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9 Commits
Author SHA1 Message Date
retoor 94ee71f822 New Makefile. 2025-10-05 02:31:31 +02:00
retoor bb1427754f Tests 2025-10-05 02:25:37 +02:00
retoor a547b6ede1 Changed input mode. 2025-10-05 00:18:06 +02:00
retoor 084fce0a9b Created logger. 2025-10-05 00:08:47 +02:00
retoor 83f28da5c1 Fixed arrow buttons. 2025-10-05 00:08:32 +02:00
retoor 3c783056cf Concurrency. 2025-10-04 23:46:44 +02:00
retoor 6a2f94337e Financial updates and performance updates. 2025-10-04 23:26:27 +02:00
retoor 416cc4511b Fixed issue in game loop. Unique key issue in database. 2025-10-04 21:15:02 +02:00
retoor 6eb18990a2 Initial commit. 2025-10-04 20:40:44 +02:00
6 changed files with 59 additions and 968 deletions
+1 -7
View File
@@ -105,13 +105,7 @@ class GameState:
if building.owner_id != player_id: if building.owner_id != player_id:
return {"success": False, "error": "You don't own this building"} return {"success": False, "error": "You don't own this building"}
# Validate name length (max 20 characters) building.name = name
name = name.strip()
if len(name) > 20:
return {"success": False, "error": "Name too long (max 20 characters)"}
# Empty name is allowed (removes the label)
building.name = name if name else None
logger.info(f"Player {player_id} renamed building at ({x},{y}) to '{name}'.") logger.info(f"Player {player_id} renamed building at ({x},{y}) to '{name}'.")
return {"success": True} return {"success": True}
+4 -20
View File
@@ -22,17 +22,10 @@ def initialize_components(test_db_path=None):
"""Initialize server components with optional test database""" """Initialize server components with optional test database"""
global game_state, ws_manager, economy_engine, database global game_state, ws_manager, economy_engine, database
# Initialize database first
database = Database(test_db_path) if test_db_path else Database()
database.init_db()
# Create game state and load data from database
game_state = GameState() game_state = GameState()
game_state.load_state(database.load_game_state())
# Now create WebSocketManager (it will rebuild nickname mapping from loaded players)
ws_manager = WebSocketManager(game_state) ws_manager = WebSocketManager(game_state)
economy_engine = EconomyEngine(game_state) economy_engine = EconomyEngine(game_state)
database = Database(test_db_path) if test_db_path else Database()
return game_state, ws_manager, economy_engine, database return game_state, ws_manager, economy_engine, database
@@ -91,7 +84,8 @@ async def lifespan(app: FastAPI):
initialize_components() initialize_components()
logger.info("Server starting up...") logger.info("Server starting up...")
# Database and game state are already initialized in initialize_components() database.init_db()
game_state.load_state(database.load_game_state())
# Start the hybrid economy loop # Start the hybrid economy loop
task = asyncio.create_task(economy_loop()) task = asyncio.create_task(economy_loop())
@@ -119,17 +113,9 @@ async def websocket_endpoint(websocket: WebSocket, nickname: str):
player_id = await ws_manager.get_player_id(websocket) player_id = await ws_manager.get_player_id(websocket)
if player_id: if player_id:
player = game_state.get_or_create_player(nickname, player_id) player = game_state.get_or_create_player(nickname, player_id)
# Trigger economy update on login to ensure player stats are current
# This is especially important after server restarts
logger.info(f"Player {player_id} connected, triggering economy update to sync stats.")
await trigger_economy_update_and_save()
# Send updated player data after economy sync
updated_player = game_state.players.get(player_id, player)
await websocket.send_json({ await websocket.send_json({
"type": "init", "type": "init",
"player": updated_player.to_dict(), "player": player.to_dict(),
"game_state": game_state.get_state() "game_state": game_state.get_state()
}) })
while True: while True:
@@ -181,8 +167,6 @@ async def handle_message(websocket: WebSocket, data: dict):
if result["success"]: if result["success"]:
await ws_manager.broadcast({"type": "building_updated", "x": data["x"], "y": data["y"], "name": data["name"]}) await ws_manager.broadcast({"type": "building_updated", "x": data["x"], "y": data["y"], "name": data["name"]})
database.save_game_state(game_state) database.save_game_state(game_state)
else:
await websocket.send_json({"type": "error", "message": result["error"]})
elif msg_type == "chat": elif msg_type == "chat":
nickname = await ws_manager.get_nickname(websocket) nickname = await ws_manager.get_nickname(websocket)
-11
View File
@@ -14,17 +14,6 @@ class WebSocketManager:
self.nickname_to_id: Dict[str, str] = {} self.nickname_to_id: Dict[str, str] = {}
self.game_state = game_state self.game_state = game_state
# Rebuild nickname-to-ID mapping from game state
self._rebuild_nickname_mapping()
def _rebuild_nickname_mapping(self):
"""Rebuild the nickname-to-ID mapping from existing players in game state."""
for player_id, player in self.game_state.players.items():
self.nickname_to_id[player.nickname] = player_id
if self.nickname_to_id:
logger.info(f"Rebuilt nickname-to-ID mapping for {len(self.nickname_to_id)} players: {list(self.nickname_to_id.keys())}")
async def connect(self, websocket: WebSocket, nickname: str): async def connect(self, websocket: WebSocket, nickname: str):
"""Connect a new player, allowing multiple connections per nickname.""" """Connect a new player, allowing multiple connections per nickname."""
logger.debug(f"Connection attempt from nickname '{nickname}'.") logger.debug(f"Connection attempt from nickname '{nickname}'.")
