papercats/client.js
StevenJoeZhang b535f5c354 Format code
2019-01-16 11:07:52 +08:00

292 lines
6.9 KiB
JavaScript

var core = require("./game-core");
var Player = core.Player;
var io = require("socket.io-client");
var GRID_SIZE = core.GRID_SIZE;
var CELL_WIDTH = core.CELL_WIDTH;
var running = false;
var user, socket, frame;
var players, allPlayers;
var kills;
var timeout = undefined;
var dirty = false;
var deadFrames = 0;
var requesting = -1; //frame that we are requesting at
var frameCache = []; //Frames after our request
var allowAnimation = true;
var grid = new core.Grid(core.GRID_SIZE, function(row, col, before, after) {
invokeRenderer("updateGrid", [row, col, before, after]);
});
var mimiRequestAnimationFrame = window && window.document
? window.requestAnimationFrame
|| window.webkitRequestAnimationFrame
|| window.mozRequestAnimationFrame
|| window.oRequestAnimationFrame
|| window.msRequestAnimationFrame
|| function(callback) { window.setTimeout(callback, 1000 / 30) }
: function(callback) { window.setTimeout(callback, 1000 / 30) };
//Public API
function connectGame(url, name, callback) {
if (running) return; //Prevent multiple runs
running = true;
user = null;
deadFrames = 0;
//Socket connection
io.j = [];
io.sockets = [];
socket = io(url, {
"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;
reset();
//Load players.
data.players.forEach(function(p) {
var pl = new Player(grid, p);
addPlayer(pl);
});
user = allPlayers[data.num];
if (!user) throw new Error();
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 : players[ind]);
}
}
invokeRenderer("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;
invokeRenderer("disconnect", []);
});
socket.emit("hello", {
name: name,
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);
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
}, function(success, msg) {
if (!success) console.error(msg);
});
}
}
}
function getUser() {
return user;
}
function getOthers() {
var ret = [];
for (var p of players) {
if (p !== user) ret.push(p);
}
return ret;
}
function getPlayers() {
return players.slice();
}
//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) {
var renderer = exports.renderer;
if (renderer && typeof renderer[name] === "function") renderer[name].apply(exports, 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(function(p) {
if (p.num === user.num) return;
var pl = new Player(grid, p);
addPlayer(pl);
core.initPlayer(grid, pl);
});
}
var found = new Array(players.length);
data.moves.forEach(function(val, i) {
var player = allPlayers[val.num];
if (!player) return;
if (val.left) player.die();
found[i] = true;
player.heading = val.heading;
});
for (var i = 0; i < players.length; i++) {
//Implicitly leaving game
if (!found[i]) {
var player = players[i];
player && player.die();
}
}
update();
var locs = {};
for (var i = 0; i < players.length; i++) {
var p = players[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;
mimiRequestAnimationFrame(function() {
paintLoop();
});
timeout = setTimeout(function() {
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
var before = allowAnimation;
allowAnimation = false;
update();
invokeRenderer("paint", []);
allowAnimation = before;
user = null;
deadFrames = 0;
return;
}
socket.disconnect();
deadFrames++;
dirty = true;
update();
mimiRequestAnimationFrame(paintLoop);
}
}
function reset() {
user = null;
grid.reset();
players = [];
allPlayers = [];
kills = 0;
invokeRenderer("reset");
}
function setUser(player) {
user = player;
invokeRenderer("setUser", [player]);
}
function update() {
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];
invokeRenderer("removePlayer", [val]);
});
invokeRenderer("update", [frame]);
}
//Export stuff
var funcs = [connectGame, changeHeading, getOthers, getPlayers, getUser];
funcs.forEach(function(f) {
exports[f.name] = f;
});
exports.renderer = null;
Object.defineProperties(exports, {
allowAnimation: {
get: function() {
return allowAnimation;
},
set: function(val) {
allowAnimation = !!val;
},
enumerable: true
},
grid: {
get: function() {
return grid;
},
enumerable: true
},
kills: {
get: function() {
return kills;
},
enumerable: true
}
});