1 Commits
master ... tmp

Author SHA1 Message Date
Henry Wang
317570fe9d tmp commit 2017-09-04 00:10:54 -05:00
49 changed files with 12180 additions and 3022 deletions

96
.gitignore vendored
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@@ -1,95 +1 @@
# Logs
logs
*.log
npm-debug.log*
yarn-debug.log*
yarn-error.log*
# Runtime data
pids
*.pid
*.seed
*.pid.lock
# Directory for instrumented libs generated by jscoverage/JSCover
lib-cov
# Coverage directory used by tools like istanbul
coverage
# nyc test coverage
.nyc_output
# Grunt intermediate storage (https://gruntjs.com/creating-plugins#storing-task-files)
.grunt
# Bower dependency directory (https://bower.io/)
bower_components
# node-waf configuration
.lock-wscript
# Compiled binary addons (https://nodejs.org/api/addons.html)
build/Release
# Dependency directories
node_modules/
jspm_packages/
# TypeScript v1 declaration files
typings/
# Optional npm cache directory
.npm
# Optional eslint cache
.eslintcache
# Optional REPL history
.node_repl_history
# Output of 'npm pack'
*.tgz
# Yarn Integrity file
.yarn-integrity
# dotenv environment variables file
.env
.env.test
# parcel-bundler cache (https://parceljs.org/)
.cache
# next.js build output
.next
# nuxt.js build output
.nuxt
# vuepress build output
.vuepress/dist
# Serverless directories
.serverless/
# FuseBox cache
.fusebox/
# DynamoDB Local files
.dynamodb/
# Npm Lock files
package-lock.json
# Dist
dist/
# Backups and vim swp files
*~
*.sw?
.DS_Store
paper-io.log
public/js/bundle.js
/node_modules

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# Paper.IO
# Blockly.IO
> This is a clone of the original Paper-IO released by Voodoo, except for one aspect. This will attempt to implement a multi-player aspect of the game (like a real IO game). Currently this has a playground at this [link](https://thekidofarcrania.github.io/BlocklyIO). It's a demo version of what to come. Hopefully by that time, the necessary server infrastructure could be obtained.
This is a clone of the original Paper-IO released by Voodoo, except for one aspect. This will attempt to implement a multi-player aspect of the game (like a real IO game). Currently this has a playground at this [link](https://thekidofarcrania.github.io/BlocklyIO). It's a demo version of what to come. Hopefully by that time, the necessary server infrastructure could be obtained.
> This is just a fun side-project for me. If you would want to use this code, it would be nice to let me know.
This is just a fun side-project for me. If you would want to use this code, it would be nice to let me know.
## Screenshots
![Screenshot](screenshot.png)
## Install
```bash
# Clone this repository
git clone https://github.com/stevenjoezhang/paper.io.git
# Go into the repository
cd paper.io
# Install dependencies
npm install
```
## Usage
## Running
After cloning this repository, run the follow commands to install dependencies and set up server. Enjoy!
```bash
npm install
npm start
```
You can configure the game by editing `config.js`.
## Build
```bash
npm run build
```
**WARNING: Remember to build again after editing any file, include `config.js`.**
## Bots
Set `bots` in `config.js` to a non-zero value, or execute the command below:
```bash
node paper-io-bot.js ws://localhost:8080
```
or
```bash
node bot.js ws://localhost:8080
```
## Roadmap & TODO List
- [x] 统一配置文件
- [x] 玩家观战模式
- [ ] 更多游戏玩法
- [ ] 多个游戏房间
- [ ] 加快渲染速度
- [ ] 优化胜负判定
## License
This repo is forked from [BlocklyIO](https://github.com/theKidOfArcrania/BlocklyIO) by theKidOfArcrania.
> This is licensed under MIT. As such, please provide due credit and link back to this repository if possible.

284
bot.js
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if (process.argv.length < 3) {
console.log("Usage: node bot.js <socket-url> [<name>]")
process.exit(1);
}
//TODO: add a land claiming algo (with coefficient parameters)
//TODO: add weight to the max land area and last land area, and also the number of kills
//TODO: genetic gene pooling
import { Grid } from "./src/core";
import client from "./src/game-client";
import { consts } from "./config.js";
const MOVES = [[-1, 0], [0, 1], [1, 0], [0, -1]];
const AGGRESSIVE = Math.random();
const THRESHOLD = 10;
let startFrame = -1;
let endFrame = -1;
const coeffs = [0.6164220147940495, -2.519369747858328, 0.9198978109542851, -1.2158956330674564, -3.072901620397528, 5, 4];
let grid;
let others;
let user;
const playerPortion = {};
const DIST_TYPES = {
land: {
check: function(loc) {
return grid.get(loc.row, loc.col) === user;
},
coeff: function() {
return coeffs[0];
}
}, tail: {
check: function(loc) {
return tail(user, loc)
},
coeff: function() {
return coeffs[1];
}
}, oTail: {
check: foundProto(tail),
coeff: function() {
return AGGRESSIVE * coeffs[2];
}
}, other: {
check: foundProto(function(other, loc) {
return other.row === this.row && other.col === this.col;
}),
coeff: function() {
return (1 - AGGRESSIVE) * coeffs[3];
}
}, edge: {
check: function(loc) {
return loc.row <= 1 || loc.col <= 1 || loc.row >= consts.GRID_COUNT - 1 || loc.col >= consts.GRID_COUNT - 1
},
coeff: function() {
return coeffs[4];
}
}
};
function generateLandDirections() {
function mod(x) {
x %= 4;
if (x < 0) x += 4;
return x;
}
const breadth = Math.floor(Math.random() * coeffs[5]) + 1;
const spread = Math.floor(Math.random() * coeffs[6]) + 1;
const extra = Math.floor(Math.random() * 2) + 1;
const ccw = Math.floor(Math.random() * 2) * 2 - 1;
const dir = user.currentHeading;
const turns = [dir, mod(dir + ccw), mod(dir + ccw * 2), mod(dir + ccw * 3)];
const lengths = [breadth, spread, breadth + extra, spread];
const moves = [];
for (let i = 0; i < turns.length; i++) {
for (let j = 0; j < lengths[i]; j++) {
moves.push(turns[i]);
}
}
}
const LAND_CLAIMS = {
rectDims: function() {},
rectSpread: function() {}
};
function foundProto(func) {
return loc => {
return others.some(other => {
return func(other, loc);
});
};
}
function connect() {
const prefixes = consts.PREFIXES.split(" ");
const names = consts.NAMES.split(" ");
const name = process.argv[3] || [prefixes[Math.floor(Math.random() * prefixes.length)], names[Math.floor(Math.random() * names.length)]].join(" ");
client.connectGame(process.argv[2], "[BOT] " + name, (success, msg) => {
if (!success) {
console.error(msg);
setTimeout(connect, 1000);
}
});
}
function Loc(row, col, step) {
if (this.constructor != Loc) return new Loc(row, col, step);
this.row = row;
this.col = col;
this.step = step;
}
//Projects vector b onto vector a
function project(a, b) {
const factor = (b[0] * a[0] + b[1] * a[1]) / (a[0] * a[0] + a[1] * a[1]);
return [factor * a[0], factor * a[1]];
}
function tail(player, loc) {
return player.tail.hitsTail(loc);
}
function traverseGrid(dir) {
steps = new Array(consts.GRID_COUNT * consts.GRID_COUNT);
for (let i in steps) {
steps[i] = -1;
}
distWeights = {};
for (const type in DIST_TYPES) {
distWeights[type] = 0;
}
const { row, col } = user;
const minRow = Math.max(0, row - 10), maxRow = Math.min(consts.GRID_COUNT, row + 10);
const minCol = Math.max(0, col - 10), maxCol = Math.min(consts.GRID_COUNT, col + 10);
let proj = 0;
for (let i = 1; i >= -1; i-=2) {
proj = (1 + THRESHOLD) * i;
while (proj != 0) {
proj -= i;
const normRange = Math.abs(proj);
for (let norm = -normRange; norm <= normRange; norm++) {
for (const distType in distWeights) {
const move = MOVES[dir];
const delta = THRESHOLD - Math.abs(proj);
const dist = Math.sign(proj) * delta * delta / (Math.abs(norm) + 1);
const loc = {row: proj * move[0] + norm * move[1], col: proj * move[1] + norm * move[0]};
loc.row += user.row;
loc.col += user.col;
if (loc.row < 0 || loc.row >= consts.GRID_COUNT || loc.col < 0 || loc.col >= consts.GRID_COUNT) continue;
if (DIST_TYPES[distType].check(loc)) distWeights[distType] += dist;
}
}
}
}
return distWeights;
}
function printGrid() {
const chars = new Grid(consts.GRID_COUNT);
for (let r = 0; r < consts.GRID_COUNT; r++) {
for (let c = 0; c < consts.GRID_COUNT; c++) {
if (tail(user, {row: r, col: c})) chars.set(r, c, "t");
else {
const owner = grid.get(r, c);
chars.set(r, c, owner ? "" + owner.num % 10 : ".");
}
}
}
for (const p of others) {
chars.set(p.row, p.col, "x");
}
chars.set(user.row, user.col, "^>V<"[user.currentHeading]);
let str = "";
for (let r = 0; r < consts.GRID_COUNT; r++) {
str += "\n";
for (let c = 0; c < consts.GRID_COUNT; c++) {
str += chars.get(r, c);
}
}
console.log(str);
}
function update(frame) {
if (startFrame == -1) startFrame = frame;
endFrame = frame;
if (frame % 6 == 1) {
grid = client.grid;
others = client.getOthers();
//printGrid();
const weights = [0, 0, 0, 0];
for (let d of [3, 0, 1]) {
let weight = 0;
d = (d + user.currentHeading) % 4;
distWeights = traverseGrid(d);
let str = d + ": ";
for (const distType in DIST_TYPES) {
const point = distWeights[distType] * DIST_TYPES[distType].coeff();
weight += point;
str += distType + ": " + point + ", ";
}
//console.log(str);
weights[d] = weight;
}
const low = Math.min(0, Math.min.apply(this, weights));
let total = 0;
weights[(user.currentHeading + 2) % 4] = low;
for (let i = 0; i < weights.length; i++) {
weights[i] -= low * (1 + Math.random());
total += weights[i];
}
if (total == 0) {
for (let d of [-1, 0, 1]) {
d = (d + user.currentHeading) % 4;
while (d < 0) d += 4;
weights[d] = 1;
total++;
}
}
//console.log(weights)
//Choose a random direction from the weighted list
let choice = Math.random() * total;
let d = 0;
while (choice > weights[d]) {
choice -= weights[d++];
}
client.changeHeading(d);
}
}
function calcFavorability(params) {
return params.portion + params.kills * 50 + params.survival / 100;
}
client.setAllowAnimation(false);
client.setRenderer({
addPlayer: function(player) {
playerPortion[player.num] = 0;
},
disconnect: function() {
const dt = (endFrame - startFrame);
startFrame = -1;
console.log(`[${new Date()}] I died... (survived for ${dt} frames.)`);
console.log(`[${new Date()}] I killed ${client.getKills()} player(s).`);
console.log("Coefficients: " + coeffs);
const mutation = Math.min(10, Math.pow(2, calcFavorability(params)));
for (let i = 0; i < coeffs.length; i++) {
coeffs[i] += Math.random() * mutation * 2 - mutation;
}
connect();
},
removePlayer: function(player) {
delete playerPortion[player.num];
},
setUser: function(u) {
user = u;
},
update: update,
updateGrid: function(row, col, before, after) {
before && playerPortion[before.num]--;
after && playerPortion[after.num]++;
}
});
connect();

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client.js
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import jquery from "jquery";
import io from "socket.io-client/dist/socket.io.js";
import * as client from "./src/game-client";
import godRenderer from "./src/mode/god";
import * as playerRenderer from "./src/mode/player";
const $ = jquery;
function run(flag) {
client.setRenderer(flag ? godRenderer : playerRenderer);
client.connectGame(io, "//" + location.host, $("#name").val(), (success, msg) => {
if (success) {
$("#main-ui").fadeIn(1000);
$("#begin, #wasted").fadeOut(1000);
}
else {
$("#error").text(msg);
}
}, flag);
}
$(() => {
const err = $("#error");
if (!window.WebSocket) {
err.text("Your browser does not support WebSockets!");
return;
}
err.text("Loading... Please wait"); //TODO: show loading screen
(() => {
const socket = io(`//${location.host}`, {
forceNew: true,
upgrade: false,
transports: ["websocket"]
});
socket.on("connect", () => {
socket.emit("pings");
});
socket.on("pongs", () => {
socket.disconnect();
err.text("All done, have fun!");
$("#name").on("keypress", evt => {
if (evt.key === "Enter") run();
});
$(".start").removeAttr("disabled").on("click", evt => {
run();
});
$(".spectate").removeAttr("disabled").click(evt => {
run(true);
});
});
socket.on("connect_error", () => {
err.text("Cannot connect with server. This probably is due to misconfigured proxy server. (Try using a different browser)");
});
})();
});
//Event listeners
$(document).on("keydown", e => {
let newHeading = -1;
switch (e.key) {
case "w": case "ArrowUp":
newHeading = 0; break; //UP (W)
case "d": case "ArrowRight":
newHeading = 1; break; //RIGHT (D)
case "s": case "ArrowDown":
newHeading = 2; break; //DOWN (S)
case "a": case "ArrowLeft":
newHeading = 3; break; //LEFT (A)
default: return; //Exit handler for other keys
}
client.changeHeading(newHeading);
//e.preventDefault();
});
$(document).on("touchmove", e => {
e.preventDefault();
});
$(document).on("touchstart", e1 => {
const x1 = e1.targetTouches[0].pageX;
const y1 = e1.targetTouches[0].pageY;
$(document).one("touchend", e2 => {
const x2 = e2.changedTouches[0].pageX;
const y2 = e2.changedTouches[0].pageY;
const deltaX = x2 - x1;
const deltaY = y2 - y1;
let newHeading = -1;
if (deltaY < 0 && Math.abs(deltaY) > Math.abs(deltaX)) newHeading = 0;
else if (deltaX > 0 && Math.abs(deltaY) < deltaX) newHeading = 1;
else if (deltaY > 0 && Math.abs(deltaX) < deltaY) newHeading = 2;
else if (deltaX < 0 && Math.abs(deltaX) > Math.abs(deltaY)) newHeading = 3;
client.changeHeading(newHeading);
});
});
$(".menu").on("click", () => {
client.disconnect();
$("#main-ui, #wasted").fadeOut(1000);
$("#begin").fadeIn(1000);
});
$(".toggle").on("click", () => {
$("#settings").slideToggle();
});

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function Color(h, s, l, a)
{
verifyRange(h, s, l);
if (a === undefined) a = 1;
else verifyRange(a);
Object.defineProperties(this, {
"hue": {value: h, enumerable: true},
"sat": {value: s, enumerable: true},
"lum": {value: l, enumerable: true},
"alpha": {value: a, enumerable: true},
});
}
Color.fromData = function(data) {
return new Color(data.hue, data.sat, data.lum, data.alpha);
};
function verifyRange()
{
for (var i = 0; i < arguments.length; i++)
{
if (arguments[i] < 0 || arguments[i] > 1)
throw new RangeError("H, S, L, and A parameters must be between the range [0, 1]");
}
}
Color.prototype.interpolateToString = function(color, amount)
{
var rgbThis = hslToRgb(this.hue, this.sat, this.lum);
var rgbThat = hslToRgb(color.hue, color.sat, color.lum);
var rgb = [];
for (var i = 0; i < 3; i++)
rgb[i] = Math.floor((rgbThat[i] - rgbThis[i]) * amount + rgbThis[i]);
return {rgbString: function() {return 'rgb(' + rgb[0] + ', ' + rgb[1] + ', ' + rgb[2] + ')'}};
}
Color.prototype.deriveLumination = function(amount)
{
var lum = this.lum + amount;
lum = Math.min(Math.max(lum, 0), 1);
return new Color(this.hue, this.sat, lum, this.alpha);
};
Color.prototype.deriveHue = function(amount)
{
var hue = this.hue - amount;
return new Color(hue - Math.floor(hue), this.sat, this.lum, this.alpha);
};
Color.prototype.deriveSaturation = function(amount)
{
var sat = this.sat + amount;
sat = Math.min(Math.max(sat, 0), 1);
return new Color(this.hue, sat, this.lum, this.alpha);
};
Color.prototype.deriveAlpha = function(newAlpha)
{
verifyRange(newAlpha);
return new Color(this.hue, this.sat, this.lum, newAlpha);
};
Color.prototype.rgbString = function() {
var rgb = hslToRgb(this.hue, this.sat, this.lum);
rgb[3] = this.a;
return 'rgba(' + rgb[0] + ', ' + rgb[1] + ', ' + rgb[2] + ', ' + this.alpha + ')';
};
//http://stackoverflow.com/a/9493060/7344257
function hslToRgb(h, s, l){
var r, g, b;
if(s == 0){
r = g = b = l; // achromatic
}else{
var hue2rgb = function hue2rgb(p, q, t){
if(t < 0) t += 1;
if(t > 1) t -= 1;
if(t < 1/6) return p + (q - p) * 6 * t;
if(t < 1/2) return q;
if(t < 2/3) return p + (q - p) * (2/3 - t) * 6;
return p;
};
var q = l < 0.5 ? l * (1 + s) : l + s - l * s;
var p = 2 * l - q;
r = hue2rgb(p, q, h + 1/3);
g = hue2rgb(p, q, h);
b = hue2rgb(p, q, h - 1/3);
}
return [Math.round(r * 255), Math.round(g * 255), Math.round(b * 255)];
}
module.exports = Color;

