Take a rough swing at phone support

This commit is contained in:
Eevee (Evelyn Woods) 2020-09-26 02:55:39 -06:00
parent a2e1ed4820
commit b40805c02e
3 changed files with 220 additions and 24 deletions

View File

@ -10,6 +10,7 @@
<meta name="og:image" content="https://c.eev.ee/lexys-labyrinth/og-preview.png">
<meta name="og:title" content="Lexy's Labyrinth">
<meta name="og:description" content="A (work in progress) reimplementation of Chip's Challenge 1 and 2, using entirely free assets.">
<meta name="viewport" content="width=device-width, initial-scale=1">
</head>
<body data-mode="splash">
<header id="header-main">
@ -116,10 +117,10 @@
</div>
<div class="controls">
<div class="play-controls">
<button class="control-pause" type="button">Pause (p)</button>
<button class="control-pause" type="button">Pause <span class="keyhint">(p)</span></button>
<button class="control-restart" type="button">Restart</button>
<button class="control-undo" type="button">Undo</button>
<button class="control-rewind" type="button">Rewind (z)</button>
<button class="control-rewind" type="button">Rewind <span class="keyhint">(z)</span></button>
</div>
<div class="demo-controls">
<button class="demo-play" type="button">View replay</button>

View File

@ -500,6 +500,7 @@ class Player extends PrimaryView {
let key_target = document.body;
this.previous_input = new Set; // actions that were held last tic
this.previous_action = null; // last direction we were moving, if any
this.using_touch = false; // true if using touch controls
this.current_keys = new Set; // keys that are currently held
// TODO this could all probably be more rigorous but it's fine for now
key_target.addEventListener('keydown', ev => {
@ -542,6 +543,7 @@ class Player extends PrimaryView {
ev.stopPropagation();
ev.preventDefault();
// TODO for demo compat, this should happen as part of input reading?
if (this.state === 'waiting') {
this.set_state('playing');
}
@ -560,13 +562,97 @@ class Player extends PrimaryView {
ev.preventDefault();
}
});
// Similarly, grab touch events and translate them to directions
this.current_touches = {}; // ident => action
let touch_target = this.root.querySelector('.-main-area');
let collect_touches = ev => {
ev.stopPropagation();
ev.preventDefault();
// If state is anything other than playing/waiting, probably switch to playing, similar
// to pressing spacebar
if (ev.type === 'touchstart') {
if (this.state === 'paused') {
this.toggle_pause();
return;
}
else if (this.state === 'stopped') {
if (this.level.state === 'success') {
// Advance to the next level
// TODO game ending?
// TODO this immediately begins it too, not sure why
this.conductor.change_level(this.conductor.level_index + 1);
}
else {
// Restart
this.restart_level();
}
return;
}
}
// Figure out where these touches are, relative to the game area
// TODO allow starting a level without moving?
let rect = touch_target.getBoundingClientRect();
for (let touch of ev.changedTouches) {
// Normalize touch coordinates to [-1, 1]
let rx = (touch.clientX - rect.left) / rect.width * 2 - 1;
let ry = (touch.clientY - rect.top) / rect.height * 2 - 1;
// Divine a direction from the results
let action;
if (Math.abs(rx) > Math.abs(ry)) {
if (rx < 0) {
action = 'left';
}
else {
action = 'right';
}
}
else {
if (ry < 0) {
action = 'up';
}
else {
action = 'down';
}
}
this.current_touches[touch.identifier] = action;
}
// TODO for demo compat, this should happen as part of input reading?
if (this.state === 'waiting') {
this.set_state('playing');
}
};
touch_target.addEventListener('touchstart', collect_touches);
touch_target.addEventListener('touchmove', collect_touches);
let dismiss_touches = ev => {
for (let touch of ev.changedTouches) {
delete this.current_touches[touch.identifier];
}
};
touch_target.addEventListener('touchend', dismiss_touches);
touch_target.addEventListener('touchcancel', dismiss_touches);
// When we lose focus, act as though every key was released, and pause the game
window.addEventListener('blur', ev => {
this.current_keys.clear();
this.current_touches = {};
if (this.state === 'playing' || this.state === 'rewinding') {
this.set_state('paused');
this.autopause();
}
});
// Same when the window becomes hidden (especially important on phones, where this covers
// turning the screen off!)
document.addEventListener('visibilitychange', ev => {
