forked from ilikecats/papercats
Format code
This commit is contained in:
parent
c9e8554d8c
commit
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3
.gitignore
vendored
3
.gitignore
vendored
@ -1,3 +1,4 @@
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/node_modules
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node_modules
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npm-debug.log*
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log.txt
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package-lock.json
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17
README.md
17
README.md
@ -4,14 +4,29 @@ This is a clone of the original Paper-IO released by Voodoo, except for one aspe
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This is just a fun side-project for me. If you would want to use this code, it would be nice to let me know.
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## Install
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```bash
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git clone https://github.com/stevenjoezhang/paper.io.git
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cd paper.io
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npm install
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```
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## Running
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After cloning this repository, run the follow commands to install dependencies and set up server. Enjoy!
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```bash
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npm install
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npm start
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```
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## Build
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```bash
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sudo npm install -g browserify uglify-es
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browserify game-client.js | uglifyjs > public/bundle.js
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```
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## License
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This is licensed under MIT. As such, please provide due credit and link back to this repository if possible.
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@ -1,11 +1,11 @@
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if (process.argv.length < 3) {
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console.log("Usage: node game-client-bot.js <socket-url> [<name>]")
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process.exit(1);
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console.log("Usage: node game-client-bot.js <socket-url> [<name>]")
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process.exit(1);
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}
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var oldlog = console.log;
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console.log = function(msg) {
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return oldlog('[' + new Date() + '] ' + msg);
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return oldlog(`[${new Date()}] ${msg}`);
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}
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//TODO: add a land claiming algo (with coefficient parameters)
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@ -25,265 +25,257 @@ var THRESHOLD = 10;
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var startFrame = -1;
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var endFrame = -1;
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var coeffs = [0.6164220147940495,-2.519369747858328,0.9198978109542851,-1.2158956330674564,-3.072901620397528, 5, 4];
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var coeffs = [0.6164220147940495, -2.519369747858328, 0.9198978109542851, -1.2158956330674564, -3.072901620397528, 5, 4];
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var grid, others, user, playerPortion;
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var DIST_TYPES = {
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land: {
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check: function(loc) { return grid.get(loc.row, loc.col) === user; },
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coeff: function() {return coeffs[0];}
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}, tail: {
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check: function(loc) {return tail(user, loc)},
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coeff: function() {return coeffs[1];}
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}, oTail: {
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check: foundProto(tail),
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coeff: function() {return AGGRESSIVE * coeffs[2];}
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}, other: {
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check: foundProto(function(other, loc) { return other.row === this.row && other.col === this.col; }),
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coeff: function() {return (1 - AGGRESSIVE) * coeffs[3];}
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}, edge: {
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check: function(loc) {return loc.row <= 1 || loc.col <= 1 || loc.row >= GRID_SIZE - 1 || loc.col >= GRID_SIZE - 1},
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coeff: function() {return coeffs[4];}
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}
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land: {
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check: function(loc) {
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return grid.get(loc.row, loc.col) === user;
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},
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coeff: function() {
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return coeffs[0];
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}
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}, tail: {
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check: function(loc) {
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return tail(user, loc)
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},
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coeff: function() {
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return coeffs[1];
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}
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}, oTail: {
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check: foundProto(tail),
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coeff: function() {
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return AGGRESSIVE * coeffs[2];
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}
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}, other: {
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check: foundProto(function(other, loc) {
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return other.row === this.row && other.col === this.col;
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}),
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coeff: function() {
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return (1 - AGGRESSIVE) * coeffs[3];
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}
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}, edge: {
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check: function(loc) {
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return loc.row <= 1 || loc.col <= 1 || loc.row >= GRID_SIZE - 1 || loc.col >= GRID_SIZE - 1
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},
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coeff: function() {
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return coeffs[4];
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}
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}
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};
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function generateLandDirections() {
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function mod(x) {
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x %= 4;
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if (x < 0) {
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x += 4;
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}
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return x;
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}
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function mod(x) {
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x %= 4;
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if (x < 0) x += 4;
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return x;
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}
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var breadth = Math.floor(Math.random() * coeffs[5]) + 1;
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var spread = Math.floor(Math.random() * coeffs[6]) + 1;
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var extra = Math.floor(Math.random() * 2) + 1;
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var breadth = Math.floor(Math.random() * coeffs[5]) + 1;
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var spread = Math.floor(Math.random() * coeffs[6]) + 1;
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var extra = Math.floor(Math.random() * 2) + 1;
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var ccw = Math.floor(Math.random() * 2) * 2 - 1;
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var ccw = Math.floor(Math.random() * 2) * 2 - 1;
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var dir = user.currentHeading;
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var turns = [dir, mod(dir + ccw), mod(dir + ccw * 2), mod(dir + ccw * 3)];
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var lengths = [breadth, spread, breadth + extra, spread];
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var dir = user.currentHeading;
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var turns = [dir, mod(dir + ccw), mod(dir + ccw * 2), mod(dir + ccw * 3)];
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var lengths = [breadth, spread, breadth + extra, spread];
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var moves = [];
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for (var i = 0; i < turns.length; i++) {
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for (var j = 0; j < lengths[i]; j++) {
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moves.push(turns[i]);
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}
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}
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var moves = [];
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for (var i = 0; i < turns.length; i++) {
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for (var j = 0; j < lengths[i]; j++) {
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moves.push(turns[i]);
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}
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}
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}
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var LAND_CLAIMS = {
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rectDims: function() {
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var
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}, rectSpread: function() {
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}
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rectDims: function() {},
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rectSpread: function() {}
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}
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function foundProto(func) {
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return function(loc) {
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return others.some(function(other) {
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return func(other, loc);
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});
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}
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return function(loc) {
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return others.some(function(other) {
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return func(other, loc);
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});
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}
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}
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function connect() {
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client.connectGame(process.argv[2], process.argv[3] || '[BOT]', function(success, msg) {
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if (!success) {
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setTimeout(connect, 1000);
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}
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});
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client.connectGame(process.argv[2], process.argv[3] || "[BOT]", function(success, msg) {
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if (!success) setTimeout(connect, 1000);
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});
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}
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function Loc(row, col, step) {
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if (this.constructor != Loc) {
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return new Loc(row, col, step);
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}
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this.row = row;
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this.col = col;
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this.step = step;
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if (this.constructor != Loc) return new Loc(row, col, step);
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this.row = row;
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this.col = col;
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this.step = step;
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}
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//Projects vector b onto vector a
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function project(a, b) {
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var factor = (b[0] * a[0] + b[1] * a[1]) / (a[0] * a[0] + a[1] * a[1]);
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return [factor * a[0], factor * a[1]];
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var factor = (b[0] * a[0] + b[1] * a[1]) / (a[0] * a[0] + a[1] * a[1]);
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return [factor * a[0], factor * a[1]];
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}
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function tail(player, loc) {
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return player.tail.hitsTail(loc);
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return player.tail.hitsTail(loc);
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}
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function traverseGrid(dir) {
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steps = new Array(GRID_SIZE * GRID_SIZE);
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for (var i in steps) {
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steps[i] = -1;
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}
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steps = new Array(GRID_SIZE * GRID_SIZE);
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for (var i in steps) {
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steps[i] = -1;
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}
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distWeights = {};
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for (var type in DIST_TYPES) {
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distWeights[type] = 0;
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}
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distWeights = {};
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for (var type in DIST_TYPES) {
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distWeights[type] = 0;
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}
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var row = user.row, col = user.col;
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var minRow = Math.max(0, row - 10), maxRow = Math.min(GRID_SIZE, row + 10);
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var minCol = Math.max(0, col - 10), maxCol = Math.min(GRID_SIZE, col + 10);
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var row = user.row, col = user.col;
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var minRow = Math.max(0, row - 10), maxRow = Math.min(GRID_SIZE, row + 10);
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var minCol = Math.max(0, col - 10), maxCol = Math.min(GRID_SIZE, col + 10);
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var proj = 0;
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for (var i = 1; i >= -1; i-=2) {
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proj = (1 + THRESHOLD) * i;
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while (proj != 0) {
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proj -= i;
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var normRange = Math.abs(proj);
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for (var norm = -normRange; norm <= normRange; norm++) {
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for (var distType in distWeights) {
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var move = MOVES[dir];
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var delta = THRESHOLD - Math.abs(proj);
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var dist = Math.sign(proj) * delta * delta / (Math.abs(norm) + 1)
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var loc = {row: proj * move[0] + norm * move[1], col: proj * move[1] + norm * move[0]};
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loc.row += user.row;
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loc.col += user.col;
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var proj = 0;
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for (var i = 1; i >= -1; i-=2) {
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proj = (1 + THRESHOLD) * i;
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while (proj != 0) {
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proj -= i;
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var normRange = Math.abs(proj);
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for (var norm = -normRange; norm <= normRange; norm++) {
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for (var distType in distWeights) {
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var move = MOVES[dir];
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var delta = THRESHOLD - Math.abs(proj);
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var dist = Math.sign(proj) * delta * delta / (Math.abs(norm) + 1)
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var loc = {row: proj * move[0] + norm * move[1], col: proj * move[1] + norm * move[0]};
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if (loc.row < 0 || loc.row >= GRID_SIZE || loc.col < 0 || loc.col >= GRID_SIZE) {
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continue;
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}
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if (DIST_TYPES[distType].check(loc)) {
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distWeights[distType] += dist;
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}
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}
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}
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}
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}
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loc.row += user.row;
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loc.col += user.col;
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return distWeights;
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if (loc.row < 0 || loc.row >= GRID_SIZE || loc.col < 0 || loc.col >= GRID_SIZE) continue;
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if (DIST_TYPES[distType].check(loc)) distWeights[distType] += dist;
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}
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}
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}
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}
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return distWeights;
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}
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function printGrid() {
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var chars = new core.Grid(GRID_SIZE);
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for (var r = 0; r < GRID_SIZE; r++) {
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for (var c = 0; c < GRID_SIZE; c++) {
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if (tail(user, {row: r, col: c})) {
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chars.set(r, c, 't');
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} else {
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var owner = grid.get(r, c);
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chars.set(r, c, owner ? '' + owner.num % 10 : '.');
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}
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}
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}
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var chars = new core.Grid(GRID_SIZE);
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for (var r = 0; r < GRID_SIZE; r++) {
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for (var c = 0; c < GRID_SIZE; c++) {
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if (tail(user, {row: r, col: c})) chars.set(r, c, "t");
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else {
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var owner = grid.get(r, c);
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chars.set(r, c, owner ? "" + owner.num % 10 : ".");
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}
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}
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}
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for (var p of others) {
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chars.set(p.row, p.col, 'x');
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}
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chars.set(user.row, user.col, '^>V<'[user.currentHeading]);
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for (var p of others) {
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chars.set(p.row, p.col, "x");
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}
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chars.set(user.row, user.col, "^>V<"[user.currentHeading]);
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var str = '';
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for (var r = 0; r < GRID_SIZE; r++) {
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str += '\n';
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for (var c = 0; c < GRID_SIZE; c++) {
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str += chars.get(r, c);
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}
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}
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console.log(str);
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var str = "";
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for (var r = 0; r < GRID_SIZE; r++) {
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str += "\n";
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for (var c = 0; c < GRID_SIZE; c++) {
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str += chars.get(r, c);
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}
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}
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console.log(str);
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}
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function update(frame) {
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if (startFrame == -1) {
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startFrame = frame;
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}
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endFrame = frame;
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if (startFrame == -1) startFrame = frame;
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endFrame = frame;
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if (frame % 6 == 1) {
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grid = client.grid;
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others = client.getOthers();
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//printGrid();
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var weights = [0, 0, 0, 0];
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for (var d of [3, 0, 1]) {
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var weight = 0;
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if (frame % 6 == 1) {
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grid = client.grid;
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others = client.getOthers();
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d = (d + user.currentHeading) % 4;
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distWeights = traverseGrid(d);
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//printGrid();
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var str = d + ": "
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for (var distType in DIST_TYPES) {
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var point = distWeights[distType] * DIST_TYPES[distType].coeff();
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weight += point;
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str += distType + ": " + point + ", ";
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}
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//console.log(str);
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weights[d] = weight;
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||||
}
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||||
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||||
var weights = [0, 0, 0, 0];
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for (var d of [3, 0, 1]) {
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var weight = 0;
|
||||
var low = Math.min(0, Math.min.apply(this, weights));
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var total = 0;
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d = (d + user.currentHeading) % 4;
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distWeights = traverseGrid(d);
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weights[(user.currentHeading + 2) % 4] = low;
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||||
for (var i = 0; i < weights.length; i++) {
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||||
weights[i] -= low * (1 + Math.random());
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total += weights[i];
|
||||
}
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||||
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||||
var str = d + ": "
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||||
for (var distType in DIST_TYPES) {
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||||
var point = distWeights[distType] * DIST_TYPES[distType].coeff();
|
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weight += point;
|
||||
str += distType + ": " + point + ", ";
|
||||
}
|
||||
//console.log(str);
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weights[d] = weight;
|
||||
}
|
||||
|
||||
var low = Math.min(0, Math.min.apply(this, weights));
|
||||
var total = 0;
|
||||
|
||||
weights[(user.currentHeading + 2) % 4] = low;
|
||||
for (var i = 0; i < weights.length; i++) {
|
||||
weights[i] -= low * (1 + Math.random());
|
||||
total += weights[i];
|
||||
}
|
||||
|
||||
if (total == 0) {
|
||||
for (var d of [-1, 0, 1]) {
|
||||
d = (d + user.currentHeading) % 4;
|
||||
while (d < 0) d += 4;
|
||||
weights[d] = 1;
|
||||
total++;
|
||||
}
|
||||
}
|
||||
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||||
//console.log(weights)
|
||||
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||||
//Choose a random direction from the weighted list
|
||||
var choice = Math.random() * total;
|
||||
var d = 0;
|
||||
while (choice > weights[d]) {
|
||||
choice -= weights[d++];
|
||||
}
|
||||
client.changeHeading(d);
|
||||
}
|
||||
if (total == 0) {
|
||||
for (var d of [-1, 0, 1]) {
|
||||
d = (d + user.currentHeading) % 4;
|
||||
while (d < 0) d += 4;
|
||||
weights[d] = 1;
|
||||
total++;
|
||||
}
|
||||
}
|
||||
//console.log(weights)
|
||||
//Choose a random direction from the weighted list
|
||||
var choice = Math.random() * total;
|
||||
var d = 0;
|
||||
while (choice > weights[d]) {
|
||||
choice -= weights[d++];
|
||||
}
|
||||
client.changeHeading(d);
|
||||
}
|
||||
}
|
||||
|
||||
function calcFavorability(params) {
|
||||
return params.portion + params.kills * 50 + params.survival / 100;
|
||||
return params.portion + params.kills * 50 + params.survival / 100;
|
||||
}
|
||||
|
||||
client.allowAnimation = false;
|
||||
client.renderer = {
|
||||
addPlayer: function(player) {
|
||||
playerPortion[player.num] = 0;
|
||||
},
|
||||
disconnect: function() {
|
||||
var dt = (endFrame - startFrame);
|
||||
startFrame = -1;
|
||||
|
||||
console.log("I died... (survived for " + dt + " frames.)");
|
||||
console.log("I killed " + client.kills + " player(s).");
|
||||
console.log("Coefficients: " + coeffs)
|
||||
|
||||
var mutation = Math.min(10, Math.pow(2, calcFavorability(params)));
|
||||
for (var i = 0; i < coeffs.length; i++) {
|
||||
coeffs[i] += Math.random() * mutation * 2 - mutation;
|
||||
}
|
||||
addPlayer: function(player) {
|
||||
playerPortion[player.num] = 0;
|
||||
},
|
||||
disconnect: function() {
|
||||
var dt = (endFrame - startFrame);
|
||||
startFrame = -1;
|
||||
console.log("I died... (survived for " + dt + " frames.)");
|
||||
console.log("I killed " + client.kills + " player(s).");
|
||||
console.log("Coefficients: " + coeffs);
|
||||
|
||||
connect();
|
||||
},
|
||||
removePlayer: function(player) {
|
||||
delete playerPortion[player.num];
|
||||
},
|
||||
setUser: function(u) {
|
||||
user = u;
|
||||
},
|
||||
update: update,
|
||||
updateGrid: function(row, col, before, after) {
|
||||
before && playerPortion[before.num]--;
|
||||
after && playerPortion[after.num]++;
|
||||
}
|
||||
var mutation = Math.min(10, Math.pow(2, calcFavorability(params)));
|
||||
for (var i = 0; i < coeffs.length; i++) {
|
||||
coeffs[i] += Math.random() * mutation * 2 - mutation;
|
||||
}
|
||||
connect();
|
||||
},
|
||||
removePlayer: function(player) {
|
||||
delete playerPortion[player.num];
|
||||
},
|
||||
setUser: function(u) {
|
||||
user = u;
|
||||
},
|
||||
update: update,
|
||||
updateGrid: function(row, col, before, after) {
|
||||
before && playerPortion[before.num]--;
|
||||
after && playerPortion[after.num]++;
|
||||
}
|
||||
};
|
||||
|
||||
connect();
|
||||
|
@ -1,14 +1,13 @@
|
||||
if (process.argv.length < 3) {
|
||||
console.log("Usage: node game-client-bot.js <socket-url> [<name>]")
|
||||
process.exit(1);
|
||||
console.log("Usage: node game-client-bot.js <socket-url> [<name>]")
|
||||
process.exit(1);
|
||||
}
|
||||
|
||||
var oldlog = console.log;
|
||||
console.log = function(msg) {
|
||||
return oldlog('[' + new Date() + '] ' + msg);
|
||||
return oldlog(`[${new Date()}] ${msg}`);
|
||||
}
|
||||
|
||||
|
||||
var core = require("../game-core");
|
||||
var client = require("../client");
|
||||
|
||||
@ -21,223 +20,192 @@ var endFrame = -1;
|
||||
var grid, others, user, playerPortion = {}, claim = [];
|
||||
|
||||
function mod(x) {
|
||||
x %= 4;
|
||||
if (x < 0) {
|
||||
x += 4;
|
||||
}
|
||||
return x;
|
||||
x %= 4;
|
||||
if (x < 0) x += 4;
|
||||
return x;
|
||||
}
|
||||
|
||||
function connect() {
|
||||
client.connectGame(process.argv[2], process.argv[3] || '[PAPER-IO-BOT]', function(success, msg) {
|
||||
if (!success) {
|
||||
setTimeout(connect, 1000);
|
||||
}
|
||||
});
|
||||
client.connectGame(process.argv[2], process.argv[3] || "[PAPER-IO-BOT]", function(success, msg) {
|
||||
if (!success) setTimeout(connect, 1000);
|
||||
});
|
||||
}
|
||||
|
||||
function Loc(row, col) {
|
||||
if (this.constructor != Loc) {
|
||||
return new Loc(row, col);
|
||||
}
|
||||
if (this.constructor != Loc) return new Loc(row, col);
|
||||
|
||||
this.row = row;
|
||||
this.col = col;
|
||||
this.row = row;
|
||||
this.col = col;
|
||||
}
|
||||
|
||||
function update(frame) {
|
||||
if (startFrame == -1) {
|
||||
startFrame = frame;
|
||||
}
|
||||
endFrame = frame;
|
||||
if (startFrame == -1) {
|
||||
startFrame = frame;
|
||||
}
|
||||
endFrame = frame;
|
||||
|
||||
if (frame % 6 == (startFrame + 1) % 6) {
|
||||
grid = client.grid;
|
||||
others = client.getOthers();
|
||||
if (frame % 6 == (startFrame + 1) % 6) {
|
||||
grid = client.grid;
|
||||
others = client.getOthers();
|
||||
|
||||
//Note: the code below isn't really my own code. This code is in fact the
|
||||
//approximate algorithm used by the paper.io game. It has been modified from
|
||||
//the original code (i.e. deobfuscating) and made more efficient in some
|
||||
//areas (and some tweaks), otherwise, the original logic is about the same.
