move live radar js into own file
This commit is contained in:
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@ -23,7 +23,7 @@
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</ItemGroup>
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<ItemGroup>
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<PackageReference Include="RaidMax.IW4MAdmin.SharedLibraryCore" Version="2022.2.28.1" PrivateAssets="All" />
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<PackageReference Include="RaidMax.IW4MAdmin.SharedLibraryCore" Version="2022.3.23.1" PrivateAssets="All" />
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</ItemGroup>
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<Target Name="PostBuild" AfterTargets="PostBuildEvent">
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@ -41,430 +41,13 @@
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<!-- images used by canvas -->
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<img class="hide" id="hud_death" src="~/images/radar/death.png" />
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@section scripts {
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<script defer="defer">
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const textOffset = 15;
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let previousRadarData = undefined;
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let newRadarData = undefined;
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/************************
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* IW4 *
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* **********************/
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const weapons = {};
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weapons["ak47"] = "ak47";
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weapons["ak47classic"] = "icon_ak47_classic";
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weapons["ak74u"] = "akd74u";
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weapons["m16"] = "m16a4";
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weapons["m4"] = "m4carbine";
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weapons["fn2000"] = "fn2000";
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weapons["masada"] = "masada";
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weapons["famas"] = "famas";
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weapons["fal"] = "fnfal";
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weapons["scar"] = "scar_h";
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weapons["tavor"] = "tavor";
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weapons["mp5k"] = "mp5k";
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weapons["uzi"] = "mini_uzi";
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weapons["p90"] = "p90";
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weapons["kriss"] = "kriss";
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weapons["ump45"] = "ump45";
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weapons["rpd"] = "rpd";
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weapons["sa80"] = "sa80_lmg";
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weapons["mg4"] = "mg4";
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weapons["m240"] = "m240";
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weapons["aug"] = "steyr";
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weapons["barrett"] = "barrett50cal";
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weapons["wa2000"] = "wa2000";
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weapons["m21"] = "m14ebr";
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weapons["cheytac"] = "cheytac";
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weapons["dragunov"] = "dragunovsvd";
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weapons["beretta"] = "m9beretta";
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weapons["usp"] = "usp_45";
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weapons["deserteagle"] = "desert_eagle";
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weapons["deserteaglegold"] = "desert_eagle_gold";
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weapons["desert"]
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weapons["coltanaconda"] = "colt_anaconda";
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weapons["tmp"] = "mp9";
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weapons["glock"] = "glock";
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weapons["beretta393"] = "beretta393";
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weapons["pp2000"] = "pp2000";
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weapons["ranger"] = "sawed_off";
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weapons["model1887"] = "model1887";
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weapons["striker"] = "striker";
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weapons["aa12"] = "aa12";
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weapons["m1014"] = "benelli_m4";
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weapons["spas12"] = "spas12";
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weapons["m79"] = "m79";
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weapons["rpg"] = "rpg";
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weapons["at4"] = "at4";
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weapons["stinger"] = "stinger";
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weapons["javelin"] = "javelin";
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weapons["m40a3"] = "m40a3";
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weapons["none"] = "neutral";
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weapons["riotshield"] = "riot_shield";
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weapons["peacekeeper"] = "peacekeeper";
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function drawCircle(context, x, y, color) {
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context.beginPath();
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context.arc(x, y, 6 * stateInfo.imageScaler, 0, 2 * Math.PI, false);
