servicepoint-tanks/README.md

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# CCCB-Tanks
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## Service point display
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In CCCB, there is a big pixel matrix hanging on the wall. It is called "Airport Display" or "Service Point Display".
- Resolution: 352x160=56,320 pixels
- Pixels are grouped into 44x20=880 tiles (8x8=64 pixels each)
- Smallest addressable unit: row of pixels inside of a tile (8 pixels = 1 byte)
- The brightness can only be set per tile
- Screen content can be changed using a simple UDP protocol
- Between each row of tiles, there is a gap of around 4 pixels size. This gap changes the aspect ratio of the display.
### Binary format
A UDP package sent to the display has a header size of 10 bytes.
Each header value has a size of two bytes (unsigned 16 bit integer).
Depending on the command, there can be a payload following the header.
The commands are implemented in DisplayCommands.
To change screen contents, these commands are the most relevant:
1. Clear screen
- command: `0x0002`
- (rest does not matter)
2. Send CP437 data: render specified text into rectangular region
- command: `0x0003`
- top left tile x
- top left tile y
- width in tiles
- height in tiles
- payload: (width in tiles * height in tiles) bytes
- 1 byte = 1 character
- each character is rendered into one tile (mono-spaced)
- characters are encoded using code page 437
3. Send bitmap window: set pixel states for a rectangular region
- command: `0x0013`
- top left tile x
- top left _pixel_ y
- width in tiles
- height in _pixels_
- payload: (width in tiles * height in pixels) bytes
- network byte order
- 1 bit = 1 pixel
There are other commands implemented as well, e.g. for changing the brightness.
## Tanks game
- By default, the backend also hosts the frontend
### Backend
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- Stack: .NET / C# / ASP.NET / AOT-compiled
- Both traditional JSON over HTTP APIs and real-time WebSocket communication
- runs all game logic
- sends image and text to the service point display
- sends image to clients
- currently, the game has a fixed tick and frame rate of 25/s
- One frame is ~7KB, not including the text
- maps can be loaded from png files containing black and white pixels or simple text files
- some values (like tank speed) can be configured but are fixed at run time
### Frontend
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- Stack: React / Vite / TypeScript / plain CSS
- There is no server component dedicated to the frontend, everything is a single page after build
- Shows map rendered on server by setting canvas image data
- Sends user input to server
- real time communication via WebSockets, HTTP for the REST
### Binary formats
#### Controls WebSocket
- Client sends 2 byte messages.
- on or off: `0x01` or `0x02`
- input: Forward=`0x01`, Backward=`0x02`, Left=`0x03`, Right=`0x04`, Shoot=`0x05`
- The server never sends any messages.
### Observer screen WebSocket
- same image for all clients
- server sends same format as for the service point display
- client responds with empty message to request the next frame
### Player screen WebSocket
- image is rendered per player
- server sends same message as the observer WebSocket, but includes an additional 4 bits per set bit in the observer payload
- first bit: belongs to current player
- second bit: (reserved)
- third and fourth bit: type of something
- 00: wall
- 01: tank
- 10: bullet
- 11: (reserved)
- client responds with empty message to request the next frame
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## Backlog: Bugs, Wishes, Ideas
- Generalize drawing of entities as there are multiple classes with pretty much the same code
- Generalize hit box collision