make games crisp
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parent
ebb1afebdb
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64e76502e8
19
app/src/css/game.css
Normal file
19
app/src/css/game.css
Normal file
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@ -0,0 +1,19 @@
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canvas {
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display: block;
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}
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canvas:focus {
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outline: none;
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}
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.game {
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background-color: white;
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z-index: 10;
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}
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.game.active {
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position: absolute;
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top: 50%;
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left: 50%;
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transform: translate(-50%, -50%);
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}
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@ -71,10 +71,6 @@
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color: var(--c64-dark-blue);
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}
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canvas:focus {
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outline: none;
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}
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a {
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color: var(--cyan);
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}
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@ -88,9 +84,10 @@ body {
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font-family: var(--font-family);
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margin: 0;
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height: 100%;
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/* black bars */
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background: var(--c64-light-blue);
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color: var(--c64-light-blue);
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display: flex;
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justify-content: center;
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align-items: center;
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@ -147,16 +147,4 @@
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#scrollback .output {
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white-space: pre-wrap;
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}
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/* games */
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.game {
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background-color: white;
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}
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.game.active {
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position: absolute;
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top: 0;
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left: 0;
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}
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@ -9,12 +9,10 @@ export const Layout: FC = async ({ children, title }) => (
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<link href="/css/reset.css" rel="stylesheet" />
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<link href="/css/main.css" rel="stylesheet" />
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<link href="/css/game.css" rel="stylesheet" />
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<script type="importmap" dangerouslySetInnerHTML={{
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__html: `{ "imports": { "@/": "/" } }`
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}} />
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<script type="importmap" dangerouslySetInnerHTML={{ __html: `{ "imports": { "@/": "/" } }` }} />
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<script src="/js/main.js" type="module" async></script>
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</head>
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<body data-mode="tall">
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<main>
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@ -1,17 +1,20 @@
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import type { Message, InputState } from "../shared/types.js"
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import { GameContext } from "../shared/game.js"
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import { focusInput } from "./focus.js"
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import { $ } from "./dom.js"
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import { $$, scrollback } from "./dom.js"
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import { randomId } from "../shared/utils.js"
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import { setStatus, addOutput } from "./scrollback.js"
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import { browserCommands } from "./commands.js"
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const FPS = 30
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const HEIGHT = 540
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const WIDTH = 980
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type Game = { init?: () => void, update?: (delta: number, input: InputState) => void, draw?: (ctx: GameContext) => void }
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let oldMode = "cinema"
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let running = false
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let canvas: HTMLCanvasElement
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type Game = { init?: () => void, update?: (delta: number, input: InputState) => void, draw?: (ctx: GameContext) => void }
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const pressedStack = new Set<string>()
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let pressed: InputState = {
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@ -35,34 +38,41 @@ export async function handleGameStart(msg: Message) {
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return
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}
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const canvasId = randomId()
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addOutput(msgId, { html: `<canvas id="${canvasId}" class="game active" height="540" width="960" tabindex="0"></canvas>` })
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if (document.body.dataset.mode === "tall") {
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browserCommands.mode?.()
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oldMode = "tall"
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}
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canvas = $(canvasId) as HTMLCanvasElement
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canvas = createCanvas()
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canvas.focus()
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setStatus(msgId, "ok")
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canvas.addEventListener("keydown", handleKeydown)
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canvas.addEventListener("keyup", handleKeyup)
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window.addEventListener("resize", resizeCanvas)
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resizeCanvas()
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gameLoop(new GameContext(canvas.getContext("2d")!), game)
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}
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function createCanvas(): HTMLCanvasElement {
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const canvas = $$("canvas.game.active") as HTMLCanvasElement
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canvas.id = randomId()
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canvas.height = HEIGHT
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canvas.width = WIDTH
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canvas.tabIndex = 0
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const main = document.querySelector("main")
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main?.parentNode?.insertBefore(canvas, main)
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return canvas
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}
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function handleKeydown(e: KeyboardEvent) {
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pressedStack.add(e.key)
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e.preventDefault()
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if (e.key === "Escape" || (e.ctrlKey && e.key === "c")) {
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running = false
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if (oldMode === "tall") browserCommands.mode?.()
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canvas.classList.remove("active")
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canvas.style.height = canvas.height / 2 + "px"
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canvas.style.width = canvas.width / 2 + "px"
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focusInput()
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endGame()
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} else {
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pressedStack.add(e.key)
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pressed.key = e.key
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pressed.ctrl = e.ctrlKey
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pressed.shift = e.shiftKey
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@ -80,6 +90,19 @@ function handleKeyup(e: KeyboardEvent) {
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}
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}
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function resizeCanvas() {
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const scale = Math.min(
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window.innerWidth / 960,
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window.innerHeight / 540
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)
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canvas.width = 960 * scale
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canvas.height = 540 * scale
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const ctx = canvas.getContext("2d")!
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ctx.setTransform(scale, 0, 0, scale, 0, 0)
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}
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function gameLoop(ctx: GameContext, game: Game) {
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running = true
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let last = 0
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@ -99,4 +122,20 @@ function gameLoop(ctx: GameContext, game: Game) {
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}
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requestAnimationFrame(loop)
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}
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function endGame() {
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running = false
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if (oldMode === "tall") browserCommands.mode?.()
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canvas.classList.remove("active")
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canvas.style.height = HEIGHT / 2 + "px"
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canvas.style.width = WIDTH / 2 + "px"
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const output = $$("li.output")
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output.append(canvas)
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scrollback.append(output)
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focusInput()
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}
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