This commit is contained in:
Pierre Wessman 2025-10-01 13:57:42 +00:00
parent 6b881b34b1
commit 92b2d30d2b
11 changed files with 1293 additions and 4 deletions

27
.gitignore vendored Normal file
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@ -0,0 +1,27 @@
# Dependencies
node_modules/
# Build outputs
dist/
build/
*.log
# Environment variables
.env
.env.local
.env*.local
# IDE
.vscode/
.idea/
*.swp
*.swo
*~
# OS
.DS_Store
Thumbs.db
# Temporary files
*.tmp
.cache/

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@ -10,7 +10,6 @@ Best for: Realistic tactics, good visual feedback, manageable scope
Core Concept: Core Concept:
Players have exact X/Y coordinates on a 2D rink Players have exact X/Y coordinates on a 2D rink
No physics engine, but movement is interpolated curves (bezier/spline)
Each player runs a behavior tree every update tick (60+ times per second) Each player runs a behavior tree every update tick (60+ times per second)
Behavior Tree Structure: Behavior Tree Structure:
@ -41,7 +40,6 @@ Player stamina/speed
B) Puck Movement: B) Puck Movement:
No physics! Puck "teleports" but with travel time
Pass success = f(passer skill, pass distance, pressure, receiver skill) Pass success = f(passer skill, pass distance, pressure, receiver skill)
Shots = trajectory calculation with goalie save probability Shots = trajectory calculation with goalie save probability

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index.html Normal file
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Hockey Match Engine</title>
<style>
body {
margin: 0;
padding: 0;
display: flex;
justify-content: center;
align-items: center;
min-height: 100vh;
background-color: #1a1a1a;
}
#game-container {
box-shadow: 0 0 20px rgba(0, 0, 0, 0.5);
}
</style>
</head>
<body>
<div id="game-container"></div>
<script type="module" src="/src/game/main.ts"></script>
</body>
</html>

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package-lock.json generated Normal file
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}

View File

@ -4,9 +4,17 @@
"description": "", "description": "",
"main": "index.js", "main": "index.js",
"scripts": { "scripts": {
"test": "echo \"Error: no test specified\" && exit 1" "dev": "vite",
"build": "tsc && vite build",
"preview": "vite preview"
}, },
"keywords": [], "keywords": [],
"author": "", "author": "",
"license": "ISC" "license": "ISC",
"devDependencies": {
"@types/node": "^24.6.1",
"phaser": "^3.90.0",
"typescript": "^5.9.3",
"vite": "^5.4.11"
}
} }

27
src/config/constants.ts Normal file
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@ -0,0 +1,27 @@
// Rink dimensions (meters)
export const RINK_LENGTH = 60; // meters
export const RINK_WIDTH = 30; // meters
// Scale factor: 1 meter = 10 pixels
export const SCALE = 20;
// Rink corner radius
export const RINK_CORNER_RADIUS = 6; // meters
// Zone lines (meters from center)
export const BLUE_LINE_OFFSET = 9; // meters from center
export const GOAL_LINE_OFFSET = 26; // meters from center
// Goal dimensions
export const GOAL_WIDTH = 1.8; // meters
export const GOAL_DEPTH = 1.2; // meters
// Colors
export const COLOR_ICE = 0xf0f8ff;
export const COLOR_BOARDS = 0x8b4513;
export const COLOR_RED_LINE = 0xff0000;
export const COLOR_BLUE_LINE = 0x0000ff;
export const COLOR_GOAL_CREASE = 0x87ceeb;
// Game settings
export const FPS = 60;

