- fix rendering on higher refresh screens

- increase container size and match %300 pixel ratio
- halloween update
This commit is contained in:
gocivici 2024-10-28 09:56:00 -07:00
parent cdf1b84586
commit 63f547b432
46 changed files with 50 additions and 17 deletions

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@ -39,10 +39,10 @@ io.on('connection', (socket)=>{
console.log('user connected')
resetDisconnectTimer();
bPlayers[socket.id] = {
x:615,
y:136,
clickX:615,
clickY:136,
x:790,
y:154,
clickX:790,
clickY:154,
roomId:1,
message:'',
username:"Visitor",

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@ -18,6 +18,15 @@ before and after the text */
/* if you want something (like the header) to be Wider than
the other elements, you will need to move that div outside
of the container */
html{
/* image-rendering: optimizeSpeed; */
/* image-rendering: -moz-crisp-edges;
image-rendering: -o-crisp-edges;
image-rendering: -webkit-optimize-contrast;
image-rendering: pixelated;
image-rendering: optimize-contrast;
-ms-interpolation-mode: nearest-neighbor; */
}
.credits{
margin-top: 10px;
font-size: 12px;

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@ -397,7 +397,7 @@ before and after the text */
the other elements, you will need to move that div outside
of the container */
#container {
max-width: 960px;
max-width: 1080px;
/* this is the width of your layout! */
/* if you change the above value, scroll to the bottom
and change the media query according to the comment! */

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public/img/TV.png Normal file

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public/img/fireplace.gif Normal file

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public/img/fireplace.png Normal file

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@ -27,7 +27,7 @@
<div class="scanlines">
<div class="screen">
<!-- <div class="asciiArt">Görkem's Webspace</div> -->
<div class="asciiArt">CyberCafe # *</div>
<div class="asciiArt">SpookyCafe # *</div>
<script>
figlet.defaults({ fontPath: "/css" });
ascii = document.getElementsByClassName("asciiArt");

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@ -47,8 +47,8 @@ if(!localStorage.getItem('username')){
}
// setInterval(player.animate, 50);
canvas.width = 32 * 21 //672
canvas.height = 32 * 12 //384
canvas.width = 32 * 26//32 * 21 //672
canvas.height = 32 * 15 //32 * 12 //384
console.log(ctx);
@ -59,7 +59,16 @@ const room1 = new Sprite({
x:0,
y:0
},
imageSrc: './img/baackground.png'
imageSrc: './img/baackground300adj.png'
})
const TV = new Sprite({
position:{
x:95,
y:122
},
imageSrc: './img/TV.png',
frames: 27
})
@ -145,17 +154,29 @@ function getCursorPosition(canvas, event) {
}
// animate from point a to point b
let frames_per_second = 60;
let animationId
// setInterval(animate, 60);
function animate(){
let interval = Math.floor(1000 / frames_per_second); // rounding down since our code will rarely run at the exact interval
let startTime = performance.now();
let previousTime = startTime;
let currentTime = 0;
let deltaTime = 0;
// set anmiation speed 60fps regardless of display refresh rate, based on: https://www.kirupa.com/animations/ensuring_consistent_animation_speeds.htm
function animate(timestamp){
ctx.imageSmoothingEnabled = false;
// console.log(pageVisible)
currentTime = timestamp;
deltaTime = currentTime - previousTime;
// console.log(pageVisible)
if (deltaTime > interval) {
previousTime = currentTime - (deltaTime % interval);
// ctx.clearRect(0,0,canvas.width,canvas.height);
room1.draw()
animationId = requestAnimationFrame(animate);
room1.draw();
TV.draw()
if(readyNow){
// ctx.drawImage(background,0,0);
@ -167,10 +188,13 @@ function animate(){
allfPlayer.update()
// allfPlayer.message()
}
}
// fPlayer = fPlayers[socket.id]
// if(){}
// goToPosition(fPlayer,clickCoordinates)
@ -178,7 +202,7 @@ function animate(){
// console.log(fPlayer.animationColumn)
// return [incrementX,incrementY]
}
requestAnimationFrame(animate);
// function goToPosition(fPlayer,clickCoordinates){
@ -188,7 +212,7 @@ function animate(){
animate()
requestAnimationFrame(animate);