forked from ilikecats/papercats
617 lines
16 KiB
JavaScript
617 lines
16 KiB
JavaScript
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//Thanks to https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/random
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function getRandomInt(min, max) {
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min = Math.ceil(min);
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max = Math.floor(max);
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return Math.floor(Math.random() * (max - min)) + min;
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}
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/**
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* Provides requestAnimationFrame in a cross browser way.
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* @author paulirish / http://paulirish.com/
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*/
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if ( !window.requestAnimationFrame ) {
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window.requestAnimationFrame = ( function() {
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return window.webkitRequestAnimationFrame ||
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window.mozRequestAnimationFrame ||
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window.oRequestAnimationFrame ||
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window.msRequestAnimationFrame ||
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function( /* function FrameRequestCallback */ callback, /* DOMElement Element */ element ) {
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window.setTimeout( callback, 1000 / 60 );
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};
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})();
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}
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var Tail = (function() {
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var CELL_WIDTH = 30;
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var GRID_SIZE = 200;
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function TailMove(orientation)
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{
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this.move = 1;
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Object.defineProperty(this, "orientation", {
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value: orientation,
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enumerable: true
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});
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}
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function Tail(player)
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{
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var _this = this;
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var data = {
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tail: [],
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tailGrid: [],
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prev: null,
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startRow: 0,
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startCol: 0,
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prevRow: 0,
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prevCol: 0,
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player: player
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};
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this.addTail = addTail.bind(this, data);
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this.hitsTail = hitsTail.bind(this, data);
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this.render = function(ctx) {var prev = []; iterate(data, render.bind(_this, data, prev, ctx), VOID); };
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this.move = move.bind(this, data);
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Object.defineProperty(this, "moves", {
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get: function() {return data.tail.slice(0);},
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enumerable: true
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});
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}
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//Instance methods.
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function addTail(data, orientation)
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{
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var prev = data.prev;
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var tail = data.tail;
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if (!prev || prev.orientation !== orientation)
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{
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prev = data.prev = new TailMove(orientation);
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data.tail.push(prev);
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}
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else
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prev.move++;
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var r = data.prevRow, c = data.prevCol;
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if (!data.tailGrid[r])
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data.tailGrid[r] = [];
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data.tailGrid[r][c] = true;
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switch (orientation)
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{
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case 0: data.prevRow--; break; //UP
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case 1: data.prevCol++; break; //RIGHT
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case 2: data.prevRow++; break; //DOWN
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case 3: data.prevCol--; break; //LEFT
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}
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}
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function iterate(data, callback, reducer)
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{
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var r = data.startRow;
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var c = data.startCol;
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var other;
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var val;
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for (var i = 0; i < data.tail.length; i++) {
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var sr = r;
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var sc = c;
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switch (data.tail[i].orientation)
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{
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case 0: r -= data.tail[i].move; break; //UP
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case 1: c += data.tail[i].move; break; //RIGHT
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case 2: r += data.tail[i].move; break; //DOWN
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case 3: c -= data.tail[i].move; break; //LEFT
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}
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if (i === 0)
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val = {shortCircuit: false, value: callback(sr, sc, r - sr, c - sc)};
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else
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val = reducer(val, callback(sr, sc, r - sr, c - sc));
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if (val.shortCircuit)
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return val.value;
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else
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val = val.value;
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}
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return val;
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}
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function move(data, row, col)
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{
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data.prevRow = data.startRow = row;
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data.prevCol = data.startCol = col;
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if (data.tail.length === 0)
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return;
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else
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{
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var ret = data.tail;
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data.tail = [];
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data.tailGrid = [];
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return ret;
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}
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}
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function render(data, prev, ctx, srow, scol, drow, dcol)
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{
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if (drow === 0 && dcol === 0)
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return;
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if (drow !== 0 && dcol !== 0)
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throw new Error("Invalid tail path.");
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ctx.fillStyle = data.player.tailColor;
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var startPos = [
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{x: scol * CELL_WIDTH, y: srow * CELL_WIDTH},
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{x: scol * CELL_WIDTH, y: srow * CELL_WIDTH}
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];
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var finishPos = [
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{x: (scol + dcol) * CELL_WIDTH, y: (srow + drow) * CELL_WIDTH},
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{x: (scol + dcol) * CELL_WIDTH, y: (srow + drow) * CELL_WIDTH}
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];
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if (drow === 0)
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{
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startPos[1].y += CELL_WIDTH;
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startPos[0].x += CELL_WIDTH * Math.sign(dcol);
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startPos[1].x += CELL_WIDTH * Math.sign(dcol);
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finishPos[1].y += CELL_WIDTH;
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}
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else
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{
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startPos[1].x += CELL_WIDTH;
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startPos[0].y += CELL_WIDTH * Math.sign(drow);
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startPos[1].y += CELL_WIDTH * Math.sign(drow);
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finishPos[1].x += CELL_WIDTH;
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}
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if (prev.length != 0)
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{
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//Draw the fold triangle.