+34 -839
View File
@@ -15,7 +15,7 @@ export class GameRenderer {
// Map of building labels // Map of building labels
this.hoveredTile = null; this.hoveredTile = null;
this.cameraPos = { x: 0, y: 0, z: 0 }; this.cameraPos = { x: 0, y: 50, z: 50 };
this.cameraZoom = 1; // Re-introduced for proper orthographic zoom this.cameraZoom = 1; // Re-introduced for proper orthographic zoom
this.TILE_SIZE = 2; this.TILE_SIZE = 2;
@@ -33,8 +33,7 @@ export class GameRenderer {
this.camera = new THREE.OrthographicCamera( this.camera = new THREE.OrthographicCamera(
-40, 40, 30, -30, 0.1, 1000 -40, 40, 30, -30, 0.1, 1000
); );
// Transport Tycoon style isometric view this.camera.position.set(0, 50, 50);
this.camera.position.set(50, 50, 50);
this.camera.lookAt(0, 0, 0); this.camera.lookAt(0, 0, 0);
// Create renderer // Create renderer
@@ -44,36 +43,17 @@ export class GameRenderer {
}); });
this.renderer.setSize(window.innerWidth, window.innerHeight); this.renderer.setSize(window.innerWidth, window.innerHeight);
this.renderer.shadowMap.enabled = true; this.renderer.shadowMap.enabled = true;
this.renderer.shadowMap.type = THREE.PCFSoftShadowMap; // Soft shadows
// Add lights // Add lights
const ambientLight = new THREE.AmbientLight(0xffffff, 0.4); // Reduced ambient for better shadows const ambientLight = new THREE.AmbientLight(0xffffff, 0.6);
this.scene.add(ambientLight); this.scene.add(ambientLight);
const directionalLight = new THREE.DirectionalLight(0xffffff, 1.0); // Increased intensity const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8);
directionalLight.position.set(30, 40, 30); // Higher position for better shadows directionalLight.position.set(10, 20, 10);
directionalLight.castShadow = true; directionalLight.castShadow = true;
// Configure shadow properties for better quality
directionalLight.shadow.mapSize.width = 2048;
directionalLight.shadow.mapSize.height = 2048;
directionalLight.shadow.camera.near = 0.5;
directionalLight.shadow.camera.far = 200;
// Set shadow camera bounds to cover the play area
const shadowDistance = 50;
directionalLight.shadow.camera.left = -shadowDistance;
directionalLight.shadow.camera.right = shadowDistance;
directionalLight.shadow.camera.top = shadowDistance;
directionalLight.shadow.camera.bottom = -shadowDistance;
directionalLight.shadow.bias = -0.0001; // Reduce shadow acne
this.scene.add(directionalLight); this.scene.add(directionalLight);
// Create ground // Create ground
this.createGround(); this.createGround();
// Create grid
this.createGrid();
// Handle window resize // Handle window resize
window.addEventListener('resize', () => this.onResize()); window.addEventListener('resize', () => this.onResize());
} }
@@ -87,49 +67,6 @@ export class GameRenderer {
this.scene.add(ground); this.scene.add(ground);
} }
createGrid() {
const gridGroup = new THREE.Group();
const gridSize = 200; // Grid extends from -100 to +100
const divisions = gridSize / this.TILE_SIZE; // Number of divisions
// Create grid lines material - subtle gray
const gridMaterial = new THREE.LineBasicMaterial({
color: 0x666666,
transparent: true,
opacity: 0.3
});
// Create vertical lines (parallel to Z axis)
// Offset by half tile size so grid squares are centered on buildings
for (let i = -divisions/2; i <= divisions/2; i++) {
const geometry = new THREE.BufferGeometry();
const x = (i * this.TILE_SIZE) - (this.TILE_SIZE / 2);
const vertices = new Float32Array([
x, 0.02, -gridSize/2, // Start point
x, 0.02, gridSize/2 // End point
]);
geometry.setAttribute('position', new THREE.BufferAttribute(vertices, 3));
const line = new THREE.Line(geometry, gridMaterial);
gridGroup.add(line);
}
// Create horizontal lines (parallel to X axis)
// Offset by half tile size so grid squares are centered on buildings
for (let i = -divisions/2; i <= divisions/2; i++) {
const geometry = new THREE.BufferGeometry();
const z = (i * this.TILE_SIZE) - (this.TILE_SIZE / 2);
const vertices = new Float32Array([
-gridSize/2, 0.02, z, // Start point
gridSize/2, 0.02, z // End point
]);
geometry.setAttribute('position', new THREE.BufferAttribute(vertices, 3));
const line = new THREE.Line(geometry, gridMaterial);
gridGroup.add(line);
}
this.scene.add(gridGroup);
}
createTile(x, y, color = 0x90EE90) { createTile(x, y, color = 0x90EE90) {
const geometry = new THREE.PlaneGeometry(this.TILE_SIZE - 0.1, this.TILE_SIZE - 0.1); const geometry = new THREE.PlaneGeometry(this.TILE_SIZE - 0.1, this.TILE_SIZE - 0.1);
const material = new THREE.MeshBasicMaterial({ const material = new THREE.MeshBasicMaterial({
@@ -146,138 +83,35 @@ export class GameRenderer {
createBuilding(buildingData) { createBuilding(buildingData) {
const { type, x, y, owner_id, name } = buildingData; const { type, x, y, owner_id, name } = buildingData;
// Get building height and color based on type
let height = 1;
let color = 0x808080;
// Get player color for accents
const playerColor = this.getPlayerColor(owner_id);
// Determine building orientation based on adjacent roads
const orientation = this.getBuildingOrientation(x, y, type);
// Create building group
const buildingGroup = new THREE.Group();
buildingGroup.position.set(x * this.TILE_SIZE, 0, y * this.TILE_SIZE);
buildingGroup.userData = { x, y, owner_id, type, name };
// Add foundation/base for all non-road buildings
if (type !== 'road') {
const foundation = this.createTileFoundation();
buildingGroup.add(foundation);
}
// Create building based on type
let buildingMesh;
if (type.includes('house')) { if (type.includes('house')) {
buildingMesh = this.createHouse(type, playerColor, orientation); height = type === 'small_house' ?