if (document.visibilityState === 'hidden') {
this.current_keys.clear();
this.current_touches = {};
if (this.state === 'playing' || this.state === 'rewinding') {
this.autopause();
}
}
});
@ -688,6 +774,9 @@ class Player extends PrimaryView {
for (let key of this.current_keys) {
input.add(this.key_mapping[key]);
}
for (let action of Object.values(this.current_touches)) {
input.add(action);
}
return input;
}
}
@ -907,6 +996,10 @@ class Player extends PrimaryView {
}
}
autopause() {
this.set_state('paused');
}
// waiting: haven't yet pressed a key so the timer isn't going
// playing: playing normally
// paused: um, paused
@ -931,7 +1024,12 @@ class Player extends PrimaryView {
else if (this.state === 'paused') {
overlay_reason = 'paused';
overlay_bottom = "/// paused ///";
overlay_keyhint = "press P to resume";
if (this.using_touch) {
overlay_keyhint = "tap to resume";
}
else {
overlay_keyhint = "press P to resume";
}
}
else if (this.state === 'stopped') {
if (this.level.state === 'failure') {
@ -939,7 +1037,13 @@ class Player extends PrimaryView {
overlay_top = "whoops";
let obits = OBITUARIES[this.level.fail_reason] ?? OBITUARIES['generic'];
overlay_bottom = random_choice(obits);
overlay_keyhint = "press space to try again, or Z to rewind";
if (this.using_touch) {
// TODO touch gesture to rewind?
overlay_keyhint = "tap to try again, or tap undo/rewind above";
}
else {
overlay_keyhint = "press space to try again, or Z to rewind";
}
}
else {
// We just beat the level! Hey, that's cool.
@ -1002,7 +1106,12 @@ class Player extends PrimaryView {
"alphanumeric!", "nice dynamic typing!",
]);
}
overlay_keyhint = "press space to move on";
if (this.using_touch) {
overlay_keyhint = "tap to move on";
}
else {
overlay_keyhint = "press space to move on";
}
overlay_middle = mk('dl.score-chart',
mk('dt', "base score"),
@ -1134,14 +1243,23 @@ class Player extends PrimaryView {
// Auto-size the game canvas to fit the screen, if possible
adjust_scale() {
// TODO make this optional
// The base size is the size of the canvas, i.e. the viewport size times the tile size --
// but note that horizontally we have 4 extra tiles for the inventory
// TODO if there's ever a portrait view for phones, this will need adjusting
let base_x = this.conductor.tileset.size_x * (this.renderer.viewport_size_x + 4);
let base_y = this.conductor.tileset.size_y * this.renderer.viewport_size_y;
// The main UI is centered in a flex item with auto margins, so the
// extra space available is the size of those margins
let style = window.getComputedStyle(this.root);
let is_portrait = !! style.getPropertyValue('--is-portrait');
// The base size is the size of the canvas, i.e. the viewport size times the tile size --
// but note that we have 2x4 extra tiles for the inventory depending on layout
// TODO if there's ever a portrait view for phones, this will need adjusting
let base_x, base_y;
if (is_portrait) {
base_x = this.conductor.tileset.size_x * this.renderer.viewport_size_x;
base_y = this.conductor.tileset.size_y * (this.renderer.viewport_size_y + 2);
}
else {
base_x = this.conductor.tileset.size_x * (this.renderer.viewport_size_x + 4);
base_y = this.conductor.tileset.size_y * this.renderer.viewport_size_y;
}
// The main UI is centered in a flex item with auto margins, so the extra space available is
// the size of those margins (which naturally discounts the size of the buttons and music
// title and whatnot, so those automatically reserve their own space)
if (style['display'] === 'none') {
// the computed margins can be 'auto' in this case
return;
@ -1153,9 +1271,10 @@ class Player extends PrimaryView {
let total_x = extra_x + this.renderer.canvas.offsetWidth + this.inventory_el.offsetWidth;
let total_y = extra_y + this.renderer.canvas.offsetHeight;
let dpr = window.devicePixelRatio || 1.0;
// Divide to find the biggest scale that still fits. But don't
// exceed 90% of the available space, or it'll feel cramped.
let scale = Math.floor(0.9 * dpr * Math.min(total_x / base_x, total_y / base_y));
// Divide to find the biggest scale that still fits. But don't exceed 90% of the available
// space, or it'll feel cramped (except on small screens, where being too small HURTS).
let maxfrac = total_x < 800 ? 1 : 0.9;
let scale = Math.floor(maxfrac * dpr * Math.min(total_x / base_x, total_y / base_y));
if (scale <= 1) {
scale = 1;
}