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export const config = {
"dev": true,
"port": 62787,
"bots": 0,
};
export const consts = {
"GRID_COUNT": 128,
"CELL_WIDTH": 40,
"SPEED": 5,
"BORDER_WIDTH": 20,
"MAX_PLAYERS": 30,
"NEW_PLAYER_LAG": 60,
"LEADERBOARD_NUM": 5,
"PREFIXES": "Cute Adorable Scratchy Angry",
"NAMES": "Cat Kitty Kitten Feline"
};

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game-client.js Normal file
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/* global $ */
var Player = require("./player.js");
var client = require("./player-client.js");
var renderer = require("./game-renderer.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;
renderer.allowAnimation = true;
/**
* Provides requestAnimationFrame in a cross browser way.
* @author paulirish / http://paulirish.com/
*/
// window.requestAnimationFrame = function( /* function FrameRequestCallback */ callback, /* DOMElement Element */ element ) {
// window.setTimeout( callback, 1000 / 60 );
// };
if ( !window.requestAnimationFrame ) {
window.requestAnimationFrame = ( function() {
return window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function( /* function FrameRequestCallback */ callback, /* DOMElement Element */ element ) {
window.setTimeout( callback, 1000 / 60 );
};
})();
}
function run() {
client.connect(function(success, msg) {
if (success)
{
console.info("Connected to game!");
$("#begin").addClass("hidden");
$("#begin").animate({
opacity: 0
}, 1000);
}
else
{
console.error("Unable to connect to game: " + msg);
var error = $("#error");
error.text(msg);
norun = false;
}
});
}
$(function() {
var error = $("#error");
if (!window.WebSocket)
{
error.text("Your browser does not support WebSockets!");
return;
}
error.text("Loading..."); //TODO: show loading screen.
var success = false;
var socket = io('http://' + window.location.hostname + ':8081', {
'forceNew': true,
upgrade: false,
transports: ['websocket']
});
socket.on('connect_error', function() {
if (!success)
error.text("Cannot connect with server. This probably is due to misconfigured proxy server. (Try using a different browser)");
})
socket.emit("checkConn", function() {
success = true;
socket.disconnect();
});
setTimeout(function() {
if (!success)
error.text("Cannot connect with server. This probably is due to misconfigured proxy server. (Try using a different browser)");
else
{
error.text("");
$("input").keypress(function(evt) {
if (evt.which === 13)
requestAnimationFrame(run);
});
$("button").click(function(evt) {
requestAnimationFrame(run);
});
}
}, 2000);
});
var user, socket, frame;
//Event listeners
$(document).keydown(function(e) {
if (!user || user.dead)
return;
var newHeading = -1;
switch (e.which)
{
case 37: newHeading = 3; break; //LEFT
case 38: newHeading = 0; break; //UP
case 39: newHeading = 1; break; //RIGHT
case 40: newHeading = 2; break; //DOWN
default: return; //exit handler for other keys.
}
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);
});
}
e.preventDefault();
});
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();
//TODO: Show score stats.
//Show score stats.
$("#stats").removeClass("hidden");
$("#stats").animate({
opacity: .9999
}, 3000, function() {
showStats();
});
//Then fade back into the login screen.
});
}
function showStats() {
$("#begin").removeClass("hidden");
$("#begin").animate({
opacity: .9999
}, 1000, function() {
$("#stats").addClass("hidden").css("opacity", 0);
norun = false;
});
}
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);
}
}

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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),
MAX_PLAYERS: constant(81)
};
Object.defineProperties(module.exports, consts);

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var ANIMATE_FRAMES = 24;
var CELL_WIDTH = 40;
//TODO: remove constants.
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, dead, notifyKill)
{
var adead = [];
if (dead instanceof Array)
adead = dead;
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) {
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;
//console.log("TAIL");
}
if (!removing[i] && players[i].tail.hitsTail(players[j]))
{
kill(j, i);
removing[i] = true;
//console.log("TAIL");
}
//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);
}

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/* global $ */
var Rolling = require("./rolling.js");
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 canvas, canvasWidth, canvasHeight, gameWidth, gameHeight, ctx, offctx, offscreenCanvas;
$(function () {
canvas = $("#main-ui")[0];
ctx = canvas.getContext('2d');
offscreenCanvas = document.createElement("canvas");
offctx = offscreenCanvas.getContext('2d');
canvas.style.marginTop = 10;
updateSize();
});
var allowAnimation = true;
var animateGrid, players, allPlayers, playerPortion, portionsRolling,
barProportionRolling, grid, animateTo, offset, user, zoom, kills, showedDead;
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
});
});
function updateSize()
{
var changed = false;
if (canvasWidth != window.innerWidth)
{
gameWidth = canvasWidth = offscreenCanvas.width = canvas.width = window.innerWidth;
changed = true;
}
if (canvasHeight != window.innerHeight - 20)
{
canvasHeight = offscreenCanvas.height = canvas.height = window.innerHeight - 20;
gameHeight = canvasHeight - BAR_HEIGHT;
changed = true;
}
if (changed && user)
centerOnPlayer(user, offset);
}
function init() {
animateGrid = new Grid(GRID_SIZE);
grid.reset();
players = [];
allPlayers = [];
playerPortion = [];
portionsRolling = [];
barProportionRolling = [];
animateTo = [0, 0];
offset = [0, 0];
user = null;
zoom = 1;
kills = 0;
showedDead = false;
}
init();
//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 paintGrid(ctx)
{
//Paint background.
ctx.fillStyle = "rgb(211, 225, 237)";
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.lightBaseColor.interpolateToString(back, frac);
shadowColor = animateSpec.before.shadowColor.interpolateToString(back, frac);
}
else
continue;
}
else if (p)
{
baseColor = p.lightBaseColor;
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.lightBaseColor.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 = (user && user.name) ? (ctx.measureText(user.name).width + 20) : 0;
ctx.fillText(user ? 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 userPortions = portionsRolling[user.num] ? portionsRolling[user.num].lag : 0;
var barSize = Math.ceil((BAR_WIDTH - MIN_BAR_WIDTH) * userPortions + MIN_BAR_WIDTH);
ctx.fillStyle = user ? user.baseColor.rgbString() : "";
ctx.fillRect(barOffset, 0, barSize, CELL_WIDTH);
ctx.fillStyle = user ? user.shadowColor.rgbString() : "";
ctx.fillRect(barOffset, CELL_WIDTH, barSize, SHADOW_OFFSET);
//TODO: dont reset kill count and zoom when we request frames.
//Percentage
ctx.fillStyle = "white";
ctx.font = "18px Changa";
ctx.fillText((userPortions * 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);
//Rolling the leaderboard bars.
if (sorted.length > 0)
{
var maxPortion = sorted[0].portion;
for (var i = 0; i < players.length; i++)
{
var rolling = barProportionRolling[players[i].num];
rolling.value = playerPortion[players[i].num] / maxPortion;
rolling.update();
}
}
//Show leaderboard.
var leaderboardNum = Math.min(5, sorted.length);
for (var i = 0; i < leaderboardNum; i++)
{
var player = sorted[i].player;
var name = player.name || "Unnamed";
var portion = barProportionRolling[player.num].lag;
var nameWidth = ctx.measureText(name).width;
barSize = Math.ceil((BAR_WIDTH - MIN_BAR_WIDTH) * portion + MIN_BAR_WIDTH);
var barX = canvasWidth - barSize;
var barY = BAR_HEIGHT * (i + 1);
var offset = i == 0 ? 10 : 0;
ctx.fillStyle = 'rgba(10, 10, 10, .3)';
ctx.fillRect(barX - 10, barY + 10 - offset, barSize + 10, BAR_HEIGHT + offset);
ctx.fillStyle = player.baseColor.rgbString();
ctx.fillRect(barX, barY, barSize, CELL_WIDTH);
ctx.fillStyle = player.shadowColor.rgbString();
ctx.fillRect(barX, barY + CELL_WIDTH, barSize, SHADOW_OFFSET);
ctx.fillStyle = "black";
ctx.fillText(name, barX - nameWidth - 15, barY + 27);
var percentage = (portionsRolling[player.num].lag * 100).toFixed(3) + "%";
ctx.fillStyle = "white";
ctx.fillText(percentage, barX + 5, barY + CELL_WIDTH - 5);
}
}
function paint(ctx)
{
ctx.fillStyle = '#e2ebf3'; //'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 = p.waitLag;
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 || user.dead) && !showedDead)
{
showedDead = true;
console.log("You died!");
//return;
}
}
function paintDoubleBuff()
{
paint(offctx);
ctx.drawImage(offscreenCanvas, 0, 0);
}
function update() {
updateSize();
//Change grid offsets.
for (var i = 0; i <= 1; i++)
{
if (animateTo[i] !== offset[i])
{
if (allowAnimation)
{
var delta = animateTo[i] - offset[i];
var dir = Math.sign(delta);
var mag = Math.min(SPEED, Math.abs(delta));
offset[i] += dir * mag;
}
else
offset[i] = animateTo[i];
}
}
//Calculate player portions.
for (var i = 0; i < players.length; i++)
{
var roll = portionsRolling[players[i].num];
roll.value = playerPortion[players[i].num] / GRID_SIZE / GRID_SIZE;
roll.update();
}
//Zoom goes from 1 to .5, decreasing as portion goes up. TODO: maybe can modify this?
if (portionsRolling[user.num])
zoom = 1 / (portionsRolling[user.num].lag + 1);
var dead = [];
core.updateFrame(grid, players, dead, function addKill(killer, other)
{
if (players[killer] === user && killer !== other)
kills++;
});
dead.forEach(function(val) {
console.log(val.name || "Unnamed" + " is dead");
delete allPlayers[val.num];
delete portionsRolling[val.num];
});
//TODO: animate player is dead. (maybe explosion?), and tail rewinds itself.
if (user) centerOnPlayer(user, animateTo);
}
//Helper methods.
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);
var gridWidth = grid.size * CELL_WIDTH + BORDER_WIDTH * 2;
pos[0] = xOff; //Math.max(Math.min(xOff, gridWidth + (BAR_WIDTH + 100) / zoom - gameWidth / zoom), 0);
pos[1] = yOff; //Math.max(Math.min(yOff, gridWidth - 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) {
if (allPlayers[player.num])
return; //Already added.
allPlayers[player.num] = players[players.length] = player;
playerPortion[player.num] = 0;
portionsRolling[player.num] = new Rolling(9 / GRID_SIZE / GRID_SIZE, ANIMATE_FRAMES);
barProportionRolling[player.num] = new Rolling(0, ANIMATE_FRAMES);
return players.length - 1;
},
getPlayer: function(ind) {
if (ind < 0 || ind >= players.length)
throw new RangeError("Player index out of bounds (" + ind + ").");
return players[ind];
},
getPlayerFromNum: function(num) {
return allPlayers[num];
},
playerSize: function() {
return players.length;
},
setUser: function(player) {
user = player;
centerOnPlayer(user, offset);
},
incrementKill: function() {
kills++;
},
reset: function() {
init();
},
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
}
});

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var Color = require("./color");
var Grid = require("./grid");
var Player = require("./player");
//var Gate = require("./gate");
var core = require("./game-core");
var consts = require("./game-consts");
var GRID_SIZE = consts.GRID_SIZE;
var CELL_WIDTH = consts.CELL_WIDTH;
var MAX_PLAYERS = consts.MAX_PLAYERS;
var HUES = [0, 10, 20, 25, 30, 35, 40, 45, 50, 60, 70, 100, 110, 120, 125, 130, 135, 140, 145, 150, 160, 170, 180, 190, 200, 210, 220].map(function(val) {return val / 240});
var SATS = [192, 150, 100].map(function(val) {return val / 240});
function Game(id)
{
//Shuffle the hues.
for (var i = 0; i < HUES.length * 50; i++)
{
var a = Math.floor(Math.random() * HUES.length);
var b = Math.floor(Math.random() * HUES.length);
var tmp = HUES[a];
HUES[a] = HUES[b];
HUES[b] = tmp;
}
var possColors = new Array(SATS.length * HUES.length);
i = 0;
for (var s = 0; s < SATS.length; s++)
for (var h = 0; h < HUES.length; h++)
possColors[i++] = new Color(HUES[h], SATS[s], .5, 1);
var nextInd = 0;
var players = [];
var newPlayers = [];
var frameLocs = [];
var frame = 0;
var filled = 0;
var grid = new Grid(GRID_SIZE, function(row, col, before, after) {
if (!!after ^ !!before)
{
if (after)
filled++;
else
filled--;
if (filled === GRID_SIZE * GRID_SIZE)
console.log("FULL GAME");
}
});
this.id = id;
this.addPlayer = function(client, name) {
if (players.length >= MAX_PLAYERS)
return false;
var start = findEmpty(grid);
if (!start)
return false;
var params = {
posX: start.col * CELL_WIDTH,
posY: start.row * CELL_WIDTH,
currentHeading: Math.floor(Math.random() * 4),
name: name,
num: nextInd,
base: possColors.shift()
};
var p = new Player(grid, params);
p.tmpHeading = params.currentHeading;
p.client = client;
players.push(p);
newPlayers.push(p);
nextInd++;
core.initPlayer(grid, p);
console.log((p.name || "Unnamed") + " (" + p.num + ") joined.");
client.on("requestFrame", function () {
if (p.frame === frame)
return;
p.frame = frame; //Limit number of requests per frame. (One per frame);
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)
});
});
//Verifies that this client has executed this frame properly.
client.on("verify", function(data, resp) {
if (typeof resp !== "function")
return;
if (!data.frame)
resp(false, false, "No frame supplied");
else if (!checkInt(data.frame, 0, frame + 1))
resp(false, false, "Must be a valid frame number");
else
{
verifyPlayerLocations(data.frame, data.locs, resp);
}
});
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, "Invalid frame received.");
else
{
if (data.heading !== undefined)
{
if (checkInt(data.heading, 0, 4))
{
p.tmpHeading = data.heading;
errorHan(true);
}
else
errorHan(false, "New heading must be an integer of range [0, 4).");
}
}
});
client.on('disconnect', function() {
p.die(); //Die immediately if not already.
p.disconnected = true;
console.log((p.name || "Unnamed") + " (" + p.num + ") left.");
});
return true;
};
function pushPlayerLocations()
{
var locs = [];
for (var p of players)
locs[p.num] = [p.posX, p.posY, p.waitLag];
locs.frame = frame;
if (frameLocs.length >= 300) //Give it 5 seconds of lag.
frameLocs.shift();
frameLocs.push(locs);
}
function verifyPlayerLocations(fr, verify, resp)
{
var minFrame = frame - frameLocs.length + 1;
if (fr < minFrame || fr > frame)
{
resp(false, false, "Frames out of reference");
return;
}
function string(loc)
{
return '(' + loc[0] + ', ' + loc[1] + ') [' + loc[2] + ']';
}
var locs = frameLocs[fr - minFrame];
if (locs.frame !== fr)
{
resp(false, false, locs.frame + " != " + fr);
return;
}
for (var num in verify)
{
if (locs[num][0] !== verify[num][0] || locs[num][1] !== verify[num][1] || locs[num][2] !== verify[num][2])
{
resp(false, true, 'P' + num + ' ' + string(locs[num]) + ' !== ' + string(verify[num]));
return;
}
}
resp(true, false);
}
function tick() {
//TODO: notify those players that this server automatically drops out.
var splayers = players.map(function(val) {return val.serialData();});
var snews = newPlayers.map(function(val) {
//Emit game stats.
val.client.emit("game", {
"num": val.num,
"gameid": id,
"frame": frame,
"players": splayers,
"grid": gridSerialData(grid, players),
});
return val.serialData();
});
var moves = players.map(function(val) {
//Account for race condition (when heading is set after emitting frames, and before updating).
val.heading = val.tmpHeading;
return {num: val.num, left: !!val.disconnected, heading: val.heading};
});
update();
var data = {frame: frame + 1, moves: moves};
if (snews.length > 0)
{
data.newPlayers = snews;
newPlayers = [];
}
for (var pl of players)
pl.client.emit("notifyFrame", data);
frame++;
pushPlayerLocations();
}
this.tickFrame = tick;
function update()
{
var dead = [];
core.updateFrame(grid, players, dead);
for (var pl of dead)
{
if (!pl.handledDead)
{
possColors.unshift(pl.baseColor);
pl.handledDead = true;
}
console.log((pl.name || "Unnamed") + " (" + pl.num + ") died.");
pl.client.emit("dead");
pl.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.length > 0 ? players[players.length - 1].num + 1 : 0);
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 = [];
for (var r = 1; r < grid.size - 1; r++)
for (var c = 1; c < grid.size - 1; c++)
{
var cluttered = false;
checkclutter: for (var dr = -1; dr <= 1; dr++)
{
for (var dc = -1; dc <= 1; dc++)
{
if (grid.get(r + dr, c + dc))
{
cluttered = true;
break checkclutter;
}
}
}
if (!cluttered)
available.push({row: r, col: c});
}
if (available.length === 0)
return null;
else
return available[Math.floor(available.length * Math.random())];
}
module.exports = Game;