|
||||
var row = user.row, col = user.col, dir = user.currentHeading;
|
||||
var thres = (.05 + .1 * Math.random()) * GRID_SIZE * GRID_SIZE;
|
||||
//Note: the code below isn't really my own code. This code is in fact the
|
||||
//approximate algorithm used by the paper.io game. It has been modified from
|
||||
//the original code (i.e. deobfuscating) and made more efficient in some
|
||||
//areas (and some tweaks), otherwise, the original logic is about the same.
|
||||
var row = user.row, col = user.col, dir = user.currentHeading;
|
||||
var thres = (.05 + .1 * Math.random()) * GRID_SIZE * GRID_SIZE;
|
||||
|
||||
if (row < 0 || col < 0 || row >= GRID_SIZE || col >= GRID_SIZE) {
|
||||
return;
|
||||
}
|
||||
if (row < 0 || col < 0 || row >= GRID_SIZE || col >= GRID_SIZE) return;
|
||||
|
||||
if (grid.get(row, col) === user) {
|
||||
//When we are inside our territory
|
||||
claim = [];
|
||||
weights = [25, 25, 25, 25];
|
||||
weights[dir] = 100;
|
||||
weights[mod(dir + 2)] = -9999;
|
||||
if (grid.get(row, col) === user) {
|
||||
//When we are inside our territory
|
||||
claim = [];
|
||||
weights = [25, 25, 25, 25];
|
||||
weights[dir] = 100;
|
||||
weights[mod(dir + 2)] = -9999;
|
||||
|
||||
for (var nd = 0; nd < 4; nd++) {
|
||||
for (var S = 1; S < 20; S++) {
|
||||
var nr = MOVES[nd][0] * S + row;
|
||||
var nc = MOVES[nd][1] * S + col;
|
||||
for (var nd = 0; nd < 4; nd++) {
|
||||
for (var S = 1; S < 20; S++) {
|
||||
var nr = MOVES[nd][0] * S + row;
|
||||
var nc = MOVES[nd][1] * S + col;
|
||||
|
||||
if (nr < 0 || nc < 0 || nr >= GRID_SIZE || nc >= GRID_SIZE) {
|
||||
if (S > 1) {
|
||||
weights[nd]--;
|
||||
} else {
|
||||
weights[nd] = -9999;
|
||||
}
|
||||
} else {
|
||||
if (grid.get(nr, nc) !== user) {
|
||||
weights[nd]--;
|
||||
}
|
||||
if (nr < 0 || nc < 0 || nr >= GRID_SIZE || nc >= GRID_SIZE) {
|
||||
if (S > 1) weights[nd]--;
|
||||
else weights[nd] = -9999;
|
||||
}
|
||||
else {
|
||||
if (grid.get(nr, nc) !== user) weights[nd]--;
|
||||
|
||||
var tailed = undefined;
|
||||
for (var o of others) {
|
||||
if (o.tail.hitsTail(new Loc(nr, nc))) {
|
||||
tailed = o;
|
||||
break;
|
||||
}
|
||||
}
|
||||
var tailed = undefined;
|
||||
for (var o of others) {
|
||||
if (o.tail.hitsTail(new Loc(nr, nc))) {
|
||||
tailed = o;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (tailed) {
|
||||
if (o.name.indexOf("PAPER") != -1) { //Don't really try to kill our own kind
|
||||
weights[nd] += 3 * (30 - S);
|
||||
} else {
|
||||
weights[nd] += 30 * (30 - S);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (tailed) {
|
||||
if (o.name.indexOf("PAPER") != -1) weights[nd] += 3 * (30 - S); //Don't really try to kill our own kind
|
||||
else weights[nd] += 30 * (30 - S);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//View a selection of choices based on the weights we computed
|
||||
var choices = [];
|
||||
for (var d = 0; d < 4; d++) {
|
||||
for (var S = 1; S < weights[d]; S++) {
|
||||
choices.push(d);
|
||||
}
|
||||
}
|
||||
//View a selection of choices based on the weights we computed
|
||||
var choices = [];
|
||||
for (var d = 0; d < 4; d++) {
|
||||
for (var S = 1; S < weights[d]; S++) {
|
||||
choices.push(d);
|
||||
}
|
||||
}
|
||||
|
||||
if (choices.length === 0) {
|
||||
choices.push(dir);
|
||||
}
|
||||
|
||||
dir = choices[Math.floor(Math.random() * choices.length)];
|
||||
} else if (playerPortion[user.num] < thres) {
|
||||
//Claim some land if we are relatively tiny and have little to risk.
|
||||
if (claim.length === 0) {
|
||||
var breadth = 4 * Math.random() + 2;
|
||||
var length = 4 * Math.random() + 2;
|
||||
var ccw = 2 * Math.floor(2 * Math.random()) - 1;
|
||||
if (choices.length === 0) choices.push(dir);
|
||||
dir = choices[Math.floor(Math.random() * choices.length)];
|
||||
}
|
||||
else if (playerPortion[user.num] < thres) {
|
||||
//Claim some land if we are relatively tiny and have little to risk.
|
||||
if (claim.length === 0) {
|
||||
var breadth = 4 * Math.random() + 2;
|
||||
var length = 4 * Math.random() + 2;
|
||||
var ccw = 2 * Math.floor(2 * Math.random()) - 1;
|
||||
|
||||
turns = [dir, mod(dir + ccw), mod(dir + ccw * 2), mod(dir + ccw * 3)];
|
||||
lengths = [breadth, length, breadth + 2 * Math.random() + 1, length];
|
||||
turns = [dir, mod(dir + ccw), mod(dir + ccw * 2), mod(dir + ccw * 3)];
|
||||
lengths = [breadth, length, breadth + 2 * Math.random() + 1, length];
|
||||
|
||||
for (var i = 0; i < turns.length; i++) {
|
||||
for (var j = 0; j < lengths[i]; j++) {
|
||||
claim.push(turns[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
for (var i = 0; i < turns.length; i++) {
|
||||
for (var j = 0; j < lengths[i]; j++) {
|
||||
claim.push(turns[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (claim.length !== 0) {
|
||||
dir = claim.shift();
|
||||
}
|
||||
} else {
|
||||
claim = [];
|
||||
//We are playing a little bit more cautious when we are outside and have a
|
||||
//lot of land
|
||||
weights = [5, 5, 5, 5];
|
||||
weights[dir] = 50;
|
||||
weights[mod(dir + 2)] = -9999;
|
||||
if (claim.length !== 0) dir = claim.shift();
|
||||
}
|
||||
else {
|
||||
claim = [];
|
||||
//We are playing a little bit more cautious when we are outside and have a
|
||||
//lot of land
|
||||
weights = [5, 5, 5, 5];
|
||||
weights[dir] = 50;
|
||||
weights[mod(dir + 2)] = -9999;
|
||||
|
||||
for (var nd = 0; nd < 4; nd++) {
|
||||
for (var S = 1; S < 20; S++) {
|
||||
var nr = MOVES[nd][0] * S + row;
|
||||
var nc = MOVES[nd][1] * S + col;
|
||||
for (var nd = 0; nd < 4; nd++) {
|
||||
for (var S = 1; S < 20; S++) {
|
||||
var nr = MOVES[nd][0] * S + row;
|
||||
var nc = MOVES[nd][1] * S + col;
|
||||
|
||||
if (nr < 0 || nc < 0 || nr >= GRID_SIZE || nc >= GRID_SIZE) {
|
||||
if (S > 1) {
|
||||
weights[nd]--;
|
||||
} else {
|
||||
weights[nd] = -9999;
|
||||
}
|
||||
} else {
|
||||
if (user.tail.hitsTail(new Loc(nr, nc))) {
|
||||
if (S > 1) {
|
||||
weights[nd] -= 50 - S;
|
||||
} else {
|
||||
weights[nd] = -9999;
|
||||
}
|
||||
}
|
||||
if (nr < 0 || nc < 0 || nr >= GRID_SIZE || nc >= GRID_SIZE) {
|
||||
if (S > 1) weights[nd]--;
|
||||
else weights[nd] = -9999;
|
||||
}
|
||||
else {
|
||||
if (user.tail.hitsTail(new Loc(nr, nc))) {
|
||||
if (S > 1) weights[nd] -= 50 - S;
|
||||
else weights[nd] = -9999;
|
||||
}
|
||||
|
||||
if (grid.get(nr, nc) === user) {
|
||||
weights[nd] += 10 + S;
|
||||
}
|
||||
if (grid.get(nr, nc) === user) weights[nd] += 10 + S;
|
||||
|
||||
var tailed = undefined;
|
||||
for (var o of others) {
|
||||
if (o.tail.hitsTail(new Loc(nr, nc))) {
|
||||
tailed = o;
|
||||
break;
|
||||
}
|
||||
}
|
||||
var tailed = undefined;
|
||||
for (var o of others) {
|
||||
if (o.tail.hitsTail(new Loc(nr, nc))) {
|
||||
tailed = o;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (tailed) {
|
||||
if (o.name.indexOf("PAPER") != -1) { //Don't really try to kill our own kind
|
||||
weights[nd] += 3 * (30 - S);
|
||||
} else {
|
||||
weights[nd] += 30 * (30 - S);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (tailed) {
|
||||
if (o.name.indexOf("PAPER") != -1) weights[nd] += 3 * (30 - S); //Don't really try to kill our own kind
|
||||
else weights[nd] += 30 * (30 - S);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//View a selection of choices based on the weights we computed
|
||||
var choices = [];
|
||||
for (var d = 0; d < 4; d++) {
|
||||
for (var S = 1; S < weights[d]; S++) {
|
||||
choices.push(d);
|
||||
}
|
||||
}
|
||||
//View a selection of choices based on the weights we computed
|
||||
var choices = [];
|
||||
for (var d = 0; d < 4; d++) {
|
||||
for (var S = 1; S < weights[d]; S++) {
|
||||
choices.push(d);
|
||||
}
|
||||
}
|
||||
|
||||
if (choices.length === 0) {
|
||||
choices.push(dir);
|
||||
}
|
||||
|
||||
dir = choices[Math.floor(Math.random() * choices.length)];
|
||||
}
|
||||
client.changeHeading(dir);
|
||||
}
|
||||
if (choices.length === 0) choices.push(dir);
|
||||
dir = choices[Math.floor(Math.random() * choices.length)];
|
||||
}
|
||||
client.changeHeading(dir);
|
||||
}
|
||||
}
|
||||
|
||||
function calcFavorability(params) {
|
||||
return params.portion + params.kills * 50 + params.survival / 100;
|
||||
return params.portion + params.kills * 50 + params.survival / 100;
|
||||
}
|
||||
|
||||
client.allowAnimation = false;
|
||||
client.renderer = {
|
||||
addPlayer: function(player) {
|
||||
playerPortion[player.num] = 0;
|
||||
},
|
||||
disconnect: function() {
|
||||
var dt = (endFrame - startFrame);
|
||||
startFrame = -1;
|
||||
|
||||
console.log("I died... (survived for " + dt + " frames.)");
|
||||
console.log("I killed " + client.kills + " player(s).");
|
||||
connect();
|
||||
},
|
||||
removePlayer: function(player) {
|
||||
delete playerPortion[player.num];
|
||||
},
|
||||
setUser: function(u) {
|
||||
user = u;
|
||||
},
|
||||
update: update,
|
||||
updateGrid: function(row, col, before, after) {
|
||||
before && playerPortion[before.num]--;
|
||||
after && playerPortion[after.num]++;
|
||||
}
|
||||
addPlayer: function(player) {
|
||||
playerPortion[player.num] = 0;
|
||||
},
|
||||
disconnect: function() {
|
||||
var dt = (endFrame - startFrame);
|
||||
startFrame = -1;
|
||||
|
||||
console.log("I died... (survived for " + dt + " frames.)");
|
||||
console.log("I killed " + client.kills + " player(s).");
|
||||
connect();
|
||||
},
|
||||
removePlayer: function(player) {
|
||||
delete playerPortion[player.num];
|
||||
},
|
||||
setUser: function(u) {
|
||||
user = u;
|
||||
},
|
||||
update: update,
|
||||
updateGrid: function(row, col, before, after) {
|
||||
before && playerPortion[before.num]--;
|
||||
after && playerPortion[after.num]++;
|
||||
}
|
||||
};
|
||||
|
||||
connect();
|
||||
|
@ -1,27 +1,22 @@
|
||||
function Rolling(value, frames) {
|
||||
var lag = 0;
|
||||
if (!frames) frames = 24;
|
||||
this.value = value;
|
||||
Object.defineProperty(this, "lag", {
|
||||
get: function() {
|
||||
return lag;
|
||||
},
|
||||
enumerable: true
|
||||
});
|
||||
this.update = function() {
|
||||
var delta = this.value - lag;
|
||||
var dir = Math.sign(delta);
|
||||
var speed = Math.abs(delta) / frames;
|
||||
var mag = Math.min(Math.abs(speed), Math.abs(delta));
|
||||
|
||||
function Rolling(value, frames)
|
||||
{
|
||||
var lag = 0;
|
||||
|
||||
if (!frames)
|
||||
frames = 24;
|
||||
|
||||
this.value = value;
|
||||
|
||||
Object.defineProperty(this, "lag", {
|
||||
get: function() { return lag; },
|
||||
enumerable: true
|
||||
});
|
||||
this.update = function() {
|
||||
var delta = this.value - lag;
|
||||
var dir = Math.sign(delta);
|
||||
var speed = Math.abs(delta) / frames;
|
||||
var mag = Math.min(Math.abs(speed), Math.abs(delta));
|
||||
|
||||
lag += mag * dir;
|
||||
return lag;
|
||||
}
|
||||
lag += mag * dir;
|
||||
return lag;
|
||||
}
|
||||
}
|
||||
|
||||
module.exports = Rolling;
|
||||
|
||||
|
@ -19,432 +19,339 @@ var BAR_WIDTH = 400;
|
||||
|
||||
var canvas, canvasWidth, canvasHeight, gameWidth, gameHeight, ctx, offctx, offscreenCanvas;
|
||||
|
||||
$(function () {
|
||||
canvas = $("#main-ui")[0];
|
||||
ctx = canvas.getContext('2d');
|
||||
|
||||
offscreenCanvas = document.createElement("canvas");
|
||||
offctx = offscreenCanvas.getContext('2d');
|
||||
|
||||
canvas.style.marginTop = 10;
|
||||
updateSize();
|
||||
$(function() {
|
||||
canvas = $("#main-ui")[0];
|
||||
ctx = canvas.getContext("2d");
|
||||
offscreenCanvas = document.createElement("canvas");
|
||||
offctx = offscreenCanvas.getContext("2d");
|
||||
canvas.style.marginTop = 10;
|
||||
updateSize();
|
||||
});
|
||||
|
||||
|
||||
var animateGrid, playerPortion, portionsRolling,
|
||||
barProportionRolling, animateTo, offset, user, zoom, showedDead;
|
||||
var animateGrid, playerPortion, portionsRolling, barProportionRolling, animateTo, offset, user, zoom, showedDead;
|
||||
var grid = client.grid;
|
||||
|
||||
function updateSize()
|
||||
{
|
||||
var changed = false;
|
||||
if (canvasWidth != window.innerWidth)
|
||||
{
|
||||
gameWidth = canvasWidth = offscreenCanvas.width = canvas.width = window.innerWidth;
|
||||
changed = true;
|
||||
}
|
||||
|
||||
if (canvasHeight != window.innerHeight - 20)
|
||||
{
|
||||
canvasHeight = offscreenCanvas.height = canvas.height = window.innerHeight - 20;
|
||||
gameHeight = canvasHeight - BAR_HEIGHT;
|
||||
changed = true;
|
||||
}
|
||||
|
||||
if (changed && user)
|
||||
centerOnPlayer(user, offset);
|
||||
function updateSize() {
|
||||
var changed = false;
|
||||
if (canvasWidth != window.innerWidth) {
|
||||
gameWidth = canvasWidth = offscreenCanvas.width = canvas.width = window.innerWidth;
|
||||
changed = true;
|
||||
}
|
||||
if (canvasHeight != window.innerHeight - 20) {
|
||||
canvasHeight = offscreenCanvas.height = canvas.height = window.innerHeight - 20;
|
||||
gameHeight = canvasHeight - BAR_HEIGHT;
|
||||
changed = true;
|
||||
}
|
||||
if (changed && user) centerOnPlayer(user, offset);
|
||||
}
|
||||
|
||||
function reset() {
|
||||
animateGrid = new core.Grid(GRID_SIZE);
|
||||
|
||||
playerPortion = [];
|
||||
portionsRolling = [];
|
||||
barProportionRolling = [];
|
||||
|
||||
animateTo = [0, 0];
|
||||
offset = [0, 0];
|
||||
|
||||
user = null;
|
||||
zoom = 1;
|
||||
|
||||
showedDead = false;
|
||||
animateGrid = new core.Grid(GRID_SIZE);
|
||||
playerPortion = [];
|
||||
portionsRolling = [];
|
||||
barProportionRolling = [];
|
||||
animateTo = [0, 0];
|
||||
offset = [0, 0];
|
||||
user = null;
|
||||
zoom = 1;
|
||||
showedDead = false;
|
||||
}
|
||||
|
||||
reset();
|
||||
|
||||
//Paint methods.
