forked from ilikecats/papercats
Server logic for each game
This commit is contained in:
parent
52dc9a068f
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487
game-client.js
487
game-client.js
@ -1,6 +1,7 @@
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/* global $ */
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var Player = require("./player.js");
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var Grid = require("./grid.js");
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var Color = require("./color.js");
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var renderer = require("./game-renderer.js");
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var consts = require("./game-consts.js");
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/**
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* Provides requestAnimationFrame in a cross browser way.
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@ -23,50 +24,15 @@ if ( !window.requestAnimationFrame ) {
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$(function() {
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var BORDER_WIDTH = 20;
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var GRID_SIZE = 80;
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var CELL_WIDTH = 40;
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var SPEED = 5;
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var SHADOW_OFFSET = 5;
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var ANIMATE_FRAMES = 24;
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var BOUNCE_FRAMES = [8, 4];
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var DROP_HEIGHT = 24;
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var DROP_SPEED = 2;
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var MIN_BAR_WIDTH = 65;
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var BAR_HEIGHT = SHADOW_OFFSET + CELL_WIDTH;
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var BAR_WIDTH = 400;
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var GRID_SIZE = consts.GRID_SIZE;
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var CELL_WIDTH = consts.CELL_WIDTH;
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var canvas = $("#main-ui")[0];
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var ctx = canvas.getContext('2d');
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var ctx2 = canvas.getContext('2d');
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var canvasWidth = canvas.width = window.innerWidth;
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var canvasHeight = canvas.height = window.innerHeight - 20;
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canvas.style.marginTop = 20 / 2;
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var gameWidth = canvasWidth;
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var gameHeight = canvasHeight - BAR_HEIGHT;
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var newPlayerFrames = [];
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var playerPortion = [];
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var allPlayers = [];
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var players = [];
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var animateOff = false;
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var animateGrid = new Grid(GRID_SIZE);
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var grid = new Grid(GRID_SIZE, function(row, col, before, after) {
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//Keep track of areas.
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if (before)
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playerPortion[before.num]--;
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if (after)
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playerPortion[after.num]++;
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//Queue animation
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if (before === after || animateOff)
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return;
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animateGrid.set(row, col, {
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before: before,
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after: after,
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frame: 0
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});
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});
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var grid = renderer.grid;
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renderer.allowAnimation = true;
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//Load players.
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for (var p = 0; p < 9; p++)
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@ -80,15 +46,14 @@ $(function() {
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currentHeading: getRandomInt(0, 4),
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//name: ...,
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num: p
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}
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};
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playerPortion[p] = 0;
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allPlayers[p] = players[p] = new Player(true, grid, sdata);
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renderer.addPlayer(new Player(true, grid, sdata));
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for (var dr = -1; dr <= 1; dr++)
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for (var dc = -1; dc <= 1; dc++)
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if (!grid.isOutOfBounds(dr + pRow, dc + pCol))
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grid.set(dr + pRow, dc + pCol, players[p]);
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grid.set(dr + pRow, dc + pCol, renderer.getPlayer(p));
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}
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//Load grid.
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@ -101,180 +66,16 @@ $(function() {
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// grid.set(r, c, players[getRandomInt(0, players.length)]);
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}
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}
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animateOff = false;
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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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var kills = 0;
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var userPortion = 0;
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var lagPortion = 0;
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var portionSpeed = 0;
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var zoom = 1;
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//TODO: current player index
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var user = players[0];
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centerOnPlayer(user, offset);
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var user = renderer.getPlayer(0);
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renderer.initUser(user);
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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;
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}
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}
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//Change area percentage
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if (lagPortion !== userPortion)
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{
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delta = userPortion - lagPortion;
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dir = Math.sign(delta);
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mag = Math.min(Math.abs(portionSpeed), Math.abs(delta));
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lagPortion += dir * mag;
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}
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//Move players.
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var dead = [];
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players = players.filter(function(val) {
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if (!newPlayerFrames[val.num])
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newPlayerFrames[val.num] = 0;
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if (newPlayerFrames[val.num] < ANIMATE_FRAMES)
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newPlayerFrames[val.num]++;
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else
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val.move();
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if (val.dead)
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dead.push(val);
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return !val.dead;
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});
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//Remove players with collisions.
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var removing = [];
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function addKill(killer, other)
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{
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if (players[killer] === user && !removing[other] && killer !== other)
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kills++;
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}
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for (var i = 0; i < players.length; i++)
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{
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for (var j = i; j < players.length; j++)
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{
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//Remove those players when other players have hit their tail.
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if (!removing[j] && players[j].tail.hitsTail(players[i]))
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{
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addKill(i, j);
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removing[j] = true;
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}
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if (!removing[i] && players[i].tail.hitsTail(players[j]))
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{
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addKill(j, i);
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removing[i] = true;
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}
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//Remove players with collisons...
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if (i !== j && squaresIntersect(players[i].posX, players[j].posX) &&
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squaresIntersect(players[i].posY, players[j].posY))
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{
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//...if one player is own his own territory, the other is out.
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if (grid.get(players[i].row, players[i].col) === players[i])
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{
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addKill(i, j);
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removing[j] = true;
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}
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else if (grid.get(players[j].row, players[j].col) === players[j])
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{
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addKill(j, i);
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removing[i] = true;
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}
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else
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{
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//...otherwise, the one that sustains most of the collision will be removed.
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var areaI = area(players[i]);
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var areaJ = area(players[j]);
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if (areaI === areaJ)
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{
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addKill(i, j);
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addKill(j, i);
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removing[i] = removing[j] = true;
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}
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else if (areaI > areaJ)
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{
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addKill(j, i);
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removing[i] = true;
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}
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else
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{
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addKill(i, j);
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removing[j] = true;
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}
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}
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}
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}
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}
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players = players.filter(function(val, i) {
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if (removing[i])
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{
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dead.push(val);
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val.die();
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}
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return !removing[i];
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});
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dead.forEach(function(val) {
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console.log(val.name + " is dead");
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allPlayers[val.num] = undefined;
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});
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for (var r = 0; r < grid.size; r++)
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{
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for (var c = 0; c < grid.size; c++)
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{
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if (dead.indexOf(grid.get(r, c)) !== -1)
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grid.set(r, c, null);
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}
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}
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//Update user's portions and top ranks.