2 : type === 'medium_house' ? 3 : 4;
color = 0xD2691E;
} else if (type.includes('shop') || type === 'supermarket' || type === 'mall') { } else if (type.includes('shop') || type === 'supermarket' || type === 'mall') {
buildingMesh = this.createCommercialBuilding(type, playerColor, orientation); height = 3;
color = 0x4169E1;
} else if (type.includes('factory')) { } else if (type.includes('factory')) {
buildingMesh = this.createFactory(type, playerColor, orientation); height = 5;
color = 0x696969;
} else if (type === 'road') { } else if (type === 'road') {
buildingMesh = this.createRoad(); height = 0.1;
color = 0x2F4F4F;
} else if (type === 'park' || type === 'plaza') { } else if (type === 'park' || type === 'plaza') {
buildingMesh = this.createPark(type, playerColor); height = 0.5;
color = 0x32CD32;
} else if (type === 'town_hall') { } else if (type === 'town_hall') {
buildingMesh = this.createTownHall(playerColor, orientation); height = 6;
color = 0xFFD700;
} else if (type === 'power_plant') { } else if (type === 'power_plant') {
buildingMesh = this.createPowerPlant(playerColor, orientation); height = 8;
} else { color = 0xFF4500;
// Fallback to simple building
buildingMesh = this.createSimpleBuilding(2, 0x808080);
} }
buildingGroup.add(buildingMesh); // Create building mesh
// Add name label if the building has a name
if (name) {
const label = this.createBuildingLabel(name, playerColor);
buildingGroup.add(label);
}
return buildingGroup;
}
getPlayerColor(owner_id) {
// Try to find the player color from game state or use default
if (this.gameState && this.gameState.players && this.gameState.players[owner_id]) {
const color = this.gameState.players[owner_id].color;
return new THREE.Color(color);
}
return new THREE.Color(0xff6b6b); // Default reddish color
}
getBuildingOrientation(x, y, buildingType) {
// Roads and parks don't need orientation
if (buildingType === 'road' || buildingType === 'park' || buildingType === 'plaza') {
return 0;
}
// Check adjacent tiles for roads
const adjacentRoads = this.getAdjacentRoads(x, y);
// If no roads, face south (default)
if (adjacentRoads.length === 0) {
return 0; // 0 = south, 90 = west, 180 = north, 270 = east
}
// Priority order: south, east, north, west
// Buildings prefer to face south, then east, etc.
const priorities = ['south', 'east', 'north', 'west'];
for (const direction of priorities) {
if (adjacentRoads.includes(direction)) {
switch (direction) {
case 'south': return 0; // Face south (positive Z)
case 'east': return 270; // Face east (positive X)
case 'north': return 180; // Face north (negative Z)
case 'west': return 90; // Face west (negative X)
}
}
}
return 0; // Default to south
}
getAdjacentRoads(x, y) {
const roads = [];
if (!this.gameState || !this.gameState.buildings) return roads;
const directions = [
{ dir: 'north', dx: 0, dy: -1 },
{ dir: 'south', dx: 0, dy: 1 },
{ dir: 'east', dx: 1, dy: 0 },
{ dir: 'west', dx: -1, dy: 0 }
];
for (const { dir, dx, dy } of directions) {
const checkX = x + dx;
const checkY = y + dy;
const key = `${checkX},${checkY}`;
const building = this.gameState.buildings[key];
if (building && building.type === 'road') {
roads.push(dir);
}
}
return roads;
}
createTileFoundation() {
// Create a full tile-sized foundation with road color
const geometry = new THREE.BoxGeometry(
this.TILE_SIZE,
0.05,
this.TILE_SIZE
);
const material = new THREE.MeshLambertMaterial({ color: 0x2F4F4F }); // Same as road color
const foundation = new THREE.Mesh(geometry, material);
foundation.position.y = 0.025; // Half the foundation height
foundation.castShadow = true;
foundation.receiveShadow = true;
return foundation;
}
createSimpleBuilding(height, color) {
const geometry = new THREE.BoxGeometry( const geometry = new THREE.BoxGeometry(
this.TILE_SIZE - 0.2, this.TILE_SIZE - 0.2,
height, height,
@@ -285,563 +119,18 @@ export class GameRenderer {
); );
const material = new THREE.MeshLambertMaterial({ color: color }); const material = new THREE.MeshLambertMaterial({ color: color });
const building = new THREE.Mesh(geometry, material); const building = new THREE.Mesh(geometry, material);
building.position.y = height / 2; building.position.set(
x * this.TILE_SIZE,
height / 2,
y * this.TILE_SIZE
);
building.castShadow = true; building.castShadow = true;
building.receiveShadow = true; building.receiveShadow = true;
building.userData = { x, y, owner_id, type, name };
return building; return building;
} }
createHouse(type, playerColor, orientation = 0) {
const group = new THREE.Group();
// Determine house size and height
let houseWidth = 1.4;
let houseDepth = 1.2;
let wallHeight = 1.5;
let roofHeight = 0.8;
if (type === 'medium_house') {
houseWidth = 1.6;
houseDepth = 1.4;
wallHeight = 2.0;
roofHeight = 1.0;
} else if (type === 'large_house') {
houseWidth = 1.7;
houseDepth = 1.6;
wallHeight = 2.5;
roofHeight = 1.2;
}
// Main house body
const wallGeometry = new THREE.BoxGeometry(houseWidth, wallHeight, houseDepth);
const wallMaterial = new THREE.MeshLambertMaterial({ color: 0xf4f4f4 });
const walls = new THREE.Mesh(wallGeometry, wallMaterial);
walls.position.y = wallHeight / 2;
walls.castShadow = true;
walls.receiveShadow = true;
group.add(walls);
// Roof (triangular prism) - player color
const roofGeometry = new THREE.CylinderGeometry(0, houseWidth * 0.8, roofHeight, 4);
const roofMaterial = new THREE.MeshLambertMaterial({ color: playerColor });
const roof = new THREE.Mesh(roofGeometry, roofMaterial);
roof.position.y = wallHeight + roofHeight / 2;
roof.rotation.y = Math.PI / 4; // Rotate 45 degrees to make it diamond-shaped
roof.castShadow = true;
group.add(roof);
// Door - position based on orientation (always faces road)