94
src/game/GameScene.ts Normal file
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@ -0,0 +1,94 @@
import Phaser from 'phaser';
import {
RINK_LENGTH,
RINK_WIDTH,
RINK_CORNER_RADIUS,
SCALE,
BLUE_LINE_OFFSET,
GOAL_LINE_OFFSET,
GOAL_WIDTH,
GOAL_DEPTH,
COLOR_ICE,
COLOR_BOARDS,
COLOR_RED_LINE,
COLOR_BLUE_LINE,
COLOR_GOAL_CREASE
} from '../config/constants';
import { Goal } from './Goal';
export class GameScene extends Phaser.Scene {
private leftGoal!: Goal;
private rightGoal!: Goal;
constructor() {
super({ key: 'GameScene' });
}
create() {
this.drawRink();
this.createGoals();
}
private createGoals() {
const centerX = (RINK_LENGTH * SCALE) / 2;
const centerY = (RINK_WIDTH * SCALE) / 2;
// Left goal (positioned at left goal line)
const leftGoalX = centerX - (GOAL_LINE_OFFSET * SCALE);
this.leftGoal = new Goal(this, leftGoalX, centerY, true);
// Right goal (positioned at right goal line)
const rightGoalX = centerX + (GOAL_LINE_OFFSET * SCALE);
this.rightGoal = new Goal(this, rightGoalX, centerY, false);
}
private drawRink() {
const graphics = this.add.graphics();
// Calculate center of screen
const centerX = (RINK_LENGTH * SCALE) / 2;
const centerY = (RINK_WIDTH * SCALE) / 2;
// Draw ice surface
graphics.fillStyle(COLOR_ICE, 1);
graphics.fillRoundedRect(2, 2, RINK_LENGTH * SCALE - 4, RINK_WIDTH * SCALE - 4, RINK_CORNER_RADIUS * SCALE);
// Draw center red line (x = 0 in game coords, centerX in screen coords)
graphics.lineStyle(3, COLOR_RED_LINE, 1);
graphics.lineBetween(centerX, 0, centerX, RINK_WIDTH * SCALE);
// Draw blue lines
graphics.lineStyle(3, COLOR_BLUE_LINE, 1);
// Left blue line
const leftBlueLineX = centerX - (BLUE_LINE_OFFSET * SCALE);
graphics.lineBetween(leftBlueLineX, 0, leftBlueLineX, RINK_WIDTH * SCALE);
// Right blue line
const rightBlueLineX = centerX + (BLUE_LINE_OFFSET * SCALE);
graphics.lineBetween(rightBlueLineX, 0, rightBlueLineX, RINK_WIDTH * SCALE);
// Draw goal lines
graphics.lineStyle(3, 0xff0000, 1);
const leftGoalLineX = centerX - (GOAL_LINE_OFFSET * SCALE);
const rightGoalLineX = centerX + (GOAL_LINE_OFFSET * SCALE);
graphics.lineBetween(leftGoalLineX, 4, leftGoalLineX, RINK_WIDTH * SCALE - 4);
graphics.lineBetween(rightGoalLineX, 4, rightGoalLineX, RINK_WIDTH * SCALE - 4);
// Draw center faceoff circle
graphics.lineStyle(2, 0x0000ff, 1);
graphics.strokeCircle(centerX, centerY, 4.5 * SCALE);
// Draw center dot
graphics.fillStyle(0x0000ff, 1);
graphics.fillCircle(centerX, centerY, 5);
// Draw boards (border)
graphics.lineStyle(4, COLOR_BOARDS, 1);
graphics.strokeRoundedRect(2, 2, RINK_LENGTH * SCALE - 4, RINK_WIDTH * SCALE - 4, RINK_CORNER_RADIUS * SCALE);
}
update() {
// Game loop - will be used in later phases
}
}