|
||||
function paintGridBorder(ctx)
|
||||
{
|
||||
ctx.fillStyle = 'lightgray';
|
||||
var gridWidth = CELL_WIDTH * GRID_SIZE;
|
||||
//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);
|
||||
ctx.fillRect(-BORDER_WIDTH, 0, BORDER_WIDTH, gridWidth);
|
||||
ctx.fillRect(-BORDER_WIDTH, -BORDER_WIDTH, gridWidth + BORDER_WIDTH * 2, BORDER_WIDTH);
|
||||
ctx.fillRect(gridWidth, 0, BORDER_WIDTH, gridWidth);
|
||||
ctx.fillRect(-BORDER_WIDTH, gridWidth, gridWidth + BORDER_WIDTH * 2, BORDER_WIDTH);
|
||||
}
|
||||
|
||||
function paintGrid(ctx)
|
||||
{
|
||||
//Paint background.
|
||||
ctx.fillStyle = "rgb(211, 225, 237)";
|
||||
ctx.fillRect(0, 0, CELL_WIDTH * GRID_SIZE, CELL_WIDTH * GRID_SIZE);
|
||||
|
||||
paintGridBorder(ctx);
|
||||
//paintGridLines(ctx);
|
||||
|
||||
//Get viewing limits
|
||||
var offsetX = (offset[0] - BORDER_WIDTH);
|
||||
var offsetY = (offset[1] - BORDER_WIDTH);
|
||||
|
||||
var minRow = Math.max(Math.floor(offsetY / CELL_WIDTH), 0);
|
||||
var minCol = Math.max(Math.floor(offsetX / CELL_WIDTH), 0);
|
||||
var maxRow = Math.min(Math.ceil((offsetY + gameHeight / zoom) / CELL_WIDTH), grid.size);
|
||||
var maxCol = Math.min(Math.ceil((offsetX + gameWidth / zoom) / CELL_WIDTH), grid.size);
|
||||
|
||||
//Paint occupied areas. (and fading ones).
|
||||
for (var r = minRow; r < maxRow; r++)
|
||||
{
|
||||
for (var c = minCol; c < maxCol; c++)
|
||||
{
|
||||
var p = grid.get(r, c);
|
||||
var x = c * CELL_WIDTH, y = r * CELL_WIDTH, baseColor, shadowColor;
|
||||
|
||||
var animateSpec = animateGrid.get(r, c);
|
||||
if (client.allowAnimation && animateSpec)
|
||||
{
|
||||
if (animateSpec.before) //fading animation
|
||||
{
|
||||
var frac = (animateSpec.frame / ANIMATE_FRAMES);
|
||||
var back = new core.Color(.58, .41, .92, 1);
|
||||
baseColor = animateSpec.before.lightBaseColor.interpolateToString(back, frac);
|
||||
shadowColor = animateSpec.before.shadowColor.interpolateToString(back, frac);
|
||||
}
|
||||
else
|
||||
continue;
|
||||
}
|
||||
else if (p)
|
||||
{
|
||||
baseColor = p.lightBaseColor;
|
||||
shadowColor = p.shadowColor;
|
||||
}
|
||||
else //No animation nor is this player owned.
|
||||
continue;
|
||||
|
||||
var hasBottom = !grid.isOutOfBounds(r + 1, c);
|
||||
var bottomAnimate = hasBottom && animateGrid.get(r + 1, c);
|
||||
var totalStatic = !bottomAnimate && !animateSpec;
|
||||
var bottomEmpty = totalStatic ? (hasBottom && !grid.get(r + 1, c)) :
|
||||
(!bottomAnimate || (bottomAnimate.after && bottomAnimate.before));
|
||||
if (hasBottom && ((!!bottomAnimate ^ !!animateSpec) || bottomEmpty))
|
||||
{
|
||||
|
||||
ctx.fillStyle = shadowColor.rgbString();
|
||||
ctx.fillRect(x, y + CELL_WIDTH, CELL_WIDTH + 1, SHADOW_OFFSET);
|
||||
}
|
||||
ctx.fillStyle = baseColor.rgbString();
|
||||
ctx.fillRect(x, y, CELL_WIDTH + 1, CELL_WIDTH + 1);
|
||||
}
|
||||
}
|
||||
|
||||
if (!client.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 && client.allowAnimation)
|
||||
{
|
||||
var viewable = r >= minRow && r < maxRow && c >= minCol && c < maxCol;
|
||||
if (animateSpec.after && viewable)
|
||||
{
|
||||
//Bouncing the squares.
|
||||
var offsetBounce = getBounceOffset(animateSpec.frame);
|
||||
y -= offsetBounce;
|
||||
|
||||
shadowColor = animateSpec.after.shadowColor;
|
||||
baseColor = animateSpec.after.lightBaseColor.deriveLumination(-(offsetBounce / DROP_HEIGHT) * .1);
|
||||
|
||||
ctx.fillStyle = shadowColor.rgbString();
|
||||
ctx.fillRect(x, y + CELL_WIDTH, CELL_WIDTH, SHADOW_OFFSET);
|
||||
ctx.fillStyle = baseColor.rgbString();
|
||||
ctx.fillRect(x, y, CELL_WIDTH + 1, CELL_WIDTH + 1);
|
||||
}
|
||||
|
||||
animateSpec.frame++;
|
||||
if (animateSpec.frame >= ANIMATE_FRAMES)
|
||||
animateGrid.set(r, c, null);
|
||||
}
|
||||
}
|
||||
}
|
||||
function paintGrid(ctx) {
|
||||
//Paint background
|
||||
ctx.fillStyle = "rgb(211, 225, 237)";
|
||||
ctx.fillRect(0, 0, CELL_WIDTH * GRID_SIZE, CELL_WIDTH * GRID_SIZE);
|
||||
paintGridBorder(ctx);
|
||||
|
||||
//paintGridLines(ctx);
|
||||
//Get viewing limits
|
||||
var offsetX = (offset[0] - BORDER_WIDTH);
|
||||
var offsetY = (offset[1] - BORDER_WIDTH);
|
||||
var minRow = Math.max(Math.floor(offsetY / CELL_WIDTH), 0);
|
||||
var minCol = Math.max(Math.floor(offsetX / CELL_WIDTH), 0);
|
||||
var maxRow = Math.min(Math.ceil((offsetY + gameHeight / zoom) / CELL_WIDTH), grid.size);
|
||||
var maxCol = Math.min(Math.ceil((offsetX + gameWidth / zoom) / CELL_WIDTH), grid.size);
|
||||
|
||||
//Paint occupied areas. (and fading ones)
|
||||
for (var r = minRow; r < maxRow; r++) {
|
||||
for (var c = minCol; c < maxCol; c++) {
|
||||
var p = grid.get(r, c);
|
||||
var x = c * CELL_WIDTH, y = r * CELL_WIDTH, baseColor, shadowColor;
|
||||
var animateSpec = animateGrid.get(r, c);
|
||||
if (client.allowAnimation && animateSpec) {
|
||||
if (animateSpec.before) { //fading animation
|
||||
var frac = (animateSpec.frame / ANIMATE_FRAMES);
|
||||
var back = new core.Color(.58, .41, .92, 1);
|
||||
baseColor = animateSpec.before.lightBaseColor.interpolateToString(back, frac);
|
||||
shadowColor = animateSpec.before.shadowColor.interpolateToString(back, frac);
|
||||
}
|
||||
else continue;
|
||||
}
|
||||
else if (p) {
|
||||
baseColor = p.lightBaseColor;
|
||||
shadowColor = p.shadowColor;
|
||||
}
|
||||
else continue; //No animation nor is this player owned
|
||||
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 (!client.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 && client.allowAnimation) {
|
||||
var viewable = r >= minRow && r < maxRow && c >= minCol && c < maxCol;
|
||||
if (animateSpec.after && viewable) {
|
||||
//Bouncing the squares.
|
||||
var offsetBounce = getBounceOffset(animateSpec.frame);
|
||||
y -= offsetBounce;
|
||||
shadowColor = animateSpec.after.shadowColor;
|
||||
baseColor = animateSpec.after.lightBaseColor.deriveLumination(-(offsetBounce / DROP_HEIGHT) * .1);
|
||||
ctx.fillStyle = shadowColor.rgbString();
|
||||
ctx.fillRect(x, y + CELL_WIDTH, CELL_WIDTH, SHADOW_OFFSET);
|
||||
ctx.fillStyle = baseColor.rgbString();
|
||||
ctx.fillRect(x, y, CELL_WIDTH + 1, CELL_WIDTH + 1);
|
||||
}
|
||||
animateSpec.frame++;
|
||||
if (animateSpec.frame >= ANIMATE_FRAMES) animateGrid.set(r, c, null);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function paintUIBar(ctx) {
|
||||
//UI Bar background
|
||||
ctx.fillStyle = "#24422c";
|
||||
ctx.fillRect(0, 0, canvasWidth, BAR_HEIGHT);
|
||||
|
||||
function paintUIBar(ctx)
|
||||
{
|
||||
|
||||
//UI Bar background
|
||||
ctx.fillStyle = "#24422c";
|
||||
ctx.fillRect(0, 0, canvasWidth, BAR_HEIGHT);
|
||||
|
||||
var barOffset;
|
||||
ctx.fillStyle = "white";
|
||||
ctx.font = "24px Changa";
|
||||
barOffset = (user && user.name) ? (ctx.measureText(user.name).width + 20) : 0;
|
||||
ctx.fillText(user ? user.name : "", 5, CELL_WIDTH - 5);
|
||||
|
||||
//Draw filled bar.
|
||||
ctx.fillStyle = "rgba(180, 180, 180, .3)";
|
||||
ctx.fillRect(barOffset, 0, BAR_WIDTH, BAR_HEIGHT);
|
||||
|
||||
var userPortions = portionsRolling[user.num] ? portionsRolling[user.num].lag : 0;
|
||||
var barSize = Math.ceil((BAR_WIDTH - MIN_BAR_WIDTH) * userPortions + MIN_BAR_WIDTH);
|
||||
ctx.fillStyle = user ? user.baseColor.rgbString() : "";
|
||||
ctx.fillRect(barOffset, 0, barSize, CELL_WIDTH);
|
||||
ctx.fillStyle = user ? user.shadowColor.rgbString() : "";
|
||||
ctx.fillRect(barOffset, CELL_WIDTH, barSize, SHADOW_OFFSET);
|
||||
|
||||
//TODO: dont reset kill count and zoom when we request frames.
|
||||
//Percentage
|
||||
ctx.fillStyle = "white";
|
||||
ctx.font = "18px Changa";
|
||||
ctx.fillText((userPortions * 100).toFixed(3) + "%", 5 + barOffset, CELL_WIDTH - 5);
|
||||
|
||||
//Number of kills
|
||||
var killsText = "Kills: " + client.kills;
|
||||
var killsOffset = 20 + BAR_WIDTH + barOffset;
|
||||
ctx.fillText(killsText, killsOffset, CELL_WIDTH - 5);
|
||||
|
||||
//Calcuate rank
|
||||
var sorted = [];
|
||||
client.getPlayers().forEach(function(val) {
|
||||
sorted.push({player: val, portion: playerPortion[val.num]});
|
||||
});
|
||||
sorted.sort(function(a, b) {
|
||||
if (a.portion === b.portion) return a.player.num - b.player.num;
|
||||
else return b.portion - a.portion;
|
||||
});
|
||||
|
||||
var rank = sorted.findIndex(function(val) {return val.player === user});
|
||||
ctx.fillText("Rank: " + (rank === -1 ? "--" : rank + 1) + " of " + sorted.length,
|
||||
ctx.measureText(killsText).width + killsOffset + 20, CELL_WIDTH - 5);
|
||||
|
||||
//Rolling the leaderboard bars.
|
||||
if (sorted.length > 0)
|
||||
{
|
||||
var maxPortion = sorted[0].portion;
|
||||
client.getPlayers().forEach(function(player) {
|
||||
var rolling = barProportionRolling[player.num];
|
||||
rolling.value = playerPortion[player.num] / maxPortion;
|
||||
rolling.update();
|
||||
});
|
||||
}
|
||||
|
||||
//Show leaderboard.