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var coords = [];
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var ind = 0;
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for (var i = 0; i < startPos.length; i++)
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for (var j = 0; j < prev.length; j++)
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if (startPos[i].x === prev[j].x || startPos[i].y === prev[j].y)
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coords = [startPos[i], startPos[(i == 0 ? 1 : 0)], prev[(j == 0 ? 1 : 0)]];
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for (i = 0; i < 2; i++)
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{
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ctx.moveTo(coords[0].x, coords[0].y);
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ctx.lineTo(coords[1].x, coords[1].y);
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ctx.lineTo(coords[2].x, coords[2].y);
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ctx.closePath();
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ctx.fill();
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}
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}
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else
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{
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//Draw starting rectangle.
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fillNegRect(ctx, scol * CELL_WIDTH, srow * CELL_WIDTH,
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CELL_WIDTH * (dcol >= 0 ? 1 : 0), CELL_WIDTH * (drow >= 0 ? 1 : 0));
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}
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//Draw main tail line.
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var x = startPos[0].x, y = startPos[0].y;
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fillNegRect(ctx, x, y, finishPos[1].x - x, finishPos[1].y - y);
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prev[0] = finishPos[0];
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prev[1] = finishPos[1];
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}
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function fillNegRect(ctx, x, y, width, height)
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{
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if (width < 0)
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{
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x += width;
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width = -width;
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}
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if (height < 0)
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{
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y += height;
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height = -height;
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}
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ctx.fillRect(x, y, width, height);
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}
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function hitsTail(data, other)
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{
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var r = data.prevRow;
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var c = data.prevCol;
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return !!(data.tailGrid[other.row] && data.tailGrid[other.row][other.col]);
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}
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function VOID()
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{
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return {shortCircuit: false, value: undefined};
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}
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//Helper methods.
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function inRange(check, a, b)
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{
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if (a === b)
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return a === check;
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else if (a < b)
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return a <= check && check < b;
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else
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return b <= check && check < a;
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}
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return Tail;
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}());
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var Player = (function() {
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var CELL_WIDTH = 30;
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var SPEED = 5;
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var SHADOW_OFFSET = 10;
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function Player(socket, grid, num) {
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var data = {};
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//TODO: load player data and color.
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var hue = Math.random();
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var base = hslToRgb(hue, .8, .5);
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this.baseColor = rgbString(base);
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this.shadowColor = rgbString(hslToRgb(hue, .8, .2));
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base[3] = .5;
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this.tailColor = rgbaString(base);
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this.name = 'Player ' + (num + 1);
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data.grid = grid;
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data.curHeading = 0;
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data.row = Math.floor(Math.random() * 20) + 10;
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data.col = num;
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data.dead = false;
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data.tail = new Tail(this);
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data.tail.move(data.row, data.col);
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//Positions
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this.heading = 0; //0 is up, 1 is right, 2 is down, 3 is left.
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this.posX = data.col * CELL_WIDTH;
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this.posY = data.row * CELL_WIDTH;
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this.move = move.bind(this, data);
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//Properties.
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Object.defineProperties(this, {
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currentHeading: defineGetter(function() {return data.curHeading;}),
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dead: defineGetter(function() {return !!data.dead;}),
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row: defineGetter(function() {return data.row;}),
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col: defineGetter(function() {return data.col;}),
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num: defineGetter(function() {return num;}),
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tail: defineGetter(function() {return data.tail;})
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});
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}
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//Instance methods
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Player.prototype.render = function(ctx)
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{
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//Render tail.
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function a() {};
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this.tail.render({
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moveTo: a, lineTo: a, closePath: a, fill: a, stroke: a, fillRect : a
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}/*ctx*/);
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//Render player.
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ctx.fillStyle = this.shadowColor;
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ctx.fillRect(this.posX, this.posY, CELL_WIDTH, CELL_WIDTH);
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ctx.fillStyle = this.baseColor;
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ctx.fillRect(this.posX, this.posY - SHADOW_OFFSET, CELL_WIDTH, CELL_WIDTH);
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}
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function move(data)
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{
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//Move to new position.
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var heading = this.heading;
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var row = Math.floor(this.posY / CELL_WIDTH);
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var col = Math.floor(this.posX / CELL_WIDTH);
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if (this.posX % CELL_WIDTH !== 0 || this.posY % CELL_WIDTH !== 0)
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heading = data.curHeading;
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switch (heading)
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{
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case 0: //UP
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this.posY -= SPEED;
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row = Math.floor(this.posY / CELL_WIDTH);
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break;
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case 1: //RIGHT
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this.posX += SPEED;
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col = Math.floor(this.posX / CELL_WIDTH);
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break;
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case 2: //DOWN
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this.posY += SPEED;
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row = Math.ceil(this.posY / CELL_WIDTH);
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break;
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case 3: //LEFT
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this.posX -= SPEED;
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col = Math.ceil(this.posX / CELL_WIDTH);
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}
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//Update front position.
