Server logic for each game

This commit is contained in:
theKidOfArcrania 2017-02-25 23:52:52 +00:00
parent 52dc9a068f
commit 916c50e162
7 changed files with 1324 additions and 958 deletions

View File

@ -1,7 +1,8 @@
/* global $ */
var Player = require("./player.js");
var Grid = require("./grid.js");
var Color = require("./color.js");
var renderer = require("./game-renderer.js");
var consts = require("./game-consts.js");
/**
* Provides requestAnimationFrame in a cross browser way.
* @author paulirish / http://paulirish.com/
@ -23,50 +24,15 @@ if ( !window.requestAnimationFrame ) {
$(function() {
var BORDER_WIDTH = 20;
var GRID_SIZE = 80;
var CELL_WIDTH = 40;
var SPEED = 5;
var SHADOW_OFFSET = 5;
var ANIMATE_FRAMES = 24;
var BOUNCE_FRAMES = [8, 4];
var DROP_HEIGHT = 24;
var DROP_SPEED = 2;
var MIN_BAR_WIDTH = 65;
var BAR_HEIGHT = SHADOW_OFFSET + CELL_WIDTH;
var BAR_WIDTH = 400;
var GRID_SIZE = consts.GRID_SIZE;
var CELL_WIDTH = consts.CELL_WIDTH;
var canvas = $("#main-ui")[0];
var ctx = canvas.getContext('2d');
var canvasWidth = canvas.width = window.innerWidth;
var canvasHeight = canvas.height = window.innerHeight - 20;
canvas.style.marginTop = 20 / 2;
var ctx2 = canvas.getContext('2d');
var gameWidth = canvasWidth;
var gameHeight = canvasHeight - BAR_HEIGHT;
var newPlayerFrames = [];
var playerPortion = [];
var allPlayers = [];
var players = [];
var animateOff = false;
var animateGrid = new Grid(GRID_SIZE);
var grid = new Grid(GRID_SIZE, function(row, col, before, after) {
//Keep track of areas.
if (before)
playerPortion[before.num]--;
if (after)
playerPortion[after.num]++;
//Queue animation
if (before === after || animateOff)
return;
animateGrid.set(row, col, {
before: before,
after: after,
frame: 0
});
});
var grid = renderer.grid;
renderer.allowAnimation = true;
//Load players.
for (var p = 0; p < 9; p++)
@ -80,15 +46,14 @@ $(function() {
currentHeading: getRandomInt(0, 4),
//name: ...,
num: p
}
};
playerPortion[p] = 0;
allPlayers[p] = players[p] = new Player(true, grid, sdata);
renderer.addPlayer(new Player(true, grid, sdata));
for (var dr = -1; dr <= 1; dr++)
for (var dc = -1; dc <= 1; dc++)
if (!grid.isOutOfBounds(dr + pRow, dc + pCol))
grid.set(dr + pRow, dc + pCol, players[p]);
grid.set(dr + pRow, dc + pCol, renderer.getPlayer(p));
}
//Load grid.
@ -101,180 +66,16 @@ $(function() {
// grid.set(r, c, players[getRandomInt(0, players.length)]);
}
}
animateOff = false;
var frameCount = 0;
var animateTo = [0, 0];
var offset = [0, 0];
var kills = 0;
var userPortion = 0;
var lagPortion = 0;
var portionSpeed = 0;
var zoom = 1;
//TODO: current player index
var user = players[0];
centerOnPlayer(user, offset);
var user = renderer.getPlayer(0);
renderer.initUser(user);
function update()
{
//Change grid offsets.
for (var i = 0; i <= 1; i++)
{
if (animateTo[i] !== offset[i])
{
var delta = animateTo[i] - offset[i];
var dir = Math.sign(delta);
var mag = Math.min(SPEED, Math.abs(delta));
offset[i] += dir * mag;
}
}
//Change area percentage
if (lagPortion !== userPortion)
{
delta = userPortion - lagPortion;
dir = Math.sign(delta);
mag = Math.min(Math.abs(portionSpeed), Math.abs(delta));
lagPortion += dir * mag;
}
//Move players.
var dead = [];
players = players.filter(function(val) {
if (!newPlayerFrames[val.num])
newPlayerFrames[val.num] = 0;
if (newPlayerFrames[val.num] < ANIMATE_FRAMES)
newPlayerFrames[val.num]++;
else
val.move();
if (val.dead)
dead.push(val);
return !val.dead;
});
//Remove players with collisions.
var removing = [];
function addKill(killer, other)
{
if (players[killer] === user && !removing[other] && killer !== other)
kills++;
}
for (var i = 0; i < players.length; i++)
{
for (var j = i; j < players.length; j++)
{
//Remove those players when other players have hit their tail.
if (!removing[j] && players[j].tail.hitsTail(players[i]))
{
addKill(i, j);
removing[j] = true;
}
if (!removing[i] && players[i].tail.hitsTail(players[j]))
{
addKill(j, i);
removing[i] = true;
}
//Remove players with collisons...