47
gate.js Normal file
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var inherits = require('util').inherits;
var EventEmitter = require('events').EventEmitter;
module.exports = Gate;
function Gate(awaiting)
{
var _this = this;
if (!(this instanceof Gate))
return new Gate(awaiting);
if (typeof awaiting !== "number")
awaiting = 0;
var currentAwaiting = awaiting;
var readyCount = 0;
var ready = new Array(currentAwaiting);
this.setAwaiting = function(count) {
awaiting = count;
};
this.ready = function(ind) {
if (Math.floor(ind) != ind || ind >= readyCount)
return false;
ready[ind] = true;
readyCount++;
_this.emit("ready", ind);
if (readyCount >= currentAwaiting)
{
_this.emit("allReady");
_this.reset();
}
return true;
};
this.reset = function() {
_this.emit("reset");
ready = new Array(currentAwaiting = awaiting);
readyCount = 0;
};
EventEmitter.call(this);
}
inherits(Gate, EventEmitter);

56
grid.js Normal file
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function Grid(size, changeCallback)
{
var grid = new Array(size);
var modified = false;
var data = {
grid: grid,
size: size
};
this.get = function(row, col)
{
if (isOutOfBounds(data, row, col))
throw new RangeError("Row or Column value out of bounds");
return grid[row] && grid[row][col];
}
this.set = function(row, col, value)
{
if (isOutOfBounds(data, row, col))
throw new RangeError("Row or Column value out of bounds");
if (!grid[row])
grid[row] = new Array(size);
var before = grid[row][col];
grid[row][col] = value;
if (typeof changeCallback === "function")
changeCallback(row, col, before, value);
modified = true;
return before;
}
this.reset = function() {
if (modified)
{
grid = new Array(size);
modified = false;
}
}
this.isOutOfBounds = isOutOfBounds.bind(this, data);
Object.defineProperty(this, "size", {
get: function() {return size; },
enumerable: true
});
}
function isOutOfBounds(data, row, col)
{
return row < 0 || row >= data.size || col < 0 || col >= data.size;
}
module.exports = Grid;

View File

@@ -1,37 +1,32 @@
{
"name": "paper-io",
"version": "0.0.1",
"private": true,
"name": "blockly-io",
"version": "0.9.0",
"description": "An multiplayer-IO type game (cloned from Paper-IO)",
"main": "server.js",
"type": "module",
"main": "",
"scripts": {
"build": "rollup -c rollup.config.js -f iife | terser -c -m > public/js/bundle.js",
"build-dev": "rollup -c rollup.config.js -f iife -o public/js/bundle.js -w"
"test": "echo \"Error: no test specified\" && exit 1"
},
"repository": {
"type": "git",
"url": "git+https://github.com/theKidOfArcrania/Blockly-IO.git"
},
"repository": "stevenjoezhang/paper.io",
"keywords": [
"Blockly-IO",
"Paper-IO",
"IO",
"Game"
],
"author": "Mimi <stevenjoezhang@gmail.com> (https://zhangshuqiao.org)",
"author": "theKidOfArcrania",
"license": "MIT",
"bugs": {
"url": "https://github.com/stevenjoezhang/paper.io/issues"
"url": "https://github.com/theKidOfArcrania/Blockly-IO/issues"
},
"homepage": "https://github.com/stevenjoezhang/paper.io",
"homepage": "https://github.com/theKidOfArcrania/Blockly-IO#readme",
"dependencies": {
"@fortawesome/fontawesome-free": "^6.2.0",
"jquery": "^3.6.1",
"mimi-server": "^0.0.1",
"socket.io": "^4.5.3",
"socket.io-client": "^4.5.3"
},
"devDependencies": {
"@rollup/plugin-commonjs": "^23.0.2",
"@rollup/plugin-node-resolve": "^15.0.1",
"rollup": "^3.3.0",
"terser": "^5.15.1"
"finalhandler": "^1.0.0",
"serve-static": "^1.11.2",
"socket.io": "^1.7.3",
"socket.io-client": "^1.7.3",
"socket.io-proxy": "^1.0.3"
}
}

View File

@@ -1,216 +0,0 @@
if (process.argv.length < 3) {
console.log("Usage: node paper-io-bot.js <socket-url> [<name>]")
process.exit(1);
}
import io from "socket.io-client";
import * as client from "./src/game-client.js";
import { consts } from "./config.js";
const MOVES = [[-1, 0], [0, 1], [1, 0], [0, -1]];
let startFrame = -1;
let endFrame = -1;
let grid;
let others;
let user;
const playerPortion = {};
let claim = [];
function mod(x) {
x %= 4;
if (x < 0) x += 4;
return x;
}
function connect() {
const prefixes = consts.PREFIXES.split(" ");
const names = consts.NAMES.split(" ");
const name = process.argv[3] || [prefixes[Math.floor(Math.random() * prefixes.length)], names[Math.floor(Math.random() * names.length)]].join(" ");
client.connectGame(io, process.argv[2], "[BOT] " + name, function(success, msg) {
if (!success) {
console.error(msg);
setTimeout(connect, 1000);
}
});
}
function Loc(row, col) {
if (this.constructor != Loc) return new Loc(row, col);
this.row = row;
this.col = col;
}
function update(frame) {
if (startFrame == -1) startFrame = frame;
endFrame = frame;
if (frame % 6 == (startFrame + 1) % 6) {
grid = client.grid;
others = client.getOthers();
//Note: the code below isn't really my own code. This code is in fact the
//approximate algorithm used by the paper.io game. It has been modified from
//the original code (i.e. deobfuscating) and made more efficient in some
//areas (and some tweaks), otherwise, the original logic is about the same.
const row = user.row;
const col = user.col;
let dir = user.currentHeading;
const thres = (.05 + .1 * Math.random()) * consts.GRID_COUNT * consts.GRID_COUNT;
if (row < 0 || col < 0 || row >= consts.GRID_COUNT || col >= consts.GRID_COUNT) return;
if (grid.get(row, col) === user) {
//When we are inside our territory
claim = [];
const weights = [25, 25, 25, 25];
weights[dir] = 100;
weights[mod(dir + 2)] = -9999;
for (var nd = 0; nd < 4; nd++) {
for (var S = 1; S < 20; S++) {
var nr = MOVES[nd][0] * S + row;
var nc = MOVES[nd][1] * S + col;
if (nr < 0 || nc < 0 || nr >= consts.GRID_COUNT || nc >= consts.GRID_COUNT) {
if (S > 1) weights[nd]--;
else weights[nd] = -9999;
}
else {
if (grid.get(nr, nc) !== user) weights[nd]--;
var tailed = undefined;
for (var o of others) {
if (o.tail.hitsTail(new Loc(nr, nc))) {
tailed = o;
break;
}
}
if (tailed) {
if (o.name.indexOf("PAPER") != -1) weights[nd] += 3 * (30 - S); //Don't really try to kill our own kind
else weights[nd] += 30 * (30 - S);
}
}
}
}
//View a selection of choices based on the weights we computed
var choices = [];
for (var d = 0; d < 4; d++) {
for (var S = 1; S < weights[d]; S++) {
choices.push(d);
}
}
if (choices.length === 0) choices.push(dir);
dir = choices[Math.floor(Math.random() * choices.length)];
}
else if (playerPortion[user.num] < thres) {
//Claim some land if we are relatively tiny and have little to risk.
if (claim.length === 0) {
const breadth = 4 * Math.random() + 2;
const length = 4 * Math.random() + 2;
const ccw = 2 * Math.floor(2 * Math.random()) - 1;
const turns = [dir, mod(dir + ccw), mod(dir + ccw * 2), mod(dir + ccw * 3)];
const lengths = [breadth, length, breadth + 2 * Math.random() + 1, length];
for (let i = 0; i < turns.length; i++) {
for (let j = 0; j < lengths[i]; j++) {
claim.push(turns[i]);
}
}
}
if (claim.length !== 0) dir = claim.shift();
}
else {
claim = [];
//We are playing a little bit more cautious when we are outside and have a
//lot of land
const weights = [5, 5, 5, 5];
weights[dir] = 50;
weights[mod(dir + 2)] = -9999;
for (var nd = 0; nd < 4; nd++) {
for (var S = 1; S < 20; S++) {
var nr = MOVES[nd][0] * S + row;
var nc = MOVES[nd][1] * S + col;
if (nr < 0 || nc < 0 || nr >= consts.GRID_COUNT || nc >= consts.GRID_COUNT) {
if (S > 1) weights[nd]--;
else weights[nd] = -9999;
}
else {
if (user.tail.hitsTail(new Loc(nr, nc))) {
if (S > 1) weights[nd] -= 50 - S;
else weights[nd] = -9999;
}
if (grid.get(nr, nc) === user) weights[nd] += 10 + S;
var tailed = undefined;
for (var o of others) {
if (o.tail.hitsTail(new Loc(nr, nc))) {
tailed = o;
break;
}
}
if (tailed) {
if (o.name.indexOf("PAPER") != -1) weights[nd] += 3 * (30 - S); //Don't really try to kill our own kind
else weights[nd] += 30 * (30 - S);
}
}
}
}
//View a selection of choices based on the weights we computed
var choices = [];
for (var d = 0; d < 4; d++) {
for (var S = 1; S < weights[d]; S++) {
choices.push(d);
}
}
if (choices.length === 0) choices.push(dir);
dir = choices[Math.floor(Math.random() * choices.length)];
}
client.changeHeading(dir);
}
}
function calcFavorability(params) {
return params.portion + params.kills * 50 + params.survival / 100;
}
client.setAllowAnimation(false);
client.setRenderer({
addPlayer: function(player) {
playerPortion[player.num] = 0;
},
disconnect: function() {
const dt = (endFrame - startFrame);
startFrame = -1;
console.log(`[${new Date()}] I died... (survived for ${dt} frames.)`);
console.log(`[${new Date()}] I killed ${client.getKills()} player(s).`);
setTimeout(connect, 5000);
},
removePlayer: function(player) {
delete playerPortion[player.num];
},
setUser: function(u) {
user = u;
},
update,
updateGrid: function(row, col, before, after) {
before && playerPortion[before.num]--;
after && playerPortion[after.num]++;
}
});
connect();

244
player-client.js Normal file
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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);
}
}