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data.row = row;
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data.col = col;
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if (row < 0 || row > data.grid.length || col < 0 || col > data.grid[row].length)
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{
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data.dead = true;
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return;
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}
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if (data.grid[row][col] === this)
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{
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//Safe zone!
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var tail = this.tail.move(row, col);
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if (tail)
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{
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//TODO: floodfill area.
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}
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}
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//If we are completely in a new cell (not in our safe zone), we add to the tail.
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else if (this.posX % CELL_WIDTH === 0 && this.posY % CELL_WIDTH === 0)
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this.tail.addTail(heading);
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data.curHeading = heading;
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}
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//Helper methods.
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function defineGetter(getter) {
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return {
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get: getter,
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enumerable: true
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};
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}
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//http://stackoverflow.com/a/9493060/7344257
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function hslToRgb(h, s, l){
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var r, g, b;
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if(s == 0){
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r = g = b = l; // achromatic
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}else{
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var hue2rgb = function hue2rgb(p, q, t){
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if(t < 0) t += 1;
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if(t > 1) t -= 1;
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if(t < 1/6) return p + (q - p) * 6 * t;
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if(t < 1/2) return q;
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if(t < 2/3) return p + (q - p) * (2/3 - t) * 6;
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return p;
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}
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var q = l < 0.5 ? l * (1 + s) : l + s - l * s;
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var p = 2 * l - q;
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r = hue2rgb(p, q, h + 1/3);
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g = hue2rgb(p, q, h);
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b = hue2rgb(p, q, h - 1/3);
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}
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return [Math.round(r * 255), Math.round(g * 255), Math.round(b * 255)];
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}
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function rgbString(rgb) {
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return 'rgb(' + rgb[0] + ', ' + rgb[1] + ', ' + rgb[2] + ')';
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}
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function rgbaString(rgb) {
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return 'rgba(' + rgb[0] + ', ' + rgb[1] + ', ' + rgb[2] + ', ' + rgb[3] + ')';
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}
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return Player;
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})();
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$(function() {
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var GRID_SIZE = 200;
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var CELL_WIDTH = 30;
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var SPEED = 5;
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var SHADOW_OFFSET = 5;
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var canvas = $("#main-ui")[0];
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var ctx = canvas.getContext('2d');
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var width = canvas.width = window.innerWidth - 20;
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var height = canvas.height = window.innerHeight - 20;
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var players = [];
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var grid = [];
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//Load players.
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for (var p = 0; p < 9; p++)
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{
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//TODO: socket loading.
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players[p] = new Player(null, grid, p);
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}
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//Load grid.
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for (var r = 0; r < GRID_SIZE; r++)
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{
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grid[r] = [];
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for (var c = 0; c < GRID_SIZE; c++)
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{
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//TODO: load data.
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if (Math.random() < 1)
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grid[r][c] = -1;
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else
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grid[r][c] = players[getRandomInt(0, players.length)];
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}
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}
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var frameCount = 0;
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var animateTo = [0, 0];
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var offset = [0, 0];
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function update()
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{
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//Change grid offsets.
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for (var i = 0; i < 1; i++)
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{
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if (animateTo[i] !== offset[i])
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{
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var delta = animateTo[i] - offset[i];
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var dir = Math.sign(delta);
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var mag = Math.min(SPEED, Math.abs(delta));
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|
||
|
offset[i] += dir * mag;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//Move players.
|
||
|
var dead = [];
|
||
|
players = players.filter(function(val) {
|
||
|
val.move();
|
||
|
if (val.dead)
|
||
|
dead.push(val);
|
||
|
return !val.dead;
|
||
|
});
|
||
|
|
||
|
//Remove players with collisions.
|
||
|
var removing = [];
|
||
|
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]))
|
||
|
removing[j] = true;
|
||
|
if (!removing[i] && players[i].tail.hitsTail(players[j]))
|
||
|
removing[i] = true;
|
||
|
|
||
|
//Remove players with collisons...
|
||
|
if (i !== j && squaresIntersect(players[i].startX, players[j].startX) &&
|
||
|
squaresIntersect(players[i].startY, players[j].startY))
|
||
|
{
|
||
|
//...if one player is own his own territory, the other is out.
