From 0eb0574fbd269bf1dc55ee31ad43ba70d1a03792 Mon Sep 17 00:00:00 2001 From: Pierre Wessman <4029607+pierrewessman@users.noreply.github.com> Date: Tue, 16 Sep 2025 10:30:13 +0200 Subject: [PATCH] init --- .claude/settings.local.json | 9 + README.md | 152 +++++++++++++++ css/styles.css | 132 +++++++++++++ index.html | 56 ++++++ src/engine/game-engine.js | 350 +++++++++++++++++++++++++++++++++ src/engine/game-state.js | 208 ++++++++++++++++++++ src/engine/main.js | 163 ++++++++++++++++ src/entities/player.js | 355 ++++++++++++++++++++++++++++++++++ src/entities/puck.js | 272 ++++++++++++++++++++++++++ src/systems/ai-system.js | 268 +++++++++++++++++++++++++ src/systems/audio-system.js | 245 +++++++++++++++++++++++ src/systems/physics-system.js | 64 ++++++ src/systems/renderer.js | 324 +++++++++++++++++++++++++++++++ src/systems/rules-system.js | 256 ++++++++++++++++++++++++ src/utils/physics.js | 69 +++++++ src/utils/vector.js | 76 ++++++++ 16 files changed, 2999 insertions(+) create mode 100644 .claude/settings.local.json create mode 100644 README.md create mode 100644 css/styles.css create mode 100644 index.html create mode 100644 src/engine/game-engine.js create mode 100644 src/engine/game-state.js create mode 100644 src/engine/main.js create mode 100644 src/entities/player.js create mode 100644 src/entities/puck.js create mode 100644 src/systems/ai-system.js create mode 100644 src/systems/audio-system.js create mode 100644 src/systems/physics-system.js create mode 100644 src/systems/renderer.js create mode 100644 src/systems/rules-system.js create mode 100644 src/utils/physics.js create mode 100644 src/utils/vector.js diff --git a/.claude/settings.local.json b/.claude/settings.local.json new file mode 100644 index 0000000..2908062 --- /dev/null +++ b/.claude/settings.local.json @@ -0,0 +1,9 @@ +{ + "permissions": { + "allow": [ + "Bash(find:*)" + ], + "deny": [], + "ask": [] + } +} \ No newline at end of file diff --git a/README.md b/README.md new file mode 100644 index 0000000..7a0718a --- /dev/null +++ b/README.md @@ -0,0 +1,152 @@ +# Hockey Manager - 2D Match Engine + +A JavaScript-based 2D hockey match engine for web browsers featuring realistic physics, AI players, and complete hockey rules implementation. + +## Features + +### Core Game Engine +- **60 FPS game loop** with requestAnimationFrame +- **Physics system** with collision detection and realistic puck/player movement +- **Game state management** with time tracking, scoring, and statistics +- **Event-driven architecture** for game events and interactions + +### Gameplay Features +- **12 players** (6 per team) with distinct roles (C, LW, RW, LD, RD, G) +- **Realistic hockey rules**: offsides, icing, penalties, power plays +- **Player AI behaviors**: puck handling, passing, shooting, checking, formations +- **Complete hockey rink** with proper dimensions, goals, creases, and faceoff dots +- **Live statistics** tracking shots, saves, hits, penalties, ice time + +### Visual Features +- **2D Canvas rendering** with smooth animations +- **Hockey rink visualization** with proper lines, zones, and markings +- **Player sprites** with team colors and role indicators +- **Puck physics** with trail effects and realistic bouncing +- **Camera system** with zoom and follow capabilities +- **Particle effects** for goals, saves, and collisions + +### Controls & UI +- **Real-time scoreboard** with period and clock display +- **Game statistics panel** showing shots, saves, and penalties +- **Interactive controls** for play/pause, speed adjustment, and reset +- **Keyboard shortcuts** for quick game control +- **Responsive design** that adapts to screen size + +## Project Structure + +``` +hockey-manager/ +├── index.html # Main HTML entry point +├── css/ +│ └── styles.css # Game styling and UI +├── src/ +│ ├── engine/ +│ │ ├── game-engine.js # Main game engine +│ │ ├── game-state.js # Game state management +│ │ └── main.js # Application initialization +│ ├── entities/ +│ │ ├── player.js # Player entity with AI +│ │ └── puck.js # Puck physics and behavior +│ ├── systems/ +│ │ ├── renderer.js # 2D rendering system +│ │ ├── physics-system.js # Physics calculations +│ │ ├── ai-system.js # AI formation and strategy +│ │ └── rules-system.js # Hockey rules enforcement +│ └── utils/ +│ ├── vector.js # 2D vector mathematics +│ └── physics.js # Physics utility functions +``` + +## Getting Started + +1. **Open the game**: Simply open `index.html` in a modern web browser +2. **Start playing**: The game will automatically initialize and start +3. **Use controls**: + - **Space**: Pause/Resume + - **D**: Toggle debug mode + - **R**: Reset game + - **Mouse wheel**: Zoom in/out + - **F11**: Toggle fullscreen + +## Controls Reference + +### Keyboard Controls +- `SPACE` - Pause/Resume game +- `D` - Toggle debug information display +- `R` - Reset game to initial state +- `F11` - Toggle fullscreen mode + +### Mouse Controls +- `Mouse Wheel` - Zoom camera in/out +- `Click buttons` - Use UI controls for game management + +### UI Controls +- **Play/Pause** - Start/stop game simulation +- **Speed Control** - Adjust game speed (0.5x, 1x, 2x, 4x) +- **Reset Game** - Return to initial game state + +## Game Mechanics + +### Player AI +Each player has sophisticated AI that includes: +- **Role-based behavior** (forwards vs defensemen vs goalie) +- **Formation positioning** based on game situation +- **Puck awareness** and decision making +- **Teammate cooperation** for passing and positioning +- **Opponent pressure** and defensive reactions + +### Physics System +- **Realistic puck physics** with momentum and friction +- **Player collision detection** and response +- **Board bouncing** with energy conservation +- **Goalie save mechanics** based on skill attributes + +### Hockey Rules +- **Offside detection** when players cross lines ahead of puck +- **Icing calls** for long shots across multiple zones +- **Penalty system** for infractions like checking and interference +- **Power play situations** with player advantages +- **Faceoff mechanics** at center ice and zone dots + +## Technical Details + +### Performance +- Optimized 60 FPS rendering +- Efficient collision detection +- Smooth camera interpolation +- Responsive UI updates + +### Browser Compatibility +- Modern browsers with HTML5 Canvas support +- Chrome, Firefox, Safari, Edge +- Mobile browsers (with touch controls) + +### Customization +The engine is highly modular and can be extended with: +- Custom player attributes and skills +- Different team formations and strategies +- Additional hockey rules and penalties +- Enhanced visual effects and animations +- Sound effects and music integration + +## Development + +The codebase is organized into clean, modular components: +- **Entity-Component system** for game objects +- **Event-driven communication** between systems +- **Separation of concerns** (rendering, physics, AI, rules) +- **Utility libraries** for common operations + +## Future Enhancements + +Potential improvements include: +- **Sound system** with hockey arena audio +- **Advanced AI** with machine learning behaviors +- **Multiplayer support** for online matches +- **Tournament mode** with brackets and playoffs +- **Player statistics** tracking across multiple games +- **Save/load functionality** for game states + +--- + +*This 2D hockey match engine provides a complete foundation for hockey management games, featuring realistic gameplay mechanics and professional-quality code architecture.* \ No newline at end of file diff --git a/css/styles.css b/css/styles.css new file mode 100644 index 0000000..247b78a --- /dev/null +++ b/css/styles.css @@ -0,0 +1,132 @@ +body { + margin: 0; + padding: 0; + font-family: 'Arial', sans-serif; + background: #1a1a1a; + color: white; + overflow: hidden; +} + +#game-container { + position: relative; + width: 100vw; + height: 100vh; + display: flex; + flex-direction: column; + align-items: center; + justify-content: center; +} + +#game-canvas { + border: 2px solid #333; + background: #2a2a2a; + box-shadow: 0 0 20px rgba(0, 0, 0, 0.5); +} + +#game-ui { + position: absolute; + top: 20px; + width: 100%; + z-index: 10; + pointer-events: none; +} + +#score-board { + display: flex; + justify-content: center; + align-items: center; + background: rgba(0, 0, 0, 0.8); + padding: 15px 30px; + border-radius: 10px; + margin: 0 auto; + width: fit-content; + gap: 40px; +} + +.team { + display: flex; + flex-direction: column; + align-items: center; + gap: 5px; +} + +.team-name { + font-size: 14px; + font-weight: bold; + color: #ccc; +} + +.score { + font-size: 36px; + font-weight: bold; + color: #fff; +} + +.time-display { + display: flex; + flex-direction: column; + align-items: center; + gap: 5px; +} + +#period { + font-size: 14px; + color: #ccc; +} + +#clock { + font-size: 24px; + font-weight: bold; + color: #fff; +} + +#game-stats { + position: absolute; + top: 100px; + left: 20px; + background: rgba(0, 0, 0, 0.8); + padding: 15px; + border-radius: 10px; + font-size: 14px; +} + +#penalties { + margin-top: 10px; +} + +#controls { + position: absolute; + bottom: 20px; + display: flex; + gap: 10px; + pointer-events: auto; +} + +button { + padding: 10px 20px; + background: #4a90e2; + color: white; + border: none; + border-radius: 5px; + cursor: pointer; + font-size: 14px; + font-weight: bold; + transition: background 0.3s; +} + +button:hover { + background: #357abd; +} + +button:active { + transform: translateY(1px); +} + +.penalty-box { + background: #ff4444; + color: white; + padding: 2px 8px; + border-radius: 3px; + margin: 2px; + font-size: 12px; +} \ No newline at end of file diff --git a/index.html b/index.html new file mode 100644 index 0000000..ea2b1c7 --- /dev/null +++ b/index.html @@ -0,0 +1,56 @@ + + + + + + Hockey Manager - 2D Match Engine + + + +
+ +
+
+
+ Home + 0 +
+
+ 1st + 20:00 +