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userPortion = playerPortion[user.num] / (GRID_SIZE * GRID_SIZE);
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portionSpeed = Math.abs(userPortion - lagPortion) / ANIMATE_FRAMES;
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//TODO: animate player is dead. (maybe explosion?)
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//TODO: show when this player is dead
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centerOnPlayer(user, animateTo);
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}
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function centerOnPlayer(player, pos)
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{
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var xOff = Math.floor(player.posX - (gameWidth / zoom - CELL_WIDTH) / 2);
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var yOff = Math.floor(player.posY - (gameHeight / zoom - CELL_WIDTH) / 2);
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pos[0] = Math.max(Math.min(xOff, grid.size * CELL_WIDTH + BORDER_WIDTH * 2 - gameWidth / zoom), 0);
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pos[1] = Math.max(Math.min(yOff, grid.size * CELL_WIDTH + BORDER_WIDTH * 2 - gameHeight / zoom), 0);
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}
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function area(player)
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{
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var xDest = player.col * CELL_WIDTH;
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var yDest = player.row * CELL_WIDTH;
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if (player.posX === xDest)
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return Math.abs(player.posY - yDest);
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else
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return Math.abs(player.posX - xDest);
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renderer.update();
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}
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//Thanks to https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/random
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@ -284,265 +85,17 @@ $(function() {
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return Math.floor(Math.random() * (max - min)) + min;
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}
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function squaresIntersect(a, b)
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function paintLoop(ctx)
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{
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if (a < b)
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return b < a + CELL_WIDTH;
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else
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return a < b + CELL_WIDTH;
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}
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function paintGridBorder()
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{
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ctx.fillStyle = 'lightgray';
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var gridWidth = CELL_WIDTH * GRID_SIZE;
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ctx.fillRect(-BORDER_WIDTH, 0, BORDER_WIDTH, gridWidth);
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ctx.fillRect(-BORDER_WIDTH, -BORDER_WIDTH, gridWidth + BORDER_WIDTH * 2, BORDER_WIDTH);
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ctx.fillRect(gridWidth, 0, BORDER_WIDTH, gridWidth);
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ctx.fillRect(-BORDER_WIDTH, gridWidth, gridWidth + BORDER_WIDTH * 2, BORDER_WIDTH);
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}
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function paintGridLines()
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{
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ctx.fillStyle = 'lightgray';
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ctx.beginPath();
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for (var x = modRotate(-offset[0], CELL_WIDTH); x < gameWidth; x += CELL_WIDTH)
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{
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ctx.moveTo(x, 0);
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ctx.lineTo(x, gameHeight);
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}
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for (var y = modRotate(-offset[1], CELL_WIDTH); y < gameHeight; y+= CELL_WIDTH)
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{
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ctx.moveTo(0, y);
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ctx.lineTo(gameWidth, y);
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}
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ctx.stroke();
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}
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function modRotate(val, mod)
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{
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var res = val % mod;
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if (res >= 0)
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return res;
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else
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return mod + res;
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}
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function paintGrid()
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{
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//Paint background.
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ctx.fillStyle = "#e2ebf3";
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ctx.fillRect(0, 0, CELL_WIDTH * GRID_SIZE, CELL_WIDTH * GRID_SIZE);
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paintGridBorder();
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//paintGridLines();
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//Get viewing limits
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var offsetX = (offset[0] - BORDER_WIDTH);
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var offsetY = (offset[1] - BORDER_WIDTH);
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var minRow = Math.max(Math.floor(offsetY / CELL_WIDTH), 0);
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var minCol = Math.max(Math.floor(offsetX / CELL_WIDTH), 0);
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var maxRow = Math.min(Math.ceil((offsetY + gameHeight / zoom) / CELL_WIDTH), grid.size);
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var maxCol = Math.min(Math.ceil((offsetX + gameWidth / zoom) / CELL_WIDTH), grid.size);
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//Paint occupied areas. (and fading ones).
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for (var r = minRow; r < maxRow; r++)
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{
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for (var c = minCol; c < maxCol; c++)
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{
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var p = grid.get(r, c);
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var x = c * CELL_WIDTH, y = r * CELL_WIDTH, baseColor, shadowColor;
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var animateSpec = animateGrid.get(r, c);
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var adjust = 1;
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if (!animateOff && animateSpec)
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{
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if (animateSpec.before) //fading animation
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{
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var frac = (animateSpec.frame / ANIMATE_FRAMES);
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var back = new Color(.58, .41, .92, 1);
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baseColor = animateSpec.before.baseColor.interpolateToString(back, frac);
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shadowColor = animateSpec.before.shadowColor.interpolateToString(back, frac);
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adjust = 0;
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}
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else
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continue;
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}
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else if (p)
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{
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baseColor = p.baseColor;
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shadowColor = p.shadowColor;
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}
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else //No animation nor is this player owned.
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continue;
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var hasBottom = !grid.isOutOfBounds(r + 1, c);
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var bottomAnimate = hasBottom && animateGrid.get(r + 1, c);
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var bottomEmpty = !bottomAnimate || (bottomAnimate.after && bottomAnimate.before);
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if (hasBottom && ((!!bottomAnimate ^ !!animateSpec) || bottomEmpty))
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{
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ctx.fillStyle = shadowColor.rgbString();
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ctx.fillRect(x, y + CELL_WIDTH + 1, CELL_WIDTH + 1, SHADOW_OFFSET);
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}
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ctx.fillStyle = baseColor.rgbString();
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ctx.fillRect(x, y, CELL_WIDTH + 1, CELL_WIDTH + 1);
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}
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}
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if (animateOff)
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return;
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//Paint squares with drop in animation.
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for (var r = 0; r < grid.size; r++)
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{
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for (var c = 0; c < grid.size; c++)
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{
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animateSpec = animateGrid.get(r, c);
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x = c * CELL_WIDTH, y = r * CELL_WIDTH;
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if (animateSpec && !animateOff)
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{
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var viewable = r >= minRow && r < maxRow && c >= minCol && c < maxCol;
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if (animateSpec.after && viewable)
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{
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//Bouncing the squares.