|
||||
var leaderboardNum = Math.min(5, sorted.length);
|
||||
for (var i = 0; i < leaderboardNum; i++)
|
||||
{
|
||||
var player = sorted[i].player;
|
||||
var name = player.name || "Unnamed";
|
||||
var portion = barProportionRolling[player.num].lag;
|
||||
|
||||
var nameWidth = ctx.measureText(name).width;
|
||||
barSize = Math.ceil((BAR_WIDTH - MIN_BAR_WIDTH) * portion + MIN_BAR_WIDTH);
|
||||
var barX = canvasWidth - barSize;
|
||||
var barY = BAR_HEIGHT * (i + 1);
|
||||
var offset = i == 0 ? 10 : 0;
|
||||
|
||||
ctx.fillStyle = 'rgba(10, 10, 10, .3)';
|
||||
ctx.fillRect(barX - 10, barY + 10 - offset, barSize + 10, BAR_HEIGHT + offset);
|
||||
ctx.fillStyle = player.baseColor.rgbString();
|
||||
ctx.fillRect(barX, barY, barSize, CELL_WIDTH);
|
||||
ctx.fillStyle = player.shadowColor.rgbString();
|
||||
ctx.fillRect(barX, barY + CELL_WIDTH, barSize, SHADOW_OFFSET);
|
||||
|
||||
ctx.fillStyle = "black";
|
||||
ctx.fillText(name, barX - nameWidth - 15, barY + 27);
|
||||
|
||||
var percentage = (portionsRolling[player.num].lag * 100).toFixed(3) + "%";
|
||||
ctx.fillStyle = "white";
|
||||
ctx.fillText(percentage, barX + 5, barY + CELL_WIDTH - 5);
|
||||
}
|
||||
|
||||
var barOffset;
|
||||
ctx.fillStyle = "white";
|
||||
ctx.font = "24px Changa";
|
||||
barOffset = (user && user.name) ? (ctx.measureText(user.name).width + 20) : 0;
|
||||
ctx.fillText(user ? user.name : "", 5, CELL_WIDTH - 5);
|
||||
|
||||
//Draw filled bar
|
||||
ctx.fillStyle = "rgba(180, 180, 180, .3)";
|
||||
ctx.fillRect(barOffset, 0, BAR_WIDTH, BAR_HEIGHT);
|
||||
|
||||
var userPortions = portionsRolling[user.num] ? portionsRolling[user.num].lag : 0;
|
||||
var barSize = Math.ceil((BAR_WIDTH - MIN_BAR_WIDTH) * userPortions + MIN_BAR_WIDTH);
|
||||
ctx.fillStyle = user ? user.baseColor.rgbString() : "";
|
||||
ctx.fillRect(barOffset, 0, barSize, CELL_WIDTH);
|
||||
ctx.fillStyle = user ? user.shadowColor.rgbString() : "";
|
||||
ctx.fillRect(barOffset, CELL_WIDTH, barSize, SHADOW_OFFSET);
|
||||
|
||||
//TODO: dont reset kill count and zoom when we request frames.
|
||||
//Percentage
|
||||
ctx.fillStyle = "white";
|
||||
ctx.font = "18px Changa";
|
||||
ctx.fillText((userPortions * 100).toFixed(3) + "%", 5 + barOffset, CELL_WIDTH - 5);
|
||||
|
||||
//Number of kills
|
||||
var killsText = "Kills: " + client.kills;
|
||||
var killsOffset = 20 + BAR_WIDTH + barOffset;
|
||||
ctx.fillText(killsText, killsOffset, CELL_WIDTH - 5);
|
||||
|
||||
//Calcuate rank
|
||||
var sorted = [];
|
||||
client.getPlayers().forEach(function(val) {
|
||||
sorted.push({player: val, portion: playerPortion[val.num]});
|
||||
});
|
||||
sorted.sort(function(a, b) {
|
||||
return (a.portion === b.portion) ? a.player.num - b.player.num : b.portion - a.portion;
|
||||
});
|
||||
|
||||
var rank = sorted.findIndex(function(val) {
|
||||
return val.player === user
|
||||
});
|
||||
ctx.fillText("Rank: " + (rank === -1 ? "--" : rank + 1) + " of " + sorted.length,
|
||||
ctx.measureText(killsText).width + killsOffset + 20, CELL_WIDTH - 5);
|
||||
|
||||
//Rolling the leaderboard bars
|
||||
if (sorted.length > 0) {
|
||||
var maxPortion = sorted[0].portion;
|
||||
client.getPlayers().forEach(function(player) {
|
||||
var rolling = barProportionRolling[player.num];
|
||||
rolling.value = playerPortion[player.num] / maxPortion;
|
||||
rolling.update();
|
||||
});
|
||||
}
|
||||
|
||||
//Show leaderboard
|
||||
var leaderboardNum = Math.min(5, sorted.length);
|
||||
for (var i = 0; i < leaderboardNum; i++) {
|
||||
var player = sorted[i].player;
|
||||
var name = player.name || "Unnamed";
|
||||
var portion = barProportionRolling[player.num].lag;
|
||||
var nameWidth = ctx.measureText(name).width;
|
||||
barSize = Math.ceil((BAR_WIDTH - MIN_BAR_WIDTH) * portion + MIN_BAR_WIDTH);
|
||||
var barX = canvasWidth - barSize;
|
||||
var barY = BAR_HEIGHT * (i + 1);
|
||||
var offset = i == 0 ? 10 : 0;
|
||||
ctx.fillStyle = "rgba(10, 10, 10, .3)";
|
||||
ctx.fillRect(barX - 10, barY + 10 - offset, barSize + 10, BAR_HEIGHT + offset);
|
||||
ctx.fillStyle = player.baseColor.rgbString();
|
||||
ctx.fillRect(barX, barY, barSize, CELL_WIDTH);
|
||||
ctx.fillStyle = player.shadowColor.rgbString();
|
||||
ctx.fillRect(barX, barY + CELL_WIDTH, barSize, SHADOW_OFFSET);
|
||||
ctx.fillStyle = "black";
|
||||
ctx.fillText(name, barX - nameWidth - 15, barY + 27);
|
||||
var percentage = (portionsRolling[player.num].lag * 100).toFixed(3) + "%";
|
||||
ctx.fillStyle = "white";
|
||||
ctx.fillText(percentage, barX + 5, barY + CELL_WIDTH - 5);
|
||||
}
|
||||
}
|
||||
|
||||
function paint(ctx)
|
||||
{
|
||||
|
||||
ctx.fillStyle = '#e2ebf3'; //'whitesmoke';
|
||||
ctx.fillRect(0, 0, canvasWidth, canvasHeight);
|
||||
|
||||
//Move grid to viewport as said with the offsets, below the stats
|
||||
ctx.save();
|
||||
ctx.translate(0, BAR_HEIGHT);
|
||||
ctx.beginPath();
|
||||
ctx.rect(0, 0, gameWidth, gameHeight);
|
||||
ctx.clip();
|
||||
|
||||
//Zoom in/out based on player stats.
|
||||
ctx.scale(zoom, zoom);
|
||||
ctx.translate(-offset[0] + BORDER_WIDTH, -offset[1] + BORDER_WIDTH);
|
||||
|
||||
paintGrid(ctx);
|
||||
client.getPlayers().forEach(function (p) {
|
||||
var fr = p.waitLag;
|
||||
if (fr < ANIMATE_FRAMES)
|
||||
p.render(ctx, fr / ANIMATE_FRAMES);
|
||||
else
|
||||
p.render(ctx);
|
||||
});
|
||||
|
||||
//Reset transform to paint fixed UI elements
|
||||
ctx.restore();
|
||||
paintUIBar(ctx);
|
||||
|
||||
if ((!user || user.dead) && !showedDead)
|
||||
{
|
||||
showedDead = true;
|
||||
console.log("You died!");
|
||||
//return;
|
||||
}
|
||||
function paint(ctx) {
|
||||
ctx.fillStyle = "#e2ebf3"; //"whitesmoke";
|
||||
ctx.fillRect(0, 0, canvasWidth, canvasHeight);
|
||||
|
||||
//Move grid to viewport as said with the offsets, below the stats
|
||||
ctx.save();
|
||||
ctx.translate(0, BAR_HEIGHT);
|
||||
ctx.beginPath();
|
||||
ctx.rect(0, 0, gameWidth, gameHeight);
|
||||
ctx.clip();
|
||||
|
||||
//Zoom in/out based on player stats
|
||||
ctx.scale(zoom, zoom);
|
||||
ctx.translate(-offset[0] + BORDER_WIDTH, -offset[1] + BORDER_WIDTH);
|
||||
|
||||
paintGrid(ctx);
|
||||
client.getPlayers().forEach(function (p) {
|
||||
var fr = p.waitLag;
|
||||
if (fr < ANIMATE_FRAMES) p.render(ctx, fr / ANIMATE_FRAMES);
|
||||
else p.render(ctx);
|
||||
});
|
||||
|
||||
//Reset transform to paint fixed UI elements
|
||||
ctx.restore();
|
||||
paintUIBar(ctx);
|
||||
|
||||
if ((!user || user.dead) && !showedDead) {
|
||||
showedDead = true;
|
||||
console.log("You died!");
|
||||
//return;
|
||||
}
|
||||
}
|
||||
|
||||
function paintDoubleBuff()
|
||||
{
|
||||
paint(offctx);
|
||||
ctx.drawImage(offscreenCanvas, 0, 0);
|
||||
function paintDoubleBuff() {
|
||||
paint(offctx);
|
||||
ctx.drawImage(offscreenCanvas, 0, 0);
|
||||
}
|
||||
|
||||
function update() {
|
||||
updateSize();
|
||||
|
||||
//Change grid offsets.
|
||||
for (var i = 0; i <= 1; i++)
|
||||
{
|
||||
if (animateTo[i] !== offset[i])
|
||||
{
|
||||
if (client.allowAnimation)
|
||||
{
|
||||
var delta = animateTo[i] - offset[i];
|
||||
var dir = Math.sign(delta);
|
||||
var mag = Math.min(SPEED, Math.abs(delta));
|
||||
offset[i] += dir * mag;
|
||||
}
|
||||
else
|
||||
offset[i] = animateTo[i];
|
||||
}
|
||||
}
|
||||
|
||||
//Calculate player portions.
|
||||
client.getPlayers().forEach(function(player) {
|
||||
var roll = portionsRolling[player.num];
|
||||
roll.value = playerPortion[player.num] / GRID_SIZE / GRID_SIZE;
|
||||
roll.update();
|
||||
});
|
||||
|
||||
//Zoom goes from 1 to .5, decreasing as portion goes up. TODO: maybe can modify this?
|
||||
if (portionsRolling[user.num])
|
||||
zoom = 1 / (portionsRolling[user.num].lag + 1);
|
||||
|
||||
//TODO: animate player is dead. (maybe explosion?), and tail rewinds itself.
|
||||
if (user) centerOnPlayer(user, animateTo);
|
||||
updateSize();
|
||||
|
||||
//Change grid offsets
|
||||
for (var i = 0; i <= 1; i++) {
|
||||
if (animateTo[i] !== offset[i]) {
|
||||
if (client.allowAnimation) {
|
||||
var delta = animateTo[i] - offset[i];
|
||||
var dir = Math.sign(delta);
|
||||
var mag = Math.min(SPEED, Math.abs(delta));
|
||||
offset[i] += dir * mag;
|
||||
}
|
||||
else offset[i] = animateTo[i];
|
||||
}
|
||||
}
|
||||
|
||||
//Calculate player portions
|
||||
client.getPlayers().forEach(function(player) {
|
||||
var roll = portionsRolling[player.num];
|
||||
roll.value = playerPortion[player.num] / GRID_SIZE / GRID_SIZE;
|
||||
roll.update();
|
||||
});
|
||||
|
||||
//Zoom goes from 1 to .5, decreasing as portion goes up. TODO: maybe can modify this?
|
||||
if (portionsRolling[user.num]) zoom = 1 / (portionsRolling[user.num].lag + 1);
|
||||
//TODO: animate player is dead. (maybe explosion?), and tail rewinds itself.
|
||||
if (user) centerOnPlayer(user, animateTo);
|
||||
}
|
||||
|
||||
//Helper methods.
|
||||
function centerOnPlayer(player, pos)
|
||||
{
|
||||
var xOff = Math.floor(player.posX - (gameWidth / zoom - CELL_WIDTH) / 2);
|
||||
var yOff = Math.floor(player.posY - (gameHeight / zoom - CELL_WIDTH) / 2);
|
||||
var gridWidth = grid.size * CELL_WIDTH + BORDER_WIDTH * 2;
|
||||
pos[0] = xOff; //Math.max(Math.min(xOff, gridWidth + (BAR_WIDTH + 100) / zoom - gameWidth / zoom), 0);
|
||||
pos[1] = yOff; //Math.max(Math.min(yOff, gridWidth - gameHeight / zoom), 0);
|
||||
//Helper methods
|
||||
function centerOnPlayer(player, pos) {
|
||||
var xOff = Math.floor(player.posX - (gameWidth / zoom - CELL_WIDTH) / 2);
|
||||
var yOff = Math.floor(player.posY - (gameHeight / zoom - CELL_WIDTH) / 2);
|
||||
var gridWidth = grid.size * CELL_WIDTH + BORDER_WIDTH * 2;
|
||||
pos[0] = xOff; //Math.max(Math.min(xOff, gridWidth + (BAR_WIDTH + 100) / zoom - gameWidth / zoom), 0);
|
||||
pos[1] = yOff; //Math.max(Math.min(yOff, gridWidth - gameHeight / zoom), 0);
|
||||
}
|
||||
|
||||
function getBounceOffset(frame)
|
||||
{
|
||||
var offsetBounce = ANIMATE_FRAMES;
|
||||
var bounceNum = BOUNCE_FRAMES.length - 1;
|
||||
while (bounceNum >= 0 && frame < offsetBounce - BOUNCE_FRAMES[bounceNum])
|
||||
{
|
||||
offsetBounce -= BOUNCE_FRAMES[bounceNum];
|
||||
bounceNum--;
|
||||
}
|
||||
|
||||
if (bounceNum === -1)
|
||||
{
|
||||
return (offsetBounce - frame) * DROP_SPEED;
|
||||
}
|
||||
else
|
||||
{
|
||||
offsetBounce -= BOUNCE_FRAMES[bounceNum];
|
||||
frame = frame - offsetBounce;
|
||||
var midFrame = BOUNCE_FRAMES[bounceNum] / 2;
|
||||
if (frame >= midFrame)
|
||||
return (BOUNCE_FRAMES[bounceNum] - frame) * DROP_SPEED;
|
||||
else
|
||||
return frame * DROP_SPEED;
|
||||
}
|
||||
}
|
||||
|
||||
function showStats() {
|
||||
//TODO: Show score stats.
|
||||
$("#begin").removeClass("hidden");
|
||||
$("#begin").animate({
|
||||
opacity: .9999
|
||||
}, 1000, function() {
|
||||
$("#stats").addClass("hidden").css("opacity", 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;
|
||||
return (frame >= midFrame) ? (BOUNCE_FRAMES[bounceNum] - frame) * DROP_SPEED : frame * DROP_SPEED;
|
||||
}
|
||||
}
|
||||
|
||||
module.exports = exports = {
|
||||
addPlayer: function(player) {
|
||||
playerPortion[player.num] = 0;
|
||||
portionsRolling[player.num] = new Rolling(9 / GRID_SIZE / GRID_SIZE, ANIMATE_FRAMES);
|
||||
barProportionRolling[player.num] = new Rolling(0, ANIMATE_FRAMES);
|
||||
},
|
||||
disconnect: function() {
|
||||
//Show score stats.
|
||||
$("#stats").removeClass("hidden");
|
||||
$("#stats").animate({
|
||||
opacity: .9999
|
||||
}, 3000, function() {
|
||||
showStats();
|
||||
//Then fade back into the login screen.
|
||||
});
|
||||
},
|
||||
removePlayer: function(player) {
|
||||
delete playerPortion[player.num];
|
||||
delete portionsRolling[player.num];
|
||||
delete barProportionRolling[player.num];
|
||||
},
|
||||
|
||||
setUser: function(player) {
|
||||
user = player;
|
||||
centerOnPlayer(user, offset);
|
||||
},
|
||||
reset: reset,
|
||||
updateGrid: function(row, col, before, after) {
|
||||
//Keep track of areas.