+
+ Away + 0 +
+
+
+
Shots: 0 - 0
+
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+ + + + +
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+ + + + + + + + + + + + + + + \ No newline at end of file diff --git a/src/engine/game-engine.js b/src/engine/game-engine.js new file mode 100644 index 0000000..d9795fe --- /dev/null +++ b/src/engine/game-engine.js @@ -0,0 +1,350 @@ +class GameEngine { + constructor(canvas) { + this.canvas = canvas; + this.gameState = new GameState(); + this.renderer = new Renderer(canvas); + this.audioSystem = new AudioSystem(); + + this.players = []; + this.puck = new Puck(500, 300); + + this.lastTime = 0; + this.deltaTime = 0; + this.targetFPS = 60; + this.frameTime = 1000 / this.targetFPS; + + this.isRunning = false; + this.effects = []; + + this.setupPlayers(); + this.setupEventListeners(); + this.setupControls(); + } + + setupPlayers() { + const homeTeamPositions = [ + { role: 'G', x: 80, y: 300 }, + { role: 'LD', x: 200, y: 220 }, + { role: 'RD', x: 200, y: 380 }, + { role: 'LW', x: 350, y: 200 }, + { role: 'C', x: 400, y: 300 }, + { role: 'RW', x: 350, y: 400 } + ]; + + const awayTeamPositions = [ + { role: 'G', x: 920, y: 300 }, + { role: 'LD', x: 800, y: 220 }, + { role: 'RD', x: 800, y: 380 }, + { role: 'LW', x: 650, y: 200 }, + { role: 'C', x: 600, y: 300 }, + { role: 'RW', x: 650, y: 400 } + ]; + + homeTeamPositions.forEach((pos, index) => { + const player = new Player( + `home_${index}`, + `Player ${index + 1}`, + 'home', + pos.role, + pos.x, + pos.y + ); + this.players.push(player); + }); + + awayTeamPositions.forEach((pos, index) => { + const player = new Player( + `away_${index}`, + `Player ${index + 7}`, + 'away', + pos.role, + pos.x, + pos.y + ); + this.players.push(player); + }); + } + + setupEventListeners() { + this.gameState.on('goal', (data) => { + this.addEffect({ + type: 'goal', + position: this.puck.position.copy(), + duration: 2000, + startTime: Date.now() + }); + + this.audioSystem.onGoal(data.team); + + setTimeout(() => { + this.startFaceoff(); + }, 2000); + }); + + this.gameState.on('save', (data) => { + this.addEffect({ + type: 'save', + position: this.puck.position.copy(), + duration: 1000, + startTime: Date.now() + }); + + this.audioSystem.onSave(); + }); + + this.gameState.on('penalty', (data) => { + const penalizedPlayer = this.players.find(p => p.name === data.player); + if (penalizedPlayer) { + penalizedPlayer.state.penaltyTime = data.duration; + } + + this.audioSystem.onPenalty(); + }); + + this.gameState.on('period-end', () => { + this.audioSystem.onPeriodEnd(); + }); + } + + setupControls() { + document.getElementById('play-pause').addEventListener('click', () => { + this.gameState.togglePause(); + }); + + document.getElementById('speed-control').addEventListener('click', (e) => { + const speeds = [0.5, 1, 2, 4]; + const currentIndex = speeds.indexOf(this.gameState.gameSpeed); + const nextIndex = (currentIndex + 1) % speeds.length; + this.gameState.setSpeed(speeds[nextIndex]); + e.target.textContent = `Speed: ${speeds[nextIndex]}x`; + }); + + document.getElementById('sound-toggle').addEventListener('click', (e) => { + const enabled = this.audioSystem.toggle(); + e.target.textContent = `Sound: ${enabled ? 'ON' : 'OFF'}`; + }); + + document.getElementById('reset-game').addEventListener('click', () => { + this.resetGame(); + }); + + window.addEventListener('keydown', (e) => { + switch (e.key) { + case ' ': + e.preventDefault(); + this.gameState.togglePause(); + break; + case 'd': + window.debugMode = !window.debugMode; + break; + case 'r': + this.resetGame(); + break; + } + }); + + this.canvas.addEventListener('wheel', (e) => { + e.preventDefault(); + const zoomFactor = e.deltaY > 0 ? 0.9 : 1.1; + this.renderer.setZoom(this.renderer.camera.zoom * zoomFactor); + }); + } + + start() { + this.isRunning = true; + this.lastTime = performance.now(); + this.gameLoop(); + } + + stop() { + this.isRunning = false; + } + + gameLoop(currentTime = performance.now()) { + if (!this.isRunning) return; + + this.deltaTime = (currentTime - this.lastTime) / 1000; + this.lastTime = currentTime; + + this.deltaTime = Math.min(this.deltaTime, 1/30); + + this.update(this.deltaTime); + this.render(); + + requestAnimationFrame((time) => this.gameLoop(time)); + } + + update(deltaTime) { + if (this.gameState.isPaused) return; + + this.gameState.updateTime(deltaTime); + + this.players.forEach(player => { + player.update(deltaTime, this.gameState, this.puck, this.players); + }); + + this.puck.update(deltaTime, this.gameState, this.players); + + this.updateCollisions(); + this.updateEffects(deltaTime); + + this.renderer.updateCamera(this.puck.position); + } + + updateCollisions() { + for (let i = 0; i < this.players.length; i++) { + for (let j = i + 1; j < this.players.length; j++) { + const player1 = this.players[i]; + const player2 = this.players[j]; + + if (Physics.checkCircleCollision( + player1.position, player1.radius, + player2.position, player2.radius + )) { + Physics.resolveCircleCollision(player1, player2); + + if (player1.team !== player2.team && + (player1.velocity.magnitude() > 100 || player2.velocity.magnitude() > 100)) { + this.handlePlayerCollision(player1, player2); + } + } + } + } + } + + handlePlayerCollision(player1, player2) { + const speed1 = player1.velocity.magnitude(); + const speed2 = player2.velocity.magnitude(); + + if (speed1 > 150 || speed2 > 150) { + this.addEffect({ + type: 'hit', + position: player1.position.lerp(player2.position, 0.5), + duration: 500, + startTime: Date.now() + }); + + if (Math.random() < 0.1) { + const penalizedPlayer = speed1 > speed2 ? player1 : player2; + this.gameState.addPenalty( + penalizedPlayer.team, + penalizedPlayer.name, + 'Checking', + 120 + ); + } + } + } + + render() { + this.renderer.clear(); + this.renderer.drawRink(this.gameState); + this.renderer.drawPlayers(this.players); + this.renderer.drawPuck(this.puck); + this.renderEffects(); + this.renderer.drawUI(this.gameState); + this.renderer.drawDebugInfo(this.gameState, this.players, this.puck); + } + + renderEffects() { + this.effects.forEach(effect => { + const elapsed = Date.now() - effect.startTime; + const progress = elapsed / effect.duration; + + if (progress < 1) { + this.renderer.drawParticleEffect(effect.position, effect.type); + } + }); + } + + updateEffects(deltaTime) { + this.effects = this.effects.filter(effect => { + const elapsed = Date.now() - effect.startTime; + return elapsed < effect.duration; + }); + } + + addEffect(effect) { + this.effects.push(effect); + } + + startFaceoff(position = null) { + if (!position) { + position = new Vector2(this.gameState.rink.centerX, this.gameState.rink.centerY); + } + + this.puck.reset(position.x, position.y); + + const nearbyPlayers = this.players.filter(player => + player.position.distance(position) < 100 + ).sort((a, b) => + a.position.distance(position) - b.position.distance(position) + ); + + if (nearbyPlayers.length >= 2) { + const player1 = nearbyPlayers[0]; + const player2 = nearbyPlayers[1]; + + // Immediately start the faceoff + this.puck.faceoff(player1, player2); + } else { + // If no players nearby, give puck to closest player + const allPlayers = this.players.filter(p => p.role !== 'G'); + if (allPlayers.length > 0) { + const closest = allPlayers.reduce((closest, player) => + player.position.distance(position) < closest.position.distance(position) ? player : closest + ); + closest.state.hasPuck = true; + this.puck.lastPlayerTouch = closest; + this.puck.lastTeamTouch = closest.team; + } + } + } + + resetGame() { + this.gameState.reset(); + this.effects = []; + + // Clear all player states first + this.players.forEach(player => { + player.position = player.homePosition.copy(); + player.velocity = new Vector2(0, 0); + player.state.hasPuck = false; + player.state.energy = 100; + player.state.penaltyTime = 0; + player.aiState.lastAction = 0; + }); + + // Reset puck after players + this.puck.reset(); + + // Start faceoff after a short delay + setTimeout(() => { + this.startFaceoff(); + }, 1000); + } + + getGameData() { + return { + gameState: this.gameState.getGameState(), + players: this.players.map(p => ({ + id: p.id, + name: p.name, + team: p.team, + position: p.position, + role: p.role, + state: p.state + })), + puck: { + position: this.puck.position, + velocity: this.puck.velocity, + speed: this.puck.getSpeed() + } + }; + } + + loadGameData(data) { + // Implementation for loading saved game state + // This would restore the game from a saved state + } +} \ No newline at end of file diff --git a/src/engine/game-state.js b/src/engine/game-state.js new file mode 100644 index 0000000..3f20575 --- /dev/null +++ b/src/engine/game-state.js @@ -0,0 +1,208 @@ +class GameState { + constructor() { + this.reset(); + this.eventListeners = {}; + } + + reset() { + this.period = 1; + this.timeRemaining = 20 * 60; // 20 minutes in seconds + this.homeScore = 0; + this.awayScore = 0; + this.gameSpeed = 1; + this.isPaused = false; + this.gameOver = false; + + this.stats = { + home: { + shots: 0, + saves: 0, + hits: 0, + penalties: [], + faceoffWins: 0 + }, + away: { + shots: 0, + saves: 0, + hits: 0, + penalties: [], + faceoffWins: 0 + } + }; + + this.gameEvents = []; + this.lastEventTime = 0; + + this.rink = { + width: 1000, + height: 600, + centerX: 500, + centerY: 300, + goalWidth: 120, + goalHeight: 40, + corners: { + radius: 80 + }, + faceoffDots: [ + { x: 200, y: 150 }, // Home left + { x: 200, y: 450 }, // Home right + { x: 500, y: 300 }, // Center + { x: 800, y: 150 }, // Away left + { x: 800, y: 450 } // Away right + ] + }; + + this.powerPlay = { + home: null, + away: null + }; + } + + formatTime(seconds) { + const minutes = Math.floor(seconds / 60); + const remainingSeconds = Math.floor(seconds % 60); + return `${minutes}:${remainingSeconds.toString().padStart(2, '0')}`; + } + + getPeriodName() { + switch (this.period) { + case 1: return '1st'; + case 2: return '2nd'; + case 3: return '3rd'; + default: return 'OT'; + } + } + + updateTime(deltaTime) { + if (this.isPaused || this.gameOver) return; + + this.timeRemaining -= deltaTime * this.gameSpeed; + + if (this.timeRemaining <= 0) { + this.timeRemaining = 0; + this.endPeriod(); + } + + this.updatePenalties(deltaTime); + } + + endPeriod() { + this.period++; + if (this.period > 3 && this.homeScore !