View File

@ -281,7 +281,7 @@ body > header {
align-items: center;
gap: 0.5em;
margin: 0.25em;
padding: 0.5em;
line-height: 1.125;
}
body > header h1 {
@ -291,14 +291,13 @@ body > header h2 {
font-size: 1.33em;
}
body > header h3 {
font-size: 1.25em;
font-size: 1.75em;
}
body > header > nav {
flex: 1;
display: flex;
justify-content: flex-end;
gap: 0.5em;
margin: 0.25rem 0.5rem;
}
body > header button {
font-size: 0.75em;
@ -317,8 +316,25 @@ body[data-mode=player] #editor-play {
order: 3;
color: #606060;
}
#header-level {
font-size: 1.5em;
@media (max-width: 800px) {
body > header {
padding: 0.25em;
}
/* All these headings are way too big on phones */
body > header h1 {
font-size: 1.25em;
}
body > header h2 {
font-size: 1.125em;
}
body > header h3 {
font-size: 1.0625em;
}
body > header p {
/* "a game by eevee" takes up too much space :( */
display: none;
}
}
/**************************************************************************************************/
@ -379,6 +395,23 @@ body[data-mode=player] #editor-play {
grid-area: yours;
}
@media (max-width: 800px) {
#splash {
/* Grid layout doesn't fit, just stack everything */
display: flex;
flex-direction: column;
/* 10% padding is way way too much */
padding: 1em;
}
/* Shrink logo and title */
#splash > header img {
width: 48px;
}
#splash > header h1 {
font-size: 2em;
}
}
button.level-pack-button {
display: grid;
grid:
@ -469,7 +502,7 @@ button.level-pack-button p {
justify-content: center;
align-items: center;
z-index: 1;
z-index: 2;
font-size: calc(0.5 * var(--tile-width) * var(--scale));
padding: 2%;
background: #0009;
@ -552,7 +585,6 @@ dl.score-chart .-sum {
.bonus output {
flex: 1;
font-size: 2em;
padding: 0.125em;
min-width: 2em;
min-height: 1em;
line-height: 1;
@ -584,9 +616,11 @@ dl.score-chart .-sum {
}
#player .bonus {
visibility: hidden;
display: none;
}
#player.--bonus-visible .bonus {
visibility: initial;
display: initial;
}
.message {
@ -644,11 +678,14 @@ dl.score-chart .-sum {
#player-music {
grid-area: music;
display: flex;
gap: 1em;
margin: 0 1em;
text-transform: lowercase;
color: #909090;
}
#player-music #player-music-left {
flex: 1 0 auto;
/* allow me to wrap if need be */
flex: 1 0 0px;
}
#player-music #player-music-right {
text-align: right;
@ -709,6 +746,45 @@ main.--has-demo .demo-controls {
}
@media (max-width: 800px) {
#player {
/* sentinel for js */
--is-portrait: 1;
/* The play area isn't necessarily the biggest thing any more, and it's ugly when stretched */
align-items: center;
}
#player > .-main-area {
/* Rearrange the grid to be vertical */
grid:
"level level"
"chips inventory"
"time inventory"
"bonus inventory"
/ min-content min-content
;
row-gap: 0.5em;
column-gap: 1em;
padding: 0.5em;
}
#player .inventory {
/* stick me in the center right */
place-self: center end;
}
#player .message {
/* Overlay hints on the inventory area */
grid-row: chips / bonus;
grid-column: level;
z-index: 1;
font-size: calc(var(--tile-height) * var(--scale) / 2.5);
}
#player-music {
/* Stack the title/artist on the volume, since they don't fit well side by side */
font-size: 0.875em;
}
}
/**************************************************************************************************/
/* Editor */