|
||||
if (before)
|
||||
playerPortion[before.num]--;
|
||||
if (after)
|
||||
playerPortion[after.num]++;
|
||||
|
||||
//Queue animation
|
||||
if (before === after || !client.allowAnimation)
|
||||
return;
|
||||
animateGrid.set(row, col, {
|
||||
before: before,
|
||||
after: after,
|
||||
frame: 0
|
||||
});
|
||||
},
|
||||
paint: paintDoubleBuff,
|
||||
update: update
|
||||
addPlayer: function(player) {
|
||||
playerPortion[player.num] = 0;
|
||||
portionsRolling[player.num] = new Rolling(9 / GRID_SIZE / GRID_SIZE, ANIMATE_FRAMES);
|
||||
barProportionRolling[player.num] = new Rolling(0, ANIMATE_FRAMES);
|
||||
},
|
||||
disconnect: function() {
|
||||
$("#begin").fadeIn(1000);
|
||||
$("#main-ui").fadeOut(1000);
|
||||
},
|
||||
removePlayer: function(player) {
|
||||
delete playerPortion[player.num];
|
||||
delete portionsRolling[player.num];
|
||||
delete barProportionRolling[player.num];
|
||||
},
|
||||
setUser: function(player) {
|
||||
user = player;
|
||||
centerOnPlayer(user, offset);
|
||||
},
|
||||
reset: reset,
|
||||
updateGrid: function(row, col, before, after) {
|
||||
//Keep track of areas
|
||||
if (before) playerPortion[before.num]--;
|
||||
if (after) playerPortion[after.num]++;
|
||||
//Queue animation
|
||||
if (before === after || !client.allowAnimation) return;
|
||||
animateGrid.set(row, col, {
|
||||
before: before,
|
||||
after: after,
|
||||
frame: 0
|
||||
});
|
||||
},
|
||||
paint: paintDoubleBuff,
|
||||
update: update
|
||||
};
|
||||
|
565
client.js
565
client.js
@ -1,382 +1,291 @@
|
||||
var core = require('./game-core');
|
||||
var core = require("./game-core");
|
||||
var Player = core.Player;
|
||||
|
||||
var io = require('socket.io-client');
|
||||
|
||||
var io = require("socket.io-client");
|
||||
var GRID_SIZE = core.GRID_SIZE;
|
||||
var CELL_WIDTH = core.CELL_WIDTH;
|
||||
|
||||
var running = false;
|
||||
var user, socket, frame;
|
||||
var players, allPlayers;
|
||||
|
||||
var kills;
|
||||
|
||||
var timeout = undefined;
|
||||
var dirty = false;
|
||||
var deadFrames = 0;
|
||||
var requesting = -1; //frame that we are requesting at.
|
||||
var frameCache = []; //Frames after our request.
|
||||
|
||||
var requesting = -1; //frame that we are requesting at
|
||||
var frameCache = []; //Frames after our request
|
||||
var allowAnimation = true;
|
||||
|
||||
var grid = new core.Grid(core.GRID_SIZE, function(row, col, before, after) {
|
||||
invokeRenderer('updateGrid', [row, col, before, after]);
|
||||
});
|
||||
invokeRenderer("updateGrid", [row, col, before, after]);
|
||||
});
|
||||
|
||||
/**
|
||||
* Provides requestAnimationFrame in a cross browser way. (edited so that this is also compatible with node.)
|
||||
* @author paulirish / http://paulirish.com/
|
||||
*/
|
||||
// window.requestAnimationFrame = function( /* function FrameRequestCallback */ callback, /* DOMElement Element */ element ) {
|
||||
// window.setTimeout( callback, 1000 / 60 );
|
||||
// };
|
||||
|
||||
var hasWindow;
|
||||
try {
|
||||
window.document;
|
||||
hasWindow = true;
|
||||
} catch (e) {
|
||||
hasWindow = false;
|
||||
}
|
||||
|
||||
var requestAnimationFrame;
|
||||
if ( !requestAnimationFrame ) {
|
||||
requestAnimationFrame = ( function() {
|
||||
if (hasWindow) {
|
||||
return window.requestAnimationFrame ||
|
||||
window.webkitRequestAnimationFrame ||
|
||||
window.mozRequestAnimationFrame ||
|
||||
window.oRequestAnimationFrame ||
|
||||
window.msRequestAnimationFrame ||
|
||||
function( /* function FrameRequestCallback */ callback, /* DOMElement Element */ element ) {
|
||||
setTimeout( callback, 1000 / 60 );
|
||||
};
|
||||
} else {
|
||||
return function( /* function FrameRequestCallback */ callback, /* DOMElement Element */ element ) {
|
||||
setTimeout( callback, 1000 / 60 );
|
||||
};
|
||||
}
|
||||
})();
|
||||
}
|
||||
var mimiRequestAnimationFrame = window && window.document
|
||||
? window.requestAnimationFrame
|
||||
|| window.webkitRequestAnimationFrame
|
||||
|| window.mozRequestAnimationFrame
|
||||
|| window.oRequestAnimationFrame
|
||||
|| window.msRequestAnimationFrame
|
||||
|| function(callback) { window.setTimeout(callback, 1000 / 30) }
|
||||
: function(callback) { window.setTimeout(callback, 1000 / 30) };
|
||||
|
||||
//Public API
|
||||
function connectGame(url, name, callback) {
|
||||
if (running)
|
||||
return; //Prevent multiple runs.
|
||||
running = true;
|
||||
|
||||
user = null;
|
||||
deadFrames = 0;
|
||||
|
||||
//Socket connection.
|
||||
io.j = [];
|
||||
io.sockets = [];
|
||||
socket = io(url, {
|
||||
'forceNew': true,
|
||||
upgrade: false,
|
||||
transports: ['websocket']
|
||||
});
|
||||
socket.on('connect', function(){
|
||||
console.info('Connected to server.');
|
||||
});
|
||||
socket.on('game', function(data) {
|
||||
if (timeout != undefined)
|
||||
clearTimeout(timeout);
|
||||
|
||||
//Initialize game.
|
||||
//TODO: display data.gameid --- game id #
|
||||
frame = data.frame;
|
||||
|
||||
reset();
|
||||
|
||||
//Load players.
|
||||
data.players.forEach(function(p) {
|
||||
var pl = new Player(grid, p);
|
||||
addPlayer(pl);
|
||||
});
|
||||
user = allPlayers[data.num];
|
||||
if (!user)
|
||||
throw new Error();
|
||||
setUser(user);
|
||||
|
||||
//Load grid.
|
||||
var gridData = new Uint8Array(data.grid);
|
||||
for (var r = 0; r < grid.size; r++)
|
||||
for (var c = 0; c < grid.size; c++)
|
||||
{
|
||||
var ind = gridData[r * grid.size + c] - 1;
|
||||
grid.set(r, c, ind === -1 ? null : players[ind]);
|
||||
}
|
||||
|
||||
invokeRenderer('paint', []);
|
||||
frame = data.frame;
|
||||
|
||||
if (requesting !== -1)
|
||||
{
|
||||
//Update those cache frames after we updated game.
|
||||
var minFrame = requesting;
|
||||
requesting = -1;
|
||||
while (frameCache.length > frame - minFrame)
|
||||
processFrame(frameCache[frame - minFrame]);
|
||||
frameCache = [];
|
||||
}
|
||||
});
|
||||
|
||||
socket.on('notifyFrame', processFrame);
|
||||
|
||||
socket.on('dead', function() {
|
||||
socket.disconnect(); //In case we didn't get the disconnect call.
|
||||
});
|
||||
|
||||
socket.on('disconnect', function(){
|
||||
if (!user)
|
||||
return;
|
||||
console.info('Server has disconnected. Creating new game.');
|
||||
socket.disconnect();
|
||||
user.die();
|
||||
dirty = true;
|
||||
paintLoop();
|
||||
running = false;
|
||||
invokeRenderer('disconnect', []);
|
||||
});
|
||||
|
||||
socket.emit('hello', {
|
||||
name: name,
|
||||
type: 0, //Free-for-all
|
||||
gameid: -1 //Requested game-id, or -1 for anyone.
|
||||
}, function(success, msg) {
|
||||
if (success)
|
||||
console.info('Connected to game!');
|
||||
else {
|
||||
console.error('Unable to connect to game: ' + msg);
|
||||
running = false;
|
||||
}
|
||||
if (callback)
|
||||
callback(success, msg);
|
||||
});
|
||||
|
||||
|
||||
if (running) return; //Prevent multiple runs
|
||||
running = true;
|
||||
user = null;
|
||||
deadFrames = 0;
|
||||
//Socket connection
|
||||
io.j = [];
|
||||
io.sockets = [];
|
||||
socket = io(url, {
|
||||
"forceNew": true,
|
||||
upgrade: false,
|
||||
transports: ["websocket"]
|
||||
});
|
||||
socket.on("connect", function() {
|
||||
console.info("Connected to server.");
|
||||
});
|
||||
socket.on("game", function(data) {
|
||||
if (timeout != undefined) clearTimeout(timeout);
|
||||
//Initialize game.
|
||||
//TODO: display data.gameid --- game id #
|
||||
frame = data.frame;
|
||||
reset();
|
||||
//Load players.
|
||||
data.players.forEach(function(p) {
|
||||
var pl = new Player(grid, p);
|
||||
addPlayer(pl);
|
||||
});
|
||||
user = allPlayers[data.num];
|
||||
if (!user) throw new Error();
|
||||
setUser(user);
|
||||
//Load grid.
|
||||
var gridData = new Uint8Array(data.grid);
|
||||
for (var r = 0; r < grid.size; r++) {
|
||||
for (var c = 0; c < grid.size; c++) {
|
||||
var ind = gridData[r * grid.size + c] - 1;
|
||||
grid.set(r, c, ind === -1 ? null : players[ind]);
|
||||
}
|
||||
}
|
||||
invokeRenderer("paint", []);
|
||||
frame = data.frame;
|
||||
if (requesting !== -1) {
|
||||
//Update those cache frames after we updated game.
|
||||
var minFrame = requesting;
|
||||
requesting = -1;
|
||||
while (frameCache.length > frame - minFrame) processFrame(frameCache[frame - minFrame]);
|
||||
frameCache = [];
|
||||
}
|
||||
});
|
||||
socket.on("notifyFrame", processFrame);
|
||||
socket.on("dead", function() {
|
||||
socket.disconnect(); //In case we didn"t get the disconnect call
|
||||
});
|
||||
socket.on("disconnect", function() {
|
||||
if (!user) return;
|
||||
console.info("Server has disconnected. Creating new game.");
|
||||
socket.disconnect();
|
||||
user.die();
|
||||
dirty = true;
|
||||
paintLoop();
|
||||
running = false;
|
||||
invokeRenderer("disconnect", []);
|
||||
});
|
||||
socket.emit("hello", {
|
||||
name: name,
|
||||
type: 0, //Free-for-all
|
||||
gameid: -1 //Requested game-id, or -1 for anyone
|
||||
}, function(success, msg) {
|
||||
if (success) console.info("Connected to game!");
|
||||
else {
|
||||
console.error("Unable to connect to game: " + msg);
|
||||
running = false;
|
||||
}
|
||||
if (callback) callback(success, msg);
|
||||
});
|
||||
}
|
||||
|
||||
function changeHeading(newHeading) {
|
||||
if (!user || user.dead)
|
||||
return;
|
||||
if (newHeading === user.currentHeading || ((newHeading % 2 === 0) ^
|
||||
(user.currentHeading % 2 === 0)))
|
||||
{
|
||||
//user.heading = newHeading;
|
||||
if (socket) {
|
||||
socket.emit('frame', {
|
||||
frame: frame,
|
||||
heading: newHeading
|
||||
}, function(success, msg) {
|
||||
if (!success)
|
||||
console.error(msg);
|
||||
});
|
||||
}
|
||||
}
|
||||
if (!user || user.dead) return;
|
||||
if (newHeading === user.currentHeading || ((newHeading % 2 === 0) ^ (user.currentHeading % 2 === 0))) {
|
||||
//user.heading = newHeading;
|
||||
if (socket) {
|
||||
socket.emit("frame", {
|
||||
frame: frame,
|
||||
heading: newHeading
|
||||
}, function(success, msg) {
|
||||
if (!success) console.error(msg);
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function getUser() {
|
||||
return user;
|
||||
return user;
|
||||
}
|
||||
|
||||
function getOthers() {
|
||||
var ret = [];
|
||||
for (var p of players) {
|
||||
if (p !== user) {
|
||||
ret.push(p);
|
||||
}
|
||||
}
|
||||
return ret;
|
||||
var ret = [];
|
||||
for (var p of players) {
|
||||
if (p !== user) ret.push(p);
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
function getPlayers() {
|
||||
return players.slice();
|
||||
return players.slice();
|
||||
}
|
||||
|
||||
//Private API
|
||||
function addPlayer(player) {
|
||||
if (allPlayers[player.num])
|
||||
return; //Already added.
|
||||
allPlayers[player.num] = players[players.length] = player;
|
||||
invokeRenderer('addPlayer', [player]);
|
||||
return players.length - 1;
|
||||
if (allPlayers[player.num]) return; //Already added
|
||||
allPlayers[player.num] = players[players.length] = player;
|
||||
invokeRenderer("addPlayer", [player]);
|
||||
return players.length - 1;
|
||||
}
|
||||
|
||||
function invokeRenderer(name, args) {
|
||||
var renderer = exports.renderer;
|
||||
if (renderer && typeof renderer[name] === 'function')
|
||||
renderer[name].apply(exports, args);
|
||||
var renderer = exports.renderer;
|
||||
if (renderer && typeof renderer[name] === "function") renderer[name].apply(exports, args);
|
||||
}
|
||||
|
||||
|
||||
function processFrame(data)
|
||||
{
|
||||
if (timeout != undefined)
|
||||
clearTimeout(timeout);
|
||||
|
||||
if (requesting !== -1 && requesting < data.frame)
|
||||
{
|
||||
frameCache.push(data);
|
||||
return;
|
||||
}
|
||||
|
||||
if (data.frame - 1 !== frame)
|
||||
{
|
||||
console.error('Frames don\'t match up!');
|
||||
socket.emit('requestFrame'); //Restore data.
|
||||
requesting = data.frame;
|
||||
frameCache.push(data);
|
||||
return;
|
||||
}
|
||||
|
||||
frame++;
|
||||
if (data.newPlayers)
|
||||
{
|
||||
data.newPlayers.forEach(function(p) {
|
||||
if (p.num === user.num)
|
||||
return;
|
||||
var pl = new Player(grid, p);
|
||||
addPlayer(pl);
|
||||
core.initPlayer(grid, pl);
|
||||
});
|
||||
}
|
||||
|
||||
var found = new Array(players.length);
|
||||
data.moves.forEach(function(val, i) {
|
||||
var player = allPlayers[val.num];
|
||||
if (!player) return;
|
||||
if (val.left) player.die();
|
||||
found[i] = true;
|
||||
player.heading = val.heading;
|
||||
});
|
||||
for (var i = 0; i < players.length; i++)
|
||||
{
|
||||
//Implicitly leaving game.