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var offsetBounce = getBounceOffset(animateSpec.frame);
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y -= offsetBounce;
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shadowColor = animateSpec.after.shadowColor;
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baseColor = animateSpec.after.baseColor.deriveLumination(-(offsetBounce / DROP_HEIGHT) * .1);
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ctx.fillStyle = shadowColor.rgbString();
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ctx.fillRect(x, y + CELL_WIDTH, CELL_WIDTH, SHADOW_OFFSET);
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ctx.fillStyle = baseColor.rgbString();
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ctx.fillRect(x, y, CELL_WIDTH + 1, CELL_WIDTH + 1);
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}
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animateSpec.frame++;
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if (animateSpec.frame >= ANIMATE_FRAMES)
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animateGrid.set(r, c, null);
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}
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}
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}
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}
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function getBounceOffset(frame)
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{
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var offsetBounce = ANIMATE_FRAMES;
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var bounceNum = BOUNCE_FRAMES.length - 1;
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while (bounceNum >= 0 && frame < offsetBounce - BOUNCE_FRAMES[bounceNum])
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{
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offsetBounce -= BOUNCE_FRAMES[bounceNum];
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bounceNum--;
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}
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if (bounceNum === -1)
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{
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return (offsetBounce - frame) * DROP_SPEED;
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}
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else
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{
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offsetBounce -= BOUNCE_FRAMES[bounceNum];
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frame = frame - offsetBounce;
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var midFrame = BOUNCE_FRAMES[bounceNum] / 2;
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if (frame >= midFrame)
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return (BOUNCE_FRAMES[bounceNum] - frame) * DROP_SPEED;
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else
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return frame * DROP_SPEED;
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}
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}
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var showedDead = false;
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function paintLoop()
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{
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ctx.fillStyle = 'whitesmoke';
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ctx.fillRect(0, 0, canvasWidth, canvasHeight);
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//Move grid to viewport as said with the offsets, below the stats
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ctx.save();
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ctx.translate(0, BAR_HEIGHT);
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ctx.beginPath();
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ctx.rect(0, 0, gameWidth, gameHeight);
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ctx.clip();
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//Zoom in/out based on player stats.
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ctx.scale(zoom, zoom);
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ctx.translate(-offset[0] + BORDER_WIDTH, -offset[1] + BORDER_WIDTH);
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paintGrid();
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players.forEach(function (p) {
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var fr = newPlayerFrames[p.num] || 0;
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if (fr < ANIMATE_FRAMES)
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p.render(ctx, fr / ANIMATE_FRAMES);
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else
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p.render(ctx);
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});
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//Reset transform to paint fixed UI elements
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ctx.restore();
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//UI Bar background
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ctx.fillStyle = "#24422c";
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ctx.fillRect(0, 0, canvasWidth, BAR_HEIGHT);
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var barOffset;
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ctx.fillStyle = "white";
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ctx.font = "24px Changa";
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barOffset = ctx.measureText(user.name).width + 20;
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ctx.fillText(user.name, 5, CELL_WIDTH - 5);
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zoom = 1 / (lagPortion + 1); //Zoom goes from 1 to .5, decreasing as portion goes up. TODO: maybe can modify this?
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//Draw filled bar.
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ctx.fillStyle = "rgba(180, 180, 180, .3)";
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ctx.fillRect(barOffset, 0, BAR_WIDTH, BAR_HEIGHT);
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var barSize = Math.ceil((BAR_WIDTH - MIN_BAR_WIDTH) * lagPortion + MIN_BAR_WIDTH);
|
||||
ctx.fillStyle = user.baseColor.rgbString();
|
||||
ctx.fillRect(barOffset, 0, barSize, CELL_WIDTH);
|
||||
ctx.fillStyle = user.shadowColor.rgbString();
|
||||
ctx.fillRect(barOffset, CELL_WIDTH, barSize, SHADOW_OFFSET);
|
||||
|
||||
//Percentage
|
||||
ctx.fillStyle = "white";
|
||||
ctx.font = "18px Changa";
|
||||
ctx.fillText((lagPortion * 100).toFixed(3) + "%", 5 + barOffset, CELL_WIDTH - 5);
|
||||
|
||||
if (user.dead && !showedDead)
|
||||
{
|
||||
showedDead = true;
|
||||
console.log("You died!");
|
||||
//return;
|
||||
}
|
||||
|
||||
//Number of kills
|
||||
var killsText = "Kills: " + kills;
|
||||
var killsOffset = 20 + BAR_WIDTH + barOffset;
|
||||
ctx.fillText(killsText, killsOffset, CELL_WIDTH - 5);
|
||||
|
||||
//Calcuate rank
|
||||
var sorted = [];
|
||||
players.forEach(function(val) {
|
||||
sorted.push({player: val, portion: playerPortion[val.num]});
|
||||
});
|
||||
sorted.sort(function(a, b) {
|
||||
if (a.portion === b.portion) return a.player.num - b.player.num;
|
||||
else return b.portion - a.portion;
|
||||
});
|
||||
|
||||
var rank = sorted.findIndex(function(val) {return val.player === user});
|
||||
ctx.fillText("Rank: " + (rank === -1 ? "--" : rank + 1) + " of " + sorted.length,
|
||||
ctx.measureText(killsText).width + killsOffset + 20, CELL_WIDTH - 5);
|
||||
renderer.paint(ctx); //TODO: pre-rendering.
|
||||
|
||||
//TODO: sync each loop with server. (server will give frame count.)
|
||||
frameCount++;
|
||||
update();
|
||||
requestAnimationFrame(paintLoop);
|
||||
}
|
||||
paintLoop();
|
||||
|
||||
paintLoop(ctx2);
|
||||
|
||||
|
||||
//Event listeners
|
||||
|
16
game-consts.js
Normal file
16
game-consts.js
Normal file
@ -0,0 +1,16 @@
|
||||
function constant(val)
|
||||
{
|
||||
return {
|
||||
value: val,
|
||||
enumerable: true
|
||||
};
|
||||
}
|
||||
|
||||
var consts = {
|
||||
GRID_SIZE: constant(80),
|
||||
CELL_WIDTH: constant(40),
|
||||
SPEED: constant(5),
|
||||
BORDER_WIDTH: constant(20)
|
||||
};
|
||||
|
||||
Object.defineProperties(module.exports, consts);
|
139
game-core.js
Normal file
139
game-core.js
Normal file
@ -0,0 +1,139 @@
|
||||
var ANIMATE_FRAMES = 24;
|
||||
var CELL_WIDTH = 40;
|
||||
|
||||
exports.initPlayer = function(grid, player)
|
||||
{
|
||||
for (var dr = -1; dr <= 1; dr++)
|
||||
for (var dc = -1; dc <= 1; dc++)
|
||||
if (!grid.isOutOfBounds(dr + player.row, dc + player.col))
|
||||
grid.set(dr + player.row, dc + player.col, player);
|
||||
};
|
||||
exports.updateFrame = function(grid, players, newPlayerFrames, dead, notifyKill)
|
||||
{
|
||||
var adead = [];
|
||||
if (dead instanceof Array)
|
||||
adead = [];
|
||||
|
||||
var kill;
|
||||
if (!notifyKill)
|
||||
kill = function() {};
|
||||
else
|
||||
kill = function(killer, other) {if (!removing[other]) notifyKill(killer, other);};
|
||||
|
||||
//Move players.
