tmp commit

This commit is contained in:
Henry Wang 2017-09-04 00:10:54 -05:00
parent 7ff47d8efc
commit 317570fe9d
2 changed files with 247 additions and 18 deletions

View File

@ -1,5 +1,6 @@
/* global $ */ /* global $ */
var Player = require("./player.js"); var Player = require("./player.js");
var client = require("./player-client.js");
var renderer = require("./game-renderer.js"); var renderer = require("./game-renderer.js");
var consts = require("./game-consts.js"); var consts = require("./game-consts.js");
var core = require("./game-core.js"); var core = require("./game-core.js");
@ -29,23 +30,8 @@ if ( !window.requestAnimationFrame ) {
})(); })();
} }
var norun = false;
function run() { function run() {
if (norun) client.connect(function(success, msg) {
return; //Prevent multiple clicks.
norun = true;
user = null;
deadFrames = 0;
//Socket connection.
//, {transports: ['websocket'], upgrade: false}
connectServer();
socket.emit('hello', {
name: $("#name").val(),
type: 0, //Free-for-all
gameid: -1 //Requested game-id, or -1 for anyone.
}, function(success, msg) {
if (success) if (success)
{ {
console.info("Connected to game!"); console.info("Connected to game!");
@ -147,7 +133,6 @@ var deadFrames = 0;
var requesting = -1; //frame that we are requesting at. var requesting = -1; //frame that we are requesting at.
var frameCache = []; //Frames after our request. var frameCache = []; //Frames after our request.
//TODO: check if we can connect to server.
function connectServer() { function connectServer() {
io.j = []; io.j = [];
io.sockets = []; io.sockets = [];
@ -349,4 +334,4 @@ function paintLoop()
renderer.update(); renderer.update();
requestAnimationFrame(paintLoop); requestAnimationFrame(paintLoop);
} }
} }

244
player-client.js Normal file
View File

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