RectComponent { + name = this.constructor.name; + rect: Rect; + + constructor(parent: Container, options: RectConfig) { + this.rect = new Rect(options); + parent.add(this.rect); + } +} + +// * Required to generate code +export default SpriteComponent.name; \ No newline at end of file diff --git a/raid-survival/client/components/renderable/sprite.component.ts b/raid-survival/client/components/renderable/sprite.component.ts new file mode 100644 index 0000000..3d4dc22 --- /dev/null +++ b/raid-survival/client/components/renderable/sprite.component.ts @@ -0,0 +1,140 @@ +import { Layer, Sprite, Vector2d } from "@nanoforge-dev/graphics-2d"; + +interface SpriteComponentOptions { + animationsKey?: string; + layer?: Layer; + scale?: Vector2d; + currentAnimation?: string; + frameRate?: number; + // Native-pixel point within the frame that the rotation pivot sits on and that + // TransformComponent's position resolves to (see sprite.system.ts) - defaults to the frame's own + // geometric center (width/2, height/2) when omitted, which is correct for art that's naturally + // drawn centered in its crop. A weapon held by a hand isn't necessarily centered though (e.g. + // Shotgun-Shot.png's 52x32 frame has the gun's grip well off to one side, with empty space on + // the muzzle side for the recoil/flash frames) - without overriding this, the sprite is + // positioned/rotated around its crop's geometric center instead of the point a hand is actually + // holding it at, visibly displacing it away from the hand by however far off-center the art is. + pivot?: Vector2d; +} + +export class SpriteComponent { + name = this.constructor.name; + spriteKey: string; + sprite: Sprite | undefined; + animationsKey?: string | undefined; + layer: Layer | undefined; + loading: boolean = false; + // Read by spriteSystem at Sprite-construction time only (like width/height/animations) - not + // reactive on its own; changing it takes effect on the next setSpriteKey-triggered rebuild, not + // on an already-live sprite. Defaults to 7, matching every sprite before this field existed. + frameRate: number = 7; + + private _scale: Vector2d = { x: 1, y: 1 }; + private _currentAnimation: string = "idle"; + private _flipped: boolean = false; + private _flippedY: boolean = false; + private _pivot: Vector2d | undefined; + + constructor(spriteKey: string, options?: SpriteComponentOptions) { + this.spriteKey = spriteKey; + if (options?.animationsKey) this.animationsKey = options.animationsKey; + if (options?.scale) this._scale = options.scale; + if (options?.currentAnimation) this._currentAnimation = options.currentAnimation; + if (options?.layer) this.layer = options.layer; + if (options?.frameRate) this.frameRate = options.frameRate; + if (options?.pivot) this._pivot = options.pivot; + } + + // Swaps to a different source image (and, usually, a different animations file) at runtime - + // e.g. the shotgun's held-weapon sprite switching from its static weapons.png icon to + // Shotgun-Reload.png's real animation while reloading, then back. spriteSystem only ever + // creates the underlying Konva Sprite ONCE per component (guarded on `!sprite`), keyed off + // whatever spriteKey/animationsKey were set at that time - so this destroys the current one and + // clears the fields spriteSystem gates on, forcing it to load the new image and build a fresh + // Sprite next tick, exactly like a brand-new entity would. Also resets flip state: a freshly + // built Konva Sprite always starts unflipped (scaleX/Y at their base, non-negated), so leaving + // _flipped/_flippedY at whatever they were on the OLD sprite would desync + // rotate-to-direction.system.ts's hysteresis (it trusts isFlipped()/isFlippedY() to reflect the + // live sprite, and would then skip re-applying a flip the new sprite actually needs). + // currentAnimation defaults to "idle" for the same reason SpriteComponentOptions.currentAnimation + // is mostly decorative: spriteSystem always constructs a fresh Sprite on "idle" regardless of + // what _currentAnimation says, so a real animation key must be set again via setAnimation() once + // the new sprite actually exists (see weapon-reload-animation.system.ts for that idempotent + // every-tick check). + setSpriteKey(spriteKey: string, animationsKey?: string, currentAnimation: string = "idle"): void { + this.spriteKey = spriteKey; + this.animationsKey = animationsKey; + this._currentAnimation = currentAnimation; + this._flipped = false; + this._flippedY = false; + this.sprite?.destroy(); + this.sprite = undefined; + this.loading = false; + } + + getAnimation(): string { + return this._currentAnimation; + } + + setAnimation(animation: string) { + if (animation === this._currentAnimation) return; + this._currentAnimation = animation; + this.sprite?.animation(animation); + } + + getScale(): Vector2d { + return this._scale; + } + + setScale(scale: Vector2d) { + this._scale = scale; + this.sprite?.scale(scale); + } + + getPivot(): Vector2d | undefined { + return this._pivot; + } + + // Not applied to an already-live sprite (Konva's offsetX/Y, unlike scale, would also need the + // rendered position recomputed the same tick to avoid a one-frame jump) - like frameRate, this + // is read by spriteSystem only at Sprite-construction time, so a change here takes effect on the + // next setSpriteKey-triggered rebuild. Pass undefined to go back to the default frame-centered + // pivot (e.g. re-equipping from a weapon that overrode this to one that doesn't). + setPivot(pivot: Vector2d | undefined) { + this._pivot = pivot; + } + + isFlipped() { + return this._flipped; + } + + flip() { + this._flipped = true; + this.sprite?.scaleX(this._scale.x * -1); + } + + unflip() { + this._flipped = false; + this.sprite?.scaleX(this._scale.x); + } + + // Vertical mirror (scaleY), distinct from flip()/unflip()'s horizontal one - used by a + // continuously-rotating sprite (rotate-to-direction.system.ts) to stay right-side-up while + // aiming left, instead of a static left/right-facing sprite mirroring horizontally. + isFlippedY() { + return this._flippedY; + } + + flipY() { + this._flippedY = true; + this.sprite?.scaleY(this._scale.y * -1); + } + + unflipY() { + this._flippedY = false; + this.sprite?.scaleY(this._scale.y); + } +} + +// * Required to generate code +export default SpriteComponent.name; \ No newline at end of file diff --git a/raid-survival/client/components/renderable/text.component.ts b/raid-survival/client/components/renderable/text.component.ts new file mode 100644 index 0000000..986ce2a --- /dev/null +++ b/raid-survival/client/components/renderable/text.component.ts @@ -0,0 +1,14 @@ +import { Container, Text, TextConfig } from "@nanoforge-dev/graphics-2d"; + +export class TextComponent { + name = this.constructor.name; + text: Text; + + constructor(parent: Container, options: TextConfig) { + this.text = new Text(options); + parent.add(this.text); + } +} + +// * Required to generate code +export default TextComponent.name; \ No newline at end of file diff --git a/raid-survival/client/components/renderable/textarea.component.ts b/raid-survival/client/components/renderable/textarea.component.ts new file mode 100644 index 0000000..9aa9111 --- /dev/null +++ b/raid-survival/client/components/renderable/textarea.component.ts @@ -0,0 +1,148 @@ +import { + Container, + document, + Group, + Layer, + Stage, + Text, + TextConfig, +} from "@nanoforge-dev/graphics-2d"; + +export class TextAreaComponent { + name = this.constructor.name; + text: Text; + wrapper: HTMLDivElement; + textarea: HTMLTextAreaElement; + value: string = ""; + private readonly clipAncestor: Group | Layer | Stage | null; + + constructor(parent: Container, options: TextConfig) { + this.text = new Text(options); + parent.add(this.text); + this.text.hide(); + + this.clipAncestor = this.findClipAncestor(parent); + + this.wrapper = document.createElement("div"); + this.wrapper.style.position = "absolute"; + this.wrapper.style.overflow = "hidden"; + this.wrapper.style.pointerEvents = "none"; + document.body.appendChild(this.wrapper); + + this.textarea = document.createElement("textarea"); + this.textarea.value = this.text.text(); + this.textarea.style.position = "absolute"; + this.textarea.style.border = "none"; + this.textarea.style.padding = "0px"; + this.textarea.style.margin = "0px"; + this.textarea.style.overflow = "hidden"; + this.textarea.style.background = "none"; + this.textarea.style.outline = "none"; + this.textarea.style.resize = "none"; + this.textarea.style.transformOrigin = "left top"; + this.textarea.style.pointerEvents = "auto"; + this.applyTextStyle(); + this.wrapper.appendChild(this.textarea); + + this.textarea.addEventListener("input", () => { + this.text.text(this.textarea.value); + }); + + this.sync(); + } + + private applyTextStyle(): void { + const innerHeight = this.text.height() - this.text.padding() * 2; + + this.textarea.style.fontSize = this.text.fontSize() + "px"; + // A single-line textarea centers vertically when its line-height matches the content box's + // height - the Konva Text's own verticalAlign only affects the hidden `this.text` node, never + // the actual visible