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SOURCE / PINNED RELEASE

Made of little things.

Stick Brawl

Release
732bb70ea856…
Author-recorded commit
918970bb749a…
License
LICENSE
Author’s source reference
nostr://npub1ny7l44q0au5xkv3mjgt6zks5f0e2ydefslq4nhh2ve2xypgc2mqqat8qx2/wss%3A%2F%2Fgit.napplet.soy%2F/n-554b329db93

Archive hash verified: 67f16c1148706bbd…. The source-to-build association is the author’s claim; it has not been independently rebuilt.

src/main.ts
import { CONFIG_DOMAIN } from '@napplet/sdk';
import { runtimeHasDomain } from './domain-availability.js';
import { startSettings } from './napplet-settings.js';
import { Game, VIEW_H, VIEW_W } from './game/game.js';
import './styles.css';

// Stick Brawl keeps its own night-time colours; it never follows the host theme.

const app = requireElement<HTMLElement>('#app');
const stage = requireElement<HTMLDivElement>('#stage');
const screen = requireElement<HTMLDivElement>('#screen');
const canvas = requireElement<HTMLCanvasElement>('#game');
const menu = requireElement<HTMLDivElement>('#menu');
const menuButton = requireElement<HTMLButtonElement>('#menuButton');
const playButton = requireElement<HTMLButtonElement>('#playButton');
const restartButton = requireElement<HTMLButtonElement>('#restartButton');
const touch = requireElement<HTMLDivElement>('#touch');
const tooSmall = requireElement<HTMLDivElement>('#tooSmall');

function requireElement<T extends HTMLElement>(selector: string): T {
  const element = document.querySelector<T>(selector);
  if (!element) throw new Error(`Missing required element: ${selector}`);
  return element;
}

const game = new Game(canvas);

// ---------- touch buttons ----------

const touchScreen = matchMedia('(pointer: coarse)').matches && !matchMedia('(any-pointer: fine)').matches;
let alwaysShowTouch = false;

function updateTouchMode(): void {
  const show = touchScreen || alwaysShowTouch;
  touch.hidden = !show;
  app.classList.toggle('touch-mode', show);
  fitScreen();
}

/** A touch button that works like holding a key, and optionally like pressing one. */
function touchButton(selector: string, held: 'left' | 'right' | 'down' | 'block' | null, press: 'jump' | 'attack' | 'kick' | 'roll' | 'shoot' | 'sword' | null): void {
  const button = requireElement<HTMLButtonElement>(selector);
  const release = () => {
    if (held) game.held[held] = false;
    button.classList.remove('held');
  };
  button.addEventListener('pointerdown', (event) => {
    event.preventDefault();
    button.setPointerCapture(event.pointerId);
    if (held) game.held[held] = true;
    if (press) game.press(press);
    button.classList.add('held');
  });
  button.addEventListener('pointerup', release);
  button.addEventListener('pointercancel', release);
  button.addEventListener('lostpointercapture', release);
  button.addEventListener('contextmenu', (event) => event.preventDefault());
}

touchButton('#touchLeft', 'left', null);
touchButton('#touchRight', 'right', null);
touchButton('#touchRoll', 'down', 'roll');
touchButton('#touchJump', null, 'jump');
touchButton('#touchAttack', null, 'attack');
touchButton('#touchBlock', 'block', null);
touchButton('#touchShoot', null, 'shoot');
touchButton('#touchSword', null, 'sword');
touchButton('#touchKick', null, 'kick');

// ---------- fitting the game to the frame ----------

/** Keep the game's wide shape and make it as big as the frame allows. */
function fitScreen(): void {
  const width = stage.clientWidth;
  const height = stage.clientHeight - (touch.hidden ? 0 : touch.offsetHeight + 8);
  const scale = Math.max(0.1, Math.min(width / VIEW_W, height / VIEW_H));
  const cssW = Math.floor(VIEW_W * scale);
  const cssH = Math.floor(VIEW_H * scale);
  screen.style.width = `${cssW}px`;
  screen.style.height = `${cssH}px`;
  game.resize(cssW, cssH);
  tooSmall.hidden = stage.clientWidth >= 240 && stage.clientHeight >= 170;
}

new ResizeObserver(fitScreen).observe(stage);

// ---------- the menu ----------

let started = false;

function openMenu(): void {
  game.paused = true;
  releaseAll();
  menu.hidden = false;
  menuButton.hidden = true;
  playButton.textContent = started ? 'Keep fighting' : 'Fight!';
  restartButton.hidden = !started;
  playButton.focus();
}

function closeMenu(): void {
  started = true;
  menu.hidden = true;
  menuButton.hidden = false;
  game.paused = false;
  canvas.focus();
}

playButton.addEventListener('click', closeMenu);
restartButton.addEventListener('click', () => {
  game.restart();
  closeMenu();
});
menuButton.addEventListener('click', openMenu);

// ---------- keyboard ----------

function releaseAll(): void {
  game.held.left = false;
  game.held.right = false;
  game.held.down = false;
  game.held.block = false;
}

const HELD_KEYS: Record<string, 'left' | 'right' | 'down' | 'block'> = {
  ArrowLeft: 'left',
  ArrowRight: 'right',
  ArrowDown: 'down',
  ControlLeft: 'block',
  ControlRight: 'block',
};
const PRESS_KEYS: Record<string, 'jump' | 'attack' | 'kick' | 'roll' | 'shoot' | 'sword'> = {
  ArrowUp: 'jump',
  Space: 'attack',
  KeyZ: 'kick',
  ArrowDown: 'roll',
  AltLeft: 'shoot',
  ShiftLeft: 'sword',
};

window.addEventListener('keydown', (event) => {
  if (event.code === 'Escape') {
    event.preventDefault();
    if (menu.hidden) openMenu();
    else closeMenu();
    return;
  }
  // While the menu is open, keys work the buttons instead of the stickman.
  if (!menu.hidden) return;
  const held = HELD_KEYS[event.code];
  const press = PRESS_KEYS[event.code];
  if (!held && !press) return;
  event.preventDefault();
  if (held) game.held[held] = true;
  if (press && !event.repeat) game.press(press);
});
window.addEventListener('keyup', (event) => {
  // Stop the browser from opening its own menu when Alt is let go.
  if (event.code === 'AltLeft') event.preventDefault();
  const held = HELD_KEYS[event.code];
  if (held) game.held[held] = false;
});
window.addEventListener('blur', releaseAll);
document.addEventListener('visibilitychange', () => {
  if (document.hidden && menu.hidden) openMenu();
});
canvas.addEventListener('pointerdown', () => canvas.focus());

// Optional setting: show the touch buttons even with a keyboard. Without the config domain it stays off.
if (runtimeHasDomain(CONFIG_DOMAIN)) {
  startSettings((values) => {
    alwaysShowTouch = values.touchButtons === true;
    updateTouchMode();
  });
}

updateTouchMode();
openMenu();
game.start();