if (i !== j && squaresIntersect(players[i].posX, players[j].posX) &&
squaresIntersect(players[i].posY, players[j].posY))
{
//...if one player is own his own territory, the other is out.
if (grid.get(players[i].row, players[i].col) === players[i])
{
addKill(i, j);
removing[j] = true;
}
else if (grid.get(players[j].row, players[j].col) === players[j])
{
addKill(j, i);
removing[i] = true;
}
else
{
//...otherwise, the one that sustains most of the collision will be removed.
var areaI = area(players[i]);
var areaJ = area(players[j]);
if (areaI === areaJ)
{
addKill(i, j);
addKill(j, i);
removing[i] = removing[j] = true;
}
else if (areaI > areaJ)
{
addKill(j, i);
removing[i] = true;
}
else
{
addKill(i, j);
removing[j] = true;
}
}
}
}
}
players = players.filter(function(val, i) {
if (removing[i])
{
dead.push(val);
val.die();
}
return !removing[i];
});
dead.forEach(function(val) {
console.log(val.name + " is dead");
allPlayers[val.num] = undefined;
});
for (var r = 0; r < grid.size; r++)
{
for (var c = 0; c < grid.size; c++)
{
if (dead.indexOf(grid.get(r, c)) !== -1)
grid.set(r, c, null);
}
}
//Update user's portions and top ranks.
userPortion = playerPortion[user.num] / (GRID_SIZE * GRID_SIZE);
portionSpeed = Math.abs(userPortion - lagPortion) / ANIMATE_FRAMES;
//TODO: animate player is dead. (maybe explosion?)
//TODO: show when this player is dead
centerOnPlayer(user, animateTo);
}
function centerOnPlayer(player, pos)
{
var xOff = Math.floor(player.posX - (gameWidth / zoom - CELL_WIDTH) / 2);
var yOff = Math.floor(player.posY - (gameHeight / zoom - CELL_WIDTH) / 2);
pos[0] = Math.max(Math.min(xOff, grid.size * CELL_WIDTH + BORDER_WIDTH * 2 - gameWidth / zoom), 0);
pos[1] = Math.max(Math.min(yOff, grid.size * CELL_WIDTH + BORDER_WIDTH * 2 - gameHeight / zoom), 0);
}
function area(player)
{
var xDest = player.col * CELL_WIDTH;
var yDest = player.row * CELL_WIDTH;
if (player.posX === xDest)
return Math.abs(player.posY - yDest);
else
return Math.abs(player.posX - xDest);
renderer.update();
}
//Thanks to https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/random
@ -284,265 +85,17 @@ $(function() {
return Math.floor(Math.random() * (max - min)) + min;
}
function squaresIntersect(a, b)
function paintLoop(ctx)
{
if (a < b)
return b < a + CELL_WIDTH;
else
return a < b + CELL_WIDTH;
}
function paintGridBorder()
{
ctx.fillStyle = 'lightgray';
var gridWidth = CELL_WIDTH * GRID_SIZE;
ctx.fillRect(-BORDER_WIDTH, 0, BORDER_WIDTH, gridWidth);
ctx.fillRect(-BORDER_WIDTH, -BORDER_WIDTH, gridWidth + BORDER_WIDTH * 2, BORDER_WIDTH);
ctx.fillRect(gridWidth, 0, BORDER_WIDTH, gridWidth);
ctx.fillRect(-BORDER_WIDTH, gridWidth, gridWidth + BORDER_WIDTH * 2, BORDER_WIDTH);
}
function paintGridLines()
{
ctx.fillStyle = 'lightgray';
ctx.beginPath();
for (var x = modRotate(-offset[0], CELL_WIDTH); x < gameWidth; x += CELL_WIDTH)
{
ctx.moveTo(x, 0);
ctx.lineTo(x, gameHeight);
}
for (var y = modRotate(-offset[1], CELL_WIDTH); y < gameHeight; y+= CELL_WIDTH)
{
ctx.moveTo(0, y);
ctx.lineTo(gameWidth, y);
}
ctx.stroke();
}
function modRotate(val, mod)
{
var res = val % mod;
if (res >= 0)
return res;
else
return mod + res;
}
function paintGrid()
{
//Paint background.
ctx.fillStyle = "#e2ebf3";
ctx.fillRect(0, 0, CELL_WIDTH * GRID_SIZE, CELL_WIDTH * GRID_SIZE);
paintGridBorder();
//paintGridLines();
//Get viewing limits
var offsetX = (offset[0] - BORDER_WIDTH);
var offsetY = (offset[1] - BORDER_WIDTH);
var minRow = Math.max(Math.floor(offsetY / CELL_WIDTH), 0);
var minCol = Math.max(Math.floor(offsetX / CELL_WIDTH), 0);
var maxRow = Math.min(Math.ceil((offsetY + gameHeight / zoom) / CELL_WIDTH), grid.size);
var maxCol = Math.min(Math.ceil((offsetX + gameWidth / zoom) / CELL_WIDTH), grid.size);
//Paint occupied areas. (and fading ones).