|
||||
var tmp = players.filter(function(val) {
|
||||
if (!newPlayerFrames[val.num])
|
||||
newPlayerFrames[val.num] = 0;
|
||||
|
||||
if (newPlayerFrames[val.num] < ANIMATE_FRAMES)
|
||||
newPlayerFrames[val.num]++;
|
||||
else
|
||||
val.move();
|
||||
|
||||
if (val.dead)
|
||||
adead.push(val);
|
||||
return !val.dead;
|
||||
});
|
||||
|
||||
//Remove players with collisions.
|
||||
var removing = new Array(players.length);
|
||||
for (var i = 0; i < players.length; i++)
|
||||
{
|
||||
for (var j = i; j < players.length; j++)
|
||||
{
|
||||
|
||||
//Remove those players when other players have hit their tail.
|
||||
if (!removing[j] && players[j].tail.hitsTail(players[i]))
|
||||
{
|
||||
kill(i, j);
|
||||
removing[j] = true;
|
||||
}
|
||||
if (!removing[i] && players[i].tail.hitsTail(players[j]))
|
||||
{
|
||||
kill(j, i);
|
||||
removing[i] = true;
|
||||
}
|
||||
|
||||
//Remove players with collisons...
|
||||
if (i !== j && squaresIntersect(players[i].posX, players[j].posX) &&
|
||||
squaresIntersect(players[i].posY, players[j].posY))
|
||||
{
|
||||
//...if one player is own his own territory, the other is out.
|
||||
if (grid.get(players[i].row, players[i].col) === players[i])
|
||||
{
|
||||
kill(i, j);
|
||||
removing[j] = true;
|
||||
}
|
||||
else if (grid.get(players[j].row, players[j].col) === players[j])
|
||||
{
|
||||
kill(j, i);
|
||||
removing[i] = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
//...otherwise, the one that sustains most of the collision will be removed.
|
||||
var areaI = area(players[i]);
|
||||
var areaJ = area(players[j]);
|
||||
|
||||
if (areaI === areaJ)
|
||||
{
|
||||
kill(i, j);
|
||||
kill(j, i);
|
||||
removing[i] = removing[j] = true;
|
||||
}
|
||||
else if (areaI > areaJ)
|
||||
{
|
||||
kill(j, i);
|
||||
removing[i] = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
kill(i, j);
|
||||
removing[j] = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
tmp = tmp.filter(function(val, i) {
|
||||
if (removing[i])
|
||||
{
|
||||
adead.push(val);
|
||||
val.die();
|
||||
}
|
||||
return !removing[i];
|
||||
});
|
||||
players.length = tmp.length;
|
||||
for (var i = 0; i < tmp.length; i++)
|
||||
players[i] = tmp[i];
|
||||
|
||||
//Remove dead squares.
|
||||
for (var r = 0; r < grid.size; r++)
|
||||
{
|
||||
for (var c = 0; c < grid.size; c++)
|
||||
{
|
||||
if (adead.indexOf(grid.get(r, c)) !== -1)
|
||||
grid.set(r, c, null);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
function squaresIntersect(a, b)
|
||||
{
|
||||
if (a < b)
|
||||
return b < a + CELL_WIDTH;
|
||||
else
|
||||
return a < b + CELL_WIDTH;
|
||||
}
|
||||
|
||||
function area(player)
|
||||
{
|
||||
var xDest = player.col * CELL_WIDTH;
|
||||
var yDest = player.row * CELL_WIDTH;
|
||||
|
||||
if (player.posX === xDest)
|
||||
return Math.abs(player.posY - yDest);
|
||||
else
|
||||
return Math.abs(player.posX - xDest);
|
||||
}
|
417
game-renderer.js
Normal file
417
game-renderer.js
Normal file
@ -0,0 +1,417 @@
|
||||
/* global $ */
|
||||
var Color = require("./color.js");
|
||||
var Grid = require("./grid.js");
|
||||
var consts = require("./game-consts.js");
|
||||
var core = require("./game-core.js");
|
||||
|
||||
var GRID_SIZE = consts.GRID_SIZE;
|
||||
var CELL_WIDTH = consts.CELL_WIDTH;
|
||||
var SPEED = consts.SPEED;
|
||||
var BORDER_WIDTH = consts.BORDER_WIDTH;
|
||||
var SHADOW_OFFSET = 5;
|
||||
var ANIMATE_FRAMES = 24;
|
||||
var BOUNCE_FRAMES = [8, 4];
|
||||
var DROP_HEIGHT = 24;
|
||||
var DROP_SPEED = 2;
|
||||
var MIN_BAR_WIDTH = 65;
|
||||
var BAR_HEIGHT = SHADOW_OFFSET + CELL_WIDTH;
|
||||
var BAR_WIDTH = 400;
|
||||
|
||||
|
||||
var canvasWidth, canvasHeight, gameWidth, gameHeight, ctx, offctx, offscreenCanvas;
|
||||
|
||||
$(function () {
|
||||
var canvas = $("#main-ui")[0];
|
||||
ctx = canvas.getContext('2d');
|
||||
|
||||
offscreenCanvas = document.createElement("canvas");
|
||||
offctx = offscreenCanvas.getContext('2d');
|
||||
|
||||
canvasWidth = offscreenCanvas.width = canvas.width = window.innerWidth;
|
||||
canvasHeight = offscreenCanvas.height = canvas.height = window.innerHeight - 20;
|
||||
canvas.style.marginTop = 20 / 2;
|
||||
|
||||
gameWidth = canvasWidth;
|
||||
gameHeight = canvasHeight - BAR_HEIGHT;
|
||||
});
|
||||
|
||||
var animateGrid = new Grid(GRID_SIZE);
|
||||
var allowAnimation = true;
|
||||
var players = [];
|
||||
var allPlayers = [];
|
||||
var newPlayerFrames = [];
|
||||
var playerPortion = [];
|
||||
var grid = new Grid(GRID_SIZE, function(row, col, before, after) {
|
||||
//Keep track of areas.