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context.fillStyle = color;
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context.fill();
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context.lineWidth = 0.5;
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context.strokeStyle = 'rgba(255, 255, 255, 0.5)';
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context.closePath();
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context.stroke();
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}
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function drawLine(context, x1, y1, x2, y2, color) {
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context.beginPath();
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context.lineWidth = '3';
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context.moveTo(x1, y1);
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context.lineTo(x2, y2);
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context.closePath();
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context.stroke();
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}
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function drawTriangle(context, v1, v2, v3, color) {
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context.beginPath();
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context.moveTo(v1.x, v1.y);
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context.lineTo(v2.x, v2.y);
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context.lineTo(v3.x, v3.y);
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context.closePath();
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context.fillStyle = color;
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context.fill();
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}
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function drawText(context, x, y, text, size, fillColor, strokeColor, alignment = 'left') {
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context.beginPath();
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context.save();
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context.font = `bold ${Math.max(12, size * stateInfo.imageScaler)}px courier new`;
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context.fillStyle = fillColor;
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context.shadowColor = strokeColor;
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context.shadowBlur = 4;
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context.textAlign = alignment;
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context.fillText(text, x, y);
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context.restore();
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context.closePath();
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}
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function drawImage(context, imgSelector, x, y, alpha = 1) {
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context.save();
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context.globalAlpha = alpha;
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context.drawImage(document.getElementById(imgSelector), x - (15 * stateInfo.imageScaler), y - (15 * stateInfo.imageScaler), 32 * stateInfo.imageScaler, 32 * stateInfo.imageScaler);
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context.globalAlpha = 1;
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context.restore();
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}
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function checkCanvasSize(canvas, context, minimap, map) {
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let width = Math.round(minimap.width());
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if (Math.round(context.canvas.width) != width) {
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canvas.width(width);
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canvas.height(width);
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context.canvas.height = width;
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context.canvas.width = context.canvas.height;
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}
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stateInfo.imageScaler = (stateInfo.canvas.width() / 1024)
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stateInfo.mapScalerX = (((stateInfo.mapInfo.right * stateInfo.imageScaler) - (stateInfo.mapInfo.left * stateInfo.imageScaler)) / stateInfo.mapInfo.width);
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stateInfo.mapScalerY = (((stateInfo.mapInfo.bottom * stateInfo.imageScaler) - (stateInfo.mapInfo.top * stateInfo.imageScaler)) / stateInfo.mapInfo.height);
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stateInfo.mapScaler = (stateInfo.mapScalerX + stateInfo.mapScalerY) / 2
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stateInfo.forwardDistance = 500.0;
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stateInfo.fovWidth = 40;
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}
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function calculateViewPosition(x, y, distance) {
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let nx = Math.cos(x) * Math.cos(y);
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let ny = Math.sin(x) * Math.cos(y);
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let nz = Math.sin(360.0 - y);
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return { x: (nx * distance) * stateInfo.mapScaler, y: (ny * distance) * stateInfo.mapScaler, z: (nz * distance) * stateInfo.mapScaler };
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}
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function lerp(start, end, complete) {
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return (1 - complete) * start + complete * end;
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}
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function easeLerp(start, end, t) {
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let t2 = (1 - Math.cos(t * Math.PI)) / 2;
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return (start * (1-t2) + end * t2);
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}