|
||||
if (!found[i])
|
||||
{
|
||||
var player = players[i];
|
||||
player && player.die();
|
||||
}
|
||||
}
|
||||
|
||||
update();
|
||||
|
||||
var locs = {};
|
||||
for (var i = 0; i < players.length; i++)
|
||||
{
|
||||
var p = players[i];
|
||||
locs[p.num] = [p.posX, p.posY, p.waitLag];
|
||||
}
|
||||
|
||||
/*
|
||||
socket.emit('verify', {
|
||||
frame: frame,
|
||||
locs: locs
|
||||
}, function(frame, success, adviceFix, msg) {
|
||||
if (!success && requesting === -1)
|
||||
{
|
||||
console.error(frame + ': ' + msg);
|
||||
if (adviceFix)
|
||||
socket.emit('requestFrame');
|
||||
}
|
||||
}.bind(this, frame));
|
||||
*/
|
||||
|
||||
dirty = true;
|
||||
requestAnimationFrame(function() {
|
||||
paintLoop();
|
||||
});
|
||||
timeout = setTimeout(function() {
|
||||
console.warn('Server has timed-out. Disconnecting.');
|
||||
socket.disconnect();
|
||||
}, 3000);
|
||||
function processFrame(data) {
|
||||
if (timeout != undefined) clearTimeout(timeout);
|
||||
if (requesting !== -1 && requesting < data.frame) {
|
||||
frameCache.push(data);
|
||||
return;
|
||||
}
|
||||
if (data.frame - 1 !== frame) {
|
||||
console.error("Frames don\"t match up!");
|
||||
socket.emit("requestFrame"); //Restore data
|
||||
requesting = data.frame;
|
||||
frameCache.push(data);
|
||||
return;
|
||||
}
|
||||
frame++;
|
||||
if (data.newPlayers) {
|
||||
data.newPlayers.forEach(function(p) {
|
||||
if (p.num === user.num) return;
|
||||
var pl = new Player(grid, p);
|
||||
addPlayer(pl);
|
||||
core.initPlayer(grid, pl);
|
||||
});
|
||||
}
|
||||
var found = new Array(players.length);
|
||||
data.moves.forEach(function(val, i) {
|
||||
var player = allPlayers[val.num];
|
||||
if (!player) return;
|
||||
if (val.left) player.die();
|
||||
found[i] = true;
|
||||
player.heading = val.heading;
|
||||
});
|
||||
for (var i = 0; i < players.length; i++) {
|
||||
//Implicitly leaving game
|
||||
if (!found[i]) {
|
||||
var player = players[i];
|
||||
player && player.die();
|
||||
}
|
||||
}
|
||||
update();
|
||||
var locs = {};
|
||||
for (var i = 0; i < players.length; i++) {
|
||||
var p = players[i];
|
||||
locs[p.num] = [p.posX, p.posY, p.waitLag];
|
||||
}
|
||||
/*
|
||||
socket.emit("verify", {
|
||||
frame: frame,
|
||||
locs: locs
|
||||
}, function(frame, success, adviceFix, msg) {
|
||||
if (!success && requesting === -1) {
|
||||
console.error(frame + ": " + msg);
|
||||
if (adviceFix) socket.emit("requestFrame");
|
||||
}
|
||||
}.bind(this, frame));
|
||||
*/
|
||||
dirty = true;
|
||||
mimiRequestAnimationFrame(function() {
|
||||
paintLoop();
|
||||
});
|
||||
timeout = setTimeout(function() {
|
||||
console.warn("Server has timed-out. Disconnecting.");
|
||||
socket.disconnect();
|
||||
}, 3000);
|
||||
}
|
||||
|
||||
function paintLoop()
|
||||
{
|
||||
if (!dirty)
|
||||
return;
|
||||
invokeRenderer('paint', []);
|
||||
dirty = false;
|
||||
|
||||
if (user && user.dead)
|
||||
{
|
||||
if (timeout)
|
||||
clearTimeout(timeout);
|
||||
if (deadFrames === 60) //One second of frame
|
||||
{
|
||||
var before =allowAnimation;
|
||||
allowAnimation = false;
|
||||
update();
|
||||
invokeRenderer('paint', []);
|
||||
allowAnimation = before;
|
||||
user = null;
|
||||
deadFrames = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
socket.disconnect();
|
||||
deadFrames++;
|
||||
dirty = true;
|
||||
update();
|
||||
requestAnimationFrame(paintLoop);
|
||||
}
|
||||
function paintLoop() {
|
||||
if (!dirty) return;
|
||||
invokeRenderer("paint", []);
|
||||
dirty = false;
|
||||
if (user && user.dead) {
|
||||
if (timeout) clearTimeout(timeout);
|
||||
if (deadFrames === 60) { //One second of frame
|
||||
var before = allowAnimation;
|
||||
allowAnimation = false;
|
||||
update();
|
||||
invokeRenderer("paint", []);
|
||||
allowAnimation = before;
|
||||
user = null;
|
||||
deadFrames = 0;
|
||||
return;
|
||||
}
|
||||
socket.disconnect();
|
||||
deadFrames++;
|
||||
dirty = true;
|
||||
update();
|
||||
mimiRequestAnimationFrame(paintLoop);
|
||||
}
|
||||
}
|
||||
|
||||
function reset() {
|
||||
user = null;
|
||||
|
||||
grid.reset();
|
||||
players = [];
|
||||
allPlayers = [];
|
||||
kills = 0;
|
||||
|
||||
invokeRenderer('reset');
|
||||
user = null;
|
||||
grid.reset();
|
||||
players = [];
|
||||
allPlayers = [];
|
||||
kills = 0;
|
||||
invokeRenderer("reset");
|
||||
}
|
||||
|
||||
function setUser(player) {
|
||||
user = player;
|
||||
invokeRenderer('setUser', [player]);
|
||||
user = player;
|
||||
invokeRenderer("setUser", [player]);
|
||||
}
|
||||
|
||||
function update() {
|
||||
var dead = [];
|
||||
core.updateFrame(grid, players, dead, function addKill(killer, other)
|
||||
{
|
||||
if (players[killer] === user && killer !== other)
|
||||
kills++;
|
||||
});
|
||||
dead.forEach(function(val) {
|
||||
console.log((val.name || 'Unnamed') + ' is dead');
|
||||
delete allPlayers[val.num];
|
||||
invokeRenderer('removePlayer', [val]);
|
||||
});
|
||||
|
||||
invokeRenderer('update', [frame]);
|
||||
var dead = [];
|
||||
core.updateFrame(grid, players, dead, function addKill(killer, other) {
|
||||
if (players[killer] === user && killer !== other) kills++;
|
||||
});
|
||||
dead.forEach(function(val) {
|
||||
console.log((val.name || "Unnamed") + " is dead");
|
||||
delete allPlayers[val.num];
|
||||
invokeRenderer("removePlayer", [val]);
|
||||
});
|
||||
invokeRenderer("update", [frame]);
|
||||
}
|
||||
|
||||
//Export stuff
|
||||
var funcs = [connectGame, changeHeading, getOthers, getPlayers, getUser];
|
||||
funcs.forEach(function (f) {
|
||||
exports[f.name] = f;
|
||||
funcs.forEach(function(f) {
|
||||
exports[f.name] = f;
|
||||
});
|
||||
|
||||
exports.renderer = null;
|
||||
Object.defineProperties(exports, {
|
||||
allowAnimation: {
|
||||
get: function() { return allowAnimation; },
|
||||
set: function(val) { allowAnimation = !!val; },
|
||||
enumerable: true
|
||||
},
|
||||
grid: {
|
||||
get: function() { return grid; },
|
||||
enumerable: true
|
||||
},
|
||||
kills: {
|
||||
get: function() { return kills; },
|
||||
enumerable: true
|
||||
}
|
||||
allowAnimation: {
|
||||
get: function() {
|
||||
return allowAnimation;
|
||||
},
|
||||
set: function(val) {
|
||||
allowAnimation = !!val;
|
||||
},
|
||||
enumerable: true
|
||||
},
|
||||
grid: {
|
||||
get: function() {
|
||||
return grid;
|
||||
},
|
||||
enumerable: true
|
||||
},
|
||||
kills: {
|
||||
get: function() {
|
||||
return kills;
|
||||
},
|
||||
enumerable: true
|
||||
}
|
||||
});
|
||||
|
173
game-client.js
173
game-client.js
@ -1,128 +1,77 @@
|
||||
/* global $ */
|
||||
|
||||
var client = require("./client");
|
||||
var core = require("./game-core");
|
||||
var io = require('socket.io-client');
|
||||
|
||||
var io = require("socket.io-client");
|
||||
var GRID_SIZE = core.GRID_SIZE;
|
||||
var CELL_WIDTH = core.CELL_WIDTH;
|
||||
|
||||
client.allowAnimation = true;
|
||||
client.renderer = require("./client-modes/user-mode");
|
||||
|
||||
/**
|
||||
* Provides requestAnimationFrame in a cross browser way. (edited so that this is also compatible with node.)
|
||||
* @author paulirish / http://paulirish.com/
|
||||
*/
|
||||
// window.requestAnimationFrame = function( /* function FrameRequestCallback */ callback, /* DOMElement Element */ element ) {
|
||||
// window.setTimeout( callback, 1000 / 60 );
|
||||
// };
|
||||
var hasWindow;
|
||||
try {
|
||||
window.document;
|
||||
hasWindow = true;
|
||||
} catch (e) {
|
||||
hasWindow = false;
|
||||
}
|
||||
|
||||
var requestAnimationFrame;
|
||||
if ( !requestAnimationFrame ) {
|
||||
requestAnimationFrame = ( function() {
|
||||
if (hasWindow) {
|
||||
return window.requestAnimationFrame ||
|
||||
window.webkitRequestAnimationFrame ||
|
||||
window.mozRequestAnimationFrame ||
|
||||
window.oRequestAnimationFrame ||
|
||||
window.msRequestAnimationFrame ||
|
||||
function( /* function FrameRequestCallback */ callback, /* DOMElement Element */ element ) {
|
||||
setTimeout( callback, 1000 / 60 );
|
||||
};
|
||||
} else {
|
||||
return function( /* function FrameRequestCallback */ callback, /* DOMElement Element */ element ) {
|
||||
setTimeout( callback, 1000 / 60 );
|
||||
};
|
||||
}
|
||||
})();
|
||||
}
|
||||
var mimiRequestAnimationFrame = window && window.document
|
||||
? window.requestAnimationFrame
|
||||
|| window.webkitRequestAnimationFrame
|
||||
|| window.mozRequestAnimationFrame
|
||||
|| window.oRequestAnimationFrame
|
||||
|| window.msRequestAnimationFrame
|
||||
|| function(callback) { window.setTimeout(callback, 1000 / 30) }
|
||||
: function(callback) { window.setTimeout(callback, 1000 / 30) };
|
||||
|
||||
function run() {
|
||||
client.connectGame('//' + window.location.hostname + ':8081', $('#name').val(), function(success, msg) {
|
||||
if (success)
|
||||
{
|
||||
$("#begin").addClass("hidden");
|
||||
$("#begin").animate({
|
||||
opacity: 0
|
||||
}, 1000);
|
||||
}
|
||||
else
|
||||
{
|
||||
var error = $("#error");
|
||||
error.text(msg);
|
||||
}
|
||||
});
|
||||
client.connectGame("//" + window.location.hostname + ":8081", $("#name").val(), function(success, msg) {
|
||||
if (success) {
|
||||
$("#begin").fadeOut(1000);
|
||||
$("#main-ui").fadeIn(1000);
|
||||
}
|
||||
else {
|
||||
var error = $("#error");
|
||||
error.text(msg);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
$(function() {
|
||||
var error = $("#error");
|
||||
|
||||
if (!window.WebSocket)
|
||||
{
|
||||
error.text("Your browser does not support WebSockets!");
|
||||
return;
|
||||
}
|
||||
|
||||
error.text("Loading..."); //TODO: show loading screen.
|
||||
var success = false;
|
||||
var socket = io('http://' + window.location.hostname + ':8081', {
|
||||
'forceNew': true,
|
||||
upgrade: false,
|
||||
transports: ['websocket']
|
||||
});
|
||||
|
||||
socket.on('connect_error', function() {
|
||||
if (!success)
|
||||
error.text("Cannot connect with server. This probably is due to misconfigured proxy server. (Try using a different browser)");
|
||||
});
|
||||
socket.emit("checkConn", function() {
|
||||
success = true;
|
||||
socket.disconnect();
|
||||
});
|
||||
setTimeout(function() {
|
||||
if (!success)
|
||||
error.text("Cannot connect with server. This probably is due to misconfigured proxy server. (Try using a different browser)");
|
||||
else
|
||||
{
|
||||
error.text("");
|
||||
$("input").keypress(function(evt) {
|
||||
if (evt.which === 13)
|
||||
requestAnimationFrame(run);
|
||||
});
|
||||
$("button").click(function(evt) {
|
||||
requestAnimationFrame(run);
|
||||
});
|
||||
}
|
||||
}, 2000);
|
||||
var error = $("#error");
|
||||
if (!window.WebSocket) {
|
||||
error.text("Your browser does not support WebSockets!");
|
||||
return;
|
||||
}
|
||||
error.text("Loading... Please wait"); //TODO: show loading screen.
|
||||
var socket = io("//" + window.location.hostname + ":8081", {
|
||||
forceNew: true,
|
||||
upgrade: false,
|
||||
transports: ["websocket"]
|
||||
});
|
||||
socket.on("connect", function() {
|
||||
socket.emit("pings");
|
||||
});
|
||||
socket.on("pongs", function() {
|
||||
socket.disconnect();
|
||||
error.text("All done, have fun!");
|
||||
$("#name").keypress(function(evt) {
|
||||
if (evt.which === 13) mimiRequestAnimationFrame(run);
|
||||
});
|
||||
$("#start").removeAttr("disabled").click(function(evt) {
|
||||
mimiRequestAnimationFrame(run);
|
||||
});
|
||||
});
|
||||
socket.on("connect_error", function() {
|
||||
error.text("Cannot connect with server. This probably is due to misconfigured proxy server. (Try using a different browser)");
|
||||
});
|
||||
});
|
||||
|
||||
|
||||
//Event listeners
|
||||
$(document).keydown(function(e) {
|
||||
var newHeading = -1;
|
||||
switch (e.which)
|
||||
{
|
||||
case 37: newHeading = 3; break; //LEFT
|
||||
case 65: newHeading = 3; break; //LEFT (A)
|
||||
|
||||
case 38: newHeading = 0; break; //UP
|
||||
case 87: newHeading = 0; break; //UP (W)
|
||||
|
||||
case 39: newHeading = 1; break; //RIGHT
|
||||
case 68: newHeading = 1; break; //RIGHT (D)
|
||||
|
||||
case 40: newHeading = 2; break; //DOWN
|
||||
case 83: newHeading = 2; break; //DOWN (S)
|
||||
default: return; //exit handler for other keys.
|
||||
}
|
||||
|
||||
client.changeHeading(newHeading);
|
||||
e.preventDefault();
|
||||
var newHeading = -1;
|
||||
switch (e.which) {
|
||||
case 37: newHeading = 3; break; //LEFT
|
||||
case 65: newHeading = 3; break; //LEFT (A)
|
||||
case 38: newHeading = 0; break; //UP
|
||||
case 87: newHeading = 0; break; //UP (W)
|
||||
case 39: newHeading = 1; break; //RIGHT
|
||||
case 68: newHeading = 1; break; //RIGHT (D)
|
||||
case 40: newHeading = 2; break; //DOWN
|
||||
case 83: newHeading = 2; break; //DOWN (S)
|
||||
default: return; //exit handler for other keys.