503
player.js Normal file
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var Stack = require("./stack.js");
var Color = require("./color.js");
var Grid = require("./grid.js");
var consts = require("./game-consts.js");
var GRID_SIZE = consts.GRID_SIZE;
var CELL_WIDTH = consts.CELL_WIDTH;
var NEW_PLAYER_LAG = 60; //wait for a second at least.
function defineGetter(getter) {
return {
get: getter,
enumerable: true
};
}
function defineInstanceMethods(thisobj, data /*, methods...*/)
{
for (var i = 2; i < arguments.length; i++)
thisobj[arguments[i].name] = arguments[i].bind(this, data);
}
function defineAccessorProperties(thisobj, data /*, names...*/)
{
var descript = {};
function getAt(name) { return function() {return data[name] } }
for (var i = 2; i < arguments.length; i++)
descript[arguments[i]] = defineGetter(getAt(arguments[i]));
Object.defineProperties(thisobj, descript);
}
function TailMove(orientation)
{
this.move = 1;
Object.defineProperty(this, "orientation", {
value: orientation,
enumerable: true
});
}
function Tail(player, sdata)
{
var data = {
tail: [],
tailGrid: [],
prev: null,
startRow: 0,
startCol: 0,
prevRow: 0,
prevCol: 0,
player: player
};
if (sdata)
{
data.startRow = data.prevRow = sdata.startRow || 0;
data.startCol = data.prevCol = sdata.startCol || 0;
sdata.tail.forEach(function(val) {
addTail(data, val.orientation, val.move);
});
}
data.grid = player.grid;
defineInstanceMethods(this, data, addTail, hitsTail, fillTail, renderTail, reposition, serialData);
Object.defineProperty(this, "moves", {
get: function() {return data.tail.slice(0);},
enumerable: true
});
}
//Instance methods.
function serialData(data) {
return {
tail: data.tail,
startRow: data.startRow,
startCol: data.startCol
};
}
function setTailGrid(data, tailGrid, r, c)
{
if (!tailGrid[r])
tailGrid[r] = [];
tailGrid[r][c] = true;
}
function addTail(data, orientation, count)
{
if (count === undefined)
count = 1;
if (!count || count < 0)
return;
var prev = data.prev;
var r = data.prevRow, c = data.prevCol;
if (data.tail.length === 0)
setTailGrid(data, data.tailGrid, r, c);
if (!prev || prev.orientation !== orientation)
{
prev = data.prev = new TailMove(orientation);
data.tail.push(prev);
prev.move += count - 1;
}
else
prev.move += count;
for (var i = 0; i < count; i++)
{
var pos = walk([data.prevRow, data.prevCol], null, orientation, 1);
data.prevRow = pos[0];
data.prevCol = pos[1];
setTailGrid(data, data.tailGrid, pos[0], pos[1]);
}
}
function reposition(data, row, col)
{
data.prevRow = data.startRow = row;
data.prevCol = data.startCol = col;
data.prev = null;
if (data.tail.length === 0)
return;
else
{
var ret = data.tail;
data.tail = [];
data.tailGrid = [];
return ret;
}
}
/*
function render2(data, ctx)
{
ctx.fillStyle = data.player.tailColor.rgbString();
for (var r = 0; r < data.tailGrid.length; r++)
{
if (!data.tailGrid[r])
continue;
for (var c = 0; c < data.tailGrid[r].length; c++)
if (data.tailGrid[r][c])
ctx.fillRect(c * CELL_WIDTH, r * CELL_WIDTH, CELL_WIDTH, CELL_WIDTH);
}
}
*/
//Helper methods.
function renderTail(data, ctx)
{
if (data.tail.length === 0)
return;
ctx.fillStyle = data.player.tailColor.rgbString();
var prevOrient = -1;
var start = [data.startRow, data.startCol];
//fillTailRect(ctx, start, start);
data.tail.forEach(function(tail) {
var negDir = tail.orientation === 0 || tail.orientation === 3;
var back = start;
if (!negDir)
start = walk(start, null, tail.orientation, 1);
var finish = walk(start, null, tail.orientation, tail.move - 1);
if (tail.move > 1)
fillTailRect(ctx, start, finish);
if (prevOrient !== -1)
//Draw folding triangle.
renderCorner(ctx, back, prevOrient, tail.orientation);
start = finish;
if (negDir)
walk(start, start, tail.orientation, 1);
prevOrient = tail.orientation;
});
var curOrient = data.player.currentHeading;
if (prevOrient === curOrient)
{
fillTailRect(ctx, start, start);
}
else
renderCorner(ctx, start, prevOrient, curOrient);
}
function renderCorner(ctx, cornerStart, dir1, dir2)
{
if (dir1 === 0 || dir2 === 0)
walk(cornerStart, cornerStart, 2, 1);
if (dir1 === 3 || dir2 === 3)
walk(cornerStart, cornerStart, 1, 1);
var a = walk(cornerStart, null, dir2, 1);
var b = walk(a, null, dir1, 1);
var triangle = new Path2D();
triangle.moveTo(cornerStart[1] * CELL_WIDTH, cornerStart[0] * CELL_WIDTH);
triangle.lineTo(a[1] * CELL_WIDTH, a[0] * CELL_WIDTH);
triangle.lineTo(b[1] * CELL_WIDTH, b[0] * CELL_WIDTH);
triangle.closePath();
for (var i = 0; i < 2; i++)
ctx.fill(triangle);
}
function walk(from, ret, orient, dist)
{
ret = ret || [];
ret[0] = from[0];
ret[1] = from[1];
switch (orient)
{
case 0: ret[0] -= dist; break; //UP
case 1: ret[1] += dist; break; //RIGHT
case 2: ret[0] += dist; break; //DOWN
case 3: ret[1] -= dist; break; //LEFT
}
return ret;
}
function fillTailRect(ctx, start, end)
{
var x = start[1] * CELL_WIDTH;
var y = start[0] * CELL_WIDTH;
var width = (end[1] - start[1]) * CELL_WIDTH;
var height = (end[0] - start[0]) * CELL_WIDTH;
if (width === 0)
width += CELL_WIDTH;
if (height === 0)
height += CELL_WIDTH;
if (width < 0)
{
x += width;
width = -width;
}
if (height < 0)
{
y += height;
height = -height;
}
ctx.fillRect(x, y, width, height);
}
function fillTail(data)
{
if (data.tail.length === 0)
return;
function onTail(c) { return data.tailGrid[c[0]] && data.tailGrid[c[0]][c[1]]; }
var grid = data.grid;
var start = [data.startRow, data.startCol];
var been = new Grid(grid.size);
var coords = [];
coords.push(start);
while (coords.length > 0) //BFS for all tail spaces.
{
var coord = coords.shift();
var r = coord[0];
var c = coord[1];
if (grid.isOutOfBounds(r, c))
continue;
if (been.get(r, c))
continue;
if (onTail(coord)) //on the tail.
{
been.set(r, c, true);
grid.set(r, c, data.player);
//Find all spots that this tail encloses.
floodFill(data, grid, r + 1, c, been);
floodFill(data, grid, r - 1, c, been);
floodFill(data, grid, r, c + 1, been);
floodFill(data, grid, r, c - 1, been);
coords.push([r + 1, c]);
coords.push([r - 1, c]);
coords.push([r, c + 1]);
coords.push([r, c - 1]);
}
}
}
function floodFill(data, grid, row, col, been)
{
function onTail(c) { return data.tailGrid[c[0]] && data.tailGrid[c[0]][c[1]]; }
var start = [row, col];
if (grid.isOutOfBounds(row, col) || been.get(row, col) || onTail(start) || grid.get(row, col) === data.player)
return; //Avoid allocating too many resources.
var coords = [];
var filled = new Stack(GRID_SIZE * GRID_SIZE + 1);
var surrounded = true;
coords.push(start);
while (coords.length > 0)
{
var coord = coords.shift();
var r = coord[0];
var c = coord[1];
if (grid.isOutOfBounds(r, c))
{
surrounded = false;
continue;
}
//End this traverse on boundaries (where we been, on the tail, and when we enter our territory)
if (been.get(r, c) || onTail(coord) || grid.get(r, c) === data.player)
continue;
been.set(r, c, true);
if (surrounded)
filled.push(coord);
coords.push([r + 1, c]);
coords.push([r - 1, c]);
coords.push([r, c + 1]);
coords.push([r, c - 1]);
}
if (surrounded)
{
while (!filled.isEmpty())
{
coord = filled.pop();
grid.set(coord[0], coord[1], data.player);
}
}
return surrounded;
}
function hitsTail(data, other)
{
return (data.prevRow !== other.row || data.prevCol !== other.col) &&
(data.startRow !== other.row || data.startCol !== other.col) &&
!!(data.tailGrid[other.row] && data.tailGrid[other.row][other.col]);
}
var SPEED = 5;
var SHADOW_OFFSET = 10;
function Player(grid, sdata) {
var data = {};
//Parameters
data.num = sdata.num;
data.name = sdata.name || ""; //|| "Player " + (data.num + 1);
data.grid = grid;
data.posX = sdata.posX;
data.posY = sdata.posY;
this.heading = data.currentHeading = sdata.currentHeading; //0 is up, 1 is right, 2 is down, 3 is left.
data.waitLag = sdata.waitLag || 0;
data.dead = false;
//Only need colors for client side.
var base;
if (sdata.base)
base = this.baseColor = sdata.base instanceof Color ? sdata.base : Color.fromData(sdata.base);
else
{
var hue = Math.random();
this.baseColor = base = new Color(hue, .8, .5);
}
this.lightBaseColor = base.deriveLumination(.1);
this.shadowColor = base.deriveLumination(-.3);
this.tailColor = base.deriveLumination(.3).deriveAlpha(.5);
//Tail requires special handling.
this.grid = grid; //Temporary
if (sdata.tail)
data.tail = new Tail(this, sdata.tail);
else
{
data.tail = new Tail(this);
data.tail.reposition(calcRow(data), calcCol(data));
}
//Instance methods.
this.move = move.bind(this, data);
this.die = function() { data.dead = true;};
this.serialData = function() {
return {
base: this.baseColor,
num: data.num,
name: data.name,
posX: data.posX,
posY: data.posY,
currentHeading: data.currentHeading,
tail: data.tail.serialData(),
waitLag: data.waitLag
};
};
//Read-only Properties.
defineAccessorProperties(this, data, "currentHeading", "dead", "name", "num", "posX", "posY", "grid", "tail", "waitLag");
Object.defineProperties(this, {
row: defineGetter(function() { return calcRow(data); }),
col: defineGetter(function() { return calcCol(data); })
});
}
//Gets the next integer in positive or negative direction.
function nearestInteger(positive, val)
{
return positive ? Math.ceil(val) : Math.floor(val);
}
function calcRow(data)
{
return nearestInteger(data.currentHeading === 2 /*DOWN*/, data.posY / CELL_WIDTH);
}
function calcCol(data)
{
return nearestInteger(data.currentHeading === 1 /*RIGHT*/, data.posX / CELL_WIDTH);
}
//Instance methods
Player.prototype.render = function(ctx, fade)
{
//Render tail.
this.tail.renderTail(ctx);
//Render player.
fade = fade || 1;
ctx.fillStyle = this.shadowColor.deriveAlpha(fade).rgbString();
ctx.fillRect(this.posX, this.posY, CELL_WIDTH, CELL_WIDTH);
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, new Color(0, 0, 1, fade).rgbString());
ctx.fillStyle = grd;
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;
if (this.row === 0)
yoff = SHADOW_OFFSET * 2 + CELL_WIDTH;
ctx.font = "18px Changa";
ctx.fillText(this.name, this.posX + CELL_WIDTH / 2, this.posY + yoff);
};
function move(data)
{
if (data.waitLag < NEW_PLAYER_LAG)
{
data.waitLag++;
return;
}
//Move to new position.
var heading = this.heading;
if (this.posX % CELL_WIDTH !== 0 || this.posY % CELL_WIDTH !== 0)
heading = data.currentHeading;
else
data.currentHeading = heading;
switch (heading)
{
case 0: data.posY -= SPEED; break; //UP
case 1: data.posX += SPEED; break; //RIGHT
case 2: data.posY += SPEED; break; //DOWN
case 3: data.posX -= SPEED; break; //LEFT
}
//Check for out of bounds.
var row = this.row, col = this.col;
if (data.grid.isOutOfBounds(row, col))
{
data.dead = true;
return;
}
//Update tail position.
if (data.grid.get(row, col) === this)
{
//Safe zone!
this.tail.fillTail();
this.tail.reposition(row, col);
}
//If we are completely in a new cell (not in our safe zone), we add to the tail.
else if (this.posX % CELL_WIDTH === 0 && this.posY % CELL_WIDTH === 0)
this.tail.addTail(heading);
}
module.exports = Player;

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//code.stephenmorley.org
function Queue(){var a=[],b=0;this.getLength=function(){return a.length-b};this.isEmpty=function(){return 0==a.length};this.enqueue=function(b){a.push(b)};this.dequeue=function(){if(0!=a.length){var c=a[b];2*++b>=a.length&&(a=a.slice(b),b=0);return c}};this.peek=function(){return 0<a.length?a[b]:void 0}};

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/* arabic */
@font-face {
font-family: 'Changa';
font-style: normal;
font-weight: 600;
src: local('Changa SemiBold'), local('Changa-SemiBold'), url(8-mw6umTgtMSI5PXqVIDMRJtnKITppOI_IvcXXDNrsc.woff2) format('woff2');
unicode-range: U+0600-06FF, U+200C-200E, U+2010-2011, U+FB50-FDFF, U+FE80-FEFC;
}
/* latin-ext */
@font-face {
font-family: 'Changa';
font-style: normal;
font-weight: 600;
src: local('Changa SemiBold'), local('Changa-SemiBold'), url(l9R1mHXzJ6oxjfw8BkQIThJtnKITppOI_IvcXXDNrsc.woff2) format('woff2');
unicode-range: U+0100-024F, U+1E00-1EFF, U+20A0-20AB, U+20AD-20CF, U+2C60-2C7F, U+A720-A7FF;
}
/* latin */
@font-face {
font-family: 'Changa';
font-style: normal;
font-weight: 600;
src: local('Changa SemiBold'), local('Changa-SemiBold'), url(aXdbZDB08TCIBRKa7Qgu_FtXRa8TVwTICgirnJhmVJw.woff2) format('woff2');
unicode-range: U+0000-00FF, U+0131, U+0152-0153, U+02C6, U+02DA, U+02DC, U+2000-206F, U+2074, U+20AC, U+2212, U+2215;
}

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/* arabic */
@font-face {
font-family: "Changa";
font-style: normal;
font-weight: 600;
src: local("Changa SemiBold"), local("Changa-SemiBold"), url(8-mw6umTgtMSI5PXqVIDMRJtnKITppOI_IvcXXDNrsc.woff2) format("woff2");
unicode-range: U+0600-06FF, U+200C-200E, U+2010-2011, U+FB50-FDFF, U+FE80-FEFC;
}
/* latin-ext */
@font-face {
font-family: "Changa";
font-style: normal;
font-weight: 600;
src: local("Changa SemiBold"), local("Changa-SemiBold"), url(l9R1mHXzJ6oxjfw8BkQIThJtnKITppOI_IvcXXDNrsc.woff2) format("woff2");
unicode-range: U+0100-024F, U+1E00-1EFF, U+20A0-20AB, U+20AD-20CF, U+2C60-2C7F, U+A720-A7FF;
}
/* latin */
@font-face {
font-family: "Changa";
font-style: normal;
font-weight: 600;
src: local("Changa SemiBold"), local("Changa-SemiBold"), url(aXdbZDB08TCIBRKa7Qgu_FtXRa8TVwTICgirnJhmVJw.woff2) format("woff2");
unicode-range: U+0000-00FF, U+0131, U+0152-0153, U+02C6, U+02DA, U+02DC, U+2000-206F, U+2074, U+20AC, U+2212, U+2215;
}
body, html {
width: 100%;
height: 100%;
margin: 0;
padding: 0;
overflow: hidden;
color: white;
font-family: "Changa", "Sans Serif";
user-select: none;
}
canvas {
position: fixed;
width: 100%;
height: 100%;
top: 0;
left: 0;
}
#begin, #wasted {
position: fixed;
width: 100%;
height: 100%;
top: 0;
left: 0;
background: rgba(0, 0, 0, .8);
}
#github svg {
transition: all 1s;
fill: #222;
color: #fff;
position: absolute;
top: 0;
left: 0;
border: 0;
width: 80px;
height: 80px;
transform: rotate(-90deg);
}
#github:hover svg {
width: 160px;
height: 160px;
}
.center {
text-align: center;
position: fixed;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
}
.center img {
display: block;
}
.scale {
animation: scale 5s infinite ease-in-out;
}
@keyframes scale {
0% {
transform: scale(0.8);
}
50% {
transform: scale(1);
}
100% {
transform: scale(0.8);
}
}
input, button {
font-family: "Changa", "Sans Serif";
font-size: 1.5rem;
outline: none;
border: 0;
padding: .5rem 1rem;
line-height: 2.5rem;
}
button {
text-align: center;
cursor: pointer;
}
button:active {
transform: translateY(4px);
}
button:disabled {
cursor: not-allowed;
}
#name, #settings {
background: #ededd1;
border-bottom: 6px solid #a1a18d;
}
.yellow {
background: #eaec4b;
border-bottom: 6px solid #a1a130;
color: #888a34;
}
.yellow:hover {
background: #fafc5b;
}
.yellow:active {
border-bottom: 2px solid #a1a130;
}
.orange {
background: #FF972F;
border-bottom: 6px solid #AE4E0D;
color: #422100;
}
.orange:hover {
background: #FFB76F;
}
.orange:active {
border-bottom: 2px solid #AE4E0D;
}
.green {
background: #7fed4c;
border-bottom: 6px solid #56a130;
color: #4f8a34;
}
.green:hover {
background: #8efc5b;
}
.green:active {
border-bottom: 2px solid #56a130;
}
span {
color: red;
}
#wasted {
display: none;
}
#wasted img {
width: 650px;
}
.toggle {
position: fixed;
right: 5px;
bottom: 5px;
}
#settings {
display: grid;
padding: 20px;
}
#settings > * {
margin-top: 10px;
}

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<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<meta name="viewport" content="user-scalable=no, viewport-fit=cover">
<meta name="apple-mobile-web-app-capable" content="yes">
<meta name="apple-mobile-web-app-status-bar-style" content="black-translucent">
<meta name="apple-touch-fullscreen" content="yes">
<title>Paper CATS</title>
<link rel="stylesheet" href="css/styles.css">
<link rel="stylesheet" href="/font/css/all.min.css">
<link href="changa.css" rel="stylesheet">
<link href="styles.css" rel="stylesheet">
<script src="jquery.min.js"></script>
<script src="bundle.js"></script>
<title>Blockly.IO</title>
</head>
<body>
<canvas id="main-ui"></canvas>
<div id="begin">
<a id="github" href="https://git.sdf.org/ilikecats/papercats" target="_blank" title="Visit the code on SDF Git!">
<svg style="transform: rotate(90deg);" version="1.1" id="main_outline" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px" style="enable-background:new 0 0 640 640;" xml:space="preserve" viewBox="5.67 143.05 628.65 387.55"> <g> <path id="teabag" style="fill:#FFFFFF" d="M395.9,484.2l-126.9-61c-12.5-6-17.9-21.2-11.8-33.8l61-126.9c6-12.5,21.2-17.9,33.8-11.8 c17.2,8.3,27.1,13,27.1,13l-0.1-109.2l16.7-0.1l0.1,117.1c0,0,57.4,24.2,83.1,40.1c3.7,2.3,10.2,6.8,12.9,14.4 c2.1,6.1,2,13.1-1,19.3l-61,126.9C423.6,484.9,408.4,490.3,395.9,484.2z"/> <g> <g> <path style="fill:#609926" d="M622.7,149.8c-4.1-4.1-9.6-4-9.6-4s-117.2,6.6-177.9,8c-13.3,0.3-26.5,0.6-39.6,0.7c0,39.1,0,78.2,0,117.2 c-5.5-2.6-11.1-5.3-16.6-7.9c0-36.4-0.1-109.2-0.1-109.2c-29,0.4-89.2-2.2-89.2-2.2s-141.4-7.1-156.8-8.5 c-9.8-0.6-22.5-2.1-39,1.5c-8.7,1.8-33.5,7.4-53.8,26.9C-4.9,212.4,6.6,276.2,8,285.8c1.7,11.7,6.9,44.2,31.7,72.5 c45.8,56.1,144.4,54.8,144.4,54.8s12.1,28.9,30.6,55.5c25,33.1,50.7,58.9,75.7,62c63,0,188.9-0.1,188.9-0.1s12,0.1,28.3-10.3 c14-8.5,26.5-23.4,26.5-23.4s12.9-13.8,30.9-45.3c5.5-9.7,10.1-19.1,14.1-28c0,0,55.2-117.1,55.2-231.1 C633.2,157.9,624.7,151.8,622.7,149.8z M125.6,353.9c-25.9-8.5-36.9-18.7-36.9-18.7S69.6,321.8,60,295.4 c-16.5-44.2-1.4-71.2-1.4-71.2s8.4-22.5,38.5-30c13.8-3.7,31-3.1,31-3.1s7.1,59.4,15.7,94.2c7.2,29.2,24.8,77.7,24.8,77.7 S142.5,359.9,125.6,353.9z M425.9,461.5c0,0-6.1,14.5-19.6,15.4c-5.8,0.4-10.3-1.2-10.3-1.2s-0.3-0.1-5.3-2.1l-112.9-55 c0,0-10.9-5.7-12.8-15.6c-2.2-8.1,2.7-18.1,2.7-18.1L322,273c0,0,4.8-9.7,12.2-13c0.6-0.3,2.3-1,4.5-1.5c8.1-2.1,18,2.8,18,2.8 l110.7,53.7c0,0,12.6,5.7,15.3,16.2c1.9,7.4-0.5,14-1.8,17.2C474.6,363.8,425.9,461.5,425.9,461.5z"/> <path style="fill:#609926" d="M326.8,380.1c-8.2,0.1-15.4,5.8-17.3,13.8c-1.9,8,2,16.3,9.1,20c7.7,4,17.5,1.8,22.7-5.4 c5.1-7.1,4.3-16.9-1.8-23.1l24-49.1c1.5,0.1,3.7,0.2,6.2-0.5c4.1-0.9,7.1-3.6,7.1-3.6c4.2,1.8,8.6,3.8,13.2,6.1 c4.8,2.4,9.3,4.9,13.4,7.3c0.9,0.5,1.8,1.1,2.8,1.9c1.6,1.3,3.4,3.1,4.7,5.5c1.9,5.5-1.9,14.9-1.9,14.9 c-2.3,7.6-18.4,40.6-18.4,40.6c-8.1-0.2-15.3,5-17.7,12.5c-2.6,8.1,1.1,17.3,8.9,21.3c7.8,4,17.4,1.7,22.5-5.3 c5-6.8,4.6-16.3-1.1-22.6c1.9-3.7,3.7-7.4,5.6-11.3c5-10.4,13.5-30.4,13.5-30.4c0.9-1.7,5.7-10.3,2.7-21.3 c-2.5-11.4-12.6-16.7-12.6-16.7c-12.2-7.9-29.2-15.2-29.2-15.2s0-4.1-1.1-7.1c-1.1-3.1-2.8-5.1-3.9-6.3c4.7-9.7,9.4-19.3,14.1-29 c-4.1-2-8.1-4-12.2-6.1c-4.8,9.8-9.7,19.7-14.5,29.5c-6.7-0.1-12.9,3.5-16.1,9.4c-3.4,6.3-2.7,14.1,1.9,19.8 C343.2,346.5,335,363.3,326.8,380.1z"/> </g> </g> </g> </svg>
</a>
<div class="center">
<img class="scale" src="image/logo.png">
<h1>Enter your name</h1>
<input id="name" autocomplete="off" placeholder="An awesome name!">
<button class="start yellow" disabled="disabled">Play!</button>
<br>
<br>
<button id="mode" class="orange" disabled="disabled">Mode</button>
<button id="skins" class="yellow" disabled="disabled">Skins</button>
<button class="spectate green" disabled="disabled">Spectate</button>
<div>
<span id="error">Please wait... Maybe something's wrong!</span>
<noscript>
<span>Your browser does not support JavaScript!</span>
</noscript>
</div>
</div>
</div>
<div id="wasted">
<div class="center">
<img class="scale" src="image/wasted.svg">
<button class="start orange" disabled="disabled">Play Again</button>
<button class="menu yellow">Main Menu</button>
<button class="spectate green" disabled="disabled">Spectate</button>
</div>
</div>
<button class="toggle yellow"><i class="fa fa-cogs"></i></button>
<div id="settings" class="center" style="display: none;">
<button class="menu yellow">Main Menu</button>
<button class="yellow" onclick="JavaScript:alert('Want to play a game?\nUse arrows or WSAD to control your paper block\nDon\'t hit the walls\nBite enemy tails but don\'t let them bite yours!\nCompete against other players')">Hou To Play</button>
<button class="yellow" onclick="JavaScript:alert('Paper.io play online\nMore! More! More territory! Take it all with new amazing game - Paper.io\nThis game concept is linked to old Xonix, which appeared in 1984. Like in any other IO game there are you and enemies willing to outwit you. But you\'ll prevail of course :) Take their terriory and destroy your enemies, but be careful, your tail is your weak point.\nThis game is very cool and has nice paper-like graphics and fluid animation. Enjoy!\nYou can play paper.io online and offline both on a mobile device and a desktop computer. Get paper.io and join the world gaming community. Manage a small board and win territory from your rivals.\nPaper.io 2 - behold the sequel to the popular game. Capture new territories and become the king of the map!\nThe more space you win the higher ranking and scores you get. You have to act and think quickly. Develop your own strategy and action plan.\nPaperio has simple rules but is very addictive in its simplicity. The competitors are also on guard. Watch out for your tail.\nThe game is very addictive and makes gamers from all over the world connect from home, from work, from campus or even the office!\nJoin the game, figure out your strategy and become the ultimate winner. Have fun!')">About</button>
<audio loop="loop" preload="auto" controls>
<source src="https://ilikecats.sdf.org/UNTALE/43%20Temmie%20Village.flac" type="audio/flac">
</audio>
</div>
<script src="js/bundle.js"></script>
</body>
</html>
<canvas id="main-ui"></canvas>
<div id="stats" style="opacity: 0" class="fullscreen hidden"></div>
<div id="begin" style="opacity: .99999" class="fullscreen">
<div class="center">
<h1>Blockly.IO!</h1>
<small>Todo: replace ^^^ with a picture. Work in progress.</small><br>
<h1>Enter your name</h1>
<input autocomplete="off" id="name" placeholder="An awesome name!">
<button type="submit">Play!</button>
<div>
<small id="error">Your browser does not support JavaScript!</small>
</div>
<small>Visit the open-source code on <a href="https://github.com/theKidOfArcrania/PaperIO-Web">GitHub</a>!</small>
</div>
</div>
</body>