for (var r = minRow; r < maxRow; r++)
{
for (var c = minCol; c < maxCol; c++)
{
var p = grid.get(r, c);
var x = c * CELL_WIDTH, y = r * CELL_WIDTH, baseColor, shadowColor;
var animateSpec = animateGrid.get(r, c);
var adjust = 1;
if (!animateOff && animateSpec)
{
if (animateSpec.before) //fading animation
{
var frac = (animateSpec.frame / ANIMATE_FRAMES);
var back = new Color(.58, .41, .92, 1);
baseColor = animateSpec.before.baseColor.interpolateToString(back, frac);
shadowColor = animateSpec.before.shadowColor.interpolateToString(back, frac);
adjust = 0;
}
else
continue;
}
else if (p)
{
baseColor = p.baseColor;
shadowColor = p.shadowColor;
}
else //No animation nor is this player owned.
continue;
var hasBottom = !grid.isOutOfBounds(r + 1, c);
var bottomAnimate = hasBottom && animateGrid.get(r + 1, c);
var bottomEmpty = !bottomAnimate || (bottomAnimate.after && bottomAnimate.before);
if (hasBottom && ((!!bottomAnimate ^ !!animateSpec) || bottomEmpty))
{
ctx.fillStyle = shadowColor.rgbString();
ctx.fillRect(x, y + CELL_WIDTH + 1, CELL_WIDTH + 1, SHADOW_OFFSET);
}
ctx.fillStyle = baseColor.rgbString();
ctx.fillRect(x, y, CELL_WIDTH + 1, CELL_WIDTH + 1);
}
}
if (animateOff)
return;
//Paint squares with drop in animation.
for (var r = 0; r < grid.size; r++)
{
for (var c = 0; c < grid.size; c++)
{
animateSpec = animateGrid.get(r, c);
x = c * CELL_WIDTH, y = r * CELL_WIDTH;
if (animateSpec && !animateOff)
{
var viewable = r >= minRow && r < maxRow && c >= minCol && c < maxCol;
if (animateSpec.after && viewable)
{
//Bouncing the squares.
var offsetBounce = getBounceOffset(animateSpec.frame);
y -= offsetBounce;
shadowColor = animateSpec.after.shadowColor;
baseColor = animateSpec.after.baseColor.deriveLumination(-(offsetBounce / DROP_HEIGHT) * .1);
ctx.fillStyle = shadowColor.rgbString();
ctx.fillRect(x, y + CELL_WIDTH, CELL_WIDTH, SHADOW_OFFSET);
ctx.fillStyle = baseColor.rgbString();
ctx.fillRect(x, y, CELL_WIDTH + 1, CELL_WIDTH + 1);
}
animateSpec.frame++;
if (animateSpec.frame >= ANIMATE_FRAMES)
animateGrid.set(r, c, null);
}
}
}
}
function getBounceOffset(frame)
{
var offsetBounce = ANIMATE_FRAMES;
var bounceNum = BOUNCE_FRAMES.length - 1;
while (bounceNum >= 0 && frame < offsetBounce - BOUNCE_FRAMES[bounceNum])
{
offsetBounce -= BOUNCE_FRAMES[bounceNum];
bounceNum--;
}
if (bounceNum === -1)
{
return (offsetBounce - frame) * DROP_SPEED;
}
else
{
offsetBounce -= BOUNCE_FRAMES[bounceNum];
frame = frame - offsetBounce;
var midFrame = BOUNCE_FRAMES[bounceNum] / 2;
if (frame >= midFrame)
return (BOUNCE_FRAMES[bounceNum] - frame) * DROP_SPEED;
else
return frame * DROP_SPEED;
}
}
var showedDead = false;
function paintLoop()
{
ctx.fillStyle = 'whitesmoke';
ctx.fillRect(0, 0, canvasWidth, canvasHeight);
//Move grid to viewport as said with the offsets, below the stats
ctx.save();
ctx.translate(0, BAR_HEIGHT);
ctx.beginPath();
ctx.rect(0, 0, gameWidth, gameHeight);
ctx.clip();
//Zoom in/out based on player stats.
ctx.scale(zoom, zoom);
ctx.translate(-offset[0] + BORDER_WIDTH, -offset[1] + BORDER_WIDTH);
paintGrid();
players.forEach(function (p) {
var fr = newPlayerFrames[p.num] || 0;
if (fr < ANIMATE_FRAMES)
p.render(ctx, fr / ANIMATE_FRAMES);
else
p.render(ctx);
});
//Reset transform to paint fixed UI elements
ctx.restore();
//UI Bar background
ctx.fillStyle = "#24422c";
ctx.fillRect(0, 0, canvasWidth, BAR_HEIGHT);
var barOffset;
ctx.fillStyle = "white";
ctx.font = "24px Changa";
barOffset = ctx.measureText(user.name).width + 20;
ctx.fillText(user.name, 5, CELL_WIDTH - 5);
zoom = 1 / (lagPortion + 1); //Zoom goes from 1 to .5, decreasing as portion goes up. TODO: maybe can modify this?
