move live radar js into own file

This commit is contained in:
RaidMax 2022-03-23 12:52:11 -05:00
parent 85d44b0eb0
commit 20858991e1
4 changed files with 433 additions and 426 deletions

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@ -23,7 +23,7 @@
</ItemGroup>
<ItemGroup>
<PackageReference Include="RaidMax.IW4MAdmin.SharedLibraryCore" Version="2022.2.28.1" PrivateAssets="All" />
<PackageReference Include="RaidMax.IW4MAdmin.SharedLibraryCore" Version="2022.3.23.1" PrivateAssets="All" />
</ItemGroup>
<Target Name="PostBuild" AfterTargets="PostBuildEvent">

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@ -41,430 +41,13 @@
<!-- images used by canvas -->
<img class="hide" id="hud_death" src="~/images/radar/death.png" />
@section scripts {
<script defer="defer">
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 = index % 2 == 0 ? $('.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 ? '&mdash;' : 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('@Url.Action("Data", "Radar", new { serverId = ViewBag.ActiveServerId })', function (_radarItem) {
newRadarData = _radarItem;
});
$.getJSON('@Url.Action("Map", "Radar", new { serverId = ViewBag.ActiveServerId })', 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 () {
$.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>
}

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@ -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": {

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@ -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 ? '&mdash;' : 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);
});
})