== this.awayScore) { + this.gameOver = true; + this.emit('game-end', { winner: this.homeScore > this.awayScore ? 'home' : 'away' }); + } else if (this.period <= 3) { + this.timeRemaining = 20 * 60; + this.emit('period-end', { period: this.period - 1 }); + } else { + this.timeRemaining = 5 * 60; // Overtime + this.emit('overtime-start'); + } + } + + addGoal(team) { + if (team === 'home') { + this.homeScore++; + } else { + this.awayScore++; + } + this.addEvent(`GOAL - ${team.toUpperCase()}!`); + this.emit('goal', { team, homeScore: this.homeScore, awayScore: this.awayScore }); + } + + addShot(team) { + this.stats[team].shots++; + this.emit('shot', { team, shots: this.stats[team].shots }); + } + + addSave(team) { + this.stats[team].saves++; + this.emit('save', { team, saves: this.stats[team].saves }); + } + + addPenalty(team, player, type, duration = 120) { + const penalty = { + player, + type, + duration, + timeRemaining: duration + }; + + this.stats[team].penalties.push(penalty); + this.addEvent(`PENALTY - ${team.toUpperCase()} ${player}: ${type}`); + + const oppositeTeam = team === 'home' ? 'away' : 'home'; + this.powerPlay[oppositeTeam] = Date.now() + (duration * 1000); + + this.emit('penalty', { team, player, type, duration }); + } + + updatePenalties(deltaTime) { + ['home', 'away'].forEach(team => { + this.stats[team].penalties = this.stats[team].penalties.filter(penalty => { + penalty.timeRemaining -= deltaTime * this.gameSpeed; + if (penalty.timeRemaining <= 0) { + this.emit('penalty-expired', { team, penalty }); + return false; + } + return true; + }); + }); + + ['home', 'away'].forEach(team => { + if (this.powerPlay[team] && Date.now() > this.powerPlay[team]) { + this.powerPlay[team] = null; + } + }); + } + + addEvent(description) { + const event = { + time: this.formatTime(20 * 60 - this.timeRemaining), + period: this.period, + description, + timestamp: Date.now() + }; + this.gameEvents.unshift(event); + if (this.gameEvents.length > 50) { + this.gameEvents.pop(); + } + } + + togglePause() { + this.isPaused = !this.isPaused; + this.emit('pause-toggle', { isPaused: this.isPaused }); + } + + setSpeed(speed) { + this.gameSpeed = Math.max(0.1, Math.min(5, speed)); + this.emit('speed-change', { speed: this.gameSpeed }); + } + + on(event, callback) { + if (!this.eventListeners[event]) { + this.eventListeners[event] = []; + } + this.eventListeners[event].push(callback); + } + + emit(event, data) { + if (this.eventListeners[event]) { + this.eventListeners[event].forEach(callback => callback(data)); + } + } + + getGameState() { + return { + period: this.period, + timeRemaining: this.timeRemaining, + homeScore: this.homeScore, + awayScore: this.awayScore, + stats: { ...this.stats }, + isPaused: this.isPaused, + gameSpeed: this.gameSpeed, + gameOver: this.gameOver, + powerPlay: { ...this.powerPlay } + }; + } +} \ No newline at end of file diff --git a/src/engine/main.js b/src/engine/main.js new file mode 100644 index 0000000..1224c71 --- /dev/null +++ b/src/engine/main.js @@ -0,0 +1,163 @@ +class HockeyManager { + constructor() { + this.gameEngine = null; + this.canvas = null; + this.initialized = false; + } + + async init() { + if (this.initialized) return; + + try { + this.canvas = document.getElementById('game-canvas'); + if (!this.canvas) { + throw new Error('Canvas element not found'); + } + + this.setupCanvas(); + this.gameEngine = new GameEngine(this.canvas); + this.setupGlobalEvents(); + + console.log('Hockey Manager initialized successfully'); + this.initialized = true; + + } catch (error) { + console.error('Failed to initialize Hockey Manager:', error); + this.showError('Failed to initialize game: ' + error.message); + } + } + + setupCanvas() { + const container = document.getElementById('game-container'); + const containerRect = container.getBoundingClientRect(); + + this.canvas.width = Math.min(1200, containerRect.width - 40); + this.canvas.height = Math.min(800, containerRect.height - 200); + + this.canvas.style.width = this.canvas.width + 'px'; + this.canvas.style.height = this.canvas.height + 'px'; + } + + setupGlobalEvents() { + window.addEventListener('resize', () => { + this.handleResize(); + }); + + window.addEventListener('beforeunload', () => { + this.cleanup(); + }); + + document.addEventListener('visibilitychange', () => { + if (document.hidden) { + this.gameEngine.gameState.isPaused = true; + } + }); + + window.addEventListener('keydown', (e) => { + if (e.key === 'F11') { + e.preventDefault(); + this.toggleFullscreen(); + } + }); + } + + handleResize() { + if (!this.initialized) return; + + clearTimeout(this.resizeTimeout); + this.resizeTimeout = setTimeout(() => { + this.setupCanvas(); + }, 250); + } + + toggleFullscreen() { + if (!document.fullscreenElement) { + document.documentElement.requestFullscreen().catch(err => { + console.warn('Could not enable fullscreen:', err); + }); + } else { + document.exitFullscreen(); + } + } + + start() { + if (!this.initialized) { + console.error('Game not initialized. Call init() first.'); + return; + } + + this.gameEngine.start(); + console.log('Hockey Manager started'); + } + + stop() { + if (this.gameEngine) { + this.gameEngine.stop(); + console.log('Hockey Manager stopped'); + } + } + + cleanup() { + this.stop(); + // Clean up any resources, event listeners, etc. + } + + showError(message) { + const errorDiv = document.createElement('div'); + errorDiv.style.cssText = ` + position: fixed; + top: 50%; + left: 50%; + transform: translate(-50%, -50%); + background: #ff4444; + color: white; + padding: 20px; + border-radius: 10px; + z-index: 1000; + font-family: Arial, sans-serif; + `; + errorDiv.textContent = message; + document.body.appendChild(errorDiv); + + setTimeout(() => { + if (errorDiv.parentNode) { + errorDiv.parentNode.removeChild(errorDiv); + } + }, 5000); + } + + getGameEngine() { + return this.gameEngine; + } +} + +let hockeyManager; +let players; + +document.addEventListener('DOMContentLoaded', async () => { + try { + hockeyManager = new HockeyManager(); + await hockeyManager.init(); + hockeyManager.start(); + + players = hockeyManager.gameEngine.players; + + // Initial faceoff to start the game + setTimeout(() => { + hockeyManager.gameEngine.startFaceoff(); + }, 2000); + + console.log('Hockey Manager 2D Match Engine loaded successfully!'); + console.log('Controls:'); + console.log('- SPACE: Pause/Resume'); + console.log('- D: Toggle debug mode'); + console.log('- R: Reset game'); + console.log('- Mouse wheel: Zoom in/out'); + console.log('- F11: Toggle fullscreen'); + + } catch (error) { + console.error('Failed to start Hockey Manager:', error); + } +}); + +window.hockeyManager = hockeyManager; \ No newline at end of file diff --git a/src/entities/player.js b/src/entities/player.js new file mode 100644 index 0000000..7e28349 --- /dev/null +++ b/src/entities/player.js @@ -0,0 +1,355 @@ +class Player { + constructor(id, name, team, position, x, y) { + this.id = id; + this.name = name; + this.team = team; // 'home' or 'away' + this.position = new Vector2(x, y); + this.velocity = new Vector2(0, 0); + this.targetPosition = new Vector2(x, y); + + this.role = position; // 'LW', 'C', 'RW', 'LD', 'RD', 'G' + this.radius = position === 'G' ? 20 : 12; + this.mass = position === 'G' ? 2 : 1; + this.maxSpeed = position === 'G' ? 150 : 200; + this.acceleration = 800; + this.restitution = 0.8; + + this.attributes = { + speed: Math.random() * 20 + 70, + shooting: Math.random() * 20 + 70, + passing: Math.random() * 20 + 70, + defense: Math.random() * 20 + 70, + checking: Math.random() * 20 + 70, + puckHandling: Math.random() * 20 + 70, + awareness: Math.random() * 20 + 70 + }; + + this.state = { + hasPuck: false, + energy: 100, + checking: false, + penaltyTime: 0, + injured: false + }; + + this.aiState = { + target: null, + behavior: 'defensive', + lastAction: 0, + reactionTime: 50 + Math.random() * 100 + }; + + this.homePosition = new Vector2(x, y); + this.angle = 0; + this.targetAngle = 0; + } + + update(deltaTime, gameState, puck, players) { + if (this.state.penaltyTime > 0) { + this.state.penaltyTime -= deltaTime; + return; + } + + this.updateEnergy(deltaTime); + this.updateMovement(deltaTime); + this.updateAngle(deltaTime); + + if (this.role !== 'G') { + this.updateAI(gameState, puck, players); + } else { + this.updateGoalie(gameState, puck, players); + } + } + + updateEnergy(deltaTime) { + const energyDrain = this.velocity.magnitude() / this.maxSpeed * 10 * deltaTime; + this.state.energy = Math.max(0, this.state.energy - energyDrain); + + if (this.state.energy < 20) { + this.maxSpeed *= 0.7; + } + + if (this.velocity.magnitude() < 50) { + this.state.energy = Math.min(100, this.state.energy + 15 * deltaTime); + } + } + + updateMovement(deltaTime) { + const direction = this.targetPosition.subtract(this.position).normalize(); + const distance = this.position.distance(this.targetPosition); + + if (distance > 10) { + const force = direction.multiply(this.acceleration * deltaTime); + this.velocity = this.velocity.add(force); + } else { + // Slow down when close to target + this.velocity = this.velocity.multiply(0.8); + } + + const speedMultiplier = Math.min(1, this.state.energy / 100); + this.velocity = this.velocity.limit(this.maxSpeed * speedMultiplier); + + // Reduced friction for more responsive movement + this.velocity = Physics.applyFriction(this.velocity, 2, deltaTime); + + this.position = this.position.add(this.velocity.multiply(deltaTime)); + + this.keepInBounds(); + } + + updateAngle(deltaTime) { + let angleDiff = this.targetAngle - this.angle; + angleDiff = Physics.wrapAngle(angleDiff); + + const turnRate = 10; + if (Math.abs(angleDiff) > 0.1) { + this.angle += Math.sign(angleDiff) * turnRate * deltaTime; + this.angle = Physics.wrapAngle(this.angle); + } + } + + updateAI(gameState, puck, players) { + const currentTime = Date.now(); + if (currentTime - this.aiState.lastAction < this.aiState.reactionTime) { + return; + } + + this.aiState.lastAction = currentTime; + + const distanceToPuck = this.position.distance(puck.position); + const teammates = players.filter(p => p.team === this.team && p.id !