|
||||
}
|
||||
client.changeHeading(newHeading);
|
||||
e.preventDefault();
|
||||
});
|
||||
|
@ -1,100 +1,88 @@
|
||||
|
||||
|
||||
function Color(h, s, l, a)
|
||||
{
|
||||
verifyRange(h, s, l);
|
||||
if (a === undefined) a = 1;
|
||||
else verifyRange(a);
|
||||
|
||||
Object.defineProperties(this, {
|
||||
"hue": {value: h, enumerable: true},
|
||||
"sat": {value: s, enumerable: true},
|
||||
"lum": {value: l, enumerable: true},
|
||||
"alpha": {value: a, enumerable: true},
|
||||
});
|
||||
function Color(h, s, l, a) {
|
||||
verifyRange(h, s, l);
|
||||
if (a === undefined) a = 1;
|
||||
else verifyRange(a);
|
||||
Object.defineProperties(this, {
|
||||
"hue": {
|
||||
value: h,
|
||||
enumerable: true
|
||||
},
|
||||
"sat": {
|
||||
value: s,
|
||||
enumerable: true
|
||||
},
|
||||
"lum": {
|
||||
value: l,
|
||||
enumerable: true
|
||||
},
|
||||
"alpha": {
|
||||
value: a,
|
||||
enumerable: true
|
||||
},
|
||||
});
|
||||
}
|
||||
|
||||
Color.fromData = function(data) {
|
||||
return new Color(data.hue, data.sat, data.lum, data.alpha);
|
||||
return new Color(data.hue, data.sat, data.lum, data.alpha);
|
||||
};
|
||||
|
||||
function verifyRange()
|
||||
{
|
||||
for (var i = 0; i < arguments.length; i++)
|
||||
{
|
||||
if (arguments[i] < 0 || arguments[i] > 1)
|
||||
throw new RangeError("H, S, L, and A parameters must be between the range [0, 1]");
|
||||
}
|
||||
function verifyRange() {
|
||||
for (var i = 0; i < arguments.length; i++) {
|
||||
if (arguments[i] < 0 || arguments[i] > 1) throw new RangeError("H, S, L, and A parameters must be between the range [0, 1]");
|
||||
}
|
||||
}
|
||||
|
||||
Color.prototype.interpolateToString = function(color, amount)
|
||||
{
|
||||
var rgbThis = hslToRgb(this.hue, this.sat, this.lum);
|
||||
var rgbThat = hslToRgb(color.hue, color.sat, color.lum);
|
||||
var rgb = [];
|
||||
|
||||
for (var i = 0; i < 3; i++)
|
||||
rgb[i] = Math.floor((rgbThat[i] - rgbThis[i]) * amount + rgbThis[i]);
|
||||
return {rgbString: function() {return 'rgb(' + rgb[0] + ', ' + rgb[1] + ', ' + rgb[2] + ')'}};
|
||||
Color.prototype.interpolateToString = function(color, amount) {
|
||||
var rgbThis = hslToRgb(this.hue, this.sat, this.lum);
|
||||
var rgbThat = hslToRgb(color.hue, color.sat, color.lum);
|
||||
var rgb = [];
|
||||
for (var i = 0; i < 3; i++) rgb[i] = Math.floor((rgbThat[i] - rgbThis[i]) * amount + rgbThis[i]);
|
||||
return {
|
||||
rgbString: function() {
|
||||
return `rgb(${rgb[0]}, ${rgb[1]}, ${rgb[2]})`
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
Color.prototype.deriveLumination = function(amount)
|
||||
{
|
||||
var lum = this.lum + amount;
|
||||
lum = Math.min(Math.max(lum, 0), 1);
|
||||
return new Color(this.hue, this.sat, lum, this.alpha);
|
||||
Color.prototype.deriveLumination = function(amount) {
|
||||
var lum = this.lum + amount;
|
||||
lum = Math.min(Math.max(lum, 0), 1);
|
||||
return new Color(this.hue, this.sat, lum, this.alpha);
|
||||
};
|
||||
|
||||
Color.prototype.deriveHue = function(amount)
|
||||
{
|
||||
var hue = this.hue - amount;
|
||||
return new Color(hue - Math.floor(hue), this.sat, this.lum, this.alpha);
|
||||
Color.prototype.deriveHue = function(amount) {
|
||||
var hue = this.hue - amount;
|
||||
return new Color(hue - Math.floor(hue), this.sat, this.lum, this.alpha);
|
||||
};
|
||||
|
||||
Color.prototype.deriveSaturation = function(amount)
|
||||
{
|
||||
var sat = this.sat + amount;
|
||||
sat = Math.min(Math.max(sat, 0), 1);
|
||||
return new Color(this.hue, sat, this.lum, this.alpha);
|
||||
Color.prototype.deriveSaturation = function(amount) {
|
||||
var sat = this.sat + amount;
|
||||
sat = Math.min(Math.max(sat, 0), 1);
|
||||
return new Color(this.hue, sat, this.lum, this.alpha);
|
||||
};
|
||||
|
||||
Color.prototype.deriveAlpha = function(newAlpha)
|
||||
{
|
||||
verifyRange(newAlpha);
|
||||
return new Color(this.hue, this.sat, this.lum, newAlpha);
|
||||
Color.prototype.deriveAlpha = function(newAlpha) {
|
||||
verifyRange(newAlpha);
|
||||
return new Color(this.hue, this.sat, this.lum, newAlpha);
|
||||
};
|
||||
|
||||
Color.prototype.rgbString = function() {
|
||||
var rgb = hslToRgb(this.hue, this.sat, this.lum);
|
||||
rgb[3] = this.a;
|
||||
return 'rgba(' + rgb[0] + ', ' + rgb[1] + ', ' + rgb[2] + ', ' + this.alpha + ')';
|
||||
var rgb = hslToRgb(this.hue, this.sat, this.lum);
|
||||
rgb[3] = this.a;
|
||||
return `rgba(${rgb[0]}, ${rgb[1]}, ${rgb[2]}, ${this.alpha})`;
|
||||
};
|
||||
|
||||
|
||||
//http://stackoverflow.com/a/9493060/7344257
|
||||
function hslToRgb(h, s, l){
|
||||
var r, g, b;
|
||||
|
||||
if(s == 0){
|
||||
r = g = b = l; // achromatic
|
||||
}else{
|
||||
var hue2rgb = function hue2rgb(p, q, t){
|
||||
if(t < 0) t += 1;
|
||||
if(t > 1) t -= 1;
|
||||
if(t < 1/6) return p + (q - p) * 6 * t;
|
||||
if(t < 1/2) return q;
|
||||
if(t < 2/3) return p + (q - p) * (2/3 - t) * 6;
|
||||
return p;
|
||||
};
|
||||
|
||||
var q = l < 0.5 ? l * (1 + s) : l + s - l * s;
|
||||
var p = 2 * l - q;
|
||||
r = hue2rgb(p, q, h + 1/3);
|
||||
g = hue2rgb(p, q, h);
|
||||
b = hue2rgb(p, q, h - 1/3);
|
||||
}
|
||||
|
||||
return [Math.round(r * 255), Math.round(g * 255), Math.round(b * 255)];
|
||||
function hslToRgb(h, s, l) {
|
||||
var r, g, b;
|
||||
if (s == 0) r = g = b = l; // achromatic
|
||||
else {
|
||||
var hue2rgb = function hue2rgb(p, q, t) {
|
||||
if (t < 0) t += 1;
|
||||
if (t > 1) t -= 1;
|
||||
if (t < 1 / 6) return p + (q - p) * 6 * t;
|
||||
if (t < 1 / 2) return q;
|
||||
if (t < 2 / 3) return p + (q - p) * (2 / 3 - t) * 6;
|
||||
return p;
|
||||
};
|
||||
var q = l < 0.5 ? l * (1 + s) : l + s - l * s;
|
||||
var p = 2 * l - q;
|
||||
r = hue2rgb(p, q, h + 1 / 3);
|
||||
g = hue2rgb(p, q, h);
|
||||
b = hue2rgb(p, q, h - 1 / 3);
|
||||
}
|
||||
return [Math.round(r * 255), Math.round(g * 255), Math.round(b * 255)];
|
||||
}
|
||||
|
||||
module.exports = Color;
|
||||
module.exports = Color;
|
||||
|
@ -1,16 +1,16 @@
|
||||
function constant(val) {
|
||||
return {
|
||||
value: val,
|
||||
enumerable: true
|
||||
};
|
||||
return {
|
||||
value: val,
|
||||
enumerable: true
|
||||
};
|
||||
}
|
||||
|
||||
var consts = {
|
||||
GRID_SIZE: constant(80),
|
||||
CELL_WIDTH: constant(40),
|
||||
SPEED: constant(5),
|
||||
BORDER_WIDTH: constant(20),
|
||||
MAX_PLAYERS: constant(81)
|
||||
GRID_SIZE: constant(80),
|
||||
CELL_WIDTH: constant(40),
|
||||
SPEED: constant(5),
|
||||
BORDER_WIDTH: constant(20),
|
||||
MAX_PLAYERS: constant(81)
|
||||
};
|
||||
|
||||
Object.defineProperties(module.exports, consts);
|
||||
|
@ -1,135 +1,107 @@
|
||||
var ANIMATE_FRAMES = 24;
|
||||
var CELL_WIDTH = 40;
|
||||
|
||||
//TODO: remove constants.
|
||||
exports.initPlayer = function(grid, player)
|
||||
{
|
||||
for (var dr = -1; dr <= 1; dr++)
|
||||
for (var dc = -1; dc <= 1; dc++)
|
||||
if (!grid.isOutOfBounds(dr + player.row, dc + player.col))
|
||||
grid.set(dr + player.row, dc + player.col, player);
|
||||
//TODO: remove constants
|
||||
exports.initPlayer = function(grid, player) {
|
||||
for (var dr = -1; dr <= 1; dr++) {
|
||||
for (var dc = -1; dc <= 1; dc++) {
|
||||
if (!grid.isOutOfBounds(dr + player.row, dc + player.col)) grid.set(dr + player.row, dc + player.col, player);
|
||||
}
|
||||
}
|
||||
};
|
||||
exports.updateFrame = function(grid, players, dead, notifyKill)
|
||||
{
|
||||
var adead = [];
|
||||
if (dead instanceof Array)
|
||||
adead = dead;
|
||||
|
||||
var kill;
|
||||
if (!notifyKill)
|
||||
kill = function() {};
|
||||
else
|
||||
kill = function(killer, other) {if (!removing[other]) notifyKill(killer, other);};
|
||||
|
||||
//Move players.
|
||||
var tmp = players.filter(function(val) {
|
||||
val.move();
|
||||
if (val.dead)
|
||||
adead.push(val);
|
||||
return !val.dead;
|
||||
});
|
||||
|
||||
//Remove players with collisions.
|
||||
var removing = new Array(players.length);
|
||||
for (var i = 0; i < players.length; i++)
|
||||
{
|
||||
for (var j = i; j < players.length; j++)
|
||||
{
|
||||
|
||||
//Remove those players when other players have hit their tail.
|
||||
if (!removing[j] && players[j].tail.hitsTail(players[i]))
|
||||
{
|
||||
kill(i, j);
|
||||
removing[j] = true;
|
||||
//console.log("TAIL");
|
||||
}
|
||||
if (!removing[i] && players[i].tail.hitsTail(players[j]))
|
||||
{
|
||||
kill(j, i);
|
||||
removing[i] = true;
|
||||
//console.log("TAIL");
|
||||
}
|
||||
|
||||
//Remove players with collisons...
|
||||
if (i !== j && squaresIntersect(players[i].posX, players[j].posX) &&
|
||||
squaresIntersect(players[i].posY, players[j].posY))
|
||||
{
|
||||
//...if one player is own his own territory, the other is out.
|
||||
if (grid.get(players[i].row, players[i].col) === players[i])
|
||||
{
|
||||
kill(i, j);
|
||||
removing[j] = true;
|
||||
}
|
||||
else if (grid.get(players[j].row, players[j].col) === players[j])
|
||||
{
|
||||
kill(j, i);
|
||||
removing[i] = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
//...otherwise, the one that sustains most of the collision will be removed.
|
||||
var areaI = area(players[i]);
|
||||
var areaJ = area(players[j]);
|
||||
|
||||
if (areaI === areaJ)
|
||||
{
|
||||
kill(i, j);
|
||||
kill(j, i);
|
||||
removing[i] = removing[j] = true;
|
||||
}
|
||||
else if (areaI > areaJ)
|
||||
{
|
||||
kill(j, i);
|
||||
removing[i] = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
kill(i, j);
|
||||
removing[j] = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
tmp = tmp.filter(function(val, i) {
|
||||
if (removing[i])
|
||||
{
|
||||
adead.push(val);
|
||||
val.die();
|
||||
}
|
||||
return !removing[i];
|
||||
});
|
||||
players.length = tmp.length;
|
||||
for (var i = 0; i < tmp.length; i++)
|
||||
players[i] = tmp[i];
|
||||
|
||||
//Remove dead squares.
|
||||
for (var r = 0; r < grid.size; r++)
|
||||
{
|
||||
for (var c = 0; c < grid.size; c++)
|
||||
{
|
||||
if (adead.indexOf(grid.get(r, c)) !== -1)
|
||||
grid.set(r, c, null);
|
||||
}
|
||||
}
|
||||
exports.updateFrame = function(grid, players, dead, notifyKill) {
|
||||
var adead = [];
|
||||
if (dead instanceof Array) adead = dead;
|
||||
|
||||
var kill = (!notifyKill) ? function() {} : function(killer, other) {
|
||||
if (!removing[other]) notifyKill(killer, other);
|
||||
};
|
||||
|
||||
//Move players
|
||||
var tmp = players.filter(function(val) {
|
||||
val.move();
|
||||
if (val.dead) adead.push(val);
|
||||
return !val.dead;
|
||||
});
|
||||
|
||||
//Remove players with collisions
|
||||
var removing = new Array(players.length);
|
||||
for (var i = 0; i < players.length; i++) {
|
||||
for (var j = i; j < players.length; j++) {
|
||||
|
||||
//Remove those players when other players have hit their tail
|
||||
if (!removing[j] && players[j].tail.hitsTail(players[i])) {
|
||||
kill(i, j);
|
||||
removing[j] = true;
|
||||
//console.log("TAIL");
|
||||
}
|
||||
if (!removing[i] && players[i].tail.hitsTail(players[j])) {
|
||||
kill(j, i);
|
||||
removing[i] = true;
|
||||
//console.log("TAIL");
|
||||
}
|
||||
|
||||
//Remove players with collisons...
|
||||
if (i !== j && squaresIntersect(players[i].posX, players[j].posX) &&
|
||||
squaresIntersect(players[i].posY, players[j].posY)) {
|
||||
//...if one player is own his own territory, the other is out
|
||||
if (grid.get(players[i].row, players[i].col) === players[i]) {
|
||||
kill(i, j);
|
||||
removing[j] = true;
|
||||
}
|
||||
else if (grid.get(players[j].row, players[j].col) === players[j]) {
|
||||
kill(j, i);
|
||||
removing[i] = true;
|
||||
}
|
||||
else {
|
||||
//...otherwise, the one that sustains most of the collision will be removed
|
||||
var areaI = area(players[i]);
|
||||
var areaJ = area(players[j]);
|
||||
|
||||
if (areaI === areaJ) {
|
||||
kill(i, j);
|
||||
kill(j, i);
|
||||
removing[i] = removing[j] = true;
|
||||
}
|
||||
else if (areaI > areaJ) {
|
||||
kill(j, i);
|
||||
removing[i] = true;
|
||||
}
|
||||
else {
|
||||
kill(i, j);
|
||||
removing[j] = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
tmp = tmp.filter(function(val, i) {
|
||||
if (removing[i]) {
|
||||
adead.push(val);
|
||||
val.die();
|
||||
}
|
||||
return !removing[i];
|
||||
});
|
||||
players.length = tmp.length;
|
||||
for (var i = 0; i < tmp.length; i++) {
|
||||
players[i] = tmp[i];
|
||||
}
|
||||
|
||||
//Remove dead squares
|
||||
for (var r = 0; r < grid.size; r++) {
|
||||
for (var c = 0; c < grid.size; c++) {
|
||||
if (adead.indexOf(grid.get(r, c)) !== -1) grid.set(r, c, null);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
function squaresIntersect(a, b)
|
||||
{
|
||||
if (a < b)
|
||||
return b < a + CELL_WIDTH;
|
||||
else
|
||||
return a < b + CELL_WIDTH;
|
||||
function squaresIntersect(a, b) {
|
||||
return (a < b) ? (b < a + CELL_WIDTH) : (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);
|
||||
}
|
||||
function area(player) {
|
||||
var xDest = player.col * CELL_WIDTH;
|
||||
var yDest = player.row * CELL_WIDTH;
|
||||
return (player.posX === xDest) ? Math.abs(player.posY - yDest) : Math.abs(player.posX - xDest);
|
||||
}
|
||||
|
@ -1,56 +1,42 @@
|
||||
function Grid(size, changeCallback)
|
||||
{
|
||||
var grid = new Array(size);
|
||||
var modified = false;
|
||||
|
||||
var data = {
|
||||
grid: grid,
|
||||
size: size
|
||||
};
|
||||
|
||||
this.get = function(row, col)
|
||||
{
|
||||
if (isOutOfBounds(data, row, col))
|
||||
throw new RangeError("Row or Column value out of bounds");
|
||||
return grid[row] && grid[row][col];
|
||||
}
|
||||
this.set = function(row, col, value)
|
||||
{
|
||||
if (isOutOfBounds(data, row, col))
|
||||
throw new RangeError("Row or Column value out of bounds");
|
||||
|
||||
if (!grid[row])
|
||||
grid[row] = new Array(size);
|
||||
var before = grid[row][col];
|
||||
grid[row][col] = value;
|
||||
|
||||
if (typeof changeCallback === "function")
|
||||
changeCallback(row, col, before, value);
|
||||
|
||||
modified = true;
|
||||
|
||||
return before;
|
||||
}
|
||||
this.reset = function() {
|
||||
if (modified)
|
||||
{
|
||||
grid = new Array(size);
|
||||
modified = false;
|
||||
}
|
||||
}
|
||||
|
||||
this.isOutOfBounds = isOutOfBounds.bind(this, data);
|
||||
|
||||
Object.defineProperty(this, "size", {
|
||||
get: function() {return size; },
|
||||
enumerable: true
|
||||
});
|
||||
|
||||
function Grid(size, changeCallback) {
|
||||
var grid = new Array(size);
|
||||
var modified = false;
|
||||
var data = {
|
||||
grid: grid,
|
||||
size: size
|
||||
};
|
||||
|
||||
this.get = function(row, col) {
|
||||
if (isOutOfBounds(data, row, col)) throw new RangeError("Row or Column value out of bounds");
|
||||
return grid[row] && grid[row][col];
|
||||
}
|
||||
this.set = function(row, col, value) {
|
||||
if (isOutOfBounds(data, row, col)) throw new RangeError("Row or Column value out of bounds");
|
||||
if (!grid[row]) grid[row] = new Array(size);
|
||||
var before = grid[row][col];
|
||||
grid[row][col] = value;
|
||||
if (typeof changeCallback === "function") changeCallback(row, col, before, value);
|
||||
modified = true;
|
||||
return before;
|
||||
}
|
||||
this.reset = function() {
|
||||
if (modified) {
|
||||
grid = new Array(size);
|
||||
modified = false;
|
||||
}
|
||||
}
|
||||
this.isOutOfBounds = isOutOfBounds.bind(this, data);
|
||||
|
||||
Object.defineProperty(this, "size", {
|
||||
get: function() {
|
||||
return size;
|
||||
},
|
||||
enumerable: true
|
||||
});
|
||||
}
|
||||
|
||||
function isOutOfBounds(data, row, col)
|
||||
{
|
||||
return row < 0 || row >= data.size || col < 0 || col >= data.size;
|
||||
function isOutOfBounds(data, row, col) {
|
||||
return row < 0 || row >= data.size || col < 0 || col >= data.size;
|
||||
}
|
||||
|
||||
module.exports = Grid;
|
||||
module.exports = Grid;
|
||||
|
@ -1,17 +1,16 @@
|
||||
var core = require('./game-core');
|
||||
var consts = require('./game-consts');
|
||||
var core = require("./game-core");
|
||||
var consts = require("./game-consts");
|
||||
|
||||
exports.Color = require('./color');
|
||||
exports.Grid = require('./grid');
|
||||
exports.Player = require('./player');
|
||||
exports.Color = require("./color");
|
||||
exports.Grid = require("./grid");
|
||||
exports.Player = require("./player");
|
||||
|
||||
exports.initPlayer = core.initPlayer;
|
||||
exports.updateFrame = core.updateFrame;
|
||||
|
||||
for (var prop in consts) {
|
||||
Object.defineProperty(exports, prop, {
|
||||
enumerable: true,
|
||||
value: consts[prop]
|
||||
});
|
||||
Object.defineProperty(exports, prop, {
|
||||
enumerable: true,
|
||||
value: consts[prop]
|
||||
});
|
||||
}
|
||||
|
||||
|
@ -5,499 +5,445 @@ var consts = require("./game-consts.js");
|
||||
|
||||
var GRID_SIZE = consts.GRID_SIZE;
|
||||
var CELL_WIDTH = consts.CELL_WIDTH;
|
||||
var NEW_PLAYER_LAG = 60; //wait for a second at least.