const doorGeometry = new THREE.BoxGeometry(0.3, 0.6, 0.05);
const doorMaterial = new THREE.MeshLambertMaterial({ color: 0x8b4513 });
const door = new THREE.Mesh(doorGeometry, doorMaterial);
// Position door based on orientation
switch (orientation) {
case 0: // Face south (positive Z)
door.position.set(0, 0.3, houseDepth / 2 + 0.02);
break;
case 90: // Face west (negative X)
door.position.set(-houseWidth / 2 - 0.02, 0.3, 0);
door.rotation.y = Math.PI / 2;
break;
case 180: // Face north (negative Z)
door.position.set(0, 0.3, -houseDepth / 2 - 0.02);
door.rotation.y = Math.PI;
break;
case 270: // Face east (positive X)
door.position.set(houseWidth / 2 + 0.02, 0.3, 0);
door.rotation.y = -Math.PI / 2;
break;
}
group.add(door);
// Windows with player color frames
const createWindow = (x, y, z) => {
const windowGroup = new THREE.Group();
// Window frame - player color
const frameGeometry = new THREE.BoxGeometry(0.35, 0.35, 0.05);
const frameMaterial = new THREE.MeshLambertMaterial({ color: playerColor });
const frame = new THREE.Mesh(frameGeometry, frameMaterial);
windowGroup.add(frame);
// Window glass
const glassGeometry = new THREE.BoxGeometry(0.25, 0.25, 0.02);
const glassMaterial = new THREE.MeshLambertMaterial({
color: 0x87ceeb,
transparent: true,
opacity: 0.7
});
const glass = new THREE.Mesh(glassGeometry, glassMaterial);
glass.position.z = 0.01;
windowGroup.add(glass);
windowGroup.position.set(x, y, z);
return windowGroup;
};
// Add windows - position based on orientation (front-facing)
switch (orientation) {
case 0: // Face south (positive Z)
group.add(createWindow(-houseWidth/3, wallHeight/2, houseDepth/2 + 0.02));
group.add(createWindow(houseWidth/3, wallHeight/2, houseDepth/2 + 0.02));
break;
case 90: // Face west (negative X)
group.add(createWindow(-houseWidth/2 - 0.02, wallHeight/2, -houseDepth/3));
group.add(createWindow(-houseWidth/2 - 0.02, wallHeight/2, houseDepth/3));
break;
case 180: // Face north (negative Z)
group.add(createWindow(-houseWidth/3, wallHeight/2, -houseDepth/2 - 0.02));
group.add(createWindow(houseWidth/3, wallHeight/2, -houseDepth/2 - 0.02));
break;
case 270: // Face east (positive X)
group.add(createWindow(houseWidth/2 + 0.02, wallHeight/2, -houseDepth/3));
group.add(createWindow(houseWidth/2 + 0.02, wallHeight/2, houseDepth/3));
break;
}
// Chimney for medium and large houses
if (type !== 'small_house') {
const chimneyGeometry = new THREE.BoxGeometry(0.2, 0.6, 0.2);
const chimneyMaterial = new THREE.MeshLambertMaterial({ color: 0x696969 });
const chimney = new THREE.Mesh(chimneyGeometry, chimneyMaterial);
chimney.position.set(houseWidth/3, wallHeight + roofHeight/2 + 0.3, -houseDepth/4);
chimney.castShadow = true;
group.add(chimney);
}
return group;
}
createCommercialBuilding(type, playerColor, orientation = 0) {
const group = new THREE.Group();
let width = 1.6;
let height = 2.5;
let depth = 1.4;
let signColor = playerColor;
if (type === 'supermarket') {
width = 1.7;
height = 3.0;
depth = 1.6;
} else if (type === 'mall') {
width = 1.8;
height = 3.5;
depth = 1.7;
}
// Main building
const buildingGeometry = new THREE.BoxGeometry(width, height, depth);
const buildingMaterial = new THREE.MeshLambertMaterial({ color: 0xe6e6e6 });
const building = new THREE.Mesh(buildingGeometry, buildingMaterial);
building.position.y = height / 2;
building.castShadow = true;
building.receiveShadow = true;
group.add(building);
// Storefront elements - position based on orientation
const signGeometry = new THREE.BoxGeometry(width * 0.9, 0.3, 0.05);
const signMaterial = new THREE.MeshLambertMaterial({ color: signColor });
const sign = new THREE.Mesh(signGeometry, signMaterial);
const windowGeometry = new THREE.BoxGeometry(width * 0.7, height * 0.4, 0.05);
const windowMaterial = new THREE.MeshLambertMaterial({
color: 0x4169e1,
transparent: true,
opacity: 0.6
});
const windows = new THREE.Mesh(windowGeometry, windowMaterial);
const doorGeometry = new THREE.BoxGeometry(0.4, 0.8, 0.05);
const doorMaterial = new THREE.MeshLambertMaterial({ color: playerColor });
const door = new THREE.Mesh(doorGeometry, doorMaterial);
// Position storefront based on orientation
switch (orientation) {
case 0: // Face south (positive Z)
sign.position.set(0, height * 0.8, depth / 2 + 0.02);
windows.position.set(0, height * 0.3, depth / 2 + 0.01);
door.position.set(0, 0.4, depth / 2 + 0.02);
break;
case 90: // Face west (negative X)
sign.position.set(-width / 2 - 0.02, height * 0.8, 0);
sign.rotation.y = Math.PI / 2;
windows.position.set(-width / 2 - 0.01, height * 0.3, 0);
windows.rotation.y = Math.PI / 2;
door.position.set(-width / 2 - 0.02, 0.4, 0);
door.rotation.y = Math.PI / 2;
break;
case 180: // Face north (negative Z)
sign.position.set(0, height * 0.8, -depth / 2 - 0.02);
sign.rotation.y = Math.PI;
windows.position.set(0, height * 0.3, -depth / 2 - 0.01);
windows.rotation.y = Math.PI;
door.position.set(0, 0.4, -depth / 2 - 0.02);
door.rotation.y = Math.PI;
break;
case 270: // Face east (positive X)
sign.position.set(width / 2 + 0.02, height * 0.8, 0);
sign.rotation.y = -Math.PI / 2;
windows.position.set(width / 2 + 0.01, height * 0.3, 0);
windows.rotation.y = -Math.PI / 2;
door.position.set(width / 2 + 0.02, 0.4, 0);
door.rotation.y = -Math.PI / 2;
break;
}
group.add(sign);
group.add(windows);
group.add(door);
// Air conditioning units on roof for larger buildings
if (type === 'supermarket' || type === 'mall') {
const acGeometry = new THREE.BoxGeometry(0.4, 0.2, 0.3);
const acMaterial = new THREE.MeshLambertMaterial({ color: 0x555555 });
const ac1 = new THREE.Mesh(acGeometry, acMaterial);
ac1.position.set(-width/3, height + 0.1, 0);
group.add(ac1);
const ac2 = new THREE.Mesh(acGeometry, acMaterial);