== this.id); + const opponents = players.filter(p => p.team !== this.team); + + if (this.state.hasPuck) { + this.behaviorWithPuck(gameState, puck, teammates, opponents); + } else { + this.behaviorWithoutPuck(gameState, puck, teammates, opponents, distanceToPuck); + } + } + + behaviorWithPuck(gameState, puck, teammates, opponents) { + const enemyGoal = this.team === 'home' ? + new Vector2(gameState.rink.width - 50, gameState.rink.centerY) : + new Vector2(50, gameState.rink.centerY); + + const nearestOpponent = this.findNearestPlayer(opponents); + const distanceToGoal = this.position.distance(enemyGoal); + + if (distanceToGoal < 200 && Math.random() < 0.3) { + this.shoot(puck, enemyGoal); + } else if (nearestOpponent && this.position.distance(nearestOpponent.position) < 80) { + const bestTeammate = this.findBestPassTarget(teammates, opponents); + if (bestTeammate && Math.random() < 0.7) { + this.pass(puck, bestTeammate); + } else { + this.moveToPosition(enemyGoal); + } + } else { + this.moveToPosition(enemyGoal); + } + } + + behaviorWithoutPuck(gameState, puck, teammates, opponents, distanceToPuck) { + const puckOwner = opponents.find(p => p.state.hasPuck) || teammates.find(p => p.state.hasPuck); + + if (!puckOwner && distanceToPuck < 200) { + this.chasePuck(puck); + } else if (puckOwner && puckOwner.team !== this.team) { + if (distanceToPuck < 150 && Math.random() < 0.2) { + this.checkPlayer(puckOwner); + } else { + this.defendPosition(gameState, puckOwner); + } + } else { + this.moveToFormationPosition(gameState); + } + } + + updateGoalie(gameState, puck, players) { + const goal = this.team === 'home' ? + new Vector2(50, gameState.rink.centerY) : + new Vector2(gameState.rink.width - 50, gameState.rink.centerY); + + const crease = { + x: goal.x - 30, + y: goal.y - 60, + width: 60, + height: 120 + }; + + if (this.position.distance(puck.position) < 80) { + this.targetPosition = puck.position.lerp(goal, 0.3); + } else { + this.targetPosition = goal.add(new Vector2( + this.team === 'home' ? 20 : -20, + (puck.position.y - goal.y) * 0.3 + )); + } + + this.targetPosition.x = Math.max(crease.x, Math.min(crease.x + crease.width, this.targetPosition.x)); + this.targetPosition.y = Math.max(crease.y, Math.min(crease.y + crease.height, this.targetPosition.y)); + } + + chasePuck(puck) { + this.moveToPosition(puck.position); + this.aiState.behavior = 'chasing'; + } + + shoot(puck, target) { + const direction = target.subtract(puck.position).normalize(); + const power = this.attributes.shooting / 100 * 800; + const accuracy = this.attributes.shooting / 100; + + const spread = (1 - accuracy) * 0.5; + const angle = direction.angle() + (Math.random() - 0.5) * spread; + + puck.velocity = Vector2.fromAngle(angle, power); + this.state.hasPuck = false; + + return true; + } + + pass(puck, target) { + const direction = target.position.subtract(puck.position).normalize(); + const distance = puck.position.distance(target.position); + const power = Math.min(600, distance * 2); + + puck.velocity = direction.multiply(power); + this.state.hasPuck = false; + + return true; + } + + checkPlayer(target) { + if (this.position.distance(target.position) < 30) { + target.velocity = target.velocity.add( + this.position.subtract(target.position).normalize().multiply(-200) + ); + this.aiState.behavior = 'checking'; + return true; + } + this.moveToPosition(target.position); + return false; + } + + moveToPosition(target) { + this.targetPosition = target.copy(); + this.targetAngle = target.subtract(this.position).angle(); + } + + defendPosition(gameState, opponent) { + const ownGoal = this.team === 'home' ? + new Vector2(50, gameState.rink.centerY) : + new Vector2(gameState.rink.width - 50, gameState.rink.centerY); + + const defendPoint = opponent.position.lerp(ownGoal, 0.6); + this.moveToPosition(defendPoint); + this.aiState.behavior = 'defending'; + } + + moveToFormationPosition(gameState) { + this.moveToPosition(this.getFormationPosition(gameState)); + this.aiState.behavior = 'formation'; + } + + getFormationPosition(gameState) { + const side = this.team === 'home' ? -1 : 1; + const centerX = gameState.rink.centerX; + const centerY = gameState.rink.centerY; + + switch (this.role) { + case 'C': + return new Vector2(centerX + side * 100, centerY); + case 'LW': + return new Vector2(centerX + side * 150, centerY - 100); + case 'RW': + return new Vector2(centerX + side * 150, centerY + 100); + case 'LD': + return new Vector2(centerX + side * 200, centerY - 80); + case 'RD': + return new Vector2(centerX + side * 200, centerY + 80); + default: + return this.homePosition; + } + } + + findNearestPlayer(players) { + let nearest = null; + let minDistance = Infinity; + + players.forEach(player => { + const distance = this.position.distance(player.position); + if (distance < minDistance) { + minDistance = distance; + nearest = player; + } + }); + + return nearest; + } + + findBestPassTarget(teammates, opponents) { + let bestTarget = null; + let bestScore = -1; + + teammates.forEach(teammate => { + const distance = this.position.distance(teammate.position); + if (distance < 50 || distance > 300) return; + + let blocked = false; + opponents.forEach(opponent => { + const lineToTeammate = teammate.position.subtract(this.position); + const lineToOpponent = opponent.position.subtract(this.position); + const angle = Math.abs(lineToTeammate.angle() - lineToOpponent.angle()); + + if (angle < 0.3 && this.position.distance(opponent.position) < distance) { + blocked = true; + } + }); + + if (!blocked) { + const score = teammate.attributes.puckHandling / distance; + if (score > bestScore) { + bestScore = score; + bestTarget = teammate; + } + } + }); + + return bestTarget; + } + + keepInBounds() { + this.position.x = Math.max(this.radius, Math.min(1000 - this.radius, this.position.x)); + this.position.y = Math.max(this.radius, Math.min(600 - this.radius, this.position.y)); + } + + render(ctx) { + ctx.save(); + ctx.translate(this.position.x, this.position.y); + ctx.rotate(this.angle); + + ctx.fillStyle = this.team === 'home' ? '#4a90e2' : '#e24a4a'; + ctx.strokeStyle = '#fff'; + ctx.lineWidth = 2; + + ctx.beginPath(); + ctx.arc(0, 0, this.radius, 0, Math.PI * 2); + ctx.fill(); + ctx.stroke(); + + if (this.state.hasPuck) { + ctx.fillStyle = '#ffff00'; + ctx.beginPath(); + ctx.arc(0, -this.radius - 5, 3, 0, Math.PI * 2); + ctx.fill(); + } + + ctx.fillStyle = '#fff'; + ctx.font = '10px Arial'; + ctx.textAlign = 'center'; + ctx.fillText(this.role, 0, 3); + + ctx.restore(); + } +} \ No newline at end of file diff --git a/src/entities/puck.js b/src/entities/puck.js new file mode 100644 index 0000000..81514eb --- /dev/null +++ b/src/entities/puck.js @@ -0,0 +1,272 @@ +class Puck { + constructor(x = 500, y = 300) { + this.position = new Vector2(x, y); + this.velocity = new Vector2(0, 0); + this.radius = 8; + this.mass = 0.5; + this.restitution = 0.9; + this.friction = 3; + + this.lastPlayerTouch = null; + this.lastTeamTouch = null; + this.bounceCount = 0; + this.trail = []; + this.maxTrailLength = 10; + } + + update(deltaTime, gameState, players) { + this.updatePosition(deltaTime); + this.checkBoardCollisions(gameState); + this.checkPlayerCollisions(players, gameState); + this.updateTrail(); + } + + updatePosition(deltaTime) { + this.velocity = Physics.applyFriction(this.velocity, this.friction, deltaTime); + this.position = this.position.add(this.velocity.multiply(deltaTime)); + } + + updateTrail() { + if (this.velocity.magnitude() > 50) { + this.trail.unshift({ + position: this.position.copy(), + alpha: 1.0 + }); + + if (this.trail.length > this.maxTrailLength) { + this.trail.pop(); + } + + this.trail.forEach((point, index) => { + point.alpha = 1 - (index / this.maxTrailLength); + }); + } + } + + checkBoardCollisions(gameState) { + const rink = gameState.rink; + let collision = false; + + if (this.position.x - this.radius <= 0 || this.position.x + this.radius >= rink.width) { + if (this.isInGoal(gameState)) { + this.handleGoal(gameState); + return; + } + this.velocity.x *= -this.restitution; + this.position.x = Math.max(this.radius, Math.min(rink.width - this.radius, this.position.x)); + collision = true; + } + + if (this.position.y - this.radius <= 0 || this.position.y + this.radius >= rink.height) { + this.velocity.y *= -this.restitution; + this.position.y = Math.max(this.radius, Math.min(rink.height - this.radius, this.position.y)); + collision = true; + } + + if (collision) { + this.bounceCount++; + this.velocity = this.velocity.multiply(0.8); + } + } + + isInGoal(gameState) { + const goalY = gameState.rink.centerY; + const goalHeight = gameState.rink.goalHeight; + + if (this.position.y >= goalY - goalHeight && this.position.y <= goalY + goalHeight) { + if (this.position.x <= 20 || this.position.x >= gameState.rink.width - 20) { + return true; + } + } + return false; + } + + handleGoal(gameState) { + const team = this.position.x <= 20 ? 