//Draw filled bar.
ctx.fillStyle = "rgba(180, 180, 180, .3)";
ctx.fillRect(barOffset, 0, BAR_WIDTH, BAR_HEIGHT);
var barSize = Math.ceil((BAR_WIDTH - MIN_BAR_WIDTH) * lagPortion + MIN_BAR_WIDTH);
ctx.fillStyle = user.baseColor.rgbString();
ctx.fillRect(barOffset, 0, barSize, CELL_WIDTH);
ctx.fillStyle = user.shadowColor.rgbString();
ctx.fillRect(barOffset, CELL_WIDTH, barSize, SHADOW_OFFSET);
//Percentage
ctx.fillStyle = "white";
ctx.font = "18px Changa";
ctx.fillText((lagPortion * 100).toFixed(3) + "%", 5 + barOffset, CELL_WIDTH - 5);
if (user.dead && !showedDead)
{
showedDead = true;
console.log("You died!");
//return;
}
//Number of kills
var killsText = "Kills: " + kills;
var killsOffset = 20 + BAR_WIDTH + barOffset;
ctx.fillText(killsText, killsOffset, CELL_WIDTH - 5);
//Calcuate rank
var sorted = [];
players.forEach(function(val) {
sorted.push({player: val, portion: playerPortion[val.num]});
});
sorted.sort(function(a, b) {
if (a.portion === b.portion) return a.player.num - b.player.num;
else return b.portion - a.portion;
});
var rank = sorted.findIndex(function(val) {return val.player === user});
ctx.fillText("Rank: " + (rank === -1 ? "--" : rank + 1) + " of " + sorted.length,
ctx.measureText(killsText).width + killsOffset + 20, CELL_WIDTH - 5);
renderer.paint(ctx); //TODO: pre-rendering.
//TODO: sync each loop with server. (server will give frame count.)
frameCount++;
update();
requestAnimationFrame(paintLoop);
}
paintLoop();
paintLoop(ctx2);
//Event listeners

16
game-consts.js Normal file
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@ -0,0 +1,16 @@
function constant(val)
{
return {
value: val,
enumerable: true
};
}
var consts = {
GRID_SIZE: constant(80),
CELL_WIDTH: constant(40),
SPEED: constant(5),
BORDER_WIDTH: constant(20)
};
Object.defineProperties(module.exports, consts);

139
game-core.js Normal file
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@ -0,0 +1,139 @@
var ANIMATE_FRAMES = 24;
var CELL_WIDTH = 40;
exports.initPlayer = function(grid, player)
{
for (var dr = -1; dr <= 1; dr++)
for (var dc = -1; dc <= 1; dc++)
if (!grid.isOutOfBounds(dr + player.row, dc + player.col))
grid.set(dr + player.row, dc + player.col, player);
};
exports.updateFrame = function(grid, players, newPlayerFrames, dead, notifyKill)
{
var adead = [];
if (dead instanceof Array)
adead = [];
var kill;
if (!notifyKill)
kill = function() {};
else
kill = function(killer, other) {if (!removing[other]) notifyKill(killer, other);};
//Move players.
var tmp = players.filter(function(val) {
if (!newPlayerFrames[val.num])
newPlayerFrames[val.num] = 0;
if (newPlayerFrames[val.num] < ANIMATE_FRAMES)
newPlayerFrames[val.num]++;
else
val.move();
if (val.dead)
adead.push(val);
return !val.dead;
});
//Remove players with collisions.
var removing = new Array(players.length);
for (var i = 0; i < players.length; i++)
{
for (var j = i; j < players.length; j++)
{
//Remove those players when other players have hit their tail.
if (!removing[j] && players[j].tail.hitsTail(players[i]))
{
kill(i, j);
removing[j] = true;
}
if (!removing[i] && players[i].tail.hitsTail(players[j]))
{
kill(j, i);
removing[i] = true;
}
//Remove players with collisons...
if (i !== j && squaresIntersect(players[i].posX, players[j].posX) &&
squaresIntersect(players[i].posY, players[j].posY))
{
//...if one player is own his own territory, the other is out.
if (grid.get(players[i].row, players[i].col) === players[i])
{
kill(i, j);
removing[j] = true;
}
else if (grid.get(players[j].row, players[j].col) === players[j])
{
kill(j, i);
removing[i] = true;
}
else
{
//...otherwise, the one that sustains most of the collision will be removed.
var areaI = area(players[i]);
var areaJ = area(players[j]);
if (areaI === areaJ)
{
kill(i, j);
kill(j, i);
removing[i] = removing[j] = true;
}
else if (areaI > areaJ)
{
kill(j, i);
removing[i] = true;
}
else
{
kill(i, j);
removing[j] = true;
}
}
}
}
}
tmp = tmp.filter(function(val, i) {
if (removing[i])
{
adead.push(val);
val.die();
}
return !removing[i];
});
players.length = tmp.length;
for (var i = 0; i < tmp.length; i++)
players[i] = tmp[i];
//Remove dead squares.