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body, html {
width: 100%;
height: 100%;
margin: 0;
padding: 0;
overflow: hidden;
background: black;
color: white;
font-family: "Changa", "Sans Serif";
}
#error {
color: red;
}
canvas {
position: absolute;
top: 0;
left: 0;
}
.fullscreen {
width: 100%;
height: 100%;
background: black;
}
.center {
vertical-align: middle;
text-align: center;
position: fixed;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
}
input {
font-family: "Changa", "Sans Serif";
font-size: 24px;
padding: .5rem 1rem;
border: 4px solid lightgray;
border-radius: 2px;
}
button {
border-style: solid;
border-color: #e6e699 #b8b814 #b8b814 #e6e699;
border-width: 4px 4px 4px 4px;
border-radius: 4px;
background: #eded5e;
font-family: "Changa", "Sans-serif";
font-size: 24px;
padding: .5rem 1rem;
}
button:active {
border-color: #73730d #cccc7d #cccc7d #73730d;
background: #e8e830;
}
.hidden {
display: none;
}
#stats
{
background: rgb(80, 80, 80);
position: absolute;
top: 0;
left: 0;
}

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<script src="socket.io.min.js"></script>
<script src="socket-test.js"></script>

27
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function Rolling(value, frames)
{
var lag = 0;
if (!frames)
frames = 24;
this.value = value;
Object.defineProperty(this, "lag", {
get: function() { return lag; },
enumerable: true
});
this.update = function() {
var delta = this.value - lag;
var dir = Math.sign(delta);
var speed = Math.abs(delta) / frames;
var mag = Math.min(Math.abs(speed), Math.abs(delta));
lag += mag * dir;
return lag;
}
}
module.exports = Rolling;

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import resolve from '@rollup/plugin-node-resolve';
import commonjs from '@rollup/plugin-commonjs';
export default {
input: 'client.js',
plugins: [resolve(), commonjs()]
};

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@@ -1,54 +1,49 @@
// https://github.com/socketio/socket.io/blob/master/examples/chat/index.js
import MiServer from "mimi-server";
import { Server } from "socket.io";
import express from "express";
import path from "path";
import { exec, fork } from "child_process";
import { config } from "./config.js";
import { fileURLToPath } from "url";
//TODO: rename as "blockly.io".
var hostname = process.argv[2] || "0.0.0.0";
var port = parseInt(process.argv[3]) || 80;
const __dirname = path.dirname(fileURLToPath(import.meta.url));
var finalhandler = require('finalhandler');
var http = require('http');
var serveStatic = require('serve-static');
config.dev ? exec("npm run build-dev") : exec("npm run build");
// Serve up public/ftp folder
var serve = serveStatic('public/', {'setHeaders': setHeaders});
const port = process.env.PORT || config.port;
const { app, server } = new MiServer({
port,
static: path.join(__dirname, "public")
});
const io = new Server(server);
// Routing
app.use("/font", express.static(path.join(__dirname, "node_modules/@fortawesome/fontawesome-free")));
import Game from "./src/game-server.js";
const game = new Game();
io.on("connection", socket => {
socket.on("hello", (data, fn) => {
//TODO: error checking.
if (data.god && game.addGod(socket)) {
fn(true);
return;
}
if (data.name && data.name.length > 32) fn(false, "Your name is too long!");
else if (!game.addPlayer(socket, data.name)) fn(false, "There're too many platers!");
else fn(true);
});
socket.on("pings", (fn) => {
socket.emit("pongs");
socket.disconnect();
});
});
setInterval(() => {
game.tickFrame();
}, 1000 / 60);
for (let i = 0; i < parseInt(config.bots); i++) {
fork(path.join(__dirname, "paper-io-bot.js"), [`ws://localhost:${port}`], {
stdio: "inherit"
});
function setHeaders(res, path) {
res.setHeader('Cache-Control', 'public, max-age=0');
}
// Create server
var server = http.createServer(function onRequest (req, res) {
serve(req, res, finalhandler(req, res));
});
// Listen
server.listen(port, hostname);
server = http.createServer();
var io = require('socket.io')(server);
io.set('transports', ['websocket']);
var Game = require('./game-server.js');
var games = [new Game()];
io.on('connection', function(socket){
socket.on("hello", function(data, fn) {
//TODO: error checking.
if (data.name && data.name.length > 32)
fn(false, "Your name is too long!");
else if (!games[0].addPlayer(socket, data.name))
fn(false, "Game is too full!");
else
fn(true);
});
socket.on("checkConn", function(fn) { fn(); });
});
server.listen(8081);
function tick() {
games[0].tickFrame();
setTimeout(tick, 1000 / 60);
}
tick();
//setTimeout(tick, 1000 / 60);

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var ws = require("nodejs-websocket")
// Scream server example: "hi" -> "HI!!!"
var server = ws.createServer(function (conn) {
console.log("New connection")
conn.on("text", function (str) {
console.log("Received "+str)
conn.sendText(str.toUpperCase()+"!!!")
})
conn.on("close", function (code, reason) {
console.log("Connection closed")
})
}).listen(8081);

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@@ -1,120 +0,0 @@
function verifyRange() {
for (let i = 0; i < arguments.length; i++) {
if (arguments[i] < 0 || arguments[i] > 1) throw new RangeError("H, S, L, and A parameters must be between the range [0, 1]");
}
}
// https://stackoverflow.com/a/9493060/7344257
function hslToRgb(h, s, l) {
let r, g, b;
if (s == 0) r = g = b = l; //Achromatic
else {
const hue2rgb = function(p, q, t) {
if (t < 0) t += 1;
if (t > 1) t -= 1;
if (t < 1 / 6) return p + (q - p) * 6 * t;
if (t < 1 / 2) return q;
if (t < 2 / 3) return p + (q - p) * (2 / 3 - t) * 6;
return p;
};
const q = l < 0.5 ? l * (1 + s) : l + s - l * s;
const p = 2 * l - q;
r = hue2rgb(p, q, h + 1 / 3);
g = hue2rgb(p, q, h);
b = hue2rgb(p, q, h - 1 / 3);
}
return [Math.round(r * 255), Math.round(g * 255), Math.round(b * 255)];
}
class Color {
constructor(h, s, l, a) {
verifyRange(h, s, l);
if (a === undefined) a = 1;
else verifyRange(a);
Object.defineProperties(this, {
"hue": {
value: h,
enumerable: true
},
"sat": {
value: s,
enumerable: true
},
"lum": {
value: l,
enumerable: true
},
"alpha": {
value: a,
enumerable: true
},
});
}
interpolateToString(color, amount) {
const rgbThis = hslToRgb(this.hue, this.sat, this.lum);
const rgbThat = hslToRgb(color.hue, color.sat, color.lum);
const rgb = [];
for (let i = 0; i < 3; i++) {
rgb[i] = Math.floor((rgbThat[i] - rgbThis[i]) * amount + rgbThis[i]);
}
return {
rgbString: function() {
return `rgb(${rgb[0]}, ${rgb[1]}, ${rgb[2]})`
}
};
}
deriveLumination(amount) {
let lum = this.lum + amount;
lum = Math.min(Math.max(lum, 0), 1);
return new Color(this.hue, this.sat, lum, this.alpha);
}
deriveHue(amount) {
const hue = this.hue - amount;
return new Color(hue - Math.floor(hue), this.sat, this.lum, this.alpha);
}
deriveSaturation(amount) {
let sat = this.sat + amount;
sat = Math.min(Math.max(sat, 0), 1);
return new Color(this.hue, sat, this.lum, this.alpha);
}
deriveAlpha(newAlpha) {
verifyRange(newAlpha);
return new Color(this.hue, this.sat, this.lum, newAlpha);
}
rgbString() {
const rgb = hslToRgb(this.hue, this.sat, this.lum);
rgb[3] = this.a;
return `rgba(${rgb[0]}, ${rgb[1]}, ${rgb[2]}, ${this.alpha})`;
}
}
Color.fromData = data => {
return new Color(data.hue, data.sat, data.lum, data.alpha);
};
Color.possColors = () => {
const SATS = [192, 150, 100].map(val => val / 240);
const HUES = [0, 10, 20, 25, 30, 35, 40, 45, 50, 60, 70, 100, 110, 120, 125, 130, 135, 140, 145, 150, 160, 170, 180, 190, 200, 210, 220].map(val => val / 240);
const possColors = new Array(SATS.length * HUES.length);
let i = 0;
for (let s = 0; s < SATS.length; s++) {
for (let h = 0; h < HUES.length; h++) {
possColors[i++] = new Color(HUES[h], SATS[s], .5, 1);
}
}
//Shuffle the colors
for (let i = 0; i < possColors.length * 50; i++) {
const a = Math.floor(Math.random() * possColors.length);
const b = Math.floor(Math.random() * possColors.length);
const tmp = possColors[a];
possColors[a] = possColors[b];
possColors[b] = tmp;
}
return possColors;
}
export default Color;

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@@ -1,42 +0,0 @@
function Grid(size, changeCallback) {
let grid = new Array(size);
let modified = false;
const data = {
grid,
size
};
this.get = (row, col) => {
if (isOutOfBounds(data, row, col)) throw new RangeError("Row or Column value out of bounds");
return grid[row] && grid[row][col];
}
this.set = (row, col, value) => {
if (isOutOfBounds(data, row, col)) throw new RangeError("Row or Column value out of bounds");
if (!grid[row]) grid[row] = new Array(size);
const before = grid[row][col];
grid[row][col] = value;
if (typeof changeCallback === "function") changeCallback(row, col, before, value);
modified = true;
return before;
}
this.reset = () => {
if (modified) {
grid = new Array(size);
modified = false;
}
}
this.isOutOfBounds = isOutOfBounds.bind(this, data);
Object.defineProperty(this, "size", {
get: function() {
return size;
},
enumerable: true
});
}
function isOutOfBounds(data, row, col) {
return row < 0 || row >= data.size || col < 0 || col >= data.size;
}
export default Grid;

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import { consts } from "../../config.js";
export { default as Color } from "./color.js";
export { default as Grid } from "./grid.js";
export { default as Player } from "./player.js";
export function initPlayer(grid, player) {
for (let dr = -1; dr <= 1; dr++) {
for (let dc = -1; dc <= 1; dc++) {
if (!grid.isOutOfBounds(dr + player.row, dc + player.col)) grid.set(dr + player.row, dc + player.col, player);
}
}
}
export function updateFrame(grid, players, dead, notifyKill) {
let adead = [];
if (dead instanceof Array) adead = dead;
//Move players
let tmp = players.filter(val => {
val.move();
if (val.dead) adead.push(val);
return !val.dead;
});
//Remove players with collisions
const removing = new Array(players.length);
const kill = (!notifyKill) ? () => { } : (killer, other) => {
if (!removing[other]) notifyKill(killer, other);
};
for (let i = 0; i < players.length; i++) {
for (let 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;
//console.log("TAIL");
}
if (!removing[i] && players[i].tail.hitsTail(players[j])) {
kill(j, i);
removing[i] = true;
//console.log("TAIL");
}
//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
const areaI = area(players[i]);
const 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((val, i) => {
if (removing[i]) {
adead.push(val);
val.die();
}
return !removing[i];
});
players.length = tmp.length;
for (let i = 0; i < tmp.length; i++) {
players[i] = tmp[i];
}
//Remove dead squares
for (let r = 0; r < grid.size; r++) {
for (let c = 0; c < grid.size; c++) {
if (adead.indexOf(grid.get(r, c)) !== -1) grid.set(r, c, null);
}
}
}
function squaresIntersect(a, b) {
return (a < b) ? (b < a + consts.CELL_WIDTH) : (a < b + consts.CELL_WIDTH);
}
function area(player) {
const xDest = player.col * consts.CELL_WIDTH;
const yDest = player.row * consts.CELL_WIDTH;
return (player.posX === xDest) ? Math.abs(player.posY - yDest) : Math.abs(player.posX - xDest);
}