116
src/game/Goal.ts Normal file
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@ -0,0 +1,116 @@
import Phaser from 'phaser';
import { SCALE, GOAL_WIDTH, GOAL_DEPTH } from '../config/constants';
export class Goal extends Phaser.GameObjects.Container {
private leftPost!: Phaser.Physics.Arcade.Image;
private rightPost!: Phaser.Physics.Arcade.Image;
private backBar!: Phaser.Physics.Arcade.Image;
private scoringZone!: Phaser.GameObjects.Zone;
private isLeftGoal: boolean;
constructor(scene: Phaser.Scene, x: number, y: number, isLeftGoal: boolean = true) {
super(scene, x, y);
this.isLeftGoal = isLeftGoal;
// Add to scene
scene.add.existing(this);
this.createGoalStructure();
}
private createGoalStructure() {
const postThickness = 0.2 * SCALE; // Post thickness
const goalWidth = GOAL_WIDTH * SCALE; // Width of goal opening (top to bottom)
const goalDepth = GOAL_DEPTH * SCALE; // Depth extending into zone
const barThickness = 0.2 * SCALE;
// Create graphics for visual representation
const graphics = this.scene.add.graphics();
// Draw goal outline (visual only)
// Left goal extends leftward (negative X), right goal extends rightward (positive X)
const offsetX = this.isLeftGoal ? -goalDepth : 0;
// Fill the scoring zone with semi-transparent color
graphics.fillStyle(0x00ff00, 0.2); // Green, 20% opacity
graphics.fillRect(
offsetX + barThickness,
-goalWidth / 2 + postThickness,
goalDepth - barThickness * 2,
goalWidth - postThickness * 2
);
// Draw goal posts (filled red)
graphics.fillStyle(0xff0000, 1);
// Top post (horizontal bar across top)
graphics.fillRect(offsetX, -goalWidth / 2, goalDepth, postThickness);
// Bottom post (horizontal bar across bottom)
graphics.fillRect(offsetX, goalWidth / 2 - postThickness, goalDepth, postThickness);
// Back bar (vertical bar at the back)
const backX = this.isLeftGoal ? offsetX : offsetX + goalDepth - barThickness;
graphics.fillRect(backX, -goalWidth / 2, barThickness, goalWidth);
this.add(graphics);
// Create physics bodies for collision (in world coordinates, not container-relative)
const physics = this.scene.physics;
// Top post - rigid body (invisible, collision only)
this.leftPost = this.scene.add.rectangle(
this.x + offsetX + goalDepth / 2,
this.y - goalWidth / 2 + postThickness / 2,
goalDepth,
postThickness
) as any;
this.leftPost.setVisible(false);
physics.add.existing(this.leftPost, true); // true = static body
// Bottom post - rigid body (invisible, collision only)
this.rightPost = this.scene.add.rectangle(
this.x + offsetX + goalDepth / 2,
this.y + goalWidth / 2 - postThickness / 2,
goalDepth,
postThickness
) as any;
this.rightPost.setVisible(false);
physics.add.existing(this.rightPost, true);
// Back bar (invisible, collision only)
this.backBar = this.scene.add.rectangle(
this.x + backX + barThickness / 2,
this.y,
barThickness,
goalWidth
) as any;
this.backBar.setVisible(false);
physics.add.existing(this.backBar, true);
// Scoring zone - sensor (no physical collision, just detection)
this.scoringZone = this.scene.add.zone(
this.x + offsetX + goalDepth / 2,
this.y,
goalDepth - barThickness * 2,
goalWidth - postThickness * 2
);
physics.add.existing(this.scoringZone, true);
}
public getLeftPost(): Phaser.Physics.Arcade.Image {
return this.leftPost;
}
public getRightPost(): Phaser.Physics.Arcade.Image {
return this.rightPost;
}
public getBackBar(): Phaser.Physics.Arcade.Image {
return this.backBar;
}
public getScoringZone(): Phaser.GameObjects.Zone {
return this.scoringZone;
}
}

25
src/game/main.ts Normal file
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import Phaser from 'phaser';
import { GameScene } from './GameScene';
import { RINK_LENGTH, RINK_WIDTH, SCALE, FPS } from '../config/constants';
const config: Phaser.Types.Core.GameConfig = {
type: Phaser.AUTO,
width: RINK_LENGTH * SCALE,
height: RINK_WIDTH * SCALE,
parent: 'game-container',
backgroundColor: '#1a1a1a',
physics: {
default: 'arcade',
arcade: {
gravity: { x: 0, y: 0 },
debug: false
}
},
fps: {
target: FPS,
forceSetTimeOut: false
},
scene: [GameScene]
};
new Phaser.Game(config);

24
tsconfig.json Normal file
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{
"compilerOptions": {
"target": "ES2020",
"useDefineForClassFields": true,
"module": "ESNext",
"lib": ["ES2020", "DOM", "DOM.Iterable"],
"skipLibCheck": true,
/* Bundler mode */
"moduleResolution": "bundler",
"allowImportingTsExtensions": true,
"resolveJsonModule": true,
"isolatedModules": true,
"noEmit": true,
/* Linting */
"strict": true,
"noUnusedLocals": true,
"noUnusedParameters": true,
"noFallthroughCasesInSwitch": true,
"esModuleInterop": true
},
"include": ["src"]
}

9
vite.config.ts Normal file
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import { defineConfig } from 'vite';
export default defineConfig({
server: {
host: '0.0.0.0',
port: 3000,
open: true
}
});