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function fixRollAngles(oldAngles, newAngles) {
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let newX = newAngles.x;
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let newY = newAngles.y;
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let angleDifferenceX = (oldAngles.x - newAngles.x);
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if (angleDifferenceX > Math.PI) {
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newX = oldAngles.x + (Math.PI * 2) - angleDifferenceX;
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}
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else if (Math.abs(newAngles.x - oldAngles.x) > Math.PI) {
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newX = newAngles.x - (Math.PI * 2);
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}
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let angleDifferenceY = (oldAngles.y - newAngles.y);
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if (angleDifferenceY > Math.PI) {
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newY = oldAngles.y + (Math.PI * 2) - angleDifferenceY;
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}
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else if (Math.abs(newAngles.y - oldAngles.y) > Math.PI) {
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newY = newAngles.y - (Math.PI * 2);
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}
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return { x: newX, y: newY };
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}
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function toRadians(deg) {
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return deg * Math.PI / 180.0;
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}
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function rotate(cx, cy, x, y, angle) {
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var radians = (Math.PI / 180) * angle,
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cos = Math.cos(radians),
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sin = Math.sin(radians),
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nx = (cos * (x - cx)) + (sin * (y - cy)) + cx,
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ny = (cos * (y - cy)) - (sin * (x - cx)) + cy;
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return {
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x: nx,
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y: ny
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};
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}
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function weaponImageForWeapon(weapon) {
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let name = weapon.split('_')[0];
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if (weapons[name] == undefined) {
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console.log(name);
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name = "none";
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}
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return `../images/radar/hud_weapons/hud_${weapons[name]}.png`;
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}
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function updatePlayerData() {
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$('.player-data-left').html('');
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$('.player-data-right').html('');
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$.each(newRadarData, function (index, player) {
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if (player == null) {
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return;
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}
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let column = index % 2 == 0 ? $('.player-data-left') : $('.player-data-right');
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column.append(`<div class="progress" style="height: 1.5rem; background-color: transparent;">
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<div style="position: absolute; font-size: 1rem; left: 1.5rem;">${player.name}</div>
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<div class="progress-bar bg-success" role="progressbar" style="min-width: 0px; width: ${player.health}%" aria-valuenow="${player.health}" aria-valuemin="0" aria-valuemax="100"></div>
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<div class="progress-bar bg-danger" role="progressbar" style="min-width: 0px; border-right: 0px; width: ${100 - player.health}%" aria-valuenow="${100 - player.health}" aria-valuemin="0" aria-valuemax="100"></div>
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</div>
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<div class="d-flex flex-row flex-wrap p-2 mb-4 bg-dark border-bottom">
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<div style="width: 3rem; height: 1.5rem; background-image:url(${weaponImageForWeapon(player.weapon)}); background-size: 3rem 1.5rem;" class="mr-auto text-left">
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</div>
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<div class="player-stat-icon" style="background-image:url('/images/radar/kills.png')"></div>
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<div class="pr-2">${player.kills}</div>
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<div class="player-stat-icon" style="background-image:url('/images/radar/death.png')"></div>
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<div class="pr-3">${player.deaths}</div>
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<span class="align-self-center oi oi-target pr-1"></span>
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<div class="pr-3 ">${player.deaths == 0 ? player.kills.toFixed(2) : (player.kills / player.deaths).toFixed(2)}</div>
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<span class="align-self-center oi oi-graph pr-1"></span>
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<div>${ player.playTime == 0 ? '—' : Math.round(player.score / (player.playTime / 60))}</div>
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</div>`);