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@@ -1,424 +0,0 @@
import Stack from "./stack.js";
import Color from "./color.js";
import Grid from "./grid.js";
import { consts } from "../../config.js";
function defineGetter(getter) {
return {
get: getter,
enumerable: true
};
}
function defineInstanceMethods(thisobj, data /*, methods...*/) {
for (let i = 2; i < arguments.length; i++) {
thisobj[arguments[i].name] = arguments[i].bind(this, data);
}
}
function defineAccessorProperties(thisobj, data /*, names...*/) {
const descript = {};
function getAt(name) {
return () => {
return data[name];
};
}
for (let i = 2; i < arguments.length; i++) {
descript[arguments[i]] = defineGetter(getAt(arguments[i]));
}
Object.defineProperties(thisobj, descript);
}
function TailMove(orientation) {
this.move = 1;
Object.defineProperty(this, "orientation", {
value: orientation,
enumerable: true
});
}
function Tail(player, sdata) {
const data = {
tail: [],
tailGrid: [],
prev: null,
startRow: 0,
startCol: 0,
prevRow: 0,
prevCol: 0,
player
};
if (sdata) {
data.startRow = data.prevRow = sdata.startRow || 0;
data.startCol = data.prevCol = sdata.startCol || 0;
sdata.tail.forEach(val => {
addTail(data, val.orientation, val.move);
});
}
data.grid = player.grid;
defineInstanceMethods(this, data, addTail, hitsTail, fillTail, renderTail, reposition, serialData);
Object.defineProperty(this, "moves", {
get: function() {
return data.tail.slice(0);
},
enumerable: true
});
}
//Instance methods
function serialData(data) {
return {
tail: data.tail,
startRow: data.startRow,
startCol: data.startCol
};
}
function setTailGrid(data, tailGrid, r, c) {
if (!tailGrid[r]) tailGrid[r] = [];
tailGrid[r][c] = true;
}
function addTail(data, orientation, count) {
if (count === undefined) count = 1;
if (!count || count < 0) return;
let prev = data.prev;
const r = data.prevRow, c = data.prevCol;
if (data.tail.length === 0) setTailGrid(data, data.tailGrid, r, c);
if (!prev || prev.orientation !== orientation) {
prev = data.prev = new TailMove(orientation);
data.tail.push(prev);
prev.move += count - 1;
}
else prev.move += count;
for (let i = 0; i < count; i++) {
const pos = walk([data.prevRow, data.prevCol], null, orientation, 1);
data.prevRow = pos[0];
data.prevCol = pos[1];
setTailGrid(data, data.tailGrid, pos[0], pos[1]);
}
}
function reposition(data, row, col) {
data.prevRow = data.startRow = row;
data.prevCol = data.startCol = col;
data.prev = null;
if (data.tail.length === 0) return;
else {
const ret = data.tail;
data.tail = [];
data.tailGrid = [];
return ret;
}
}
//Helper methods
function renderTail(data, ctx) {
if (data.tail.length === 0) return;
ctx.fillStyle = data.player.tailColor.rgbString();
let prevOrient = -1;
let start = [data.startRow, data.startCol];
//fillTailRect(ctx, start, start);
data.tail.forEach(tail => {
const negDir = tail.orientation === 0 || tail.orientation === 3;
const back = start;
if (!negDir) start = walk(start, null, tail.orientation, 1);
const finish = walk(start, null, tail.orientation, tail.move - 1);
if (tail.move > 1) fillTailRect(ctx, start, finish);
if (prevOrient !== -1) renderCorner(ctx, back, prevOrient, tail.orientation);
//Draw folding triangle.
start = finish;
if (negDir) walk(start, start, tail.orientation, 1);
prevOrient = tail.orientation;
});
const curOrient = data.player.currentHeading;
if (prevOrient === curOrient) fillTailRect(ctx, start, start);
else renderCorner(ctx, start, prevOrient, curOrient);
}
function renderCorner(ctx, cornerStart, dir1, dir2) {
if (dir1 === 0 || dir2 === 0) walk(cornerStart, cornerStart, 2, 1);
if (dir1 === 3 || dir2 === 3) walk(cornerStart, cornerStart, 1, 1);
const a = walk(cornerStart, null, dir2, 1);
const b = walk(a, null, dir1, 1);
const triangle = new Path2D();
triangle.moveTo(cornerStart[1] * consts.CELL_WIDTH, cornerStart[0] * consts.CELL_WIDTH);
triangle.lineTo(a[1] * consts.CELL_WIDTH, a[0] * consts.CELL_WIDTH);
triangle.lineTo(b[1] * consts.CELL_WIDTH, b[0] * consts.CELL_WIDTH);
triangle.closePath();
for (let i = 0; i < 2; i++) {
ctx.fill(triangle);
}
}
function walk(from, ret, orient, dist) {
ret = ret || [];
ret[0] = from[0];
ret[1] = from[1];
switch (orient) {
case 0: ret[0] -= dist; break; //UP
case 1: ret[1] += dist; break; //RIGHT
case 2: ret[0] += dist; break; //DOWN
case 3: ret[1] -= dist; break; //LEFT
}
return ret;
}
function fillTailRect(ctx, start, end) {
let x = start[1] * consts.CELL_WIDTH;
let y = start[0] * consts.CELL_WIDTH;
let width = (end[1] - start[1]) * consts.CELL_WIDTH;
let height = (end[0] - start[0]) * consts.CELL_WIDTH;
if (width === 0) width += consts.CELL_WIDTH;
if (height === 0) height += consts.CELL_WIDTH;
if (width < 0) {
x += width;
width = -width;
}
if (height < 0) {
y += height;
height = -height;
}
ctx.fillRect(x, y, width, height);
}
function fillTail(data) {
if (data.tail.length === 0) return;
function onTail(c) {
return data.tailGrid[c[0]] && data.tailGrid[c[0]][c[1]];
}
const grid = data.grid;
const start = [data.startRow, data.startCol];
const been = new Grid(grid.size);
const coords = [];
coords.push(start);
while (coords.length > 0) { //BFS for all tail spaces
const coord = coords.shift();
const r = coord[0];
const c = coord[1];
if (grid.isOutOfBounds(r, c) || been.get(r, c)) continue;
if (onTail(coord)) {//On the tail
been.set(r, c, true);
grid.set(r, c, data.player);
//Find all spots that this tail encloses
floodFill(data, grid, r + 1, c, been);
floodFill(data, grid, r - 1, c, been);
floodFill(data, grid, r, c + 1, been);
floodFill(data, grid, r, c - 1, been);
coords.push([r + 1, c]);
coords.push([r - 1, c]);
coords.push([r, c + 1]);
coords.push([r, c - 1]);
}
}
}
function floodFill(data, grid, row, col, been) {
function onTail(c) {
return data.tailGrid[c[0]] && data.tailGrid[c[0]][c[1]];
}
const start = [row, col];
if (grid.isOutOfBounds(row, col) || been.get(row, col) || onTail(start) || grid.get(row, col) === data.player) return;
//Avoid allocating too many resources
const coords = [];
const filled = new Stack(consts.GRID_COUNT * consts.GRID_COUNT + 1);
let surrounded = true;
let coord;
coords.push(start);
while (coords.length > 0) {
coord = coords.shift();
const r = coord[0];
const c = coord[1];
if (grid.isOutOfBounds(r, c)) {
surrounded = false;
continue;
}
//End this traverse on boundaries (where we been, on the tail, and when we enter our territory)
if (been.get(r, c) || onTail(coord) || grid.get(r, c) === data.player) continue;
been.set(r, c, true);
if (surrounded) filled.push(coord);
coords.push([r + 1, c]);
coords.push([r - 1, c]);
coords.push([r, c + 1]);
coords.push([r, c - 1]);
}
if (surrounded) {
while (!filled.isEmpty()) {
coord = filled.pop();
grid.set(coord[0], coord[1], data.player);
}
}
return surrounded;
}
function hitsTail(data, other) {
return (data.prevRow !== other.row || data.prevCol !== other.col)
&& (data.startRow !== other.row || data.startCol !== other.col)
&& !!(data.tailGrid[other.row] && data.tailGrid[other.row][other.col]);
}
const SHADOW_OFFSET = 10;
function Player(grid, sdata) {
const data = {};
//Parameters
data.num = sdata.num;
data.name = sdata.name || "Player " + (data.num + 1);
data.grid = grid;
data.posX = sdata.posX;
data.posY = sdata.posY;
this.heading = data.currentHeading = sdata.currentHeading; //0 is up, 1 is right, 2 is down, 3 is left
data.waitLag = sdata.waitLag || 0;
data.dead = false;
//Only need colors for client side
let base;
if (sdata.base) base = this.baseColor = sdata.base instanceof Color ? sdata.base : Color.fromData(sdata.base);
else {
const hue = Math.random();
this.baseColor = base = new Color(hue, .8, .5);
}
this.lightBaseColor = base.deriveLumination(.1);
this.shadowColor = base.deriveLumination(-.3);
this.tailColor = base.deriveLumination(.2).deriveAlpha(0.98);
//Tail requires special handling
this.grid = grid; //Temporary
if (sdata.tail) data.tail = new Tail(this, sdata.tail);
else {
data.tail = new Tail(this);
data.tail.reposition(calcRow(data), calcCol(data));
}
//Instance methods
this.move = move.bind(this, data);
this.die = () => { data.dead = true; };
this.serialData = function() {
return {
base: this.baseColor,
num: data.num,
name: data.name,
posX: data.posX,
posY: data.posY,
currentHeading: data.currentHeading,
tail: data.tail.serialData(),
waitLag: data.waitLag
};
};
//Read-only Properties
defineAccessorProperties(this, data, "currentHeading", "dead", "name", "num", "posX", "posY", "grid", "tail", "waitLag");
Object.defineProperties(this, {
row: defineGetter(() => calcRow(data)),
col: defineGetter(() => calcCol(data))
});
}
//Gets the next integer in positive or negative direction
function nearestInteger(positive, val) {
return positive ? Math.ceil(val) : Math.floor(val);
}
function calcRow(data) {
return nearestInteger(data.currentHeading === 2 /*DOWN*/, data.posY / consts.CELL_WIDTH);
}
function calcCol(data) {
return nearestInteger(data.currentHeading === 1 /*RIGHT*/, data.posX / consts.CELL_WIDTH);
}
//Instance methods
Player.prototype.render = function(ctx, fade) {
//Render tail
this.tail.renderTail(ctx);
//Render player
fade = fade || 1;
ctx.fillStyle = this.shadowColor.deriveAlpha(fade).rgbString();
ctx.fillRect(this.posX, this.posY, consts.CELL_WIDTH, consts.CELL_WIDTH);
const mid = consts.CELL_WIDTH / 2;
const grd = ctx.createRadialGradient(this.posX + mid, this.posY + mid - SHADOW_OFFSET, 1, this.posX + mid, this.posY + mid - SHADOW_OFFSET, consts.CELL_WIDTH);
//grd.addColorStop(0, this.baseColor.deriveAlpha(fade).rgbString());
//grd.addColorStop(1, new Color(0, 0, 1, fade).rgbString());
//ctx.fillStyle = grd;
ctx.fillStyle = this.shadowColor.deriveLumination(.2).rgbString();
ctx.fillRect(this.posX - 1, this.posY - SHADOW_OFFSET, consts.CELL_WIDTH + 2, consts.CELL_WIDTH);
//Render name
ctx.fillStyle = this.shadowColor.deriveAlpha(fade).rgbString();
ctx.textAlign = "center";
let yoff = -SHADOW_OFFSET * 2;
if (this.row === 0) yoff = SHADOW_OFFSET * 2 + consts.CELL_WIDTH;
ctx.font = "18px Changa";
ctx.fillText(this.name, this.posX + consts.CELL_WIDTH / 2, this.posY + yoff);
};
function move(data) {
if (data.waitLag < consts.NEW_PLAYER_LAG) { //Wait for a second at least
data.waitLag++;
return;
}
//Move to new position
let { heading } = this;
if (this.posX % consts.CELL_WIDTH !== 0 || this.posY % consts.CELL_WIDTH !== 0) heading = data.currentHeading;
else data.currentHeading = heading;
switch (heading) {
case 0: data.posY -= consts.SPEED; break; //UP
case 1: data.posX += consts.SPEED; break; //RIGHT
case 2: data.posY += consts.SPEED; break; //DOWN
case 3: data.posX -= consts.SPEED; break; //LEFT
}
//Check for out of bounds
const { row, col } = this;
if (data.grid.isOutOfBounds(row, col)) {
switch (heading) {
case 0: data.posY += consts.SPEED; break;
case 1: data.posX -= consts.SPEED; break;
case 2: data.posY -= consts.SPEED; break;
case 3: data.posX += consts.SPEED; break;
}
//data.dead = true;
return;
}
//Update tail position
if (data.grid.get(row, col) === this) {
//Safe zone!
this.tail.fillTail();
this.tail.reposition(row, col);
}
//If we are completely in a new cell (not in our safe zone), we add to the tail
else if (this.posX % consts.CELL_WIDTH === 0 && this.posY % consts.CELL_WIDTH === 0) this.tail.addTail(heading);
}
export default Player;

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@@ -1,28 +0,0 @@
function Stack(initSize) {
let len = 0;
const arr = [];
this.ensureCapacity = size => {
arr.length = Math.max(arr.length, size || 0);
};
this.push = function(ele) {
this[len] = ele;
len++;
};
this.pop = function() {
if (len === 0) return;
len--;
const tmp = this[len];
this[len] = undefined;
return tmp;
};
this.isEmpty = () => {
return len === 0;
}
this.ensureCapacity(initSize);
Object.defineProperty(this, "length", {
get: function() {
return len;
}
});
}
export default Stack;

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@@ -1,279 +0,0 @@
import { Grid, Player, initPlayer, updateFrame } from "./core/index.js";
import { consts } from "../config.js";
let running = false;
let user, socket, frame;
let players, allPlayers;
let kills;
let timeout = undefined;
let dirty = false;
let deadFrames = 0;
let requesting = -1; //Frame that we are requesting at
let frameCache = []; //Frames after our request
let _allowAnimation = true;
const grid = new Grid(consts.GRID_COUNT, (row, col, before, after) => {
invokeRenderer("updateGrid", [row, col, before, after]);
});
let renderer;
let requestAnimationFrame;
try {
requestAnimationFrame = window.requestAnimationFrame;
} catch {
requestAnimationFrame = callback => { setTimeout(callback, 1000 / 30) };
}
//Public API
function connectGame(io, url, name, callback, flag) {
if (running) return; //Prevent multiple runs
running = true;
user = null;
deadFrames = 0;
const prefixes = consts.PREFIXES.split(" ");
const names = consts.NAMES.split(" ");
name = name || [prefixes[Math.floor(Math.random() * prefixes.length)], names[Math.floor(Math.random() * names.length)]].join(" ");
//Socket connection
io.j = [];
io.sockets = [];
socket = io(url, {
"forceNew": true,
upgrade: false,
transports: ["websocket"]
});
socket.on("connect", () => {
console.info("Connected to server.");
});
socket.on("game", data => {
if (timeout != undefined) clearTimeout(timeout);
//Initialize game
//TODO: display data.gameid --- game id #
frame = data.frame;
reset();
//Load players
data.players.forEach(p => {
const pl = new Player(grid, p);
addPlayer(pl);
});
user = allPlayers[data.num];
//if (!user) throw new Error();
setUser(user);
//Load grid
const gridData = new Uint8Array(data.grid);
for (let r = 0; r < grid.size; r++) {
for (let c = 0; c < grid.size; c++) {
const ind = gridData[r * grid.size + c] - 1;
grid.set(r, c, ind === -1 ? null : players[ind]);
}
}
invokeRenderer("paint", []);
frame = data.frame;
if (requesting !== -1) {
//Update those cache frames after we updated game
const minFrame = requesting;
requesting = -1;
while (frameCache.length > frame - minFrame) processFrame(frameCache[frame - minFrame]);
frameCache = [];
}
});
socket.on("notifyFrame", processFrame);
socket.on("dead", () => {
socket.disconnect(); //In case we didn"t get the disconnect call
});
socket.on("disconnect", () => {
console.info("Server has disconnected. Creating new game.");
socket.disconnect();
if (!user) return;
user.die();
dirty = true;
paintLoop();
running = false;
invokeRenderer("disconnect", []);
});
socket.emit("hello", {
name: name,
type: 0, //Free-for-all
gameid: -1, //Requested game-id, or -1 for anyone
god: flag
}, (success, msg) => {
if (success) console.info("Connected to game!");
else {
console.error("Unable to connect to game: " + msg);
running = false;
}
if (callback) callback(success, msg);
});
}
function changeHeading(newHeading) {
if (!user || user.dead) return;
if (newHeading === user.currentHeading || ((newHeading % 2 === 0) ^ (user.currentHeading % 2 === 0))) {
//user.heading = newHeading;
if (socket) {
socket.emit("frame", {
frame: frame,
heading: newHeading
}, (success, msg) => {
if (!success) console.error(msg);
});
}
}
}
function getUser() {
return user;
}
function getPlayers() {
return players.slice();
}
function getOthers() {
const ret = [];
for (const p of players) {
if (p !== user) ret.push(p);
}
return ret;
}
function disconnect() {
socket.disconnect();
running = false;
}
//Private API
function addPlayer(player) {
if (allPlayers[player.num]) return; //Already added
allPlayers[player.num] = players[players.length] = player;
invokeRenderer("addPlayer", [player]);
return players.length - 1;
}
function invokeRenderer(name, args) {
if (renderer && typeof renderer[name] === "function") renderer[name].apply(null, args);
}
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(p => {
if (user && p.num === user.num) return;
const pl = new Player(grid, p);
addPlayer(pl);
initPlayer(grid, pl);
});
}
const found = new Array(players.length);
data.moves.forEach((val, i) => {
const player = allPlayers[val.num];
if (!player) return;
if (val.left) player.die();
found[i] = true;
player.heading = val.heading;
});
for (let i = 0; i < players.length; i++) {
//Implicitly leaving game
if (!found[i]) {
const player = players[i];
player && player.die();
}
}
update();
const locs = {};
for (let i = 0; i < players.length; i++) {
const p = players[i];
locs[p.num] = [p.posX, p.posY, p.waitLag];
}
dirty = true;
requestAnimationFrame(paintLoop);
timeout = setTimeout(() => {
console.warn("Server has timed-out. Disconnecting.");
socket.disconnect();
}, 3000);
}
function paintLoop() {
if (!dirty) return;
invokeRenderer("paint", []);
dirty = false;
if (user && user.dead) {
if (timeout) clearTimeout(timeout);
if (deadFrames === 60) { //One second of frame
const before = _allowAnimation;
_allowAnimation = false;
update();
invokeRenderer("paint", []);
_allowAnimation = before;
user = null;
deadFrames = 0;
return;
}
socket.disconnect();
deadFrames++;
dirty = true;
update();
requestAnimationFrame(paintLoop);
}
}
function reset() {
user = null;
grid.reset();
players = [];
allPlayers = [];
kills = 0;
invokeRenderer("reset");
}
function setUser(player) {
user = player;
invokeRenderer("setUser", [player]);
}
function update() {
const dead = [];
updateFrame(grid, players, dead, (killer, other) => { //addKill
if (players[killer] === user && killer !== other) kills++;
});
dead.forEach(val => {
console.log((val.name || "Unnamed") + " is dead");
delete allPlayers[val.num];
invokeRenderer("removePlayer", [val]);
});
invokeRenderer("update", [frame]);
}
function setRenderer(r) {
renderer = r;
}
function setAllowAnimation(allow) {
_allowAnimation = allow;
}
function getKills() {
return kills;
}
// Export stuff
export { connectGame, changeHeading, getUser, getPlayers, getOthers, disconnect, setRenderer, setAllowAnimation, getKills };
export const allowAnimation = {
get: function() {
return _allowAnimation;
},
set: function(val) {
_allowAnimation = !!val;
},
enumerable: true
};
export { grid };