|
||
|
if (grid[players[i].row][players[i].col] === players[i])
|
||
|
removing[j] = true;
|
||
|
else if (grid[players[j].row][players[j].col] === players[j])
|
||
|
removing[i] = true;
|
||
|
else
|
||
|
{
|
||
|
//...otherwise, the one that sustains most of the collision will be removed.
|
||
|
areaI = area(players[i]);
|
||
|
areaJ = area(players[j]);
|
||
|
|
||
|
if (areaI === areaJ)
|
||
|
removing[i] = removing[j] = true;
|
||
|
else if (areaI > areaJ)
|
||
|
removing[i] = true;
|
||
|
else
|
||
|
removing[j] = true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
players = players.filter(function(val, i) {
|
||
|
if (removing[i])
|
||
|
dead.push(val);
|
||
|
return !removing[i];
|
||
|
});
|
||
|
|
||
|
dead.forEach(function(val) {
|
||
|
console.log(val.name + " is dead");
|
||
|
});
|
||
|
|
||
|
//TODO: animate dead, and if this player is dead.
|
||
|
//TODO: Center on player.
|
||
|
}
|
||
|
|
||
|
function area(player)
|
||
|
{
|
||
|
var xDest = player.col * CELL_WIDTH;
|
||
|
var yDest = player.row * CELL_WIDTH;
|
||
|
|
||
|
if (player.startX === xDest)
|
||
|
return Math.abs(player.startY - yDest);
|
||
|
else
|
||
|
return Math.abs(player.startX - xDest);
|
||
|
}
|
||
|
|
||
|
function modRotate(val, mod)
|
||
|
{
|
||
|
var res = val % mod;
|
||
|
if (res >= 0)
|
||
|
return res;
|
||
|
else
|
||
|
return mod + res;
|
||
|
}
|
||
|
|
||
|
function squaresIntersect(a, b)
|
||
|
{
|
||
|
if (a < b)
|
||
|
return b < a + CELL_WIDTH;
|
||
|
else
|
||
|
return a < b + CELL_WIDTH;
|
||
|
}
|
||
|
|
||
|
function paintGrid()
|
||
|
{
|
||
|
//Paint bottom grid lines.
|
||
|
//ctx.fillStyle = 'lightgray';
|
||
|
//ctx.beginPath();
|
||
|
//for (var x = modRotate(-offset[0], CELL_WIDTH); x < width; x += CELL_WIDTH)
|
||
|
//{
|
||
|
// ctx.moveTo(x, 0);
|
||
|
// ctx.lineTo(x, height);
|
||
|
//}
|
||
|
//for (var y = modRotate(-offset[1], CELL_WIDTH); y < height; y+= CELL_WIDTH)
|
||
|
//{
|
||
|
// ctx.moveTo(0, y);
|
||
|
// ctx.lineTo(width, y);
|
||
|
//}
|
||
|
//ctx.stroke();
|
||
|
|
||
|
//Paint occupied areas.
|
||
|
for (var r = Math.floor(offset[1] / CELL_WIDTH); r * CELL_WIDTH - offset[1] < height; r++)
|
||
|
{
|
||
|
for (var c = Math.floor(offset[0] / CELL_WIDTH); c * CELL_WIDTH - offset[0] < width; c++)
|
||
|
{
|
||
|
if (grid[r][c] !== -1)
|
||
|
{
|
||
|
var x = c * CELL_WIDTH,
|
||
|
y = r * CELL_WIDTH,
|
||
|
p = grid[r][c];
|
||
|
ctx.fillStyle = p.shadowColor;
|
||
|
ctx.fillRect(x, y + SHADOW_OFFSET, CELL_WIDTH, CELL_WIDTH);
|
||
|
ctx.fillStyle = p.baseColor;
|
||
|
ctx.fillRect(x, y, CELL_WIDTH, CELL_WIDTH);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function paintLoop()
|
||
|
{
|
||
|
ctx.fillStyle = 'whitesmoke';
|
||
|
ctx.fillRect(0, 0, width, height);
|
||
|
|
||
|
ctx.translate(-offset[0], -offset[1]);
|
||
|
paintGrid();
|
||
|
players.forEach(function (p) {
|
||
|
p.render(ctx);
|
||
|
});
|
||
|
ctx.setTransform(1, 0, 0, 1, 0, 0); //Reset transform.
|
||
|
|
||
|
//TODO: sync each loop with server. (server will give frame count.)
|
||
|
frameCount++;
|
||
|
update();
|
||
|
requestAnimationFrame(paintLoop);
|
||
|
}
|
||
|
paintLoop();
|
||
|
|
||
|
//Event listeners
|
||
|
$(document).keydown(function(e) {
|
||
|
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.
|
||
|
}
|
||
|
|
||
|
//TODO: current player index, and notify server.
|
||
|
players[0].heading = newHeading;
|
||
|
e.preventDefault();
|
||
|
});
|
||
|
});
|