|
||||
if (before)
|
||||
playerPortion[before.num]--;
|
||||
if (after)
|
||||
playerPortion[after.num]++;
|
||||
|
||||
//Queue animation
|
||||
if (before === after || !allowAnimation)
|
||||
return;
|
||||
animateGrid.set(row, col, {
|
||||
before: before,
|
||||
after: after,
|
||||
frame: 0
|
||||
});
|
||||
});
|
||||
|
||||
var animateTo = [0, 0];
|
||||
var offset = [0, 0];
|
||||
|
||||
var user;
|
||||
var lagPortion = 0;
|
||||
var portionSpeed = 0;
|
||||
var zoom = 1;
|
||||
var kills = 0;
|
||||
|
||||
var showedDead = false;
|
||||
|
||||
//Paint methods.
|
||||
function paintGridBorder(ctx)
|
||||
{
|
||||
ctx.fillStyle = 'lightgray';
|
||||
var gridWidth = CELL_WIDTH * GRID_SIZE;
|
||||
|
||||
ctx.fillRect(-BORDER_WIDTH, 0, BORDER_WIDTH, gridWidth);
|
||||
ctx.fillRect(-BORDER_WIDTH, -BORDER_WIDTH, gridWidth + BORDER_WIDTH * 2, BORDER_WIDTH);
|
||||
ctx.fillRect(gridWidth, 0, BORDER_WIDTH, gridWidth);
|
||||
ctx.fillRect(-BORDER_WIDTH, gridWidth, gridWidth + BORDER_WIDTH * 2, BORDER_WIDTH);
|
||||
}
|
||||
|
||||
function paintGridLines(ctx)
|
||||
{
|
||||
ctx.fillStyle = 'lightgray';
|
||||
ctx.beginPath();
|
||||
for (var x = modRotate(-offset[0], CELL_WIDTH); x < gameWidth; x += CELL_WIDTH)
|
||||
{
|
||||
ctx.moveTo(x, 0);
|
||||
ctx.lineTo(x, gameHeight);
|
||||
}
|
||||
for (var y = modRotate(-offset[1], CELL_WIDTH); y < gameHeight; y+= CELL_WIDTH)
|
||||
{
|
||||
ctx.moveTo(0, y);
|
||||
ctx.lineTo(gameWidth, y);
|
||||
}
|
||||
ctx.stroke();
|
||||
}
|
||||
|
||||
function paintGrid(ctx)
|
||||
{
|
||||
//Paint background.
|
||||
ctx.fillStyle = "#e2ebf3";
|
||||
ctx.fillRect(0, 0, CELL_WIDTH * GRID_SIZE, CELL_WIDTH * GRID_SIZE);
|
||||
|
||||
paintGridBorder(ctx);
|
||||
//paintGridLines(ctx);
|
||||
|
||||
//Get viewing limits
|
||||
var offsetX = (offset[0] - BORDER_WIDTH);
|
||||
var offsetY = (offset[1] - BORDER_WIDTH);
|
||||
|
||||
var minRow = Math.max(Math.floor(offsetY / CELL_WIDTH), 0);
|
||||
var minCol = Math.max(Math.floor(offsetX / CELL_WIDTH), 0);
|
||||
var maxRow = Math.min(Math.ceil((offsetY + gameHeight / zoom) / CELL_WIDTH), grid.size);
|
||||
var maxCol = Math.min(Math.ceil((offsetX + gameWidth / zoom) / CELL_WIDTH), grid.size);
|
||||
|
||||
//Paint occupied areas. (and fading ones).
|
||||
for (var r = minRow; r < maxRow; r++)
|
||||
{
|
||||
for (var c = minCol; c < maxCol; c++)
|
||||
{
|
||||
var p = grid.get(r, c);
|
||||
var x = c * CELL_WIDTH, y = r * CELL_WIDTH, baseColor, shadowColor;
|
||||
|
||||
var animateSpec = animateGrid.get(r, c);
|
||||
if (allowAnimation && animateSpec)
|
||||
{
|
||||
if (animateSpec.before) //fading animation
|
||||
{
|
||||
var frac = (animateSpec.frame / ANIMATE_FRAMES);
|
||||
var back = new Color(.58, .41, .92, 1);
|
||||
baseColor = animateSpec.before.baseColor.interpolateToString(back, frac);
|
||||
shadowColor = animateSpec.before.shadowColor.interpolateToString(back, frac);
|
||||
}
|
||||
else
|
||||
continue;
|
||||
}
|
||||
else if (p)
|
||||
{
|
||||
baseColor = p.baseColor;
|
||||
shadowColor = p.shadowColor;
|
||||
}
|
||||
else //No animation nor is this player owned.
|
||||
continue;
|
||||
|
||||
var hasBottom = !grid.isOutOfBounds(r + 1, c);
|
||||
var bottomAnimate = hasBottom && animateGrid.get(r + 1, c);
|
||||
var totalStatic = !bottomAnimate && !animateSpec;
|
||||
var bottomEmpty = totalStatic ? (hasBottom && !grid.get(r + 1, c)) :
|
||||
(!bottomAnimate || (bottomAnimate.after && bottomAnimate.before));
|
||||
if (hasBottom && ((!!bottomAnimate ^ !!animateSpec) || bottomEmpty))
|
||||
{
|
||||
|
||||
ctx.fillStyle = shadowColor.rgbString();
|
||||
ctx.fillRect(x, y + CELL_WIDTH, CELL_WIDTH + 1, SHADOW_OFFSET);
|
||||
}
|
||||
ctx.fillStyle = baseColor.rgbString();
|
||||
ctx.fillRect(x, y, CELL_WIDTH + 1, CELL_WIDTH + 1);
|
||||
}
|
||||
}
|
||||
|
||||
if (!allowAnimation)
|
||||
return;
|
||||
|
||||
//Paint squares with drop in animation.