for (var r = 0; r < grid.size; r++)
{
for (var c = 0; c < grid.size; c++)
{
if (adead.indexOf(grid.get(r, c)) !== -1)
grid.set(r, c, null);
}
}
};
function squaresIntersect(a, b)
{
if (a < b)
return b < a + CELL_WIDTH;
else
return a < b + CELL_WIDTH;
}
function area(player)
{
var xDest = player.col * CELL_WIDTH;
var yDest = player.row * CELL_WIDTH;
if (player.posX === xDest)
return Math.abs(player.posY - yDest);
else
return Math.abs(player.posX - xDest);
}

417
game-renderer.js Normal file
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@ -0,0 +1,417 @@
/* global $ */
var Color = require("./color.js");
var Grid = require("./grid.js");
var consts = require("./game-consts.js");
var core = require("./game-core.js");
var GRID_SIZE = consts.GRID_SIZE;
var CELL_WIDTH = consts.CELL_WIDTH;
var SPEED = consts.SPEED;
var BORDER_WIDTH = consts.BORDER_WIDTH;
var SHADOW_OFFSET = 5;
var ANIMATE_FRAMES = 24;
var BOUNCE_FRAMES = [8, 4];
var DROP_HEIGHT = 24;
var DROP_SPEED = 2;
var MIN_BAR_WIDTH = 65;
var BAR_HEIGHT = SHADOW_OFFSET + CELL_WIDTH;
var BAR_WIDTH = 400;
var canvasWidth, canvasHeight, gameWidth, gameHeight, ctx, offctx, offscreenCanvas;
$(function () {
var canvas = $("#main-ui")[0];
ctx = canvas.getContext('2d');
offscreenCanvas = document.createElement("canvas");
offctx = offscreenCanvas.getContext('2d');
canvasWidth = offscreenCanvas.width = canvas.width = window.innerWidth;
canvasHeight = offscreenCanvas.height = canvas.height = window.innerHeight - 20;
canvas.style.marginTop = 20 / 2;
gameWidth = canvasWidth;
gameHeight = canvasHeight - BAR_HEIGHT;
});
var animateGrid = new Grid(GRID_SIZE);
var allowAnimation = true;
var players = [];
var allPlayers = [];
var newPlayerFrames = [];
var playerPortion = [];
var grid = new Grid(GRID_SIZE, function(row, col, before, after) {
//Keep track of areas.
if (before)
playerPortion[before.num]--;
if (after)
playerPortion[after.num]++;
//Queue animation
if (before === after || !allowAnimation)
return;
animateGrid.set(row, col, {
before: before,
after: after,
frame: 0
});
});
var animateTo = [0, 0];
var offset = [0, 0];
var user;
var lagPortion = 0;
var portionSpeed = 0;
var zoom = 1;
var kills = 0;
var showedDead = false;
//Paint methods.
function paintGridBorder(ctx)
{
ctx.fillStyle = 'lightgray';
var gridWidth = CELL_WIDTH * GRID_SIZE;
ctx.fillRect(-BORDER_WIDTH, 0, BORDER_WIDTH, gridWidth);
ctx.fillRect(-BORDER_WIDTH, -BORDER_WIDTH, gridWidth + BORDER_WIDTH * 2, BORDER_WIDTH);
ctx.fillRect(gridWidth, 0, BORDER_WIDTH, gridWidth);
ctx.fillRect(-BORDER_WIDTH, gridWidth, gridWidth + BORDER_WIDTH * 2, BORDER_WIDTH);
}
function paintGridLines(ctx)
{
ctx.fillStyle = 'lightgray';
ctx.beginPath();
for (var x = modRotate(-offset[0], CELL_WIDTH); x < gameWidth; x += CELL_WIDTH)
{
ctx.moveTo(x, 0);
ctx.lineTo(x, gameHeight);
}
for (var y = modRotate(-offset[1], CELL_WIDTH); y < gameHeight; y+= CELL_WIDTH)
{
ctx.moveTo(0, y);
ctx.lineTo(gameWidth, y);
}
ctx.stroke();
}
function paintGrid(ctx)
{
//Paint background.
ctx.fillStyle = "#e2ebf3";
ctx.fillRect(0, 0, CELL_WIDTH * GRID_SIZE, CELL_WIDTH * GRID_SIZE);
paintGridBorder(ctx);
//paintGridLines(ctx);
//Get viewing limits
var offsetX = (offset[0] - BORDER_WIDTH);
var offsetY = (offset[1] - BORDER_WIDTH);
var minRow = Math.max(Math.floor(offsetY / CELL_WIDTH), 0);
var minCol = Math.max(Math.floor(offsetX / CELL_WIDTH), 0);
var maxRow = Math.min(Math.ceil((offsetY + gameHeight / zoom) / CELL_WIDTH), grid.size);
var maxCol = Math.min(Math.ceil((offsetX + gameWidth / zoom) / CELL_WIDTH), grid.size);
//Paint occupied areas. (and fading ones).