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});
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$('.player-data-left').delay(1000).animate({opacity: 1}, 500);
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$('.player-data-right').delay(1000).animate({opacity: 1}, 500);
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}
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const stateInfo = {
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canvas: $('#map_canvas'),
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ctx: $('#map_canvas')[0].getContext('2d'),
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updateFrequency: 750,
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updateFrameTimeDeviation: 0,
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forwardDistance: undefined,
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fovWidth: undefined,
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mapInfo: undefined,
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mapScaler: undefined,
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deathIcons: {},
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deathIconTime: 4000
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};
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function updateRadarData() {
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$.getJSON('@Url.Action("Data", "Radar", new { serverId = ViewBag.ActiveServerId })', function (_radarItem) {
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newRadarData = _radarItem;
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});
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$.getJSON('@Url.Action("Map", "Radar", new { serverId = ViewBag.ActiveServerId })', function (_map) {
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stateInfo.mapInfo = _map
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});
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$.each(newRadarData, function (index, value) {
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if (previousRadarData != undefined && index < previousRadarData.length) {
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let previous = previousRadarData[index];
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// this happens when the player has first joined and we haven't gotten two snapshots yet
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if (value == null) {
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return;
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}
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if (previous == null) {
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previous = value;
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}
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// we don't want to treat a disconnected player snapshot as the previous
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else if (previous.guid == value.guid) {
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value.previous = previous;
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}
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// we haven't gotten a new item, it's just the old one again
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if (previous.id === value.id) {
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value.animationTime = previous.animationTime;
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value.previous = value;
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}
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// they died between this snapshot and last so we wanna setup the death icon
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if (!value.isAlive && previous.isAlive) {
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stateInfo.deathIcons[value.guid] = {
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animationTime: now,
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location: value.location
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};
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}
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// they respawned between this snapshot and last so we don't want to show wherever the were specating from
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else if (value.isAlive && !previous.isAlive) {
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value.previous = value;
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}
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}});
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// we switch out the items to
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previousRadarData = newRadarData;
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$('#map_name').html(stateInfo.mapInfo.alias);
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$('#map_list').css('background-image', `url(../images/radar/minimaps/compass_map_${stateInfo.mapInfo.name}@('@')2x.jpg)`);
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checkCanvasSize(stateInfo.canvas, stateInfo.ctx, $('#map_list'), stateInfo.mapInfo);
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updatePlayerData();
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}
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function updateMap() {
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let ctx = stateInfo.ctx;
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ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height);
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now = performance.now();
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$.each(previousRadarData, function (index, value) {
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if (value == null) {
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return;
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}
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if (value.previous == null) {
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value.previous = value;
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}
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// this indicates we got a new snapshot to work with so we set the time based off the previous