|
||||
for (var r = 0; r < grid.size; r++)
|
||||
{
|
||||
for (var c = 0; c < grid.size; c++)
|
||||
{
|
||||
animateSpec = animateGrid.get(r, c);
|
||||
x = c * CELL_WIDTH, y = r * CELL_WIDTH;
|
||||
|
||||
if (animateSpec && allowAnimation)
|
||||
{
|
||||
var viewable = r >= minRow && r < maxRow && c >= minCol && c < maxCol;
|
||||
if (animateSpec.after && viewable)
|
||||
{
|
||||
//Bouncing the squares.
|
||||
var offsetBounce = getBounceOffset(animateSpec.frame);
|
||||
y -= offsetBounce;
|
||||
|
||||
shadowColor = animateSpec.after.shadowColor;
|
||||
baseColor = animateSpec.after.baseColor.deriveLumination(-(offsetBounce / DROP_HEIGHT) * .1);
|
||||
|
||||
ctx.fillStyle = shadowColor.rgbString();
|
||||
ctx.fillRect(x, y + CELL_WIDTH, CELL_WIDTH, SHADOW_OFFSET);
|
||||
ctx.fillStyle = baseColor.rgbString();
|
||||
ctx.fillRect(x, y, CELL_WIDTH + 1, CELL_WIDTH + 1);
|
||||
}
|
||||
|
||||
animateSpec.frame++;
|
||||
if (animateSpec.frame >= ANIMATE_FRAMES)
|
||||
animateGrid.set(r, c, null);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function paintUIBar(ctx)
|
||||
{
|
||||
//UI Bar background
|
||||
ctx.fillStyle = "#24422c";
|
||||
ctx.fillRect(0, 0, canvasWidth, BAR_HEIGHT);
|
||||
|
||||
var barOffset;
|
||||
ctx.fillStyle = "white";
|
||||
ctx.font = "24px Changa";
|
||||
barOffset = ctx.measureText(user.name).width + 20;
|
||||
ctx.fillText(user.name, 5, CELL_WIDTH - 5);
|
||||
|
||||
//Draw filled bar.
|
||||
ctx.fillStyle = "rgba(180, 180, 180, .3)";
|
||||
ctx.fillRect(barOffset, 0, BAR_WIDTH, BAR_HEIGHT);
|
||||
|
||||
var barSize = Math.ceil((BAR_WIDTH - MIN_BAR_WIDTH) * lagPortion + MIN_BAR_WIDTH);
|
||||
ctx.fillStyle = user.baseColor.rgbString();
|
||||
ctx.fillRect(barOffset, 0, barSize, CELL_WIDTH);
|
||||
ctx.fillStyle = user.shadowColor.rgbString();
|
||||
ctx.fillRect(barOffset, CELL_WIDTH, barSize, SHADOW_OFFSET);
|
||||
|
||||
//Percentage
|
||||
ctx.fillStyle = "white";
|
||||
ctx.font = "18px Changa";
|
||||
ctx.fillText((lagPortion * 100).toFixed(3) + "%", 5 + barOffset, CELL_WIDTH - 5);
|
||||
|
||||
//Number of kills
|
||||
var killsText = "Kills: " + kills;
|
||||
var killsOffset = 20 + BAR_WIDTH + barOffset;
|
||||
ctx.fillText(killsText, killsOffset, CELL_WIDTH - 5);
|
||||
|
||||
//Calcuate rank
|
||||
var sorted = [];
|
||||
players.forEach(function(val) {
|
||||
sorted.push({player: val, portion: playerPortion[val.num]});
|
||||
});
|
||||
sorted.sort(function(a, b) {
|
||||
if (a.portion === b.portion) return a.player.num - b.player.num;
|
||||
else return b.portion - a.portion;
|
||||
});
|
||||
|
||||
var rank = sorted.findIndex(function(val) {return val.player === user});
|
||||
ctx.fillText("Rank: " + (rank === -1 ? "--" : rank + 1) + " of " + sorted.length,
|
||||
ctx.measureText(killsText).width + killsOffset + 20, CELL_WIDTH - 5);
|
||||
}
|
||||
|
||||
function paint(ctx)
|
||||
{
|
||||
ctx.fillStyle = 'whitesmoke';
|
||||
ctx.fillRect(0, 0, canvasWidth, canvasHeight);
|
||||
|
||||
//Move grid to viewport as said with the offsets, below the stats
|
||||
ctx.save();
|
||||
ctx.translate(0, BAR_HEIGHT);
|
||||
ctx.beginPath();
|
||||
ctx.rect(0, 0, gameWidth, gameHeight);
|
||||
ctx.clip();
|
||||
|
||||
//Zoom in/out based on player stats.
|
||||
ctx.scale(zoom, zoom);
|
||||
ctx.translate(-offset[0] + BORDER_WIDTH, -offset[1] + BORDER_WIDTH);
|
||||
|
||||
paintGrid(ctx);
|
||||
players.forEach(function (p) {
|
||||
var fr = newPlayerFrames[p.num] || 0;
|
||||
if (fr < ANIMATE_FRAMES)
|
||||
p.render(ctx, fr / ANIMATE_FRAMES);
|
||||
else
|
||||
p.render(ctx);
|
||||
});
|
||||
|
||||
//Reset transform to paint fixed UI elements
|
||||
ctx.restore();
|
||||
paintUIBar(ctx);
|
||||
|
||||
if (user.dead && !showedDead)
|
||||
{
|
||||
showedDead = true;
|
||||
console.log("You died!");
|
||||
//return;
|
||||
}
|
||||
}
|
||||
|
||||
function paintDoubleBuff()
|
||||
{
|
||||
paint(offctx);
|
||||
ctx.drawImage(offscreenCanvas, 0, 0);
|
||||
}
|
||||
|
||||
function update() {
|
||||
//Change grid offsets.
|
||||
for (var i = 0; i <= 1; i++)
|
||||
{
|
||||
if (animateTo[i] !== offset[i])
|
||||
{
|
||||
var delta = animateTo[i] - offset[i];
|
||||
var dir = Math.sign(delta);
|
||||
var mag = Math.min(SPEED, Math.abs(delta));
|
||||
offset[i] += dir * mag;
|
||||
}
|
||||
}
|
||||
|
||||
//Change area percentage
|
||||
var userPortion = playerPortion[user.num] / (GRID_SIZE * GRID_SIZE);
|
||||
if (lagPortion !== userPortion)
|
||||
{
|
||||
delta = userPortion - lagPortion;
|
||||
dir = Math.sign(delta);
|
||||
mag = Math.min(Math.abs(portionSpeed), Math.abs(delta));
|
||||
lagPortion += dir * mag;
|
||||
}
|
||||
|
||||
//Zoom goes from 1 to .5, decreasing as portion goes up. TODO: maybe can modify this?