for (var r = minRow; r < maxRow; r++)
{
for (var c = minCol; c < maxCol; c++)
{
var p = grid.get(r, c);
var x = c * CELL_WIDTH, y = r * CELL_WIDTH, baseColor, shadowColor;
var animateSpec = animateGrid.get(r, c);
if (allowAnimation && animateSpec)
{
if (animateSpec.before) //fading animation
{
var frac = (animateSpec.frame / ANIMATE_FRAMES);
var back = new Color(.58, .41, .92, 1);
baseColor = animateSpec.before.baseColor.interpolateToString(back, frac);
shadowColor = animateSpec.before.shadowColor.interpolateToString(back, frac);
}
else
continue;
}
else if (p)
{
baseColor = p.baseColor;
shadowColor = p.shadowColor;
}
else //No animation nor is this player owned.
continue;
var hasBottom = !grid.isOutOfBounds(r + 1, c);
var bottomAnimate = hasBottom && animateGrid.get(r + 1, c);
var totalStatic = !bottomAnimate && !animateSpec;
var bottomEmpty = totalStatic ? (hasBottom && !grid.get(r + 1, c)) :
(!bottomAnimate || (bottomAnimate.after && bottomAnimate.before));
if (hasBottom && ((!!bottomAnimate ^ !!animateSpec) || bottomEmpty))
{
ctx.fillStyle = shadowColor.rgbString();
ctx.fillRect(x, y + CELL_WIDTH, CELL_WIDTH + 1, SHADOW_OFFSET);
}
ctx.fillStyle = baseColor.rgbString();
ctx.fillRect(x, y, CELL_WIDTH + 1, CELL_WIDTH + 1);
}
}
if (!allowAnimation)
return;
//Paint squares with drop in animation.
for (var r = 0; r < grid.size; r++)
{
for (var c = 0; c < grid.size; c++)
{
animateSpec = animateGrid.get(r, c);
x = c * CELL_WIDTH, y = r * CELL_WIDTH;
if (animateSpec && allowAnimation)
{
var viewable = r >= minRow && r < maxRow && c >= minCol && c < maxCol;
if (animateSpec.after && viewable)
{
//Bouncing the squares.
var offsetBounce = getBounceOffset(animateSpec.frame);
y -= offsetBounce;
shadowColor = animateSpec.after.shadowColor;
baseColor = animateSpec.after.baseColor.deriveLumination(-(offsetBounce / DROP_HEIGHT) * .1);
ctx.fillStyle = shadowColor.rgbString();
ctx.fillRect(x, y + CELL_WIDTH, CELL_WIDTH, SHADOW_OFFSET);
ctx.fillStyle = baseColor.rgbString();
ctx.fillRect(x, y, CELL_WIDTH + 1, CELL_WIDTH + 1);
}
animateSpec.frame++;
if (animateSpec.frame >= ANIMATE_FRAMES)
animateGrid.set(r, c, null);
}
}
}
}
function paintUIBar(ctx)
{
//UI Bar background
ctx.fillStyle = "#24422c";
ctx.fillRect(0, 0, canvasWidth, BAR_HEIGHT);
var barOffset;
ctx.fillStyle = "white";
ctx.font = "24px Changa";
barOffset = ctx.measureText(user.name).width + 20;
ctx.fillText(user.name, 5, CELL_WIDTH - 5);
//Draw filled bar.
ctx.fillStyle = "rgba(180, 180, 180, .3)";
ctx.fillRect(barOffset, 0, BAR_WIDTH, BAR_HEIGHT);
var barSize = Math.ceil((BAR_WIDTH - MIN_BAR_WIDTH) * lagPortion + MIN_BAR_WIDTH);
ctx.fillStyle = user.baseColor.rgbString();
ctx.fillRect(barOffset, 0, barSize, CELL_WIDTH);
ctx.fillStyle = user.shadowColor.rgbString();
ctx.fillRect(barOffset, CELL_WIDTH, barSize, SHADOW_OFFSET);
//Percentage
ctx.fillStyle = "white";
ctx.font = "18px Changa";
ctx.fillText((lagPortion * 100).toFixed(3) + "%", 5 + barOffset, CELL_WIDTH - 5);
//Number of kills
var killsText = "Kills: " + kills;
var killsOffset = 20 + BAR_WIDTH + barOffset;
ctx.fillText(killsText, killsOffset, CELL_WIDTH - 5);
//Calcuate rank
var sorted = [];
players.forEach(function(val) {
sorted.push({player: val, portion: playerPortion[val.num]});
});
sorted.sort(function(a, b) {
if (a.portion === b.portion) return a.player.num - b.player.num;
else return b.portion - a.portion;
});
var rank = sorted.findIndex(function(val) {return val.player === user});
ctx.fillText("Rank: " + (rank === -1 ? "--" : rank + 1) + " of " + sorted.length,
ctx.measureText(killsText).width + killsOffset + 20, CELL_WIDTH - 5);
}
function paint(ctx)
{
ctx.fillStyle = 'whitesmoke';
ctx.fillRect(0, 0, canvasWidth, canvasHeight);
//Move grid to viewport as said with the offsets, below the stats
ctx.save();
ctx.translate(0, BAR_HEIGHT);
ctx.beginPath();
ctx.rect(0, 0, gameWidth, gameHeight);
ctx.clip();
//Zoom in/out based on player stats.