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// frame deviation to have minimal interpolation skipping
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if (value.animationTime === undefined) {
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value.animationTime = now - stateInfo.updateFrameTimeDeviation;
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}
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if (!value.isAlive) {
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return;
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}
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const elapsedFrameTime = now - value.animationTime;
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const completionPercent = elapsedFrameTime / stateInfo.updateFrequency;
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// certain maps like estate have an off center axis of origin, so we need to account for that
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let rotatedPreviousLocation = rotate(stateInfo.mapInfo.centerX, stateInfo.mapInfo.centerY, value.previous.location.x, value.previous.location.y, stateInfo.mapInfo.rotation);
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let rotatedCurrentLocation = rotate(stateInfo.mapInfo.centerX, stateInfo.mapInfo.centerY, value.location.x, value.location.y, stateInfo.mapInfo.rotation);
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const startX = ((stateInfo.mapInfo.maxLeft - rotatedPreviousLocation.y) * stateInfo.mapScaler) + (stateInfo.mapInfo.left * stateInfo.imageScaler);
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const startY = ((stateInfo.mapInfo.maxTop - rotatedPreviousLocation.x) * stateInfo.mapScalerY) + (stateInfo.mapInfo.top * stateInfo.imageScaler);
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const endX = ((stateInfo.mapInfo.maxLeft - rotatedCurrentLocation.y) * stateInfo.mapScaler) + (stateInfo.mapInfo.left * stateInfo.imageScaler);
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const endY = ((stateInfo.mapInfo.maxTop - rotatedCurrentLocation.x) * stateInfo.mapScalerY) + (stateInfo.mapInfo.top * stateInfo.imageScaler);
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let teamColor = value.team == 'allies' ? 'rgb(0, 122, 204, 1)' : 'rgb(255, 69, 69)';
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let fovColor = value.team == 'allies' ? 'rgba(0, 122, 204, 0.2)' : 'rgba(255, 69, 69, 0.2)';
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// this takes care of moving past the roll-over point of yaw/pitch (ie 360->0)
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const rollAngleFix = fixRollAngles(value.previous.radianAngles, value.radianAngles);
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const radianLerpX = lerp(value.previous.radianAngles.x, rollAngleFix.x, completionPercent);
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const radianLerpY = lerp(value.previous.radianAngles.y, rollAngleFix.y, completionPercent);
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// this is some jankiness to get the fov to point the right direction
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let firstVertex = calculateViewPosition(toRadians(stateInfo.mapInfo.rotation + stateInfo.mapInfo.viewPositionRotation - 90) - radianLerpX + toRadians(stateInfo.fovWidth), radianLerpY, stateInfo.forwardDistance);
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let secondVertex = calculateViewPosition(toRadians(stateInfo.mapInfo.rotation + stateInfo.mapInfo.viewPositionRotation - 90) - radianLerpX - toRadians(stateInfo.fovWidth), radianLerpY, stateInfo.forwardDistance);
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let currentX = lerp(startX, endX, completionPercent);
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let currentY = lerp(startY, endY, completionPercent);
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// we need to calculate the distance from the center of the map so we can scale if necessary
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let centerX = ((stateInfo.mapInfo.maxLeft - stateInfo.mapInfo.centerY) * stateInfo.mapScaler) + (stateInfo.mapInfo.left * stateInfo.imageScaler);
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let centerY = ((stateInfo.mapInfo.maxTop - stateInfo.mapInfo.centerX) * stateInfo.mapScaler) + (stateInfo.mapInfo.top * stateInfo.imageScaler);
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// reuse lerp to scale the pixel to map ratio
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currentX = lerp(centerX, currentX, stateInfo.mapInfo.scaler);
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currentY = lerp(centerY, currentY, stateInfo.mapInfo.scaler);
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drawCircle(ctx, currentX, currentY, teamColor);
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drawTriangle(ctx,
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{ x: currentX, y: currentY },
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{ x: currentX + firstVertex.x, y: currentY + firstVertex.y },
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{ x: currentX + secondVertex.x, y: currentY + secondVertex.y },
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fovColor);
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drawText(ctx, currentX, currentY - (textOffset * stateInfo.imageScaler), value.name, 16, 'white', teamColor, 'center')
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});
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const completedIcons = [];
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for (let key in stateInfo.deathIcons) {
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const icon = stateInfo.deathIcons[key];
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const x = ((stateInfo.mapInfo.maxLeft - icon.location.y) * stateInfo.mapScaler) + (stateInfo.mapInfo.left * stateInfo.imageScaler);
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const y = ((stateInfo.mapInfo.maxTop - icon.location.x) * stateInfo.mapScaler) + (stateInfo.mapInfo.top * stateInfo.imageScaler);
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const elapsedFrameTime = now - icon.animationTime;