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@@ -1,239 +0,0 @@
import { Color, Grid, Player, initPlayer, updateFrame } from "./core/index.js";
import { consts } from "../config.js";
function Game(id) {
const possColors = Color.possColors();
let nextInd = 0;
const players = [];
const gods = [];
let newPlayers = [];
const frameLocs = [];
let frame = 0;
let filled = 0;
const grid = new Grid(consts.GRID_COUNT, (row, col, before, after) => {
if (!!after ^ !!before) {
if (after) filled++;
else filled--;
if (filled === consts.GRID_COUNT * consts.GRID_COUNT) console.log(`[${new Date()}] FULL GAME`);
}
});
this.id = id;
this.addPlayer = (client, name) => {
if (players.length >= consts.MAX_PLAYERS) return false;
const start = findEmpty(grid);
if (!start) return false;
const params = {
posX: start.col * consts.CELL_WIDTH,
posY: start.row * consts.CELL_WIDTH,
currentHeading: Math.floor(Math.random() * 4),
name,
num: nextInd,
base: possColors.shift()
};
const p = new Player(grid, params);
p.tmpHeading = params.currentHeading;
p.client = client;
players.push(p);
newPlayers.push(p);
nextInd++;
initPlayer(grid, p);
if (p.name.indexOf("[BOT]") == -1) console.log(`[${new Date()}] ${p.name || "Unnamed"} (${p.num}) joined.`);
client.on("requestFrame", () => {
if (p.frame === frame) return;
p.frame = frame; //Limit number of requests per frame (One per frame)
const splayers = players.map(val => val.serialData());
client.emit("game", {
"num": p.num,
"gameid": id,
"frame": frame,
"players": splayers,
"grid": gridSerialData(grid, players)
});
});
client.on("frame", (data, errorHan) => {
if (typeof data === "function") {
errorHan(false, "No data supplied.");
return;
}
if (typeof errorHan !== "function") errorHan = () => {};
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, "Invalid frame received.");
else {
if (data.heading !== undefined) {
if (checkInt(data.heading, 0, 4)) {
p.tmpHeading = data.heading;
errorHan(true);
}
else errorHan(false, "New heading must be an integer of range [0, 4).");
}
}
});
client.on("disconnect", () => {
p.die(); //Die immediately if not already
p.disconnected = true;
if (p.name.indexOf("[BOT]") == -1) console.log(`[${new Date()}] ${p.name || "Unnamed"} (${p.num}) left.`);
});
return true;
};
this.addGod = client => {
const g = {
client,
frame
};
gods.push(g);
const splayers = players.map(val => val.serialData());
client.emit("game", {
"gameid": id,
"frame": frame,
"players": splayers,
"grid": gridSerialData(grid, players)
});
client.on("requestFrame", () => {
if (g.frame === frame) return;
g.frame = frame; //Limit number of requests per frame (One per frame)
const splayers = players.map(val => val.serialData());
g.client.emit("game", {
"gameid": id,
"frame": frame,
"players": splayers,
"grid": gridSerialData(grid, players)
});
});
return true;
};
function pushPlayerLocations() {
const locs = [];
for (const p of players) {
locs[p.num] = [p.posX, p.posY, p.waitLag];
}
locs.frame = frame;
if (frameLocs.length >= 300) frameLocs.shift(); //Give it 5 seconds of lag
frameLocs.push(locs);
}
function verifyPlayerLocations(fr, verify, resp) {
const minFrame = frame - frameLocs.length + 1;
if (fr < minFrame || fr > frame) {
resp(false, false, "Frames out of reference");
return;
}
function string(loc) {
return `(${loc[0]}, ${loc[1]}) [${loc[2]}]`;
}
const locs = frameLocs[fr - minFrame];
if (locs.frame !== fr) {
resp(false, false, locs.frame + " != " + fr);
return;
}
for (const num in verify) {
if (!locs[num]) continue;
if (locs[num][0] !== verify[num][0] || locs[num][1] !== verify[num][1] || locs[num][2] !== verify[num][2]) {
resp(false, true, "P" + num + " " + string(locs[num]) + " !== " + string(verify[num]));
return;
}
}
resp(true, false);
}
function tick() {
//TODO: notify those players that this server automatically drops out
const splayers = players.map(val => val.serialData());
const snews = newPlayers.map(val => {
//Emit game stats.
val.client.emit("game", {
"num": val.num,
"gameid": id,
"frame": frame,
"players": splayers,
"grid": gridSerialData(grid, players),
});
return val.serialData();
});
const moves = players.map(val => {
//Account for race condition (when heading is set after emitting frames, and before updating)
val.heading = val.tmpHeading;
return {
num: val.num,
left: !!val.disconnected,
heading: val.heading
};
});
update();
const data = {
frame: frame + 1,
moves
};
if (snews.length > 0) {
data.newPlayers = snews;
newPlayers = [];
}
for (const p of players) {
p.client.emit("notifyFrame", data);
}
for (const g of gods) {
g.client.emit("notifyFrame", data);
}
frame++;
pushPlayerLocations();
}
this.tickFrame = tick;
function update() {
const dead = [];
updateFrame(grid, players, dead);
for (const p of dead) {
if (!p.handledDead) {
possColors.push(p.baseColor);
p.handledDead = true;
}
if (p.name.indexOf("[BOT]") == -1) console.log(`${p.name || "Unnamed"} (${p.num}) died.`);
p.client.emit("dead");
p.client.disconnect(true);
}
}
}
function checkInt(value, min, max) {
return !(typeof value !== "number" || value < min || value >= max || Math.floor(value) !== value);
}
function gridSerialData(grid, players) {
const buff = Buffer.alloc(grid.size * grid.size);
const numToIndex = new Array(players.length > 0 ? players[players.length - 1].num + 1 : 0);
for (let i = 0; i < players.length; i++) {
numToIndex[players[i].num] = i + 1;
}
for (let r = 0; r < grid.size; r++) {
for (let c = 0; c < grid.size; c++) {
const ele = grid.get(r, c);
buff[r * grid.size + c] = ele ? numToIndex[ele.num] : 0;
}
}
return buff;
}
function findEmpty(grid) {
const available = [];
for (let r = 1; r < grid.size - 1; r++) {
for (let c = 1; c < grid.size - 1; c++) {
let cluttered = false;
checkclutter: for (let dr = -1; dr <= 1; dr++) {
for (let dc = -1; dc <= 1; dc++) {
if (grid.get(r + dr, c + dc)) {
cluttered = true;
break checkclutter;
}
}
}
if (!cluttered) available.push({
row: r,
col: c
});
}
}
return (available.length === 0) ? null : available[Math.floor(available.length * Math.random())];
}
export default Game;

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@@ -1,334 +0,0 @@
import jquery from "jquery";
import { Grid, Color } from "../core";
import * as client from "../game-client";
import { consts } from "../../config.js";
const SHADOW_OFFSET = 5;
const ANIMATE_FRAMES = 24;
const BOUNCE_FRAMES = [8, 4];
const DROP_HEIGHT = 24;
const DROP_SPEED = 2;
const MIN_BAR_WIDTH = 65;
const BAR_HEIGHT = SHADOW_OFFSET + consts.CELL_WIDTH;
const BAR_WIDTH = 400;
let canvas, ctx, offscreenCanvas, offctx, canvasWidth, canvasHeight, gameWidth, gameHeight;
const $ = jquery;
$(() => {
canvas = $("#main-ui")[0];
ctx = canvas.getContext("2d");
offscreenCanvas = document.createElement("canvas");
offctx = offscreenCanvas.getContext("2d");
updateSize();
});
let animateGrid, playerPortion, portionsRolling, barProportionRolling, animateTo, offset, user, zoom, showedDead;
const grid = client.grid;
function updateSize() {
let changed = false;
if (canvasWidth != window.innerWidth) {
gameWidth = canvasWidth = offscreenCanvas.width = canvas.width = window.innerWidth;
changed = true;
}
if (canvasHeight != window.innerHeight) {
gameHeight = canvasHeight = offscreenCanvas.height = canvas.height = window.innerHeight;
changed = true;
}
if (changed && user) centerOnPlayer(user, offset);
}
function reset() {
animateGrid = new Grid(consts.GRID_COUNT);
playerPortion = [];
portionsRolling = [];
barProportionRolling = [];
animateTo = [0, 0];
offset = [0, 0];
user = null;
zoom = (Math.min(canvasWidth, canvasHeight) - consts.BORDER_WIDTH) / (consts.CELL_WIDTH * consts.GRID_COUNT);
showedDead = false;
}
reset();
//Paint methods
function paintGridBorder(ctx) {
ctx.fillStyle = "lightgray";
const gridWidth = consts.CELL_WIDTH * consts.GRID_COUNT;
ctx.fillRect(-consts.BORDER_WIDTH, 0, consts.BORDER_WIDTH, gridWidth);
ctx.fillRect(-consts.BORDER_WIDTH, -consts.BORDER_WIDTH, gridWidth + consts.BORDER_WIDTH * 2, consts.BORDER_WIDTH);
ctx.fillRect(gridWidth, 0, consts.BORDER_WIDTH, gridWidth);
ctx.fillRect(-consts.BORDER_WIDTH, gridWidth, gridWidth + consts.BORDER_WIDTH * 2, consts.BORDER_WIDTH);
}
function paintGrid(ctx) {
//Paint background
ctx.fillStyle = "rgb(211, 225, 237)";
ctx.fillRect(0, 0, consts.CELL_WIDTH * consts.GRID_COUNT, consts.CELL_WIDTH * consts.GRID_COUNT);
paintGridBorder(ctx);
//Get viewing limits
const offsetX = (offset[0] - consts.BORDER_WIDTH);
const offsetY = (offset[1] - consts.BORDER_WIDTH);
const minRow = Math.max(Math.floor(offsetY / consts.CELL_WIDTH), 0);
const minCol = Math.max(Math.floor(offsetX / consts.CELL_WIDTH), 0);
const maxRow = Math.min(Math.ceil((offsetY + gameHeight / zoom) / consts.CELL_WIDTH), grid.size);
const maxCol = Math.min(Math.ceil((offsetX + gameWidth / zoom) / consts.CELL_WIDTH), grid.size);
let x, y, animateSpec, baseColor, shadowColor;
//Paint occupied areas (and fading ones)
for (let r = minRow; r < maxRow; r++) {
for (let c = minCol; c < maxCol; c++) {
const p = grid.get(r, c);
x = c * consts.CELL_WIDTH;
y = r * consts.CELL_WIDTH;
animateSpec = animateGrid.get(r, c);
if (client.allowAnimation && animateSpec) {
if (animateSpec.before) { //fading animation
const frac = (animateSpec.frame / ANIMATE_FRAMES);
const back = new Color(.58, .41, .92, 1);
baseColor = animateSpec.before.lightBaseColor.interpolateToString(back, frac);
shadowColor = animateSpec.before.shadowColor.interpolateToString(back, frac);
}
else continue;
}
else if (p) {
baseColor = p.lightBaseColor;
shadowColor = p.shadowColor;
}
else continue; //No animation nor is this player owned
const hasBottom = !grid.isOutOfBounds(r + 1, c);
const bottomAnimate = hasBottom && animateGrid.get(r + 1, c);
const totalStatic = !bottomAnimate && !animateSpec;
const 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 + consts.CELL_WIDTH, consts.CELL_WIDTH + 1, SHADOW_OFFSET);
}
ctx.fillStyle = baseColor.rgbString();
ctx.fillRect(x, y, consts.CELL_WIDTH + 1, consts.CELL_WIDTH + 1);
}
}
if (!client.allowAnimation) return;
//Paint squares with drop in animation
for (let r = 0; r < grid.size; r++) {
for (let c = 0; c < grid.size; c++) {
animateSpec = animateGrid.get(r, c);
x = c * consts.CELL_WIDTH, y = r * consts.CELL_WIDTH;
if (animateSpec && client.allowAnimation) {
const viewable = r >= minRow && r < maxRow && c >= minCol && c < maxCol;
if (animateSpec.after && viewable) {
//Bouncing the squares.
const offsetBounce = getBounceOffset(animateSpec.frame);
y -= offsetBounce;
shadowColor = animateSpec.after.shadowColor;
baseColor = animateSpec.after.lightBaseColor.deriveLumination(-(offsetBounce / DROP_HEIGHT) * .1);
ctx.fillStyle = shadowColor.rgbString();
ctx.fillRect(x, y + consts.CELL_WIDTH, consts.CELL_WIDTH, SHADOW_OFFSET);
ctx.fillStyle = baseColor.rgbString();
ctx.fillRect(x, y, consts.CELL_WIDTH + 1, consts.CELL_WIDTH + 1);
}
animateSpec.frame++;
if (animateSpec.frame >= ANIMATE_FRAMES) animateGrid.set(r, c, null);
}
}
}
}
function paintUIBar(ctx) {
ctx.fillStyle = "white";
ctx.font = "18px Changa";
//Calcuate rank
const sorted = [];
client.getPlayers().forEach(val => {
sorted.push({player: val, portion: playerPortion[val.num]});
});
sorted.sort((a, b) => {
return (a.portion === b.portion) ? a.player.num - b.player.num : b.portion - a.portion;
});
//Rolling the leaderboard bars
if (sorted.length > 0) {
const maxPortion = sorted[0].portion;
client.getPlayers().forEach(player => {
const rolling = barProportionRolling[player.num];
rolling.value = playerPortion[player.num] / maxPortion;
rolling.update();
});
}
//Show leaderboard
const leaderboardNum = Math.min(consts.LEADERBOARD_NUM, sorted.length);
for (let i = 0; i < leaderboardNum; i++) {
const { player } = sorted[i];
const name = player.name || "Unnamed";
const portion = barProportionRolling[player.num].lag;
const nameWidth = ctx.measureText(name).width;
const barSize = Math.ceil((BAR_WIDTH - MIN_BAR_WIDTH) * portion + MIN_BAR_WIDTH);
const barX = canvasWidth - barSize;
const barY = BAR_HEIGHT * i;
const offset = i == 0 ? 10 : 0;
ctx.fillStyle = "rgba(10, 10, 10, .3)";
ctx.fillRect(barX - 10, barY + 10 - offset, barSize + 10, BAR_HEIGHT + offset);
ctx.fillStyle = player.baseColor.rgbString();
ctx.fillRect(barX, barY, barSize, consts.CELL_WIDTH);
ctx.fillStyle = player.shadowColor.rgbString();
ctx.fillRect(barX, barY + consts.CELL_WIDTH, barSize, SHADOW_OFFSET);
ctx.fillStyle = "black";
ctx.fillText(name, barX - nameWidth - 15, barY + 27);
const percentage = (portionsRolling[player.num].lag * 100).toFixed(3) + "%";
ctx.fillStyle = "white";
ctx.fillText(percentage, barX + 5, barY + consts.CELL_WIDTH - 5);
}
}
function paint(ctx) {
ctx.fillStyle = "#e2ebf3"; //"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(consts.BORDER_WIDTH, consts.BORDER_WIDTH);
paintGrid(ctx);
client.getPlayers().forEach(p => {
const fr = p.waitLag;
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 || user.dead) && !showedDead) {
showedDead = true;
console.log("You died!");
}
}
function paintDoubleBuff() {
paint(offctx);
ctx.drawImage(offscreenCanvas, 0, 0);
}
function update() {
updateSize();
//Change grid offsets
for (let i = 0; i <= 1; i++) {
if (animateTo[i] !== offset[i]) {
if (client.allowAnimation) {
const delta = animateTo[i] - offset[i];
const dir = Math.sign(delta);
const mag = Math.min(consts.SPEED, Math.abs(delta));
offset[i] += dir * mag;
}
else offset[i] = animateTo[i];
}
}
//Calculate player portions
client.getPlayers().forEach(player => {
const roll = portionsRolling[player.num];
roll.value = playerPortion[player.num] / consts.GRID_COUNT / consts.GRID_COUNT;
roll.update();
});
}
//Helper methods
function centerOnPlayer(player, pos) {
player = {
posX: 0,
posY: 0
}
const xOff = Math.floor(player.posX - (gameWidth / zoom - consts.CELL_WIDTH) / 2);
const yOff = Math.floor(player.posY - (gameHeight / zoom - consts.CELL_WIDTH) / 2);
const gridWidth = grid.size * consts.CELL_WIDTH + consts.BORDER_WIDTH * 2;
pos[0] = xOff; //Math.max(Math.min(xOff, gridWidth + (BAR_WIDTH + 100) / zoom - gameWidth / zoom), 0);
pos[1] = yOff; //Math.max(Math.min(yOff, gridWidth - gameHeight / zoom), 0);
}
function getBounceOffset(frame) {
let offsetBounce = ANIMATE_FRAMES;
let 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;
const midFrame = BOUNCE_FRAMES[bounceNum] / 2;
return (frame >= midFrame) ? (BOUNCE_FRAMES[bounceNum] - frame) * DROP_SPEED : frame * DROP_SPEED;
}
}
function Rolling(value, frames) {
let lag = 0;
if (!frames) frames = 24;
this.value = value;
Object.defineProperty(this, "lag", {
get: function() {
return lag;
},
enumerable: true
});
this.update = function() {
const delta = this.value - lag;
const dir = Math.sign(delta);
const speed = Math.abs(delta) / frames;
const mag = Math.min(Math.abs(speed), Math.abs(delta));
lag += mag * dir;
return lag;
}
}
export default {
addPlayer: function(player) {
playerPortion[player.num] = 0;
portionsRolling[player.num] = new Rolling(9 / consts.GRID_COUNT / consts.GRID_COUNT, ANIMATE_FRAMES);
barProportionRolling[player.num] = new Rolling(0, ANIMATE_FRAMES);
},
disconnect: function() {
},
removePlayer: function(player) {
delete playerPortion[player.num];
delete portionsRolling[player.num];
delete barProportionRolling[player.num];
},
setUser: function(player) {
user = player;
centerOnPlayer(user, offset);
},
reset: reset,
updateGrid: function(row, col, before, after) {
//Keep track of areas
if (before) playerPortion[before.num]--;
if (after) playerPortion[after.num]++;
//Queue animation
if (before === after || !client.allowAnimation) return;
animateGrid.set(row, col, {
before: before,
after: after,
frame: 0
});
},
paint: paintDoubleBuff,
update: update
};