ctx.scale(zoom, zoom);
ctx.translate(-offset[0] + BORDER_WIDTH, -offset[1] + BORDER_WIDTH);
paintGrid(ctx);
players.forEach(function (p) {
var fr = newPlayerFrames[p.num] || 0;
if (fr < ANIMATE_FRAMES)
p.render(ctx, fr / ANIMATE_FRAMES);
else
p.render(ctx);
});
//Reset transform to paint fixed UI elements
ctx.restore();
paintUIBar(ctx);
if (user.dead && !showedDead)
{
showedDead = true;
console.log("You died!");
//return;
}
}
function paintDoubleBuff()
{
paint(offctx);
ctx.drawImage(offscreenCanvas, 0, 0);
}
function update() {
//Change grid offsets.
for (var i = 0; i <= 1; i++)
{
if (animateTo[i] !== offset[i])
{
var delta = animateTo[i] - offset[i];
var dir = Math.sign(delta);
var mag = Math.min(SPEED, Math.abs(delta));
offset[i] += dir * mag;
}
}
//Change area percentage
var userPortion = playerPortion[user.num] / (GRID_SIZE * GRID_SIZE);
if (lagPortion !== userPortion)
{
delta = userPortion - lagPortion;
dir = Math.sign(delta);
mag = Math.min(Math.abs(portionSpeed), Math.abs(delta));
lagPortion += dir * mag;
}
//Zoom goes from 1 to .5, decreasing as portion goes up. TODO: maybe can modify this?
zoom = 1 / (lagPortion + 1);
//Update user's portions and top ranks.
portionSpeed = Math.abs(userPortion - lagPortion) / ANIMATE_FRAMES;
var dead = [];
core.updateFrame(grid, players, newPlayerFrames, dead, function addKill(killer, other)
{
if (players[killer] === user && killer !== other)
kills++;
});
dead.forEach(function(val) {
console.log(val.name + " is dead");
allPlayers[val.num] = undefined;
});
//TODO: animate player is dead. (maybe explosion?), and tail rewinds itself.
//TODO: show when this player is dead
centerOnPlayer(user, animateTo);
}
//Helper methods.
function modRotate(val, mod)
{
var res = val % mod;
if (res >= 0)
return res;
else
return mod + res;
}
function centerOnPlayer(player, pos)
{
var xOff = Math.floor(player.posX - (gameWidth / zoom - CELL_WIDTH) / 2);
var yOff = Math.floor(player.posY - (gameHeight / zoom - CELL_WIDTH) / 2);
pos[0] = Math.max(Math.min(xOff, grid.size * CELL_WIDTH + BORDER_WIDTH * 2 - gameWidth / zoom), 0);
pos[1] = Math.max(Math.min(yOff, grid.size * CELL_WIDTH + BORDER_WIDTH * 2 - gameHeight / zoom), 0);
}
function getBounceOffset(frame)
{
var offsetBounce = ANIMATE_FRAMES;
var bounceNum = BOUNCE_FRAMES.length - 1;
while (bounceNum >= 0 && frame < offsetBounce - BOUNCE_FRAMES[bounceNum])
{
offsetBounce -= BOUNCE_FRAMES[bounceNum];
bounceNum--;
}
if (bounceNum === -1)
{
return (offsetBounce - frame) * DROP_SPEED;
}
else
{
offsetBounce -= BOUNCE_FRAMES[bounceNum];
frame = frame - offsetBounce;
var midFrame = BOUNCE_FRAMES[bounceNum] / 2;
if (frame >= midFrame)
return (BOUNCE_FRAMES[bounceNum] - frame) * DROP_SPEED;
else
return frame * DROP_SPEED;
}
}
module.exports = exports = {
addPlayer: function(player) {
allPlayers[player.num] = players[players.length] = player;
newPlayerFrames[player.num] = 0;
playerPortion[player.num] = 0;
core.initPlayer(grid, player);
return players.length - 1;
},
getPlayer: function(ind) {
return players[ind];
},
playerNum: function() {
return players.length;
},
initUser: function(player) {
user = player;
centerOnPlayer(user, offset);
},
incrementKill: function() {
kills++;
},
paint: paintDoubleBuff,
update: update
};
Object.defineProperties(exports, {
allowAnimation: {
get: function() { return allowAnimation; },
set: function(val) { allowAnimation = !!val; },
enumerable: true
},
grid: {
get: function() { return grid; },
enumerable: true
}
});

View File

@ -1,12 +1,17 @@
var GRID_SIZE = 80;
var CELL_WIDTH = 40;
var MAX_PLAYERS = 255;
var Grid = require("./grid.js");
var Player = require("./player.js");
var core = require("./game-core.js");
function Game(id)
{
var nextInd = 0;
var players = [];
var newPlayers = [];
var newPlayerFrames = [];
var frame = 0;
var filled = 0;
@ -24,6 +29,9 @@ function Game(id)
this.id = id;
this.addPlayer = function(client, name) {
if (players.length >= MAX_PLAYERS)
return false;
var start = findEmpty(grid);
if (!start)
return false;
@ -31,22 +39,129 @@ function Game(id)
var params = {
posX: start.col * CELL_WIDTH,
posY: start.row * CELL_WIDTH,
currentHeading: getRandomInt(0, 4),
currentHeading: Math.floor(Math.random() * 4),
name: name,
num: players.length
}
num: nextInd
};
var p = new Player(false, grid, params);
p.client = client;
player.push(p);
newPlayer.push(p);
players.push(p);
newPlayers.push(p);
newPlayerFrames.push(p);
nextInd++;
core.initPlayer(p);
var splayers = players.map(function(val) {return val.serialData();});
client.emit("game", {
"num": p.num,
"gameid": id,
"frame": frame,
"players": splayers,
"grid": gridSerialData(grid, players)
});
client.emit("game", {players, })
//TODO: limit number of requests per frame.