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const completionPercent = elapsedFrameTime / stateInfo.deathIconTime;
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const opacity = easeLerp(1, 0, completionPercent);
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|
||||
drawImage(stateInfo.ctx, 'hud_death', x, y, opacity);
|
||||
|
||||
if (completionPercent >= 1) {
|
||||
completedIcons.push(key);
|
||||
}
|
||||
}
|
||||
|
||||
for (let i = 0; i < completedIcons.length; i++) {
|
||||
delete stateInfo.deathIcons[completedIcons[i]];
|
||||
}
|
||||
|
||||
window.requestAnimationFrame(updateMap);
|
||||
}
|
||||
|
||||
$(document).ready(function () {
|
||||
$.getJSON('@Url.Action("Map", "Radar", new { serverId = ViewBag.ActiveServerId })', function (_map) {
|
||||
stateInfo.mapInfo = _map;
|
||||
updateRadarData();
|
||||
setInterval(updateRadarData, stateInfo.updateFrequency);
|
||||
window.requestAnimationFrame(updateMap);
|
||||
});
|
||||
})
|
||||
|
||||
<environment include="Development">
|
||||
<script type="text/javascript" src="~/js/liveradar.js" defer="defer"></script>
|
||||
</environment>
|
||||
|
||||
<script type="text/javascript">
|
||||
const radarDataUrl = '@Url.Action("Data", "Radar", new { serverId = ViewBag.ActiveServerId })';
|
||||
const mapDataUrl = '@Url.Action("Map", "Radar", new { serverId = ViewBag.ActiveServerId })';
|
||||
</script>
|
||||
}
|
||||
|
@ -29,7 +29,8 @@
|
||||
"wwwroot/js/stats.js",
|
||||
"wwwroot/js/scoreboard.js",
|
||||
"wwwroot/js/configuration.js",
|
||||
"wwwroot/js/advanced_stats.js"
|
||||
"wwwroot/js/advanced_stats.js",
|
||||
"wwwroot/js/liveradar.js"
|
||||
],
|
||||
// Optionally specify minification options
|
||||
"minify": {
|
||||
|
423
WebfrontCore/wwwroot/js/liveradar.js
Normal file
423
WebfrontCore/wwwroot/js/liveradar.js
Normal file
@ -0,0 +1,423 @@
|
||||
const textOffset = 15;
|
||||
let previousRadarData = undefined;
|
||||
let newRadarData = undefined;
|
||||
|
||||
/************************
|
||||
* IW4 *
|
||||
* **********************/
|
||||
const weapons = {};
|
||||
weapons["ak47"] = "ak47";
|
||||
weapons["ak47classic"] = "icon_ak47_classic";
|
||||
weapons["ak74u"] = "akd74u";
|
||||
weapons["m16"] = "m16a4";
|
||||
weapons["m4"] = "m4carbine";
|
||||
weapons["fn2000"] = "fn2000";
|
||||
weapons["masada"] = "masada";
|
||||
weapons["famas"] = "famas";
|
||||
weapons["fal"] = "fnfal";
|
||||
weapons["scar"] = "scar_h";
|
||||
weapons["tavor"] = "tavor";
|
||||
|
||||
weapons["mp5k"] = "mp5k";
|
||||
weapons["uzi"] = "mini_uzi";
|
||||
weapons["p90"] = "p90";
|
||||
weapons["kriss"] = "kriss";
|
||||
weapons["ump45"] = "ump45";
|
||||
|
||||
weapons["rpd"] = "rpd";
|
||||
weapons["sa80"] = "sa80_lmg";
|
||||
weapons["mg4"] = "mg4";
|
||||
weapons["m240"] = "m240";
|
||||
weapons["aug"] = "steyr";
|
||||
|
||||
weapons["barrett"] = "barrett50cal";
|
||||
weapons["wa2000"] = "wa2000";
|
||||
weapons["m21"] = "m14ebr";
|
||||
weapons["cheytac"] = "cheytac";
|
||||
weapons["dragunov"] = "dragunovsvd";
|
||||
|
||||
weapons["beretta"] = "m9beretta";
|
||||
weapons["usp"] = "usp_45";
|
||||
weapons["deserteagle"] = "desert_eagle";
|
||||
weapons["deserteaglegold"] = "desert_eagle_gold";
|
||||
weapons["desert"]
|
||||
weapons["coltanaconda"] = "colt_anaconda";
|
||||
|
||||
weapons["tmp"] = "mp9";
|
||||
weapons["glock"] = "glock";
|
||||
weapons["beretta393"] = "beretta393";
|
||||
weapons["pp2000"] = "pp2000";
|
||||
|
||||
weapons["ranger"] = "sawed_off";
|
||||
weapons["model1887"] = "model1887";
|
||||
weapons["striker"] = "striker";
|
||||
weapons["aa12"] = "aa12";
|
||||
weapons["m1014"] = "benelli_m4";
|
||||
weapons["spas12"] = "spas12";
|
||||
|
||||
weapons["m79"] = "m79";
|
||||
weapons["rpg"] = "rpg";
|
||||
weapons["at4"] = "at4";
|
||||
weapons["stinger"] = "stinger";
|
||||
weapons["javelin"] = "javelin";
|
||||
|
||||
weapons["m40a3"] = "m40a3";
|
||||
weapons["none"] = "neutral";
|
||||
weapons["riotshield"] = "riot_shield";
|
||||
weapons["peacekeeper"] = "peacekeeper";
|
||||
|
||||
function drawCircle(context, x, y, color) {
|
||||
context.beginPath();
|
||||
context.arc(x, y, 6 * stateInfo.imageScaler, 0, 2 * Math.PI, false);
|
||||
context.fillStyle = color;
|
||||
context.fill();
|
||||
context.lineWidth = 0.5;
|
||||
context.strokeStyle = 'rgba(255, 255, 255, 0.5)';
|
||||
context.closePath();
|
||||
context.stroke();
|
||||
}
|
||||
|
||||
function drawLine(context, x1, y1, x2, y2, color) {
|
||||
context.beginPath();
|
||||
context.lineWidth = '3';
|
||||
context.moveTo(x1, y1);
|
||||
context.lineTo(x2, y2);
|
||||
context.closePath();
|
||||
context.stroke();
|
||||
}
|
||||
|
||||
function drawTriangle(context, v1, v2, v3, color) {
|
||||
context.beginPath();
|
||||
context.moveTo(v1.x, v1.y);
|
||||
context.lineTo(v2.x, v2.y);
|
||||
context.lineTo(v3.x, v3.y);
|
||||
context.closePath();
|
||||
context.fillStyle = color;
|
||||
context.fill();
|
||||
}
|
||||
|
||||
function drawText(context, x, y, text, size, fillColor, strokeColor, alignment = 'left') {
|
||||
context.beginPath();
|
||||
context.save();
|
||||
context.font = `bold ${Math.max(12, size * stateInfo.imageScaler)}px courier new`;
|
||||
context.fillStyle = fillColor;
|
||||
context.shadowColor = strokeColor;
|
||||
context.shadowBlur = 4;
|
||||
context.textAlign = alignment;
|
||||
context.fillText(text, x, y);
|
||||
context.restore();
|
||||
context.closePath();
|
||||
}
|
||||
|
||||
function drawImage(context, imgSelector, x, y, alpha = 1) {
|
||||
context.save();
|
||||
context.globalAlpha = alpha;
|
||||
context.drawImage(document.getElementById(imgSelector), x - (15 * stateInfo.imageScaler), y - (15 * stateInfo.imageScaler), 32 * stateInfo.imageScaler, 32 * stateInfo.imageScaler);
|
||||
context.globalAlpha = 1;
|
||||
context.restore();
|
||||
}
|
||||
|
||||
function checkCanvasSize(canvas, context, minimap, map) {
|
||||
|
||||
let width = Math.round(minimap.width());
|
||||
if (Math.round(context.canvas.width) != width) {
|
||||
|
||||
canvas.width(width);
|
||||
canvas.height(width);
|
||||
|
||||
context.canvas.height = width;
|
||||
context.canvas.width = context.canvas.height;
|
||||
}
|
||||
|
||||
stateInfo.imageScaler = (stateInfo.canvas.width() / 1024)
|
||||