ac2.position.set(width/3, height + 0.1, 0);
group.add(ac2);
}
return group;
}
createFactory(type, playerColor, orientation = 0) {
const group = new THREE.Group();
let width = 1.6;
let height = 3.5;
let depth = 1.5;
if (type === 'large_factory') {
width = 1.8;
height = 4.5;
depth = 1.7;
}
// Main factory building
const buildingGeometry = new THREE.BoxGeometry(width, height, depth);
const buildingMaterial = new THREE.MeshLambertMaterial({ color: 0x696969 });
const building = new THREE.Mesh(buildingGeometry, buildingMaterial);
building.position.y = height / 2;
building.castShadow = true;
building.receiveShadow = true;
group.add(building);
// Smokestack - player color stripe
const stackHeight = height + 1.5;
const stackGeometry = new THREE.CylinderGeometry(0.1, 0.15, stackHeight);
const stackMaterial = new THREE.MeshLambertMaterial({ color: 0x404040 });
const stack = new THREE.Mesh(stackGeometry, stackMaterial);
stack.position.set(width/3, stackHeight/2, -depth/4);
stack.castShadow = true;
group.add(stack);
// Player color stripe on smokestack
const stripeGeometry = new THREE.CylinderGeometry(0.12, 0.16, 0.3);
const stripeMaterial = new THREE.MeshLambertMaterial({ color: playerColor });
const stripe = new THREE.Mesh(stripeGeometry, stripeMaterial);
stripe.position.set(width/3, stackHeight * 0.7, -depth/4);
group.add(stripe);
// Factory windows
const createFactoryWindow = (x, y, z) => {
const windowGeometry = new THREE.BoxGeometry(0.3, 0.4, 0.05);
const windowMaterial = new THREE.MeshLambertMaterial({
color: 0xffff88,
transparent: true,
opacity: 0.8
});
const window = new THREE.Mesh(windowGeometry, windowMaterial);
window.position.set(x, y, z);
return window;
};
// Add multiple windows
for (let i = -1; i <= 1; i++) {
for (let j = 1; j <= 2; j++) {
group.add(createFactoryWindow(i * width/3, j * height/3, depth/2 + 0.01));
}
}
// Loading dock - player color
const dockGeometry = new THREE.BoxGeometry(0.6, 0.1, 0.4);
const dockMaterial = new THREE.MeshLambertMaterial({ color: playerColor });
const dock = new THREE.Mesh(dockGeometry, dockMaterial);
dock.position.set(-width/3, 0.05, depth/2 + 0.2);
group.add(dock);
return group;
}
createRoad() {
const geometry = new THREE.BoxGeometry(
this.TILE_SIZE,
0.1,
this.TILE_SIZE
);
const material = new THREE.MeshLambertMaterial({ color: 0x2F4F4F });
const road = new THREE.Mesh(geometry, material);
road.position.y = 0.05;
road.castShadow = true;
road.receiveShadow = true;
return road;
}
createPark(type, playerColor) {
const group = new THREE.Group();
// Base green area
const baseGeometry = new THREE.BoxGeometry(this.TILE_SIZE - 0.1, 0.1, this.TILE_SIZE - 0.1);
const baseMaterial = new THREE.MeshLambertMaterial({ color: 0x32cd32 });
const base = new THREE.Mesh(baseGeometry, baseMaterial);
base.position.y = 0.05;
base.receiveShadow = true;
group.add(base);
if (type === 'park') {
// Add trees
const createTree = (x, z) => {
const treeGroup = new THREE.Group();
// Trunk
const trunkGeometry = new THREE.CylinderGeometry(0.05, 0.08, 0.5);
const trunkMaterial = new THREE.MeshLambertMaterial({ color: 0x8b4513 });
const trunk = new THREE.Mesh(trunkGeometry, trunkMaterial);
trunk.position.y = 0.25;
trunk.castShadow = true;
treeGroup.add(trunk);
// Leaves - player color accent
const leavesGeometry = new THREE.SphereGeometry(0.3, 8, 6);
const leavesMaterial = new THREE.MeshLambertMaterial({
color: playerColor.clone().lerp(new THREE.Color(0x228b22), 0.7)
});
const leaves = new THREE.Mesh(leavesGeometry, leavesMaterial);
leaves.position.y = 0.6;
leaves.castShadow = true;
treeGroup.add(leaves);
treeGroup.position.set(x, 0, z);
return treeGroup;
};
group.add(createTree(-0.4, -0.4));
group.add(createTree(0.4, 0.4));
} else { // plaza
// Add fountain with player color accents
const fountainGeometry = new THREE.CylinderGeometry(0.3, 0.4, 0.3);
const fountainMaterial = new THREE.MeshLambertMaterial({ color: 0xd3d3d3 });
const fountain = new THREE.Mesh(fountainGeometry, fountainMaterial);
fountain.position.y = 0.25;
fountain.castShadow = true;
group.add(fountain);
// Water with player color tint
const waterGeometry = new THREE.CylinderGeometry(0.25, 0.25, 0.05);
const waterMaterial = new THREE.MeshLambertMaterial({
color: playerColor.clone().lerp(new THREE.Color(0x4169e1), 0.5),
transparent: true,
opacity: 0.7
});
const water = new THREE.Mesh(waterGeometry, waterMaterial);
water.position.y = 0.35;
group.add(water);
}
return group;
}
createTownHall(playerColor, orientation = 0) {
const group = new THREE.Group();
// Main building
const mainGeometry = new THREE.BoxGeometry(1.7, 4.0, 1.6);
const mainMaterial = new THREE.MeshLambertMaterial({ color: 0xf5f5dc });
const main = new THREE.Mesh(mainGeometry, mainMaterial);
main.position.y = 2.0;
main.castShadow = true;
main.receiveShadow = true;
group.add(main);
// Clock tower
const towerGeometry = new THREE.BoxGeometry(0.6, 1.5, 0.6);
const towerMaterial = new THREE.MeshLambertMaterial({ color: 0xe6e6e6 });
const tower = new THREE.Mesh(towerGeometry, towerMaterial);
tower.position.y = 4.75;
tower.castShadow = true;
group.add(tower);
// Clock face - player color
const clockGeometry = new THREE.CylinderGeometry(0.2, 0.2, 0.05);
const clockMaterial = new THREE.MeshLambertMaterial({ color: playerColor });
const clock = new THREE.Mesh(clockGeometry, clockMaterial);
clock.position.set(0, 4.5, 0.3);
clock.rotation.x = Math.PI / 2;
group.add(clock);
// Flag pole with player color flag
const poleGeometry = new THREE.CylinderGeometry(0.02, 0.02, 1.0);
const poleMaterial = new THREE.MeshLambertMaterial({ color: 0x555555 });
const pole = new THREE.Mesh(poleGeometry, poleMaterial);
pole.position.set(0.6, 5.5, 0);
group.add(pole);
const flagGeometry = new THREE.PlaneGeometry(0.3, 0.2);