'away' : 'home'; + gameState.addGoal(team); + + this.reset(gameState.rink.centerX, gameState.rink.centerY); + + gameState.emit('goal-scored', { + team, + scorer: this.lastPlayerTouch, + position: this.position.copy() + }); + } + + checkPlayerCollisions(players, gameState) { + let closestPlayer = null; + let closestDistance = Infinity; + + players.forEach(player => { + if (player.state.penaltyTime > 0) return; + + const distance = this.position.distance(player.position); + const collisionDistance = this.radius + player.radius; + + if (distance < collisionDistance) { + if (distance < closestDistance) { + closestDistance = distance; + closestPlayer = player; + } + } + }); + + if (closestPlayer) { + this.handlePlayerCollision(closestPlayer, gameState); + } + } + + handlePlayerCollision(player, gameState) { + const distance = this.position.distance(player.position); + const minDistance = this.radius + player.radius; + + if (distance < minDistance) { + const overlap = minDistance - distance; + const direction = this.position.subtract(player.position).normalize(); + + this.position = player.position.add(direction.multiply(minDistance)); + + const relativeVelocity = this.velocity.subtract(player.velocity); + const speed = relativeVelocity.dot(direction); + + if (speed > 0) return; + + const totalMass = this.mass + player.mass; + const impulse = 2 * speed / totalMass; + + this.velocity = this.velocity.subtract(direction.multiply(impulse * player.mass * this.restitution)); + + if (this.velocity.magnitude() < 100 && player.role !== 'G') { + this.pickupPuck(player, gameState); + } else if (player.role === 'G' && this.velocity.magnitude() > 50) { + this.handleGoalieSave(player, gameState); + } + } + } + + pickupPuck(player, gameState) { + if (player.state.hasPuck) return; + + players.forEach(p => p.state.hasPuck = false); + + player.state.hasPuck = true; + this.lastPlayerTouch = player; + this.lastTeamTouch = player.team; + this.velocity = new Vector2(0, 0); + + gameState.emit('puck-pickup', { + player: player.name, + team: player.team, + position: this.position.copy() + }); + } + + handleGoalieSave(goalie, gameState) { + const saveChance = goalie.attributes.defense / 100; + const shotSpeed = this.velocity.magnitude(); + const difficulty = Math.min(1, shotSpeed / 500); + + if (Math.random() < saveChance * (1 - difficulty * 0.5)) { + this.velocity = this.velocity.multiply(-0.3); + gameState.addSave(goalie.team); + + gameState.emit('save', { + goalie: goalie.name, + team: goalie.team, + difficulty: difficulty + }); + } + } + + shoot(direction, power) { + this.velocity = direction.normalize().multiply(power); + this.bounceCount = 0; + this.trail = []; + } + + pass(target, power = 300) { + const direction = target.subtract(this.position).normalize(); + this.velocity = direction.multiply(power); + } + + reset(x = 500, y = 300) { + this.position = new Vector2(x, y); + this.velocity = new Vector2(0, 0); + this.lastPlayerTouch = null; + this.lastTeamTouch = null; + this.bounceCount = 0; + this.trail = []; + } + + faceoff(player1, player2) { + const centerPoint = player1.position.add(player2.position).divide(2); + this.position = centerPoint.copy(); + this.velocity = new Vector2(0, 0); + + const winner = Math.random() < 0.5 ? player1 : player2; + const loser = winner === player1 ? player2 : player1; + + // Clear any existing puck possession + player1.state.hasPuck = false; + player2.state.hasPuck = false; + + setTimeout(() => { + // Winner gets the puck with slight movement toward their goal + const direction = winner.team === 'home' ? + new Vector2(1, (Math.random() - 0.5) * 0.5) : + new Vector2(-1, (Math.random() - 0.5) * 0.5); + + this.velocity = direction.normalize().multiply(100); + winner.state.hasPuck = true; + this.lastPlayerTouch = winner; + this.lastTeamTouch = winner.team; + }, 500); + + return winner; + } + + isLoose(players) { + return !players.some(player => player.state.hasPuck); + } + + getSpeed() { + return this.velocity.magnitude(); + } + + render(ctx) { + this.trail.forEach((point, index) => { + if (point.alpha > 0) { + ctx.save(); + ctx.globalAlpha = point.alpha * 0.5; + ctx.fillStyle = '#ffff88'; + ctx.beginPath(); + ctx.arc(point.position.x, point.position.y, this.radius * (point.alpha * 0.5 + 0.5), 0, Math.PI * 2); + ctx.fill(); + ctx.restore(); + } + }); + + ctx.save(); + ctx.fillStyle = '#333'; + ctx.strokeStyle = '#fff'; + ctx.lineWidth = 2; + + ctx.beginPath(); + ctx.arc(this.position.x, this.position.y, this.radius, 0, Math.PI * 2); + ctx.fill(); + ctx.stroke(); + + if (this.velocity.magnitude() > 20) { + ctx.strokeStyle = '#ffff88'; + ctx.lineWidth = 1; + ctx.beginPath(); + const direction = this.velocity.normalize().multiply(-15); + ctx.moveTo(this.position.x, this.position.y); + ctx.lineTo(this.position.x + direction.x, this.position.y + direction.y); + ctx.stroke(); + } + + ctx.restore(); + } +} \ No newline at end of file diff --git a/src/systems/ai-system.js b/src/systems/ai-system.js new file mode 100644 index 0000000..080364c --- /dev/null +++ b/src/systems/ai-system.js @@ -0,0 +1,268 @@ +class AISystem { + constructor() { + this.formations = { + offensive: { + 'LW': { x: 0.7, y: 0.2 }, + 'C': { x: 0.75, y: 0.5 }, + 'RW': { x: 0.7, y: 0.8 }, + 'LD': { x: 0.4, y: 0.3 }, + 'RD': { x: 0.4, y: 0.7 } + }, + defensive: { + 'LW': { x: 0.3, y: 0.2 }, + 'C': { x: 0.4, y: 0.5 }, + 'RW': { x: 0.3, y: 0.8 }, + 'LD': { x: 0.25, y: 0.3 }, + 'RD': { x: 0.25, y: 0.7 } + }, + neutral: { + 'LW': { x: 0.5, y: 0.25 }, + 'C': { x: 0.5, y: 0.5 }, + 'RW': { x: 0.5, y: 0.75 }, + 'LD': { x: 0.35, y: 0.35 }, + 'RD': { x: 0.35, y: 0.65 } + } + }; + + this.strategyWeights = { + aggressive: { offense: 0.7, defense: 0.3 }, + balanced: { offense: 0.5, defense: 0.5 }, + defensive: { offense: 0.3, defense: 0.7 } + }; + + this.currentStrategy = 'balanced'; + } + + update(players, puck, gameState) { + const puckOwner = this.findPuckOwner(players); + const gameContext = this.analyzeGameContext(players, puck, gameState, puckOwner); + + players.forEach(player => { + if (player.role !== 'G') { + this.updatePlayerAI(player, gameContext); + } + }); + } + + findPuckOwner(players) { + return players.find(player => player.state.hasPuck) || null; + } + + analyzeGameContext(players, puck, gameState, puckOwner) { + const context = { + puckOwner, + puckPosition: puck.position, + gameTime: gameState.timeRemaining, + period: gameState.period, + scoreGap: gameState.homeScore - gameState.awayScore, + powerPlay: gameState.powerPlay, + zone: this.determinePuckZone(puck, gameState) + }; + + context.formation = this.selectFormation(context); + context.urgency = this.calculateUrgency(context); + + return context; + } + + determinePuckZone(puck, gameState) { + const rinkWidth = gameState.rink.width; + const x = puck.position.x; + + if (x < rinkWidth * 0.33) return 'defensive'; + if (x > rinkWidth * 0.67) return 'offensive'; + return 'neutral'; + } + + selectFormation(context) { + if (context.powerPlay.home || context.powerPlay.away) { + return context.powerPlay.home ? 'offensive' : 'defensive'; + } + + switch (context.zone) { + case 'offensive': + return 'offensive'; + case 'defensive': + return 'defensive'; + default: + return 'neutral'; + } + } + + calculateUrgency(context) { + let urgency = 0; + + if (context.gameTime < 300) urgency += 0.3; + if (context.gameTime < 120) urgency += 0.3; + if (Math.abs(context.scoreGap) > 1) urgency += 0.2; + if (context.powerPlay.home || context.powerPlay.away) urgency += 0.4; + + return Math.min(1, urgency); + } + + updatePlayerAI(player, context) { + const teamSide = player.team === 'home' ? 1 : -1; + const formation = this.formations[context.formation]; + const playerFormation = formation[player.role]; + + if (playerFormation) { + const formationPosition = this.calculateFormationPosition( + playerFormation, + context, + teamSide + ); + + player.aiState.formationTarget = formationPosition; + } + + this.updatePlayerBehavior(player, context); + } + + calculateFormationPosition(formation, context, teamSide) { + const rink = { width: 1000, height: 600 }; + const centerX = rink.width * 0.5; + const centerY = rink.height * 0.5; + + let x, y; + + if (teamSide === 1) { + x = formation.x * rink.width; + y = formation.y * rink.height; + } else { + x = (1 - formation.x) * rink.width; + y = formation.y * rink.height; + } + + const puckInfluence = this.calculatePuckInfluence(context.puckPosition, new Vector2(x, y)); + x += puckInfluence.x * 30; + y += puckInfluence.y * 30; + + return new Vector2(x, y); + } + + calculatePuckInfluence(puckPos, playerPos) { + const direction = puckPos.subtract(playerPos).normalize(); + const distance = puckPos.distance(playerPos); + const influence = Math.max(0, 1 - distance / 200); + + return direction.multiply(influence); + } + + updatePlayerBehavior(player, context) { + const distanceToPuck = player.position.distance(context.puckPosition); + const isNearPuck = distanceToPuck < 100; + + if (player.state.hasPuck) { + player.aiState.behavior = 'puck_carrier'; + this.executePuckCarrierBehavior(player, context); + } else if (context.puckOwner && context.puckOwner.team === player.team) { + player.aiState.behavior = 'support'; + this.executeSupportBehavior(player, context); + } else if (context.puckOwner && context.puckOwner.team !