stateInfo.mapScalerX = (((stateInfo.mapInfo.right * stateInfo.imageScaler) - (stateInfo.mapInfo.left * stateInfo.imageScaler)) / stateInfo.mapInfo.width);
|
||||
stateInfo.mapScalerY = (((stateInfo.mapInfo.bottom * stateInfo.imageScaler) - (stateInfo.mapInfo.top * stateInfo.imageScaler)) / stateInfo.mapInfo.height);
|
||||
stateInfo.mapScaler = (stateInfo.mapScalerX + stateInfo.mapScalerY) / 2
|
||||
|
||||
stateInfo.forwardDistance = 500.0;
|
||||
stateInfo.fovWidth = 40;
|
||||
}
|
||||
|
||||
function calculateViewPosition(x, y, distance) {
|
||||
let nx = Math.cos(x) * Math.cos(y);
|
||||
let ny = Math.sin(x) * Math.cos(y);
|
||||
let nz = Math.sin(360.0 - y);
|
||||
|
||||
return { x: (nx * distance) * stateInfo.mapScaler, y: (ny * distance) * stateInfo.mapScaler, z: (nz * distance) * stateInfo.mapScaler };
|
||||
}
|
||||
|
||||
function lerp(start, end, complete) {
|
||||
return (1 - complete) * start + complete * end;
|
||||
}
|
||||
|
||||
function easeLerp(start, end, t) {
|
||||
let t2 = (1 - Math.cos(t * Math.PI)) / 2;
|
||||
|
||||
return (start * (1-t2) + end * t2);
|
||||
}
|
||||
|
||||
function fixRollAngles(oldAngles, newAngles) {
|
||||
let newX = newAngles.x;
|
||||
let newY = newAngles.y;
|
||||
|
||||
let angleDifferenceX = (oldAngles.x - newAngles.x);
|
||||
|
||||
if (angleDifferenceX > Math.PI) {
|
||||
newX = oldAngles.x + (Math.PI * 2) - angleDifferenceX;
|
||||
}
|
||||
|
||||
else if (Math.abs(newAngles.x - oldAngles.x) > Math.PI) {
|
||||
newX = newAngles.x - (Math.PI * 2);
|
||||
}
|
||||
|
||||
let angleDifferenceY = (oldAngles.y - newAngles.y);
|
||||
|
||||
if (angleDifferenceY > Math.PI) {
|
||||
newY = oldAngles.y + (Math.PI * 2) - angleDifferenceY;
|
||||
}
|
||||
|
||||
else if (Math.abs(newAngles.y - oldAngles.y) > Math.PI) {
|
||||
newY = newAngles.y - (Math.PI * 2);
|
||||
}
|
||||
|
||||
return { x: newX, y: newY };
|
||||
}
|
||||
|
||||
function toRadians(deg) {
|
||||
return deg * Math.PI / 180.0;
|
||||
}
|
||||
|
||||
function rotate(cx, cy, x, y, angle) {
|
||||
var radians = (Math.PI / 180) * angle,
|
||||
cos = Math.cos(radians),
|
||||
sin = Math.sin(radians),
|
||||
nx = (cos * (x - cx)) + (sin * (y - cy)) + cx,
|
||||
ny = (cos * (y - cy)) - (sin * (x - cx)) + cy;
|
||||
return {
|
||||
x: nx,
|
||||
y: ny
|
||||
};
|
||||
}
|
||||
|
||||
function weaponImageForWeapon(weapon) {
|
||||
let name = weapon.split('_')[0];
|
||||
if (weapons[name] === undefined) {
|
||||
console.log(name);
|
||||
name = "none";
|
||||
}
|
||||
|
||||
return `../images/radar/hud_weapons/hud_${weapons[name]}.png`;
|
||||
}
|
||||
|
||||
function updatePlayerData() {
|
||||
$('.player-data-left').html('');
|
||||
$('.player-data-right').html('');
|
||||
|
||||
$.each(newRadarData, function (index, player) {
|
||||
if (player == null) {
|
||||
return;
|
||||
}
|
||||
|
||||
let column = player.team === 'allies' ? $('.player-data-left') : $('.player-data-right');
|
||||
column.append(`<div class="progress" style="height: 1.5rem; background-color: transparent;">
|
||||
<div style="position: absolute; font-size: 1rem; left: 1.5rem;">${player.name}</div>
|
||||
<div class="progress-bar bg-success" role="progressbar" style="min-width: 0px; width: ${player.health}%" aria-valuenow="${player.health}" aria-valuemin="0" aria-valuemax="100"></div>
|
||||
<div class="progress-bar bg-danger" role="progressbar" style="min-width: 0px; border-right: 0px; width: ${100 - player.health}%" aria-valuenow="${100 - player.health}" aria-valuemin="0" aria-valuemax="100"></div>
|
||||
</div>
|
||||
<div class="d-flex flex-row flex-wrap p-2 mb-4 bg-dark border-bottom">
|
||||
<div style="width: 3rem; height: 1.5rem; background-image:url(${weaponImageForWeapon(player.weapon)}); background-size: 3rem 1.5rem;" class="mr-auto text-left">
|
||||
</div>
|
||||
<div class="player-stat-icon" style="background-image:url('/images/radar/kills.png')"></div>
|
||||
<div class="pr-2">${player.kills}</div>
|
||||
<div class="player-stat-icon" style="background-image:url('/images/radar/death.png')"></div>
|
||||
<div class="pr-3">${player.deaths}</div>
|
||||
<span class="align-self-center oi oi-target pr-1"></span>
|
||||
<div class="pr-3 ">${player.deaths == 0 ? player.kills.toFixed(2) : (player.kills / player.deaths).toFixed(2)}</div>
|
||||
<span class="align-self-center oi oi-graph pr-1"></span>
|
||||
<div>${ player.playTime == 0 ? '—' : Math.round(player.score / (player.playTime / 60))}</div>
|
||||
</div>`);
|
||||
});
|
||||
|
||||
$('.player-data-left').delay(1000).animate({opacity: 1}, 500);
|
||||
$('.player-data-right').delay(1000).animate({opacity: 1}, 500);
|
||||
}
|
||||
|
||||
const stateInfo = {
|
||||
canvas: $('#map_canvas'),
|
||||
ctx: $('#map_canvas')[0].getContext('2d'),
|
||||
updateFrequency: 750,
|
||||
updateFrameTimeDeviation: 0,
|
||||
forwardDistance: undefined,
|
||||
fovWidth: undefined,
|
||||
mapInfo: undefined,
|
||||
mapScaler: undefined,
|
||||
deathIcons: {},
|
||||
deathIconTime: 4000
|
||||
};
|
||||
|
||||
function updateRadarData() {
|
||||
$.getJSON(radarDataUrl, function (_radarItem) {
|
||||
newRadarData = _radarItem;
|
||||
});
|
||||
|
||||
|
||||
$.getJSON(mapDataUrl, function (_map) {
|
||||
stateInfo.mapInfo = _map
|
||||
});
|
||||
|
||||
$.each(newRadarData, function (index, value) {
|
||||
if (previousRadarData != undefined && index < previousRadarData.length) {
|
||||
|
||||
let previous = previousRadarData[index];
|
||||
|
||||
// this happens when the player has first joined and we haven't gotten two snapshots yet
|
||||
if (value == null) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (previous == null) {
|
||||
previous = value;
|
||||
}
|
||||
|
||||
// we don't want to treat a disconnected player snapshot as the previous
|
||||
else if (previous.guid == value.guid) {
|
||||
value.previous = previous;
|
||||
}
|
||||
|
||||
// we haven't gotten a new item, it's just the old one again
|
||||
if (previous.id === value.id) {
|
||||
value.animationTime = previous.animationTime;
|
||||
value.previous = value;
|
||||
}
|
||||
|
||||
// they died between this snapshot and last so we wanna setup the death icon
|
||||
if (!value.isAlive && previous.isAlive) {
|
||||
stateInfo.deathIcons[value.guid] = {
|
||||
animationTime: now,
|
||||