const flagMaterial = new THREE.MeshLambertMaterial({ color: playerColor });
const flag = new THREE.Mesh(flagGeometry, flagMaterial);
flag.position.set(0.75, 5.7, 0);
group.add(flag);
// Steps with player color carpet
const stepsGeometry = new THREE.BoxGeometry(1.8, 0.2, 0.6);
const stepsMaterial = new THREE.MeshLambertMaterial({ color: 0xd3d3d3 });
const steps = new THREE.Mesh(stepsGeometry, stepsMaterial);
steps.position.set(0, 0.1, 0.8);
group.add(steps);
const carpetGeometry = new THREE.BoxGeometry(0.4, 0.01, 0.6);
const carpetMaterial = new THREE.MeshLambertMaterial({ color: playerColor });
const carpet = new THREE.Mesh(carpetGeometry, carpetMaterial);
carpet.position.set(0, 0.21, 0.8);
group.add(carpet);
return group;
}
createPowerPlant(playerColor, orientation = 0) {
const group = new THREE.Group();
// Main building
const mainGeometry = new THREE.BoxGeometry(1.8, 3.0, 1.7);
const mainMaterial = new THREE.MeshLambertMaterial({ color: 0x555555 });
const main = new THREE.Mesh(mainGeometry, mainMaterial);
main.position.y = 1.5;
main.castShadow = true;
main.receiveShadow = true;
group.add(main);
// Cooling towers
const createCoolingTower = (x, z) => {
const towerGeometry = new THREE.CylinderGeometry(0.2, 0.3, 4.0);
const towerMaterial = new THREE.MeshLambertMaterial({ color: 0x888888 });
const tower = new THREE.Mesh(towerGeometry, towerMaterial);
tower.position.set(x, 2.0, z);
tower.castShadow = true;
// Player color stripe on tower
const stripeGeometry = new THREE.CylinderGeometry(0.22, 0.32, 0.3);
const stripeMaterial = new THREE.MeshLambertMaterial({ color: playerColor });
const stripe = new THREE.Mesh(stripeGeometry, stripeMaterial);
stripe.position.set(x, 3.0, z);
group.add(stripe);
return tower;
};
group.add(createCoolingTower(-0.5, -0.3));
group.add(createCoolingTower(0.5, -0.3));
// Control room with player color accents
const controlGeometry = new THREE.BoxGeometry(0.8, 1.0, 0.6);
const controlMaterial = new THREE.MeshLambertMaterial({ color: 0x777777 });
const control = new THREE.Mesh(controlGeometry, controlMaterial);
control.position.set(0, 3.5, 0.4);
control.castShadow = true;
group.add(control);
// Control room windows - player color frames
const windowGeometry = new THREE.BoxGeometry(0.6, 0.3, 0.05);
const windowMaterial = new THREE.MeshLambertMaterial({ color: playerColor });
const windows = new THREE.Mesh(windowGeometry, windowMaterial);
windows.position.set(0, 3.5, 0.7);
group.add(windows);
// Power lines
const lineGeometry = new THREE.CylinderGeometry(0.01, 0.01, 2.0);
const lineMaterial = new THREE.MeshLambertMaterial({ color: 0x000000 });
const line = new THREE.Mesh(lineGeometry, lineMaterial);
line.position.set(0.8, 4.0, 0);
line.rotation.z = Math.PI / 6;
group.add(line);
return group;
}
createBuildingLabel(name, playerColor) {
// Create canvas for text rendering
const canvas = document.createElement('canvas');
const ctx = canvas.getContext('2d');
// Much larger canvas for better visibility
canvas.width = 1024;
canvas.height = 256;
// Clear background
ctx.clearRect(0, 0, canvas.width, canvas.height);
// Much bigger text for better visibility
const fontSize = 120;
ctx.font = `bold ${fontSize}px Arial`;
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
// Draw colored background
const padding = 32;
const textWidth = ctx.measureText(name).width;
const bgWidth = Math.max(textWidth + padding * 2, 300);
const bgHeight = fontSize + padding * 2;
// Fill with player color
ctx.fillStyle = `rgb(${Math.floor(playerColor.r * 255)}, ${Math.floor(playerColor.g * 255)}, ${Math.floor(playerColor.b * 255)})`;
ctx.fillRect(
(canvas.width - bgWidth) / 2,
(canvas.height - bgHeight) / 2,
bgWidth,
bgHeight
);
// Draw black text
ctx.fillStyle = 'black';
ctx.fillText(name, canvas.width / 2, canvas.height / 2);
// Create texture and material
const texture = new THREE.CanvasTexture(canvas);
const material = new THREE.MeshBasicMaterial({
map: texture,
transparent: true,
side: THREE.DoubleSide,
depthTest: false // Always render on top
});
// Much larger geometry - 2x bigger than before
const geometry = new THREE.PlaneGeometry(8, 2);
const labelMesh = new THREE.Mesh(geometry, material);
// Position above building
labelMesh.position.set(0, 4.5, 0);
// Make labels always face camera (billboard effect) and appear horizontal
// This will be updated in the render loop to always face the camera
labelMesh.userData.isBillboard = true;
// Initial rotation to face the isometric camera
// Camera is positioned at (cameraPos.x + 50, 50, cameraPos.z + 50)
// We want labels to face northeast towards camera but remain horizontal
labelMesh.rotation.y = -Math.PI / 4; // Face camera direction
labelMesh.rotation.x = 0; // Keep horizontal (no tilt)
// Mark as building label
labelMesh.userData.isBuildingLabel = true;
return labelMesh;
}
createCursor(playerId, color) { createCursor(playerId, color) {
const geometry = new THREE.RingGeometry(0.5, 0.7, 16); const geometry = new THREE.RingGeometry(0.5, 0.7, 16);
const material = new THREE.MeshBasicMaterial({ const material = new THREE.MeshBasicMaterial({
@@ -855,9 +144,6 @@ export class GameRenderer {
} }
updateGameState(gameState) { updateGameState(gameState) {
// Store game state for player color access
this.gameState = gameState;
// Clear existing buildings // Clear existing buildings
this.buildings.forEach(mesh => this.scene.remove(mesh)); this.buildings.forEach(mesh => this.scene.remove(mesh));
this.buildings.clear(); this.buildings.clear();
@@ -879,35 +165,6 @@ export class GameRenderer {
const building = this.createBuilding(buildingData); const building = this.createBuilding(buildingData);
this.buildings.set(key, building); this.buildings.set(key, building);