client.on("requestFrame", function (fn) {
var splayers = players.map(function(val) {return val.serialData();});
fn({
"num": p.num,
"gameid": id,
"frame": frame,
"players": splayers,
"grid": gridSerialData(grid, players)
});
});
client.on("frame", function(data, errorHan){
if (typeof data === "function")
{
errorHan(false, "No data supplied.");
return;
}
if (typeof errorHan !== "function")
errorHan = function() {};
if (!data)
errorHan(false, "No data supplied.");
else if (!checkInt(data.frame, 0, Infinity))
errorHan(false, "Requires a valid non-negative frame integer.");
else if (data.frame < frame)
errorHan(false, "Late frame received.");
else if (data.frame > frame)
errorHan(false, "Invalid frame received.");
else
{
if (data.heading)
{
if (checkInt(data.heading, 0, 4))
{
p.heading = data.heading;
errorHan(true);
}
else
errorHan(false, "New heading must be an integer of range [0, 4).");
}
}
});
return true;
};
this.tickFrame = function() {
var snews = newPlayers.map(function(val) {return val.serialData();});
var moves = players.map(function(val) {return {heading: val.heading};});
var data = {moves: moves};
if (snews.length > 0)
{
data.newPlayers = snews;
newPlayers = [];
}
players.forEach(function(val) {val.client.emit("notifyFrame", data)});
frame++;
update();
};
function update()
{
var dead = [];
core.updateFrame(grid, players, newPlayerFrames, dead);
dead.forEach(function(val) { val.client.disconnect(true); });
}
}
function checkInt(value, min, max)
{
if (typeof value !== "number")
return false;
if (value < min || value >= max)
return false;
if (Math.floor(value) !== value)
return false;
return true;
}
function gridSerialData(grid, players)
{
var buff = Buffer.alloc(grid.size * grid.size);
var numToIndex = new Array(players[players.length - 1].num + 1);
for (var i = 0; i < players.length; i++)
numToIndex[players[i].num] = i + 1;
for (var r = 0; r < grid.size; r++)
for (var c = 0; c < grid.size; c++)
{
var ele = grid.get(r, c);
buff[r * grid.size + c] = ele ? numToIndex[ele.num] : 0;
}
return buff;
}
function findEmpty(grid)
{
var available = [];

View File

@ -342,7 +342,6 @@ function hitsTail(data, other)
!!(data.tailGrid[other.row] && data.tailGrid[other.row][other.col]);
}
var CELL_WIDTH = 40;
var SPEED = 5;
var SHADOW_OFFSET = 10;
@ -391,7 +390,7 @@ function Player(isClient, grid, sdata) {
currentHeading: data.currentHeading,
tail: data.tail.serialData()
};
}
};
//Read-only Properties.
defineAccessorProperties(this, data, "currentHeading", "dead", "name", "num", "posX", "posY", "grid", "tail");
@ -431,16 +430,16 @@ Player.prototype.render = function(ctx, fade)
var mid = CELL_WIDTH / 2;
var grd = ctx.createRadialGradient(this.posX + mid, this.posY + mid - SHADOW_OFFSET, 1,
this.posX + mid, this.posY + mid - SHADOW_OFFSET, CELL_WIDTH);
grd.addColorStop(0, this.baseColor.deriveAlpha(fade).rgbString());
grd.addColorStop(1, "white");
grd.addColorStop(0, this.baseColor.rgbString().deriveAlpha(fade));
grd.addColorStop(1, new Color(0, 0, 1, fade).rgbString());
ctx.fillStyle = grd;
ctx.fillRect(this.posX, this.posY - SHADOW_OFFSET, CELL_WIDTH, CELL_WIDTH);
ctx.fillRect(this.posX - 1, this.posY - SHADOW_OFFSET, CELL_WIDTH + 2, CELL_WIDTH);
//Render name
ctx.fillStyle = this.shadowColor.deriveAlpha(fade).rgbString();
ctx.textAlign = "center";
var yoff = -SHADOW_OFFSET * 2
var yoff = -SHADOW_OFFSET * 2;
if (this.row === 0)
yoff = SHADOW_OFFSET * 2 + CELL_WIDTH;
ctx.font = "18px Changa";

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