|
||||
zoom = 1 / (lagPortion + 1);
|
||||
|
||||
//Update user's portions and top ranks.
|
||||
portionSpeed = Math.abs(userPortion - lagPortion) / ANIMATE_FRAMES;
|
||||
|
||||
var dead = [];
|
||||
core.updateFrame(grid, players, newPlayerFrames, dead, function addKill(killer, other)
|
||||
{
|
||||
if (players[killer] === user && killer !== other)
|
||||
kills++;
|
||||
});
|
||||
dead.forEach(function(val) {
|
||||
console.log(val.name + " is dead");
|
||||
allPlayers[val.num] = undefined;
|
||||
});
|
||||
|
||||
//TODO: animate player is dead. (maybe explosion?), and tail rewinds itself.
|
||||
//TODO: show when this player is dead
|
||||
centerOnPlayer(user, animateTo);
|
||||
}
|
||||
|
||||
//Helper methods.
|
||||
function modRotate(val, mod)
|
||||
{
|
||||
var res = val % mod;
|
||||
if (res >= 0)
|
||||
return res;
|
||||
else
|
||||
return mod + res;
|
||||
}
|
||||
|
||||
function centerOnPlayer(player, pos)
|
||||
{
|
||||
var xOff = Math.floor(player.posX - (gameWidth / zoom - CELL_WIDTH) / 2);
|
||||
var yOff = Math.floor(player.posY - (gameHeight / zoom - CELL_WIDTH) / 2);
|
||||
pos[0] = Math.max(Math.min(xOff, grid.size * CELL_WIDTH + BORDER_WIDTH * 2 - gameWidth / zoom), 0);
|
||||
pos[1] = Math.max(Math.min(yOff, grid.size * CELL_WIDTH + BORDER_WIDTH * 2 - gameHeight / zoom), 0);
|
||||
}
|
||||
|
||||
function getBounceOffset(frame)
|
||||
{
|
||||
var offsetBounce = ANIMATE_FRAMES;
|
||||
var bounceNum = BOUNCE_FRAMES.length - 1;
|
||||
while (bounceNum >= 0 && frame < offsetBounce - BOUNCE_FRAMES[bounceNum])
|
||||
{
|
||||
offsetBounce -= BOUNCE_FRAMES[bounceNum];
|
||||
bounceNum--;
|
||||
}
|
||||
|
||||
if (bounceNum === -1)
|
||||
{
|
||||
return (offsetBounce - frame) * DROP_SPEED;
|
||||
}
|
||||
else
|
||||
{
|
||||
offsetBounce -= BOUNCE_FRAMES[bounceNum];
|
||||
frame = frame - offsetBounce;
|
||||
var midFrame = BOUNCE_FRAMES[bounceNum] / 2;
|
||||
if (frame >= midFrame)
|
||||
return (BOUNCE_FRAMES[bounceNum] - frame) * DROP_SPEED;
|
||||
else
|
||||
return frame * DROP_SPEED;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
module.exports = exports = {
|
||||
addPlayer: function(player) {
|
||||
allPlayers[player.num] = players[players.length] = player;
|
||||
newPlayerFrames[player.num] = 0;
|
||||
playerPortion[player.num] = 0;
|
||||
core.initPlayer(grid, player);
|
||||
return players.length - 1;
|
||||
},
|
||||
getPlayer: function(ind) {
|
||||
return players[ind];
|
||||
},
|
||||
playerNum: function() {
|
||||
return players.length;
|
||||
},
|
||||
initUser: function(player) {
|
||||
user = player;
|
||||
centerOnPlayer(user, offset);
|
||||
},
|
||||
incrementKill: function() {
|
||||
kills++;
|
||||
},
|
||||
paint: paintDoubleBuff,
|
||||
update: update
|
||||
};
|
||||
|
||||
Object.defineProperties(exports, {
|
||||
allowAnimation: {
|
||||
get: function() { return allowAnimation; },
|
||||
set: function(val) { allowAnimation = !!val; },
|
||||
enumerable: true
|
||||
},
|
||||
grid: {
|
||||
get: function() { return grid; },
|
||||
enumerable: true
|
||||
}
|
||||
});
|
131
game-server.js
131
game-server.js
@ -1,12 +1,17 @@
|
||||
var GRID_SIZE = 80;
|
||||
var CELL_WIDTH = 40;
|
||||
var MAX_PLAYERS = 255;
|
||||
|
||||
var Grid = require("./grid.js");
|
||||
var Player = require("./player.js");
|
||||
var core = require("./game-core.js");
|
||||
|
||||
function Game(id)
|
||||
{
|
||||
|
||||
var nextInd = 0;
|
||||
var players = [];
|
||||
var newPlayers = [];
|
||||
var newPlayerFrames = [];
|
||||
var frame = 0;
|
||||
|
||||
var filled = 0;
|
||||
@ -24,6 +29,9 @@ function Game(id)
|
||||
this.id = id;
|
||||
|
||||
this.addPlayer = function(client, name) {
|
||||
if (players.length >= MAX_PLAYERS)
|
||||
return false;
|
||||
|
||||
var start = findEmpty(grid);
|
||||
if (!start)
|
||||
return false;
|
||||
@ -31,20 +39,127 @@ function Game(id)
|
||||
var params = {
|
||||
posX: start.col * CELL_WIDTH,
|
||||
posY: start.row * CELL_WIDTH,
|
||||
currentHeading: getRandomInt(0, 4),
|
||||
currentHeading: Math.floor(Math.random() * 4),
|
||||
name: name,
|
||||
num: players.length
|
||||
}
|
||||
num: nextInd
|
||||
};
|
||||
|
||||
var p = new Player(false, grid, params);
|
||||
p.client = client;
|
||||
player.push(p);
|
||||
newPlayer.push(p);
|
||||
players.push(p);
|
||||
newPlayers.push(p);
|
||||
newPlayerFrames.push(p);
|
||||
nextInd++;
|
||||
core.initPlayer(p);
|
||||
|
||||
var splayers = players.map(function(val) {return val.serialData();});
|
||||
client.emit("game", {
|
||||
"num": p.num,
|
||||
"gameid": id,
|
||||
"frame": frame,
|
||||
"players": splayers,
|
||||
"grid": gridSerialData(grid, players)
|
||||
});
|
||||
|
||||
client.emit("game", {players, })
|
||||
return true;
|
||||
//TODO: limit number of requests per frame.