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@@ -1,375 +0,0 @@
import jquery from "jquery";
import { Color, Grid } from "../core";
import * as client from "../game-client";
import { consts } from "../../config.js";
const SHADOW_OFFSET = 5;
const ANIMATE_FRAMES = 24;
const BOUNCE_FRAMES = [8, 4];
const DROP_HEIGHT = 24;
const DROP_SPEED = 2;
const MIN_BAR_WIDTH = 65;
const BAR_HEIGHT = SHADOW_OFFSET + consts.CELL_WIDTH;
const BAR_WIDTH = 400;
let canvas, ctx, offscreenCanvas, offctx, canvasWidth, canvasHeight, gameWidth, gameHeight;
const $ = jquery;
$(() => {
canvas = $("#main-ui")[0];
ctx = canvas.getContext("2d");
offscreenCanvas = document.createElement("canvas");
offctx = offscreenCanvas.getContext("2d");
updateSize();
});
let animateGrid, playerPortion, portionsRolling, barProportionRolling, animateTo, offset, user, zoom, showedDead;
const grid = client.grid;
function updateSize() {
let changed = false;
if (canvasWidth != window.innerWidth) {
gameWidth = canvasWidth = offscreenCanvas.width = canvas.width = window.innerWidth;
changed = true;
}
if (canvasHeight != window.innerHeight) {
canvasHeight = offscreenCanvas.height = canvas.height = window.innerHeight;
gameHeight = canvasHeight - BAR_HEIGHT;
changed = true;
}
if (changed && user) centerOnPlayer(user, offset);
}
function reset() {
animateGrid = new Grid(consts.GRID_COUNT);
playerPortion = [];
portionsRolling = [];
barProportionRolling = [];
animateTo = [0, 0];
offset = [0, 0];
user = null;
zoom = 1;
showedDead = false;
}
reset();
//Paint methods
function paintGridBorder(ctx) {
ctx.fillStyle = "lightgray";
const gridWidth = consts.CELL_WIDTH * consts.GRID_COUNT;
ctx.fillRect(-consts.BORDER_WIDTH, 0, consts.BORDER_WIDTH, gridWidth);
ctx.fillRect(-consts.BORDER_WIDTH, -consts.BORDER_WIDTH, gridWidth + consts.BORDER_WIDTH * 2, consts.BORDER_WIDTH);
ctx.fillRect(gridWidth, 0, consts.BORDER_WIDTH, gridWidth);
ctx.fillRect(-consts.BORDER_WIDTH, gridWidth, gridWidth + consts.BORDER_WIDTH * 2, consts.BORDER_WIDTH);
}
function paintGrid(ctx) {
//Paint background
ctx.fillStyle = "rgb(211, 225, 237)";
ctx.fillRect(0, 0, consts.CELL_WIDTH * consts.GRID_COUNT, consts.CELL_WIDTH * consts.GRID_COUNT);
paintGridBorder(ctx);
//Get viewing limits
const offsetX = (offset[0] - consts.BORDER_WIDTH);
const offsetY = (offset[1] - consts.BORDER_WIDTH);
const minRow = Math.max(Math.floor(offsetY / consts.CELL_WIDTH), 0);
const minCol = Math.max(Math.floor(offsetX / consts.CELL_WIDTH), 0);
const maxRow = Math.min(Math.ceil((offsetY + gameHeight / zoom) / consts.CELL_WIDTH), grid.size);
const maxCol = Math.min(Math.ceil((offsetX + gameWidth / zoom) / consts.CELL_WIDTH), grid.size);
let x, y, animateSpec, baseColor, shadowColor;
//Paint occupied areas (and fading ones)
for (let r = minRow; r < maxRow; r++) {
for (let c = minCol; c < maxCol; c++) {
const p = grid.get(r, c);
x = c * consts.CELL_WIDTH;
y = r * consts.CELL_WIDTH;
animateSpec = animateGrid.get(r, c);
if (client.allowAnimation && animateSpec) {
if (animateSpec.before) { //fading animation
const frac = (animateSpec.frame / ANIMATE_FRAMES);
const back = new Color(.58, .41, .92, 1);
baseColor = animateSpec.before.lightBaseColor.interpolateToString(back, frac);
shadowColor = animateSpec.before.shadowColor.interpolateToString(back, frac);
}
else continue;
}
else if (p) {
baseColor = p.lightBaseColor;
shadowColor = p.shadowColor;
}
else continue; //No animation nor is this player owned
const hasBottom = !grid.isOutOfBounds(r + 1, c);
const bottomAnimate = hasBottom && animateGrid.get(r + 1, c);
const totalStatic = !bottomAnimate && !animateSpec;
const 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 + consts.CELL_WIDTH, consts.CELL_WIDTH + 1, SHADOW_OFFSET);
}
ctx.fillStyle = baseColor.rgbString();
ctx.fillRect(x, y, consts.CELL_WIDTH + 1, consts.CELL_WIDTH + 1);
}
}
if (!client.allowAnimation) return;
//Paint squares with drop in animation
for (let r = 0; r < grid.size; r++) {
for (let c = 0; c < grid.size; c++) {
animateSpec = animateGrid.get(r, c);
x = c * consts.CELL_WIDTH, y = r * consts.CELL_WIDTH;
if (animateSpec && client.allowAnimation) {
const viewable = r >= minRow && r < maxRow && c >= minCol && c < maxCol;
if (animateSpec.after && viewable) {
//Bouncing the squares.
const offsetBounce = getBounceOffset(animateSpec.frame);
y -= offsetBounce;
shadowColor = animateSpec.after.shadowColor;
baseColor = animateSpec.after.lightBaseColor.deriveLumination(-(offsetBounce / DROP_HEIGHT) * .1);
ctx.fillStyle = shadowColor.rgbString();
ctx.fillRect(x, y + consts.CELL_WIDTH, consts.CELL_WIDTH, SHADOW_OFFSET);
ctx.fillStyle = baseColor.rgbString();
ctx.fillRect(x, y, consts.CELL_WIDTH + 1, consts.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);
let barOffset;
ctx.fillStyle = "white";
ctx.font = "24px Changa";
barOffset = (user && user.name) ? (ctx.measureText(user.name).width + 20) : 0;
ctx.fillText(user ? user.name : "", 5, consts.CELL_WIDTH - 5);
//Draw filled bar
ctx.fillStyle = "rgba(180, 180, 180, .3)";
ctx.fillRect(barOffset, 0, BAR_WIDTH, BAR_HEIGHT);
const userPortions = portionsRolling[user.num] ? portionsRolling[user.num].lag : 0;
let barSize = Math.ceil((BAR_WIDTH - MIN_BAR_WIDTH) * userPortions + MIN_BAR_WIDTH);
ctx.fillStyle = user ? user.baseColor.rgbString() : "";
ctx.fillRect(barOffset, 0, barSize, consts.CELL_WIDTH);
ctx.fillStyle = user ? user.shadowColor.rgbString() : "";
ctx.fillRect(barOffset, consts.CELL_WIDTH, barSize, SHADOW_OFFSET);
//TODO: dont reset kill count and zoom when we request frames.
//Percentage
ctx.fillStyle = "white";
ctx.font = "18px Changa";
ctx.fillText((userPortions * 100).toFixed(3) + "%", 5 + barOffset, consts.CELL_WIDTH - 5);
//Number of kills
const killsText = "Kills: " + client.getKills();
const killsOffset = 20 + BAR_WIDTH + barOffset;
ctx.fillText(killsText, killsOffset, consts.CELL_WIDTH - 5);
//Calcuate rank
const sorted = [];
client.getPlayers().forEach(val => {
sorted.push({player: val, portion: playerPortion[val.num]});
});
sorted.sort((a, b) => {
return (a.portion === b.portion) ? a.player.num - b.player.num : b.portion - a.portion;
});
const rank = sorted.findIndex(val => val.player === user);
ctx.fillText("Rank: " + (rank === -1 ? "--" : rank + 1) + " of " + sorted.length,
ctx.measureText(killsText).width + killsOffset + 20, consts.CELL_WIDTH - 5);
//Rolling the leaderboard bars
if (sorted.length > 0) {
const maxPortion = sorted[0].portion;
client.getPlayers().forEach(player => {
const rolling = barProportionRolling[player.num];
rolling.value = playerPortion[player.num] / maxPortion;
rolling.update();
});
}
//Show leaderboard
const leaderboardNum = Math.min(consts.LEADERBOARD_NUM, sorted.length);
for (let i = 0; i < leaderboardNum; i++) {
const { player } = sorted[i];
const name = player.name || "Unnamed";
const portion = barProportionRolling[player.num].lag;
const nameWidth = ctx.measureText(name).width;
barSize = Math.ceil((BAR_WIDTH - MIN_BAR_WIDTH) * portion + MIN_BAR_WIDTH);
const barX = canvasWidth - barSize;
const barY = BAR_HEIGHT * (i + 1);
const offset = i == 0 ? 10 : 0;
ctx.fillStyle = "rgba(10, 10, 10, .3)";
ctx.fillRect(barX - 10, barY + 10 - offset, barSize + 10, BAR_HEIGHT + offset);
ctx.fillStyle = player.baseColor.rgbString();
ctx.fillRect(barX, barY, barSize, consts.CELL_WIDTH);
ctx.fillStyle = player.shadowColor.rgbString();
ctx.fillRect(barX, barY + consts.CELL_WIDTH, barSize, SHADOW_OFFSET);
ctx.fillStyle = "black";
ctx.fillText(name, barX - nameWidth - 15, barY + 27);
const percentage = (portionsRolling[player.num].lag * 100).toFixed(3) + "%";
ctx.fillStyle = "white";
ctx.fillText(percentage, barX + 5, barY + consts.CELL_WIDTH - 5);
}
}
function paint(ctx) {
ctx.fillStyle = "#e2ebf3"; //"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] + consts.BORDER_WIDTH, -offset[1] + consts.BORDER_WIDTH);
paintGrid(ctx);
client.getPlayers().forEach(p => {
const fr = p.waitLag;
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 || user.dead) && !showedDead) {
showedDead = true;
console.log("You died!");
}
}
function paintDoubleBuff() {
paint(offctx);
ctx.drawImage(offscreenCanvas, 0, 0);
}
function update() {
updateSize();
//Change grid offsets
for (let i = 0; i <= 1; i++) {
if (animateTo[i] !== offset[i]) {
if (client.allowAnimation) {
const delta = animateTo[i] - offset[i];
const dir = Math.sign(delta);
const mag = Math.min(consts.SPEED, Math.abs(delta));
offset[i] += dir * mag;
}
else offset[i] = animateTo[i];
}
}
//Calculate player portions
client.getPlayers().forEach(player => {
const roll = portionsRolling[player.num];
roll.value = playerPortion[player.num] / consts.GRID_COUNT / consts.GRID_COUNT;
roll.update();
});
//Zoom goes from 1 to .5, decreasing as portion goes up. TODO: maybe can modify this?
if (portionsRolling[user.num]) zoom = 1 / (portionsRolling[user.num].lag + 1);
//TODO: animate player is dead. (maybe explosion?), and tail rewinds itself.
if (user) centerOnPlayer(user, animateTo);
}
//Helper methods
function centerOnPlayer(player, pos) {
const xOff = Math.floor(player.posX - (gameWidth / zoom - consts.CELL_WIDTH) / 2);
const yOff = Math.floor(player.posY - (gameHeight / zoom - consts.CELL_WIDTH) / 2);
const gridWidth = grid.size * consts.CELL_WIDTH + consts.BORDER_WIDTH * 2;
pos[0] = xOff; //Math.max(Math.min(xOff, gridWidth + (BAR_WIDTH + 100) / zoom - gameWidth / zoom), 0);
pos[1] = yOff; //Math.max(Math.min(yOff, gridWidth - gameHeight / zoom), 0);
}
function getBounceOffset(frame) {
let offsetBounce = ANIMATE_FRAMES;
let 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;
const midFrame = BOUNCE_FRAMES[bounceNum] / 2;
return (frame >= midFrame) ? (BOUNCE_FRAMES[bounceNum] - frame) * DROP_SPEED : frame * DROP_SPEED;
}
}
function Rolling(value, frames) {
let lag = 0;
if (!frames) frames = 24;
this.value = value;
Object.defineProperty(this, "lag", {
get: function() {
return lag;
},
enumerable: true
});
this.update = function() {
const delta = this.value - lag;
const dir = Math.sign(delta);
const speed = Math.abs(delta) / frames;
const mag = Math.min(Math.abs(speed), Math.abs(delta));
lag += mag * dir;
return lag;
}
}
export function addPlayer(player) {
playerPortion[player.num] = 0;
portionsRolling[player.num] = new Rolling(9 / consts.GRID_COUNT / consts.GRID_COUNT, ANIMATE_FRAMES);
barProportionRolling[player.num] = new Rolling(0, ANIMATE_FRAMES);
};
export function disconnect() {
$("#wasted").fadeIn(1000);
};
export function removePlayer(player) {
delete playerPortion[player.num];
delete portionsRolling[player.num];
delete barProportionRolling[player.num];
};
export function setUser(player) {
user = player;
centerOnPlayer(user, offset);
};
export { reset };
export function updateGrid (row, col, before, after) {
//Keep track of areas
if (before) playerPortion[before.num]--;
if (after) playerPortion[after.num]++;
//Queue animation
if (before === after || !client.allowAnimation) return;
animateGrid.set(row, col, {
before: before,
after: after,
frame: 0
});
};
export { paintDoubleBuff as paint };
export { update };

41
stack.js Normal file
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function Stack(initSize)
{
var len = 0;
var arr = [];
this.ensureCapacity = function(size)
{
arr.length = Math.max(arr.length, size || 0);
};
this.push = function(ele)
{
this[len] = ele;
len++;
};
this.pop = function()
{
if (len === 0)
return;
len--;
var tmp = this[len];
this[len] = undefined;
return tmp;
};
this.isEmpty = function() {
return len === 0;
}
this.ensureCapacity(initSize);
Object.defineProperty(this, "length", {
get: function() {return len;}
});
}
module.exports = Stack;