== player.team) { + player.aiState.behavior = 'pressure'; + this.executePressureBehavior(player, context); + } else if (isNearPuck) { + player.aiState.behavior = 'chase'; + this.executeChaseBehavior(player, context); + } else { + player.aiState.behavior = 'formation'; + this.executeFormationBehavior(player, context); + } + } + + executePuckCarrierBehavior(player, context) { + const enemyGoal = player.team === 'home' ? + new Vector2(950, 300) : new Vector2(50, 300); + + const distanceToGoal = player.position.distance(enemyGoal); + const urgency = context.urgency; + + if (distanceToGoal < 200 && urgency > 0.5) { + player.aiState.action = 'shoot'; + } else if (this.isUnderPressure(player, context)) { + player.aiState.action = 'pass'; + } else { + player.aiState.action = 'advance'; + player.targetPosition = enemyGoal.copy(); + } + } + + executeSupportBehavior(player, context) { + const puckCarrier = context.puckOwner; + const supportPosition = this.calculateSupportPosition(player, puckCarrier, context); + + player.targetPosition = supportPosition; + player.aiState.action = 'support'; + } + + executePressureBehavior(player, context) { + const opponent = context.puckOwner; + const pressurePosition = this.calculatePressurePosition(player, opponent, context); + + player.targetPosition = pressurePosition; + player.aiState.action = 'pressure'; + } + + executeChaseBehavior(player, context) { + player.targetPosition = context.puckPosition.copy(); + player.aiState.action = 'chase'; + } + + executeFormationBehavior(player, context) { + if (player.aiState.formationTarget) { + player.targetPosition = player.aiState.formationTarget.copy(); + } + player.aiState.action = 'formation'; + } + + isUnderPressure(player, context) { + // Check if opponent players are nearby and approaching + const nearbyOpponents = this.getNearbyOpponents(player, context, 80); + return nearbyOpponents.length > 0; + } + + getNearbyOpponents(player, context, radius) { + // This would typically be passed from the game engine + // For now, return empty array as placeholder + return []; + } + + calculateSupportPosition(player, puckCarrier, context) { + const enemyGoal = player.team === 'home' ? + new Vector2(950, 300) : new Vector2(50, 300); + + const basePosition = puckCarrier.position.lerp(enemyGoal, 0.7); + const offset = this.getRoleOffset(player.role); + + return basePosition.add(offset); + } + + calculatePressurePosition(player, opponent, context) { + const ownGoal = player.team === 'home' ? + new Vector2(50, 300) : new Vector2(950, 300); + + return opponent.position.lerp(ownGoal, 0.3); + } + + getRoleOffset(role) { + const offsets = { + 'LW': new Vector2(-50, -80), + 'RW': new Vector2(-50, 80), + 'C': new Vector2(0, 0), + 'LD': new Vector2(-100, -40), + 'RD': new Vector2(-100, 40) + }; + + return offsets[role] || new Vector2(0, 0); + } + + setStrategy(strategy) { + if (this.strategyWeights[strategy]) { + this.currentStrategy = strategy; + } + } + + getStrategy() { + return this.currentStrategy; + } +} \ No newline at end of file diff --git a/src/systems/audio-system.js b/src/systems/audio-system.js new file mode 100644 index 0000000..7d0382a --- /dev/null +++ b/src/systems/audio-system.js @@ -0,0 +1,245 @@ +class AudioSystem { + constructor() { + this.audioContext = null; + this.sounds = {}; + this.volume = 0.7; + this.enabled = true; + this.initialized = false; + + this.initializeAudio(); + } + + async initializeAudio() { + try { + this.audioContext = new (window.AudioContext || window.webkitAudioContext)(); + this.generateSounds(); + this.initialized = true; + } catch (error) { + console.warn('Audio initialization failed:', error); + this.enabled = false; + } + } + + generateSounds() { + this.sounds = { + puckHit: this.createPuckHitSound(), + stick: this.createStickSound(), + goal: this.createGoalSound(), + save: this.createSaveSound(), + whistle: this.createWhistleSound(), + crowd: this.createCrowdSound(), + skate: this.createSkateSound(), + board: this.createBoardSound() + }; + } + + createPuckHitSound() { + return this.createPercussiveSound(150, 0.1, 'sawtooth'); + } + + createStickSound() { + return this.createPercussiveSound(200, 0.05, 'square'); + } + + createGoalSound() { + return this.createMelodicSound([400, 500, 600], 0.8, 'sine'); + } + + createSaveSound() { + return this.createPercussiveSound(100, 0.3, 'triangle'); + } + + createWhistleSound() { + return this.createMelodicSound([800, 900], 0.5, 'sine'); + } + + createCrowdSound() { + return this.createNoiseSound(0.2, 2.0); + } + + createSkateSound() { + return this.createNoiseSound(0.1, 0.2); + } + + createBoardSound() { + return this.createPercussiveSound(80, 0.2, 'triangle'); + } + + createPercussiveSound(frequency, duration, waveType = 'sine') { + return () => { + if (!this.enabled || !this.audioContext) return; + + const oscillator = this.audioContext.createOscillator(); + const gainNode = this.audioContext.createGain(); + + oscillator.connect(gainNode); + gainNode.connect(this.audioContext.destination); + + oscillator.type = waveType; + oscillator.frequency.setValueAtTime(frequency, this.audioContext.currentTime); + oscillator.frequency.exponentialRampToValueAtTime( + frequency * 0.5, + this.audioContext.currentTime + duration + ); + + gainNode.gain.setValueAtTime(this.volume * 0.3, this.audioContext.currentTime); + gainNode.gain.exponentialRampToValueAtTime( + 0.001, + this.audioContext.currentTime + duration + ); + + oscillator.start(this.audioContext.currentTime); + oscillator.stop(this.audioContext.currentTime + duration); + }; + } + + createMelodicSound(frequencies, duration, waveType = 'sine') { + return () => { + if (!this.enabled || !this.audioContext) return; + + frequencies.forEach((freq, index) => { + const delay = index * 0.1; + const oscillator = this.audioContext.createOscillator(); + const gainNode = this.audioContext.createGain(); + + oscillator.connect(gainNode); + gainNode.connect(this.audioContext.destination); + + oscillator.type = waveType; + oscillator.frequency.setValueAtTime(freq, this.audioContext.currentTime + delay); + + gainNode.gain.setValueAtTime(0, this.audioContext.currentTime + delay); + gainNode.gain.linearRampToValueAtTime( + this.volume * 0.2, + this.audioContext.currentTime + delay + 0.05 + ); + gainNode.gain.exponentialRampToValueAtTime( + 0.001, + this.audioContext.currentTime + delay + duration + ); + + oscillator.start(this.audioContext.currentTime + delay); + oscillator.stop(this.audioContext.currentTime + delay + duration); + }); + }; + } + + createNoiseSound(volume, duration) { + return () => { + if (!this.enabled || !this.audioContext) return; + + const bufferSize = this.audioContext.sampleRate * duration; + const buffer = this.audioContext.createBuffer(1, bufferSize, this.audioContext.sampleRate); + const data = buffer.getChannelData(0); + + for (let i = 0; i < bufferSize; i++) { + data[i] = (Math.random() * 2 - 1) * volume * this.volume; + } + + const source = this.audioContext.createBufferSource(); + const gainNode = this.audioContext.createGain(); + const filter = this.audioContext.createBiquadFilter(); + + source.buffer = buffer; + source.connect(filter); + filter.connect(gainNode); + gainNode.connect(this.audioContext.destination); + + filter.type = 'lowpass'; + filter.frequency.setValueAtTime(2000, this.audioContext.currentTime); + + gainNode.gain.setValueAtTime(1, this.audioContext.currentTime); + gainNode.gain.exponentialRampToValueAtTime(0.001, this.audioContext.currentTime + duration); + + source.start(this.audioContext.currentTime); + }; + } + + playSound(soundName, volume = 1) { + if (!this.enabled || !this.sounds[soundName]) return; + + try { + if (this.audioContext.state === 'suspended') { + this.audioContext.resume(); + } + this.sounds[soundName](); + } catch (error) { + console.warn('Failed to play sound:', soundName, error); + } + } + + onPuckHit(velocity) { + const intensity = Math.min(1, velocity / 500); + if (intensity > 0.1) { + this.playSound('puckHit', intensity); + } + } + + onStickContact() { + this.playSound('stick'); + } + + onGoal(team) { + this.playSound('goal'); + setTimeout(() => this.playSound('crowd'), 500); + } + + onSave() { + this.playSound('save'); + } + + onPenalty() { + this.playSound('whistle'); + } + + onPeriodEnd() { + this.playSound('whistle'); + } + + onBoardCollision(velocity) { + const intensity = Math.min(1, velocity / 300); + if (intensity > 0.2) { + this.playSound('board', intensity); + } + } + + onPlayerMovement(speed) { + if (speed > 100 && Math.random() < 0.01) { + this.playSound('skate', 0.3); + } + } + + setVolume(volume) { + this.volume = Math.max(0, Math.min(1, volume)); + } + + setEnabled(enabled) { + this.enabled = enabled; + } + + toggle() { + this.enabled = !this.enabled; + return this.enabled; + } + + resume() { + if (this.audioContext && this.audioContext.state === 'suspended') { + return this.audioContext.resume(); + } + } + + suspend() { + if (this.audioContext && this.audioContext.state === 'running') { + return this.audioContext.suspend(); + } + } + + getState() { + return { + enabled: this.enabled, + volume: this.volume, + initialized: this.initialized, + contextState: this.audioContext ? this.audioContext.state : 'not-initialized' + }; + } +} \ No newline at end of file diff --git a/src/systems/physics-system.js b/src/systems/physics-system.js new file mode 100644 index 0000000..08290ef --- /dev/null +++ b/src/systems/physics-system.js @@ -0,0 +1,64 @@ +class PhysicsSystem { + constructor() { + this.gravity = new Vector2(0, 0); + this.airResistance = 0.99; + this.collisionIterations = 3; + } + + update(entities, deltaTime) { + entities.forEach(entity => { + this.updateEntity(entity, deltaTime); + }); + + for (let i = 0; i < this.collisionIterations; i++) { + this.resolveCollisions(entities); + } + } + + updateEntity(entity, deltaTime) { + if (!entity.velocity || !entity.position) return; + + entity.velocity = entity.velocity.add(this.gravity.multiply(deltaTime)); + entity.velocity = entity.velocity.multiply(this.airResistance); + entity.position = entity.position.add(entity.velocity.multiply(deltaTime)); + } + + resolveCollisions(entities) { + for (let i = 0; i < entities.length; i++) { + for (let j = i + 1; j < entities.length; j++) { + const entityA = entities[i]; + const entityB = entities[j]; + + if (this.checkCollision(entityA, entityB)) { + this.resolveCollision(entityA, entityB); + } + } + } + } + + checkCollision(entityA, entityB) { + if (!entityA.radius || !entityB.radius) return false; + + const distance = entityA.position.distance(entityB.position); + return distance < (entityA.radius + entityB.radius); + } + + resolveCollision(entityA, entityB) { + Physics.resolveCircleCollision(entityA, entityB); + } + + applyForce(entity, force) { + if (!entity.velocity) return; + + const acceleration = force.divide(entity.mass || 1); + entity.velocity = entity.velocity.add(acceleration); + } + + setGravity(gravity) { + this.gravity = gravity; + } + + setAirResistance(resistance) { + this.airResistance = Math.max(0, Math.min(1, resistance)); + } +} \ No newline at end of file diff --git a/src/systems/renderer.js b/src/systems/renderer.js new file mode 100644 index 0000000..0c363f1 --- /dev/null +++ b/src/systems/renderer.js @@ -0,0 +1,324 @@ +class Renderer { + constructor(canvas) { + this.canvas = canvas; + this.ctx = canvas.getContext('2d'); + this.camera = { + x: 0, + y: 0, + zoom: 1, + target: null, + smoothing: 0.1 + }; + + this.setupCanvas(); + } + + setupCanvas() { + this.canvas.style.imageRendering = 'pixelated'; + this.ctx.imageSmoothingEnabled = false; + } + + clear() { + this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height); + } + + drawRink(gameState) { + const rink = gameState.rink; + + this.ctx.save(); + this.applyCamera(); + + this.ctx.fillStyle = '#f8f8f8'; + this.ctx.fillRect(0, 0, rink.width, rink.height); + + this.drawRinkLines(rink); + this.drawGoals(rink); + this.drawFaceoffDots(rink); + this.drawCreases(rink); + + this.ctx.restore(); + } + + drawRinkLines(rink) { + this.ctx.strokeStyle = '#d32f2f'; + this.ctx.lineWidth = 3; + + this.ctx.beginPath(); + this.ctx.rect(0, 0, rink.width, rink.height); + this.ctx.stroke(); + + this.ctx.strokeStyle = '#2196f3'; + this.ctx.lineWidth = 2; + + this.ctx.beginPath(); + this.ctx.moveTo(rink.centerX, 0); + this.ctx.lineTo(rink.centerX, rink.height); + this.ctx.stroke(); + + const zoneWidth = rink.width / 3; + this.ctx.strokeStyle = '#2196f3'; + this.ctx.setLineDash([10, 5]); + + this.ctx.beginPath(); + this.ctx.moveTo(zoneWidth, 0); + this.ctx.lineTo(zoneWidth, rink.height); + this.ctx.stroke(); + + this.ctx.beginPath(); + this.ctx.moveTo(rink.width - zoneWidth, 0); + this.ctx.lineTo(rink.width - zoneWidth, rink.height); + this.ctx.stroke(); + + this.ctx.setLineDash([]); + + this.ctx.beginPath(); + this.ctx.arc(rink.centerX, rink.centerY, 100, 0, Math.PI * 2); + this.ctx.stroke(); + } + + drawGoals(rink) { + this.ctx.strokeStyle = '#d32f2f'; + this.ctx.lineWidth = 4; + + const goalY = rink.centerY; + const goalHeight = rink.goalHeight; + + this.ctx.beginPath(); + this.ctx.moveTo(0, goalY - goalHeight); + this.ctx.lineTo(-10, goalY - goalHeight); + this.ctx.lineTo(-10, goalY + goalHeight); + this.ctx.lineTo(0, goalY + goalHeight); + this.ctx.stroke(); + + this.ctx.beginPath(); + this.ctx.moveTo(rink.width, goalY - goalHeight); + this.ctx.lineTo(rink.width + 10, goalY - goalHeight); + this.ctx.lineTo(rink.width + 10, goalY + goalHeight); + this.ctx.lineTo(rink.width, goalY + goalHeight); + this.ctx.stroke(); + + this.ctx.fillStyle = 'rgba(211, 47, 47, 0.1)'; + this.ctx.fillRect(-10, goalY - goalHeight, 10, goalHeight * 2); + this.ctx.fillRect(rink.width, goalY - goalHeight, 10, goalHeight * 2); + } + + drawCreases(rink) { + this.ctx.strokeStyle = '#4fc3f7'; + this.ctx.lineWidth = 2; + this.ctx.fillStyle = 'rgba(79, 195, 247, 0.1)'; + + const creaseRadius = 60; + const goalY = rink.centerY; + + this.ctx.beginPath(); + this.ctx.arc(60, goalY, creaseRadius, -Math.PI/2, Math.PI/2); + this.ctx.fill(); + this.ctx.stroke(); + + this.ctx.beginPath(); + this.ctx.arc(rink.width - 60, goalY, creaseRadius, Math.PI/2, -Math.PI/2); + this.ctx.fill(); + this.ctx.stroke(); + } + + drawFaceoffDots(rink) { + this.ctx.fillStyle = '#d32f2f'; + + rink.faceoffDots.forEach(dot => { + this.ctx.beginPath(); + this.ctx.arc(dot.x, dot.y, 8, 0, Math.PI * 2); + this.ctx.fill(); + + this.ctx.strokeStyle = '#d32f2f'; + this.ctx.lineWidth = 2; + this.ctx.beginPath(); + this.ctx.arc(dot.x, dot.y, 30, 0, Math.PI * 2); + this.ctx.stroke(); + }); + } + + drawPlayers(players) { + this.ctx.save(); + this.applyCamera(); + + players.forEach(player => { + if (player.state.penaltyTime <= 0) { + player.render(this.ctx); + } + }); + + this.ctx.restore(); + } + + drawPuck(puck) { + this.ctx.save(); + this.applyCamera(); + puck.render(this.ctx); + this.ctx.restore(); + } + + drawUI(gameState) { + this.updateScoreBoard(gameState); + this.updateGameStats(gameState); + this.updatePenalties(gameState); + } + + updateScoreBoard(gameState) { + document.querySelector('.team.home .score').textContent = gameState.homeScore; + document.querySelector('.team.away .score').textContent = gameState.awayScore; + document.getElementById('period').textContent = gameState.getPeriodName(); + document.getElementById('clock').textContent = gameState.formatTime(gameState.timeRemaining); + } + + updateGameStats(gameState) { + document.getElementById('home-shots').textContent = gameState.stats.home.shots; + document.getElementById('away-shots').textContent = gameState.stats.away.shots; + } + + updatePenalties(gameState) { + const homePenalties = document.getElementById('home-penalties'); + const awayPenalties = document.getElementById('away-penalties'); + + homePenalties.innerHTML = ''; + awayPenalties.innerHTML = ''; + + gameState.stats.home.penalties.forEach(penalty => { + const penaltyDiv = document.createElement('div'); + penaltyDiv.className = 'penalty-box'; + penaltyDiv.textContent = `${penalty.player}: ${penalty.type} (${Math.ceil(penalty.timeRemaining)}s)`; + homePenalties.appendChild(penaltyDiv); + }); + + gameState.stats.away.penalties.forEach(penalty => { + const penaltyDiv = document.createElement('div'); + penaltyDiv.className = 'penalty-box'; + penaltyDiv.textContent = `${penalty.player}: ${penalty.type} (${Math.ceil(penalty.timeRemaining)}s)`; + awayPenalties.appendChild(penaltyDiv); + }); + } + + drawParticleEffect(position, type, color = '#ffff00') { + this.ctx.save(); + this.applyCamera(); + + switch (type) { + case 'goal': + this.drawGoalEffect(position); + break; + case 'hit': + this.drawHitEffect(position, color); + break; + case 'save': + this.drawSaveEffect(position); + break; + } + + this.ctx.restore(); + } + + drawGoalEffect(position) { + this.ctx.fillStyle = '#ffff00'; + this.ctx.strokeStyle = '#ff8800'; + this.ctx.lineWidth = 3; + + for (let i = 0; i < 8; i++) { + const angle = (i / 8) * Math.PI * 2; + const x = position.x + Math.cos(angle) * 30; + const y = position.y + Math.sin(angle) * 30; + + this.ctx.beginPath(); + this.ctx.arc(x, y, 5, 0, Math.PI * 2); + this.ctx.fill(); + this.ctx.stroke(); + } + } + + drawHitEffect(position, color) { + this.ctx.strokeStyle = color; + this.ctx.lineWidth = 4; + + for (let i = 0; i < 6; i++) { + const angle = (i / 6) * Math.PI * 2; + const startX = position.x + Math.cos(angle) * 10; + const startY = position.y + Math.sin(angle) * 10; + const endX = position.x + Math.cos(angle) * 25; + const endY = position.y + Math.sin(angle) * 25; + + this.ctx.beginPath(); + this.ctx.moveTo(startX, startY); + this.ctx.lineTo(endX, endY); + this.ctx.stroke(); + } + } + + drawSaveEffect(position) { + this.ctx.fillStyle = '#4fc3f7'; + this.ctx.strokeStyle = '#0288d1'; + this.ctx.lineWidth = 2; + + this.ctx.beginPath(); + this.ctx.arc(position.x, position.y, 20, 0, Math.PI * 2); + this.ctx.stroke(); + + this.ctx.beginPath(); + this.ctx.arc(position.x, position.y, 15, 0, Math.PI * 2); + this.ctx.stroke(); + } + + updateCamera(target) { + if (target) { + this.camera.target = target; + } + + if (this.camera.target) { + const targetX = this.canvas.width / 2 - this.camera.target.x * this.camera.zoom; + const targetY = this.canvas.height / 2 - this.camera.target.y * this.camera.zoom; + + this.camera.x += (targetX - this.camera.x) * this.camera.smoothing; + this.camera.y += (targetY - this.camera.y) * this.camera.smoothing; + } + } + + applyCamera() { + this.ctx.translate(this.camera.x, this.camera.y); + this.ctx.scale(this.camera.zoom, this.camera.zoom); + } + + setZoom(zoom) { + this.camera.zoom = Math.max(0.5, Math.min(2.0, zoom)); + } + + screenToWorld(screenPos) { + return new Vector2( + (screenPos.x - this.camera.x) / this.camera.zoom, + (screenPos.y - this.camera.y) / this.camera.zoom + ); + } + + worldToScreen(worldPos) { + return new Vector2( + worldPos.x * this.camera.zoom + this.camera.x, + worldPos.y * this.camera.zoom + this.camera.y + ); + } + + drawDebugInfo(gameState, players, puck) { + if (!window.debugMode) return; + + this.ctx.save(); + this.ctx.fillStyle = 'rgba(0, 0, 0, 0.8)'; + this.ctx.fillRect(10, 10, 200, 150); + + this.ctx.fillStyle = '#fff'; + this.ctx.font = '12px monospace'; + this.ctx.fillText(`FPS: ${Math.round(1000 / 16)}`, 20, 30); + this.ctx.fillText(`Players: ${players.length}`, 20, 50); + this.ctx.fillText(`Puck Speed: ${Math.round(puck.velocity.magnitude())}`, 20, 70); + this.ctx.fillText(`Game Time: ${gameState.formatTime(gameState.timeRemaining)}`, 20, 90); + this.ctx.fillText(`Period: ${gameState.period}`, 20, 110); + this.ctx.fillText(`Paused: ${gameState.isPaused}`, 20, 130); + this.ctx.fillText(`Speed: ${gameState.gameSpeed}x`, 20, 150); + + this.ctx.restore(); + } +} \ No newline at end of file diff --git a/src/systems/rules-system.js b/src/systems/rules-system.js new file mode 100644 index 0000000..11da552 --- /dev/null +++ b/src/systems/rules-system.js @@ -0,0 +1,256 @@ +class RulesSystem { + constructor(gameState) { + this.gameState = gameState; + this.lastOffsideCheck = 0; + this.lastIcingCheck = 0; + this.penaltyQueue = []; + } + + update(players, puck, deltaTime) { + this.checkOffside(players, puck); + this.checkIcing(players, puck); + this.checkGoaltenderInterference(players, puck); + this.checkHighSticking(players, puck); + this.processPenaltyQueue(); + } + + checkOffside(players, puck) { + const currentTime = Date.now(); + if (currentTime - this.lastOffsideCheck < 500) return; + + const puckOwner = players.find(p => p.state.hasPuck); + if (!puckOwner) return; + + const centerLine = this.gameState.rink.centerX; + const offensiveZoneLine = puckOwner.team === 'home' ? + this.gameState.rink.width * 0.67 : this.gameState.rink.width * 0.33; + + const puckInOffensiveZone = puckOwner.team === 'home' ? + puck.position.x > offensiveZoneLine : + puck.position.x < offensiveZoneLine; + + if (puckInOffensiveZone) { + const teammates = players.filter(p => + p.team === puckOwner.team && + p.id !