location: value.location
|
||||
};
|
||||
}
|
||||
|
||||
// they respawned between this snapshot and last so we don't want to show wherever the were specating from
|
||||
else if (value.isAlive && !previous.isAlive) {
|
||||
value.previous = value;
|
||||
}
|
||||
}});
|
||||
|
||||
// we switch out the items to
|
||||
previousRadarData = newRadarData;
|
||||
|
||||
$('#map_name').html(stateInfo.mapInfo.alias);
|
||||
$('#map_list').css('background-image', `url(../images/radar/minimaps/compass_map_${stateInfo.mapInfo.name}@('@')2x.jpg)`);
|
||||
checkCanvasSize(stateInfo.canvas, stateInfo.ctx, $('#map_list'), stateInfo.mapInfo);
|
||||
updatePlayerData();
|
||||
}
|
||||
|
||||
function updateMap() {
|
||||
let ctx = stateInfo.ctx;
|
||||
|
||||
ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height);
|
||||
now = performance.now();
|
||||
|
||||
$.each(previousRadarData, function (index, value) {
|
||||
if (value == null) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (value.previous == null) {
|
||||
value.previous = value;
|
||||
}
|
||||
|
||||
// this indicates we got a new snapshot to work with so we set the time based off the previous
|
||||
// frame deviation to have minimal interpolation skipping
|
||||
if (value.animationTime === undefined) {
|
||||
value.animationTime = now - stateInfo.updateFrameTimeDeviation;
|
||||
}
|
||||
|
||||
if (!value.isAlive) {
|
||||
return;
|
||||
}
|
||||
|
||||
const elapsedFrameTime = now - value.animationTime;
|
||||
const completionPercent = elapsedFrameTime / stateInfo.updateFrequency;
|
||||
|
||||
// certain maps like estate have an off center axis of origin, so we need to account for that
|
||||
let rotatedPreviousLocation = rotate(stateInfo.mapInfo.centerX, stateInfo.mapInfo.centerY, value.previous.location.x, value.previous.location.y, stateInfo.mapInfo.rotation);
|
||||
let rotatedCurrentLocation = rotate(stateInfo.mapInfo.centerX, stateInfo.mapInfo.centerY, value.location.x, value.location.y, stateInfo.mapInfo.rotation);
|
||||
|
||||
const startX = ((stateInfo.mapInfo.maxLeft - rotatedPreviousLocation.y) * stateInfo.mapScaler) + (stateInfo.mapInfo.left * stateInfo.imageScaler);
|
||||
const startY = ((stateInfo.mapInfo.maxTop - rotatedPreviousLocation.x) * stateInfo.mapScalerY) + (stateInfo.mapInfo.top * stateInfo.imageScaler);
|
||||
|
||||
const endX = ((stateInfo.mapInfo.maxLeft - rotatedCurrentLocation.y) * stateInfo.mapScaler) + (stateInfo.mapInfo.left * stateInfo.imageScaler);
|
||||
const endY = ((stateInfo.mapInfo.maxTop - rotatedCurrentLocation.x) * stateInfo.mapScalerY) + (stateInfo.mapInfo.top * stateInfo.imageScaler);
|
||||
|
||||
let teamColor = value.team == 'allies' ? 'rgb(0, 122, 204, 1)' : 'rgb(255, 69, 69)';
|
||||
let fovColor = value.team == 'allies' ? 'rgba(0, 122, 204, 0.2)' : 'rgba(255, 69, 69, 0.2)';
|
||||
|
||||
// this takes care of moving past the roll-over point of yaw/pitch (ie 360->0)
|
||||
const rollAngleFix = fixRollAngles(value.previous.radianAngles, value.radianAngles);
|
||||
|
||||
const radianLerpX = lerp(value.previous.radianAngles.x, rollAngleFix.x, completionPercent);
|
||||
const radianLerpY = lerp(value.previous.radianAngles.y, rollAngleFix.y, completionPercent);
|
||||
|
||||
// this is some jankiness to get the fov to point the right direction
|
||||
let firstVertex = calculateViewPosition(toRadians(stateInfo.mapInfo.rotation + stateInfo.mapInfo.viewPositionRotation - 90) - radianLerpX + toRadians(stateInfo.fovWidth), radianLerpY, stateInfo.forwardDistance);
|
||||
let secondVertex = calculateViewPosition(toRadians(stateInfo.mapInfo.rotation + stateInfo.mapInfo.viewPositionRotation - 90) - radianLerpX - toRadians(stateInfo.fovWidth), radianLerpY, stateInfo.forwardDistance);
|
||||
|
||||
let currentX = lerp(startX, endX, completionPercent);
|
||||
let currentY = lerp(startY, endY, completionPercent);
|
||||
|
||||
// we need to calculate the distance from the center of the map so we can scale if necessary
|
||||
let centerX = ((stateInfo.mapInfo.maxLeft - stateInfo.mapInfo.centerY) * stateInfo.mapScaler) + (stateInfo.mapInfo.left * stateInfo.imageScaler);
|
||||
let centerY = ((stateInfo.mapInfo.maxTop - stateInfo.mapInfo.centerX) * stateInfo.mapScaler) + (stateInfo.mapInfo.top * stateInfo.imageScaler);
|
||||
|
||||
// reuse lerp to scale the pixel to map ratio
|
||||
currentX = lerp(centerX, currentX, stateInfo.mapInfo.scaler);
|
||||
currentY = lerp(centerY, currentY, stateInfo.mapInfo.scaler);
|
||||
|
||||
drawCircle(ctx, currentX, currentY, teamColor);
|
||||
drawTriangle(ctx,
|
||||
{ x: currentX, y: currentY },
|
||||
{ x: currentX + firstVertex.x, y: currentY + firstVertex.y },
|
||||
{ x: currentX + secondVertex.x, y: currentY + secondVertex.y },
|
||||
fovColor);
|
||||
drawText(ctx, currentX, currentY - (textOffset * stateInfo.imageScaler), value.name, 16, 'white', teamColor, 'center')
|
||||
});
|
||||
|
||||
const completedIcons = [];
|
||||
|
||||
for (let key in stateInfo.deathIcons) {
|
||||
const icon = stateInfo.deathIcons[key];
|
||||
|
||||
const x = ((stateInfo.mapInfo.maxLeft - icon.location.y) * stateInfo.mapScaler) + (stateInfo.mapInfo.left * stateInfo.imageScaler);
|
||||
const y = ((stateInfo.mapInfo.maxTop - icon.location.x) * stateInfo.mapScaler) + (stateInfo.mapInfo.top * stateInfo.imageScaler);
|
||||
|
||||
const elapsedFrameTime = now - icon.animationTime;
|
||||
const completionPercent = elapsedFrameTime / stateInfo.deathIconTime;
|
||||
const opacity = easeLerp(1, 0, completionPercent);
|
||||
|
||||
drawImage(stateInfo.ctx, 'hud_death', x, y, opacity);
|
||||
|
||||
if (completionPercent >= 1) {
|
||||
completedIcons.push(key);
|
||||
}
|
||||
}
|
||||
|
||||
for (let i = 0; i < completedIcons.length; i++) {
|
||||
delete stateInfo.deathIcons[completedIcons[i]];
|
||||
}
|
||||
|
||||
window.requestAnimationFrame(updateMap);
|
||||
}
|
||||
|
||||
$(document).ready(function () {
|
||||
if ($('#map_canvas').length === 0) {
|
||||
return;
|
||||
}
|
||||
$.getJSON(radarDataUrl, function (_map) {
|
||||
stateInfo.mapInfo = _map;
|
||||
updateRadarData();
|
||||
setInterval(updateRadarData, stateInfo.updateFrequency);
|
||||
window.requestAnimationFrame(updateMap);
|
||||
});
|
||||
})
|
Loading…
Reference in New Issue
Block a user