this.scene.add(building); this.scene.add(building);
// If this is a road, update adjacent building orientations
if (buildingData.type === 'road') {
this.updateAdjacentBuildingOrientations(buildingData.x, buildingData.y);
}
}
updateAdjacentBuildingOrientations(roadX, roadY) {
if (!this.gameState || !this.gameState.buildings) return;
const directions = [
{ dx: 0, dy: -1 }, // North
{ dx: 0, dy: 1 }, // South
{ dx: 1, dy: 0 }, // East
{ dx: -1, dy: 0 } // West
];
for (const { dx, dy } of directions) {
const checkX = roadX + dx;
const checkY = roadY + dy;
const key = `${checkX},${checkY}`;
const buildingData = this.gameState.buildings[key];
if (buildingData && buildingData.type !== 'road') {
// Rebuild this building with new orientation
this.removeBuilding(checkX, checkY);
this.addBuilding(buildingData);
}
}
} }
removeBuilding(x, y) { removeBuilding(x, y) {
@@ -921,37 +178,8 @@ export class GameRenderer {
updateBuildingName(x, y, name) { updateBuildingName(x, y, name) {
const key = `${x},${y}`; const key = `${x},${y}`;
const building = this.buildings.get(key); const building = this.buildings.get(key);
if (building) {
if (!building) {
return;
}
// Update building userData
building.userData.name = name; building.userData.name = name;
// Remove all existing labels
const labelsToRemove = [];
building.children.forEach((child, index) => {
if (child.userData && child.userData.isBuildingLabel) {
labelsToRemove.push(child);
}
});
labelsToRemove.forEach(label => {
building.remove(label);
// Clean up resources
if (label.material) {
if (label.material.map) label.material.map.dispose();
label.material.dispose();
}
if (label.geometry) label.geometry.dispose();
});
// Add new label if name provided
if (name && name.trim()) {
const playerColor = this.getPlayerColor(building.userData.owner_id);
const newLabel = this.createBuildingLabel(name.trim(), playerColor);
building.add(newLabel);
} }
} }
@@ -1025,53 +253,20 @@ export class GameRenderer {
} }
updateCameraPosition() { updateCameraPosition() {
// Transport Tycoon style isometric positioning
this.camera.position.set( this.camera.position.set(
this.cameraPos.x + 50, this.cameraPos.x, this.cameraPos.y, this.cameraPos.z
50,
this.cameraPos.z + 50
);
this.camera.lookAt(
this.cameraPos.x,
0,
this.cameraPos.z
); );
this.camera.lookAt(this.cameraPos.x, 0, this.cameraPos.z - 50);
} }
startRenderLoop() { startRenderLoop() {
const animate = () => { const animate = () => {
requestAnimationFrame(animate); requestAnimationFrame(animate);
// Update billboard labels to face camera
this.updateBillboards();
this.renderer.render(this.scene, this.camera); this.renderer.render(this.scene, this.camera);
}; };
animate(); animate();
} }
updateBillboards() {
// Make every billboard label face the camera horizontally (yaw only)
const camPos = this.camera.position;
this.buildings.forEach(building => {
building.traverse(child => {
if (child.userData && child.userData.isBillboard) {
// Get world position of label
const worldPos = new THREE.Vector3();
child.getWorldPosition(worldPos);
// Compute angle to camera on XZ plane
const dx = camPos.x - worldPos.x;
const dz = camPos.z - worldPos.z;
const angle = Math.atan2(dx, dz); // radians
// Apply rotation: yaw = angle, keep flat (no pitch/roll)
child.rotation.set(0, angle, 0);
}
});
});
}
onResize() { onResize() {
const aspect = window.innerWidth / window.innerHeight; const aspect = window.innerWidth / window.innerHeight;
this.camera.left = -40 * aspect; this.camera.left = -40 * aspect;
+14 -76
View File
@@ -21,21 +21,7 @@ export class InputHandler {
this.canvas.addEventListener('mouseup', (e) => this.onMouseUp(e)); this.canvas.addEventListener('mouseup', (e) => this.onMouseUp(e));
this.canvas.addEventListener('mousemove', (e) => this.onMouseMove(e)); this.canvas.addEventListener('mousemove', (e) => this.onMouseMove(e));
this.canvas.addEventListener('wheel', (e) => this.onWheel(e)); this.canvas.addEventListener('wheel', (e) => this.onWheel(e));
// Prevent context menu on canvas and document this.canvas.addEventListener('contextmenu', (e) => e.preventDefault());
this.canvas.addEventListener('contextmenu', (e) => {
e.preventDefault();
e.stopPropagation();
return false;
});
// Also prevent on document level for better coverage
document.addEventListener('contextmenu', (e) => {
if (e.target === this.canvas || this.canvas.contains(e.target)) {
e.preventDefault();
e.stopPropagation();
return false;
}
});
// Keyboard events // Keyboard events
document.addEventListener('keydown', (e) => this.onKeyDown(e)); document.addEventListener('keydown', (e) => this.onKeyDown(e));
} }
@@ -70,16 +56,16 @@ export class InputHandler {
const dx = Math.abs(event.clientX - this.lastMouseX); const dx = Math.abs(event.clientX - this.lastMouseX);
const dy = Math.abs(event.clientY - this.lastMouseY); const dy = Math.abs(event.clientY - this.lastMouseY);
if (dx < dragThreshold && dy < dragThreshold) { if (dx < dragThreshold && dy < dragThreshold) {
// Right click on tile - show context menu with improved hit detection // Right click on tile - show context menu
const tile = this.app.renderer.screenToWorld(event.clientX, event.clientY); const tile = this.app.renderer.screenToWorld(event.clientX, event.clientY);
const buildingInfo = this.findBuildingNearTile(tile.x, tile.y); const building = this.app.gameState.buildings[`${tile.x},${tile.y}`];
if (buildingInfo && buildingInfo.building.owner_id === this.app.player.player_id) { if (building && building.owner_id === this.app.player.player_id) {
this.app.uiManager.showContextMenu( this.app.uiManager.showContextMenu(
event.clientX, event.clientX,
event.clientY, event.clientY,
buildingInfo.x, tile.x,