== puckOwner.id && + p.role !== 'G' + ); + + const offsidePlayers = teammates.filter(teammate => { + const isAhead = puckOwner.team === 'home' ? + teammate.position.x > puck.position.x : + teammate.position.x < puck.position.x; + + const inOffensiveZone = puckOwner.team === 'home' ? + teammate.position.x > offensiveZoneLine : + teammate.position.x < offensiveZoneLine; + + return isAhead && inOffensiveZone; + }); + + if (offsidePlayers.length > 0) { + this.callOffside(puckOwner.team, offsidePlayers); + this.lastOffsideCheck = currentTime; + } + } + } + + callOffside(team, players) { + this.gameState.addEvent(`OFFSIDE - ${team.toUpperCase()}`); + + const faceoffPosition = this.gameState.rink.faceoffDots[ + team === 'home' ? 1 : 3 + ]; + + this.gameState.emit('offside', { + team, + players: players.map(p => p.name), + faceoffPosition + }); + + this.scheduleFaceoff(faceoffPosition); + } + + checkIcing(players, puck) { + const currentTime = Date.now(); + if (currentTime - this.lastIcingCheck < 1000) return; + + if (!puck.lastTeamTouch) return; + + const shootingTeam = puck.lastTeamTouch; + const shootingZoneLine = shootingTeam === 'home' ? + this.gameState.rink.width * 0.33 : this.gameState.rink.width * 0.67; + + const puckCrossedOwnZone = shootingTeam === 'home' ? + puck.position.x < shootingZoneLine : + puck.position.x > shootingZoneLine; + + if (!puckCrossedOwnZone) return; + + const goalLine = shootingTeam === 'home' ? + this.gameState.rink.width - 50 : 50; + + const puckPastGoalLine = shootingTeam === 'home' ? + puck.position.x > goalLine : + puck.position.x < goalLine; + + if (puckPastGoalLine) { + const shootingPlayers = players.filter(p => p.team === shootingTeam); + const opposingPlayers = players.filter(p => p.team !== shootingTeam); + + const nearestShootingPlayer = this.findNearestPlayer(puck.position, shootingPlayers); + const nearestOpposingPlayer = this.findNearestPlayer(puck.position, opposingPlayers); + + if (nearestOpposingPlayer && + nearestOpposingPlayer.position.distance(puck.position) < + nearestShootingPlayer.position.distance(puck.position)) { + + this.callIcing(shootingTeam); + this.lastIcingCheck = currentTime; + } + } + } + + callIcing(team) { + this.gameState.addEvent(`ICING - ${team.toUpperCase()}`); + + const faceoffPosition = this.gameState.rink.faceoffDots[ + team === 'home' ? 0 : 4 + ]; + + this.gameState.emit('icing', { + team, + faceoffPosition + }); + + this.scheduleFaceoff(faceoffPosition); + } + + checkGoaltenderInterference(players, puck) { + const goalies = players.filter(p => p.role === 'G'); + + goalies.forEach(goalie => { + const crease = this.getCreaseArea(goalie.team); + const opponents = players.filter(p => + p.team !== goalie.team && + this.isPlayerInCrease(p, crease) + ); + + opponents.forEach(opponent => { + if (opponent.velocity.magnitude() > 100) { + this.callGoaltenderInterference(opponent); + } + }); + }); + } + + checkHighSticking(players, puck) { + if (puck.position.y < 200) { + const lastTouch = puck.lastPlayerTouch; + if (lastTouch && Math.random() < 0.1) { + this.callHighSticking(lastTouch); + } + } + } + + isPlayerInCrease(player, crease) { + return player.position.x >= crease.x && + player.position.x <= crease.x + crease.width && + player.position.y >= crease.y && + player.position.y <= crease.y + crease.height; + } + + getCreaseArea(team) { + const goalY = this.gameState.rink.centerY; + const goalX = team === 'home' ? 50 : this.gameState.rink.width - 50; + + return { + x: goalX - 30, + y: goalY - 60, + width: 60, + height: 120 + }; + } + + callGoaltenderInterference(player) { + this.queuePenalty(player.team, player.name, 'Goaltender Interference', 120); + } + + callHighSticking(player) { + this.queuePenalty(player.team, player.name, 'High Sticking', 120); + } + + queuePenalty(team, player, type, duration) { + this.penaltyQueue.push({ + team, + player, + type, + duration, + timestamp: Date.now() + }); + } + + processPenaltyQueue() { + if (this.penaltyQueue.length === 0) return; + + const penalty = this.penaltyQueue.shift(); + this.gameState.addPenalty( + penalty.team, + penalty.player, + penalty.type, + penalty.duration + ); + } + + scheduleFaceoff(position) { + setTimeout(() => { + this.gameState.emit('faceoff', { position }); + }, 2000); + } + + findNearestPlayer(position, players) { + let nearest = null; + let minDistance = Infinity; + + players.forEach(player => { + const distance = player.position.distance(position); + if (distance < minDistance) { + minDistance = distance; + nearest = player; + } + }); + + return nearest; + } + + checkFighting(players) { + for (let i = 0; i < players.length; i++) { + for (let j = i + 1; j < players.length; j++) { + const player1 = players[i]; + const player2 = players[j]; + + if (player1.team !== player2.team && + player1.position.distance(player2.position) < 20 && + player1.velocity.magnitude() > 150 && + player2.velocity.magnitude() > 150 && + Math.random() < 0.01) { + + this.callFighting(player1, player2); + } + } + } + } + + callFighting(player1, player2) { + this.queuePenalty(player1.team, player1.name, 'Fighting', 300); + this.queuePenalty(player2.team, player2.name, 'Fighting', 300); + + this.gameState.addEvent(`FIGHT - ${player1.name} vs ${player2.name}`); + } + + reset() { + this.lastOffsideCheck = 0; + this.lastIcingCheck = 0; + this.penaltyQueue = []; + } +} \ No newline at end of file diff --git a/src/utils/physics.js b/src/utils/physics.js new file mode 100644 index 0000000..85cc65c --- /dev/null +++ b/src/utils/physics.js @@ -0,0 +1,69 @@ +class Physics { + static checkCircleCollision(pos1, radius1, pos2, radius2) { + const distance = pos1.distance(pos2); + return distance < (radius1 + radius2); + } + + static resolveCircleCollision(obj1, obj2) { + const distance = obj1.position.distance(obj2.position); + const minDistance = obj1.radius + obj2.radius; + + if (distance < minDistance) { + const overlap = minDistance - distance; + const direction = obj2.position.subtract(obj1.position).normalize(); + + const separation = direction.multiply(overlap * 0.5); + obj1.position = obj1.position.subtract(separation); + obj2.position = obj2.position.add(separation); + + const relativeVelocity = obj2.velocity.subtract(obj1.velocity); + const speed = relativeVelocity.dot(direction); + + if (speed > 0) return; + + const restitution = Math.min(obj1.restitution || 0.8, obj2.restitution || 0.8); + const impulse = 2 * speed / (obj1.mass + obj2.mass); + + obj1.velocity = obj1.velocity.add(direction.multiply(impulse * obj2.mass * restitution)); + obj2.velocity = obj2.velocity.subtract(direction.multiply(impulse * obj1.mass * restitution)); + } + } + + static checkPointInRectangle(point, rect) { + return point.x >= rect.x && + point.x <= rect.x + rect.width && + point.y >= rect.y && + point.y <= rect.y + rect.height; + } + + static checkCircleRectangleCollision(circle, rect) { + const closestX = Math.max(rect.x, Math.min(circle.x, rect.x + rect.width)); + const closestY = Math.max(rect.y, Math.min(circle.y, rect.y + rect.height)); + + const distance = new Vector2(circle.x - closestX, circle.y - closestY).magnitude(); + return distance < circle.radius; + } + + static applyFriction(velocity, friction, deltaTime) { + const speed = velocity.magnitude(); + if (speed > 0) { + const frictionForce = speed * friction * deltaTime; + if (frictionForce >= speed) { + return new Vector2(0, 0); + } else { + return velocity.subtract(velocity.normalize().multiply(frictionForce)); + } + } + return velocity; + } + + static wrapAngle(angle) { + while (angle > Math.PI) angle -= 2 * Math.PI; + while (angle < -Math.PI) angle += 2 * Math.PI; + return angle; + } + + static lerp(start, end, t) { + return start + (end - start) * t; + } +} \ No newline at end of file diff --git a/src/utils/vector.js b/src/utils/vector.js new file mode 100644 index 0000000..66000c7 --- /dev/null +++ b/src/utils/vector.js @@ -0,0 +1,76 @@ +class Vector2 { + constructor(x = 0, y = 0) { + this.x = x; + this.y = y; + } + + static from(obj) { + return new Vector2(obj.x, obj.y); + } + + copy() { + return new Vector2(this.x, this.y); + } + + add(vector) { + return new Vector2(this.x + vector.x, this.y + vector.y); + } + + subtract(vector) { + return new Vector2(this.x - vector.x, this.y - vector.y); + } + + multiply(scalar) { + return new Vector2(this.x * scalar, this.y * scalar); + } + + divide(scalar) { + return new Vector2(this.x / scalar, this.y / scalar); + } + + magnitude() { + return Math.sqrt(this.x * this.x + this.y * this.y); + } + + normalize() { + const mag = this.magnitude(); + if (mag === 0) return new Vector2(0, 0); + return this.divide(mag); + } + + distance(vector) { + const dx = this.x - vector.x; + const dy = this.y - vector.y; + return Math.sqrt(dx * dx + dy * dy); + } + + dot(vector) { + return this.x * vector.x + this.y * vector.y; + } + + angle() { + return Math.atan2(this.y, this.x); + } + + static fromAngle(angle, magnitude = 1) { + return new Vector2( + Math.cos(angle) * magnitude, + Math.sin(angle) * magnitude + ); + } + + lerp(target, t) { + return new Vector2( + this.x + (target.x - this.x) * t, + this.y + (target.y - this.y) * t + ); + } + + limit(maxMagnitude) { + const mag = this.magnitude(); + if (mag > maxMagnitude) { + return this.normalize().multiply(maxMagnitude); + } + return this.copy(); + } +} \ No newline at end of file