tmp commit
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@ -1,5 +1,6 @@
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/* global $ */
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var Player = require("./player.js");
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var client = require("./player-client.js");
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var renderer = require("./game-renderer.js");
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var consts = require("./game-consts.js");
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var core = require("./game-core.js");
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@ -29,23 +30,8 @@ if ( !window.requestAnimationFrame ) {
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})();
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}
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var norun = false;
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function run() {
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if (norun)
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return; //Prevent multiple clicks.
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norun = true;
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user = null;
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deadFrames = 0;
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//Socket connection.
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//, {transports: ['websocket'], upgrade: false}
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connectServer();
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socket.emit('hello', {
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name: $("#name").val(),
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type: 0, //Free-for-all
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gameid: -1 //Requested game-id, or -1 for anyone.
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}, function(success, msg) {
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client.connect(function(success, msg) {
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if (success)
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{
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console.info("Connected to game!");
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@ -147,7 +133,6 @@ var deadFrames = 0;
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var requesting = -1; //frame that we are requesting at.
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var frameCache = []; //Frames after our request.
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//TODO: check if we can connect to server.
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function connectServer() {
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io.j = [];
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io.sockets = [];
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@ -349,4 +334,4 @@ function paintLoop()
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renderer.update();
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requestAnimationFrame(paintLoop);
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}
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}
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}
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244
player-client.js
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244
player-client.js
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@ -0,0 +1,244 @@
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var Player = require("./player.js");
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var consts = require("./game-consts.js");
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var core = require("./game-core.js");
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var io = require('socket.io-client');
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var GRID_SIZE = consts.GRID_SIZE;
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var CELL_WIDTH = consts.CELL_WIDTH;
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var running = false;
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var user, socket, frame;
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exports.connect = function(callback) {
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if (running)
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return; //Prevent multiple runs.
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running = true;
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user = null;
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deadFrames = 0;
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//Socket connection.
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//, {transports: ['websocket'], upgrade: false}
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connectServer();
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socket.emit('hello', {
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name: $("#name").val(),
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type: 0, //Free-for-all
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gameid: -1 //Requested game-id, or -1 for anyone.
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}, function(success, msg) {
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if (success)
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console.info("Connected to game!");
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else
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console.error("Unable to connect to game: " + msg);
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if (callback)
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callback(success, msg);
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});
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}
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exports.changeHeading = function(int newHeading)
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{
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if (newHeading === user.currentHeading || ((newHeading % 2 === 0) ^
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(user.currentHeading % 2 === 0)))
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{
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//user.heading = newHeading;
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if (socket) {
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socket.emit("frame", {
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frame: frame,
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heading: newHeading
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}, function(success, msg) {
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if (!success)
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console.error(msg);
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});
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}
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}
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}
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var grid = renderer.grid;
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var timeout = undefined;
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var dirty = false;
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var deadFrames = 0;
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var requesting = -1; //frame that we are requesting at.
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var frameCache = []; //Frames after our request.
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function connectServer() {
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io.j = [];
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io.sockets = [];
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socket = io('http://' + window.location.hostname + ':8081', {
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'forceNew': true,
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upgrade: false,
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transports: ['websocket']
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});
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socket.on('connect', function(){
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console.info("Connected to server.");
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});
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socket.on('game', function(data) {
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if (timeout != undefined)
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clearTimeout(timeout);
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//Initialize game.
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//TODO: display data.gameid --- game id #
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frame = data.frame;
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renderer.reset();
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//Load players.
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data.players.forEach(function(p) {
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var pl = new Player(grid, p);
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renderer.addPlayer(pl);
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});
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user = renderer.getPlayerFromNum(data.num);
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if (!user) throw new Error();
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renderer.setUser(user);
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//Load grid.
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var gridData = new Uint8Array(data.grid);
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for (var r = 0; r < grid.size; r++)
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for (var c = 0; c < grid.size; c++)
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{
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var ind = gridData[r * grid.size + c] - 1;
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grid.set(r, c, ind === -1 ? null : renderer.getPlayer(ind));
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}
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renderer.paint();
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frame = data.frame;
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if (requesting !== -1)
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{
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//Update those cache frames after we updated game.
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var minFrame = requesting;
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requesting = -1;
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while (frameCache.length > frame - minFrame)
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processFrame(frameCache[frame - minFrame]);
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frameCache = [];
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}
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});
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socket.on('notifyFrame', processFrame);
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socket.on('dead', function() {
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socket.disconnect(); //In case we didn't get the disconnect call.
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});
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socket.on('disconnect', function(){
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if (!user)
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return;
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console.info("Server has disconnected. Creating new game.");
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socket.disconnect();
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user.die();
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dirty = true;
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paintLoop();
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running = false;
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//TODO: DISCONNECT event
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});
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}
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function processFrame(data)
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{
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if (timeout != undefined)
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clearTimeout(timeout);
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if (requesting !== -1 && requesting < data.frame)
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{
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frameCache.push(data);
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return;
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}
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if (data.frame - 1 !== frame)
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{
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console.error("Frames don't match up!");
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socket.emit('requestFrame'); //Restore data.
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requesting = data.frame;
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frameCache.push(data);
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return;
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}
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frame++;
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if (data.newPlayers)
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{
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data.newPlayers.forEach(function(p) {
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if (p.num === user.num)
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return;
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var pl = new Player(grid, p);
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renderer.addPlayer(pl);
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core.initPlayer(grid, pl);
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});
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}
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var found = new Array(renderer.playerSize());
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data.moves.forEach(function(val, i) {
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var player = renderer.getPlayerFromNum(val.num);
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if (!player) return;
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if (val.left) player.die();
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found[i] = true;
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player.heading = val.heading;
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});
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for (var i = 0; i < renderer.playerSize(); i++)
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{
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//Implicitly leaving game.
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if (!found[i])
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{
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var player = renderer.getPlayer();
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player && player.die();
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}
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}
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renderer.update();
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var locs = {};
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for (var i = 0; i < renderer.playerSize(); i++)
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{
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var p = renderer.getPlayer(i);
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locs[p.num] = [p.posX, p.posY, p.waitLag];
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}
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socket.emit("verify", {
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frame: frame,
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locs: locs
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}, function(frame, success, adviceFix, msg) {
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if (!success && requesting === -1)
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{
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console.error(frame + ": " + msg);
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if (adviceFix)
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socket.emit('requestFrame');
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}
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}.bind(this, frame));
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dirty = true;
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requestAnimationFrame(function() {
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paintLoop();
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});
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timeout = setTimeout(function() {
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console.warn("Server has timed-out. Disconnecting.");
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socket.disconnect();
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}, 3000);
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}
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function paintLoop()
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{
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if (!dirty)
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return;
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renderer.paint();
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dirty = false;
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if (user.dead)
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{
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if (timeout)
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clearTimeout(timeout);
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if (deadFrames === 60) //One second of frame
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{
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var before = renderer.allowAnimation;
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renderer.allowAnimation = false;
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renderer.update();
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renderer.paint();
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renderer.allowAnimation = before;
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user = null;
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deadFrames = 0;
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return;
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}
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socket.disconnect();
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deadFrames++;
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dirty = true;
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renderer.update();
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requestAnimationFrame(paintLoop);
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}
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}
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