buildingInfo.y tile.y
); );
} }
} }
@@ -93,17 +79,8 @@ export class InputHandler {
this.currentTileX = tile.x; this.currentTileX = tile.x;
this.currentTileY = tile.y; this.currentTileY = tile.y;
// Highlight tile with building detection feedback // Highlight tile
const buildingInfo = this.findBuildingNearTile(tile.x, tile.y);
if (buildingInfo && buildingInfo.building.owner_id === this.app.player?.player_id) {
// Highlight the actual building tile if we found one nearby
this.app.renderer.highlightTile(buildingInfo.x, buildingInfo.y);
this.canvas.style.cursor = 'pointer'; // Show pointer cursor over owned buildings
} else {
// Normal tile highlight
this.app.renderer.highlightTile(tile.x, tile.y); this.app.renderer.highlightTile(tile.x, tile.y);
this.canvas.style.cursor = this.isRightMouseDown ? 'grabbing' : 'default';
}
// Send cursor position to server (throttled) // Send cursor position to server (throttled)
const now = Date.now(); const now = Date.now();
if (now - this.lastCursorUpdate > this.cursorUpdateThrottle) { if (now - this.lastCursorUpdate > this.cursorUpdateThrottle) {
@@ -114,10 +91,10 @@ export class InputHandler {
// Handle camera panning // Handle camera panning
if (this.isRightMouseDown) { if (this.isRightMouseDown) {
const dx = (this.lastMouseX - event.clientX) * 0.3; const dx = (event.clientX - this.lastMouseX) * 0.1;
const dy = (this.lastMouseY - event.clientY) * 0.3; const dy = (event.clientY - this.lastMouseY) * 0.1;
this.app.renderer.moveCamera(dx, dy); this.app.renderer.moveCamera(-dx, dy);
this.lastMouseX = event.clientX; this.lastMouseX = event.clientX;
this.lastMouseY = event.clientY; this.lastMouseY = event.clientY;
@@ -142,19 +119,19 @@ export class InputHandler {
switch (event.key) { switch (event.key) {
case 'ArrowUp': case 'ArrowUp':
this.app.renderer.moveCamera(0, -s); // Move straight up in world coordinates this.app.renderer.moveCamera(s, -s); // Move diagonally to pan straight up
moved = true; moved = true;
break; break;
case 'ArrowDown': case 'ArrowDown':
this.app.renderer.moveCamera(0, s); // Move straight down in world coordinates this.app.renderer.moveCamera(-s, s); // Move diagonally to pan straight down
moved = true; moved = true;
break; break;
case 'ArrowLeft': case 'ArrowLeft':
this.app.renderer.moveCamera(-s, 0); // Move straight left in world coordinates this.app.renderer.moveCamera(-s, -s); // Move diagonally to pan straight left
moved = true; moved = true;
break; break;
case 'ArrowRight': case 'ArrowRight':
this.app.renderer.moveCamera(s, 0); // Move straight right in world coordinates this.app.renderer.moveCamera(s, s); // Move diagonally to pan straight right
moved = true; moved = true;
break; break;
} }
@@ -163,43 +140,4 @@ export class InputHandler {
event.preventDefault(); // Prevents the browser from scrolling event.preventDefault(); // Prevents the browser from scrolling
} }
} }
findBuildingNearTile(centerX, centerY) {
/**
* Improved building hit detection with expanded click area.
*
* Problem: Previously, users had to click exactly on the building's ground tile
* which was frustrating and imprecise, especially for 3D buildings.
*
* Solution: This function checks a 3x3 grid around the clicked point,
* making buildings much easier to target by expanding the effective click area.
*
* Search order: exact tile first, then adjacent tiles, then diagonal tiles
* to ensure the closest building is selected when multiple are nearby.
*/
// First try exact tile (for precision when needed)
let building = this.app.gameState.buildings[`${centerX},${centerY}`];
if (building) {
return { building, x: centerX, y: centerY };
}
// Then check a 3x3 area around the clicked tile for easier targeting
// Check closer tiles first for better UX
const searchOrder = [
[0, -1], [0, 1], [-1, 0], [1, 0], // Adjacent tiles (distance 1)
[-1, -1], [-1, 1], [1, -1], [1, 1] // Diagonal tiles (distance 1.41)
];
for (const [dx, dy] of searchOrder) {
const x = centerX + dx;
const y = centerY + dy;
building = this.app.gameState.buildings[`${x},${y}`];
if (building) {
return { building, x, y };
}
}
return null; // No building found in area
}
} }
+2 -11
View File
@@ -22,7 +22,7 @@ class ContextMenu extends HTMLElement {
id="nameInput" id="nameInput"
placeholder="Building name..." placeholder="Building name..."
style="width: 100%; margin-bottom: 8px;" style="width: 100%; margin-bottom: 8px;"
maxlength="20" maxlength="30"
/> />
</div> </div>
`; `;
@@ -69,13 +69,6 @@ class ContextMenu extends HTMLElement {
this.currentX = tileX; this.currentX = tileX;
this.currentY = tileY; this.currentY = tileY;
// Store current building info for editing
this.currentBuilding = null;
if (this.app && this.app.gameState && this.app.gameState.buildings) {
const key = `${tileX},${tileY}`;
this.currentBuilding = this.app.gameState.buildings[key];
}
this.style.left = x + 'px'; this.style.left = x + 'px';
this.style.top = y + 'px'; this.style.top = y + 'px';
this.style.display = 'block'; this.style.display = 'block';
@@ -94,10 +87,8 @@ class ContextMenu extends HTMLElement {
this.querySelector('#editForm').style.display = 'block'; this.querySelector('#editForm').style.display = 'block';
const input = this.querySelector('#nameInput'); const input = this.querySelector('#nameInput');
// Pre-fill with current building name if it exists input.value = '';
input.value = (this.currentBuilding && this.currentBuilding.name) ? this.currentBuilding.name : '';
input.focus(); input.focus();
input.select(); // Select all text for easy replacement
} else if (action === 'delete') { } else if (action === 'delete') {
if (confirm('Delete this building?')) { if (confirm('Delete this building?')) {
if (this.app) { if (this.app) {