|
||||
client.on("requestFrame", function (fn) {
|
||||
var splayers = players.map(function(val) {return val.serialData();});
|
||||
fn({
|
||||
"num": p.num,
|
||||
"gameid": id,
|
||||
"frame": frame,
|
||||
"players": splayers,
|
||||
"grid": gridSerialData(grid, players)
|
||||
});
|
||||
});
|
||||
client.on("frame", function(data, errorHan){
|
||||
if (typeof data === "function")
|
||||
{
|
||||
errorHan(false, "No data supplied.");
|
||||
return;
|
||||
}
|
||||
|
||||
if (typeof errorHan !== "function")
|
||||
errorHan = function() {};
|
||||
|
||||
if (!data)
|
||||
errorHan(false, "No data supplied.");
|
||||
else if (!checkInt(data.frame, 0, Infinity))
|
||||
errorHan(false, "Requires a valid non-negative frame integer.");
|
||||
else if (data.frame < frame)
|
||||
errorHan(false, "Late frame received.");
|
||||
else if (data.frame > frame)
|
||||
errorHan(false, "Invalid frame received.");
|
||||
else
|
||||
{
|
||||
if (data.heading)
|
||||
{
|
||||
if (checkInt(data.heading, 0, 4))
|
||||
{
|
||||
p.heading = data.heading;
|
||||
errorHan(true);
|
||||
}
|
||||
else
|
||||
errorHan(false, "New heading must be an integer of range [0, 4).");
|
||||
}
|
||||
}
|
||||
});
|
||||
return true;
|
||||
};
|
||||
|
||||
|
||||
this.tickFrame = function() {
|
||||
var snews = newPlayers.map(function(val) {return val.serialData();});
|
||||
var moves = players.map(function(val) {return {heading: val.heading};});
|
||||
|
||||
var data = {moves: moves};
|
||||
if (snews.length > 0)
|
||||
{
|
||||
data.newPlayers = snews;
|
||||
newPlayers = [];
|
||||
}
|
||||
|
||||
players.forEach(function(val) {val.client.emit("notifyFrame", data)});
|
||||
|
||||
frame++;
|
||||
update();
|
||||
};
|
||||
|
||||
function update()
|
||||
{
|
||||
var dead = [];
|
||||
core.updateFrame(grid, players, newPlayerFrames, dead);
|
||||
dead.forEach(function(val) { val.client.disconnect(true); });
|
||||
}
|
||||
}
|
||||
|
||||
function checkInt(value, min, max)
|
||||
{
|
||||
if (typeof value !== "number")
|
||||
return false;
|
||||
if (value < min || value >= max)
|
||||
return false;
|
||||
if (Math.floor(value) !== value)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
function gridSerialData(grid, players)
|
||||
{
|
||||
var buff = Buffer.alloc(grid.size * grid.size);
|
||||
|
||||
var numToIndex = new Array(players[players.length - 1].num + 1);
|
||||
for (var i = 0; i < players.length; i++)
|
||||
numToIndex[players[i].num] = i + 1;
|
||||
|
||||
for (var r = 0; r < grid.size; r++)
|
||||
for (var c = 0; c < grid.size; c++)
|
||||
{
|
||||
var ele = grid.get(r, c);
|
||||
buff[r * grid.size + c] = ele ? numToIndex[ele.num] : 0;
|
||||
}
|
||||
return buff;
|
||||
}
|
||||
|
||||
function findEmpty(grid)
|
||||
|
11
player.js
11
player.js
@ -342,7 +342,6 @@ function hitsTail(data, other)
|
||||
!!(data.tailGrid[other.row] && data.tailGrid[other.row][other.col]);
|
||||
}
|
||||
|
||||
var CELL_WIDTH = 40;
|
||||
var SPEED = 5;
|
||||
var SHADOW_OFFSET = 10;
|
||||
|
||||
@ -391,7 +390,7 @@ function Player(isClient, grid, sdata) {
|
||||
currentHeading: data.currentHeading,
|
||||
tail: data.tail.serialData()
|
||||
};
|
||||
}
|
||||
};
|
||||
|
||||
//Read-only Properties.
|
||||
defineAccessorProperties(this, data, "currentHeading", "dead", "name", "num", "posX", "posY", "grid", "tail");
|
||||
@ -431,16 +430,16 @@ Player.prototype.render = function(ctx, fade)
|
||||
var mid = CELL_WIDTH / 2;
|
||||
var grd = ctx.createRadialGradient(this.posX + mid, this.posY + mid - SHADOW_OFFSET, 1,
|
||||
this.posX + mid, this.posY + mid - SHADOW_OFFSET, CELL_WIDTH);
|
||||
grd.addColorStop(0, this.baseColor.deriveAlpha(fade).rgbString());
|
||||
grd.addColorStop(1, "white");
|
||||
grd.addColorStop(0, this.baseColor.rgbString().deriveAlpha(fade));
|
||||
grd.addColorStop(1, new Color(0, 0, 1, fade).rgbString());
|
||||
ctx.fillStyle = grd;
|
||||
ctx.fillRect(this.posX, this.posY - SHADOW_OFFSET, CELL_WIDTH, CELL_WIDTH);
|
||||
ctx.fillRect(this.posX - 1, this.posY - SHADOW_OFFSET, CELL_WIDTH + 2, CELL_WIDTH);
|
||||
|
||||
//Render name
|
||||
ctx.fillStyle = this.shadowColor.deriveAlpha(fade).rgbString();
|
||||
ctx.textAlign = "center";
|
||||
|
||||
var yoff = -SHADOW_OFFSET * 2
|
||||
var yoff = -SHADOW_OFFSET * 2;
|
||||
if (this.row === 0)
|
||||
yoff = SHADOW_OFFSET * 2 + CELL_WIDTH;
|
||||
ctx.font = "18px Changa";
|
||||
|
1079
public/bundle.js
1079
public/bundle.js
File diff suppressed because it is too large
Load Diff
Loading…
Reference in New Issue
Block a user