|
||||
var NEW_PLAYER_LAG = 60; //Wait for a second at least
|
||||
|
||||
function defineGetter(getter) {
|
||||
return {
|
||||
get: getter,
|
||||
enumerable: true
|
||||
};
|
||||
return {
|
||||
get: getter,
|
||||
enumerable: true
|
||||
};
|
||||
}
|
||||
|
||||
function defineInstanceMethods(thisobj, data /*, methods...*/)
|
||||
{
|
||||
for (var i = 2; i < arguments.length; i++)
|
||||
thisobj[arguments[i].name] = arguments[i].bind(this, data);
|
||||
function defineInstanceMethods(thisobj, data /*, methods...*/) {
|
||||
for (var i = 2; i < arguments.length; i++) {
|
||||
thisobj[arguments[i].name] = arguments[i].bind(this, data);
|
||||
}
|
||||
}
|
||||
|
||||
function defineAccessorProperties(thisobj, data /*, names...*/)
|
||||
{
|
||||
var descript = {};
|
||||
function getAt(name) { return function() {return data[name] } }
|
||||
for (var i = 2; i < arguments.length; i++)
|
||||
descript[arguments[i]] = defineGetter(getAt(arguments[i]));
|
||||
Object.defineProperties(thisobj, descript);
|
||||
function defineAccessorProperties(thisobj, data /*, names...*/) {
|
||||
var descript = {};
|
||||
function getAt(name) {
|
||||
return function() {
|
||||
return data[name];
|
||||
}
|
||||
}
|
||||
for (var i = 2; i < arguments.length; i++) {
|
||||
descript[arguments[i]] = defineGetter(getAt(arguments[i]));
|
||||
}
|
||||
Object.defineProperties(thisobj, descript);
|
||||
}
|
||||
|
||||
function TailMove(orientation)
|
||||
{
|
||||
this.move = 1;
|
||||
Object.defineProperty(this, "orientation", {
|
||||
value: orientation,
|
||||
enumerable: true
|
||||
});
|
||||
function TailMove(orientation) {
|
||||
this.move = 1;
|
||||
Object.defineProperty(this, "orientation", {
|
||||
value: orientation,
|
||||
enumerable: true
|
||||
});
|
||||
}
|
||||
|
||||
function Tail(player, sdata)
|
||||
{
|
||||
var data = {
|
||||
tail: [],
|
||||
tailGrid: [],
|
||||
prev: null,
|
||||
startRow: 0,
|
||||
startCol: 0,
|
||||
prevRow: 0,
|
||||
prevCol: 0,
|
||||
player: player
|
||||
};
|
||||
|
||||
if (sdata)
|
||||
{
|
||||
data.startRow = data.prevRow = sdata.startRow || 0;
|
||||
data.startCol = data.prevCol = sdata.startCol || 0;
|
||||
sdata.tail.forEach(function(val) {
|
||||
addTail(data, val.orientation, val.move);
|
||||
});
|
||||
}
|
||||
data.grid = player.grid;
|
||||
|
||||
defineInstanceMethods(this, data, addTail, hitsTail, fillTail, renderTail, reposition, serialData);
|
||||
Object.defineProperty(this, "moves", {
|
||||
get: function() {return data.tail.slice(0);},
|
||||
enumerable: true
|
||||
});
|
||||
function Tail(player, sdata) {
|
||||
var data = {
|
||||
tail: [],
|
||||
tailGrid: [],
|
||||
prev: null,
|
||||
startRow: 0,
|
||||
startCol: 0,
|
||||
prevRow: 0,
|
||||
prevCol: 0,
|
||||
player: player
|
||||
};
|
||||
|
||||
if (sdata) {
|
||||
data.startRow = data.prevRow = sdata.startRow || 0;
|
||||
data.startCol = data.prevCol = sdata.startCol || 0;
|
||||
sdata.tail.forEach(function(val) {
|
||||
addTail(data, val.orientation, val.move);
|
||||
});
|
||||
}
|
||||
data.grid = player.grid;
|
||||
|
||||
defineInstanceMethods(this, data, addTail, hitsTail, fillTail, renderTail, reposition, serialData);
|
||||
Object.defineProperty(this, "moves", {
|
||||
get: function() {
|
||||
return data.tail.slice(0);
|
||||
},
|
||||
enumerable: true
|
||||
});
|
||||
}
|
||||
|
||||
//Instance methods.
|
||||
//Instance methods
|
||||
function serialData(data) {
|
||||
return {
|
||||
tail: data.tail,
|
||||
startRow: data.startRow,
|
||||
startCol: data.startCol
|
||||
};
|
||||
return {
|
||||
tail: data.tail,
|
||||
startRow: data.startRow,
|
||||
startCol: data.startCol
|
||||
};
|
||||
}
|
||||
|
||||
function setTailGrid(data, tailGrid, r, c)
|
||||
{
|
||||
if (!tailGrid[r])
|
||||
tailGrid[r] = [];
|
||||
tailGrid[r][c] = true;
|
||||
function setTailGrid(data, tailGrid, r, c) {
|
||||
if (!tailGrid[r]) tailGrid[r] = [];
|
||||
tailGrid[r][c] = true;
|
||||
}
|
||||
|
||||
function addTail(data, orientation, count)
|
||||
{
|
||||
if (count === undefined)
|
||||
count = 1;
|
||||
if (!count || count < 0)
|
||||
return;
|
||||
|
||||
var prev = data.prev;
|
||||
var r = data.prevRow, c = data.prevCol;
|
||||
if (data.tail.length === 0)
|
||||
setTailGrid(data, data.tailGrid, r, c);
|
||||
|
||||
if (!prev || prev.orientation !== orientation)
|
||||
{
|
||||
prev = data.prev = new TailMove(orientation);
|
||||
data.tail.push(prev);
|
||||
prev.move += count - 1;
|
||||
}
|
||||
else
|
||||
prev.move += count;
|
||||
function addTail(data, orientation, count) {
|
||||
if (count === undefined) count = 1;
|
||||
if (!count || count < 0) return;
|
||||
|
||||
for (var i = 0; i < count; i++)
|
||||
{
|
||||
var pos = walk([data.prevRow, data.prevCol], null, orientation, 1);
|
||||
data.prevRow = pos[0];
|
||||
data.prevCol = pos[1];
|
||||
setTailGrid(data, data.tailGrid, pos[0], pos[1]);
|
||||
}
|
||||
|
||||
var prev = data.prev;
|
||||
var r = data.prevRow, c = data.prevCol;
|
||||
if (data.tail.length === 0) setTailGrid(data, data.tailGrid, r, c);
|
||||
|
||||
if (!prev || prev.orientation !== orientation) {
|
||||
prev = data.prev = new TailMove(orientation);
|
||||
data.tail.push(prev);
|
||||
prev.move += count - 1;
|
||||
}
|
||||
else prev.move += count;
|
||||
|
||||
for (var i = 0; i < count; i++) {
|
||||
var pos = walk([data.prevRow, data.prevCol], null, orientation, 1);
|
||||
data.prevRow = pos[0];
|
||||
data.prevCol = pos[1];
|
||||
setTailGrid(data, data.tailGrid, pos[0], pos[1]);
|
||||
}
|
||||
}
|
||||
|
||||
function reposition(data, row, col)
|
||||
{
|
||||
data.prevRow = data.startRow = row;
|
||||
data.prevCol = data.startCol = col;
|
||||
data.prev = null;
|
||||
if (data.tail.length === 0)
|
||||
return;
|
||||
else
|
||||
{
|
||||
var ret = data.tail;
|
||||
data.tail = [];
|
||||
data.tailGrid = [];
|
||||
return ret;
|
||||
}
|
||||
function reposition(data, row, col) {
|
||||
data.prevRow = data.startRow = row;
|
||||
data.prevCol = data.startCol = col;
|
||||
data.prev = null;
|
||||
if (data.tail.length === 0) return;
|
||||
else {
|
||||
var ret = data.tail;
|
||||
data.tail = [];
|
||||
data.tailGrid = [];
|
||||
return ret;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
function render2(data, ctx)
|
||||
{
|
||||
ctx.fillStyle = data.player.tailColor.rgbString();
|
||||
for (var r = 0; r < data.tailGrid.length; r++)
|
||||
{
|
||||
if (!data.tailGrid[r])
|
||||
continue;
|
||||
for (var c = 0; c < data.tailGrid[r].length; c++)
|
||||
if (data.tailGrid[r][c])
|
||||
ctx.fillRect(c * CELL_WIDTH, r * CELL_WIDTH, CELL_WIDTH, CELL_WIDTH);
|
||||
}
|
||||
function render2(data, ctx) {
|
||||
ctx.fillStyle = data.player.tailColor.rgbString();
|
||||
for (var r = 0; r < data.tailGrid.length; r++) {
|
||||
if (!data.tailGrid[r]) continue;
|
||||
for (var c = 0; c < data.tailGrid[r].length; c++) {
|
||||
if (data.tailGrid[r][c]) ctx.fillRect(c * CELL_WIDTH, r * CELL_WIDTH, CELL_WIDTH, CELL_WIDTH);
|
||||
}
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
//Helper methods.
|
||||
function renderTail(data, ctx)
|
||||
{
|
||||
if (data.tail.length === 0)
|
||||
return;
|
||||
|
||||
ctx.fillStyle = data.player.tailColor.rgbString();
|
||||
|
||||
var prevOrient = -1;
|
||||
var start = [data.startRow, data.startCol];
|
||||
|
||||
//fillTailRect(ctx, start, start);
|
||||
data.tail.forEach(function(tail) {
|
||||
var negDir = tail.orientation === 0 || tail.orientation === 3;
|
||||
//Helper methods
|
||||
function renderTail(data, ctx) {
|
||||
if (data.tail.length === 0) return;
|
||||
|
||||
var back = start;
|
||||
if (!negDir)
|
||||
start = walk(start, null, tail.orientation, 1);
|
||||
var finish = walk(start, null, tail.orientation, tail.move - 1);
|
||||
|
||||
if (tail.move > 1)
|
||||
fillTailRect(ctx, start, finish);
|
||||
if (prevOrient !== -1)
|
||||
//Draw folding triangle.
|
||||
renderCorner(ctx, back, prevOrient, tail.orientation);
|
||||
|
||||
start = finish;
|
||||
if (negDir)
|
||||
walk(start, start, tail.orientation, 1);
|
||||
prevOrient = tail.orientation;
|
||||
});
|
||||
|
||||
var curOrient = data.player.currentHeading;
|
||||
if (prevOrient === curOrient)
|
||||
{
|
||||
fillTailRect(ctx, start, start);
|
||||
}
|
||||
else
|
||||
renderCorner(ctx, start, prevOrient, curOrient);
|
||||
ctx.fillStyle = data.player.tailColor.rgbString();
|
||||
|
||||
var prevOrient = -1;
|
||||
var start = [data.startRow, data.startCol];
|
||||
|
||||
//fillTailRect(ctx, start, start);
|
||||
data.tail.forEach(function(tail) {
|
||||
var negDir = tail.orientation === 0 || tail.orientation === 3;
|
||||
|
||||
var back = start;
|
||||
if (!negDir) start = walk(start, null, tail.orientation, 1);
|
||||
var finish = walk(start, null, tail.orientation, tail.move - 1);
|
||||
|
||||
if (tail.move > 1) fillTailRect(ctx, start, finish);
|
||||
if (prevOrient !== -1) renderCorner(ctx, back, prevOrient, tail.orientation);
|
||||
//Draw folding triangle.
|
||||
start = finish;
|
||||
if (negDir) walk(start, start, tail.orientation, 1);
|
||||
prevOrient = tail.orientation;
|
||||
});
|
||||
|
||||
var curOrient = data.player.currentHeading;
|
||||
if (prevOrient === curOrient) fillTailRect(ctx, start, start);
|
||||
else renderCorner(ctx, start, prevOrient, curOrient);
|
||||
}
|
||||
|
||||
function renderCorner(ctx, cornerStart, dir1, dir2)
|
||||
{
|
||||
if (dir1 === 0 || dir2 === 0)
|
||||
walk(cornerStart, cornerStart, 2, 1);
|
||||
if (dir1 === 3 || dir2 === 3)
|
||||
walk(cornerStart, cornerStart, 1, 1);
|
||||
|
||||
var a = walk(cornerStart, null, dir2, 1);
|
||||
var b = walk(a, null, dir1, 1);
|
||||
|
||||
var triangle = new Path2D();
|
||||
triangle.moveTo(cornerStart[1] * CELL_WIDTH, cornerStart[0] * CELL_WIDTH);
|
||||
triangle.lineTo(a[1] * CELL_WIDTH, a[0] * CELL_WIDTH);
|
||||
triangle.lineTo(b[1] * CELL_WIDTH, b[0] * CELL_WIDTH);
|
||||
triangle.closePath();
|
||||
for (var i = 0; i < 2; i++)
|
||||
ctx.fill(triangle);
|
||||
function renderCorner(ctx, cornerStart, dir1, dir2) {
|
||||
if (dir1 === 0 || dir2 === 0) walk(cornerStart, cornerStart, 2, 1);
|
||||
if (dir1 === 3 || dir2 === 3) walk(cornerStart, cornerStart, 1, 1);
|
||||
|
||||
var a = walk(cornerStart, null, dir2, 1);
|
||||
var b = walk(a, null, dir1, 1);
|
||||
|
||||
var triangle = new Path2D();
|
||||
triangle.moveTo(cornerStart[1] * CELL_WIDTH, cornerStart[0] * CELL_WIDTH);
|
||||
triangle.lineTo(a[1] * CELL_WIDTH, a[0] * CELL_WIDTH);
|
||||
triangle.lineTo(b[1] * CELL_WIDTH, b[0] * CELL_WIDTH);
|
||||
triangle.closePath();
|
||||
for (var i = 0; i < 2; i++) {
|
||||
ctx.fill(triangle);
|
||||
}
|
||||
}
|
||||
|
||||
function walk(from, ret, orient, dist)
|
||||
{
|
||||
ret = ret || [];
|
||||
ret[0] = from[0];
|
||||
ret[1] = from[1];
|
||||
switch (orient)
|
||||
{
|
||||
case 0: ret[0] -= dist; break; //UP
|
||||
case 1: ret[1] += dist; break; //RIGHT
|
||||
case 2: ret[0] += dist; break; //DOWN
|
||||
case 3: ret[1] -= dist; break; //LEFT
|
||||
}
|
||||
return ret;
|
||||
function walk(from, ret, orient, dist) {
|
||||
ret = ret || [];
|
||||
ret[0] = from[0];
|
||||
ret[1] = from[1];
|
||||
switch (orient) {
|
||||
case 0: ret[0] -= dist; break; //UP
|
||||
case 1: ret[1] += dist; break; //RIGHT
|
||||
case 2: ret[0] += dist; break; //DOWN
|
||||
case 3: ret[1] -= dist; break; //LEFT
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
function fillTailRect(ctx, start, end)
|
||||
{
|
||||
var x = start[1] * CELL_WIDTH;
|
||||
var y = start[0] * CELL_WIDTH;
|
||||
var width = (end[1] - start[1]) * CELL_WIDTH;
|
||||
var height = (end[0] - start[0]) * CELL_WIDTH;
|
||||
|
||||
if (width === 0)
|
||||
width += CELL_WIDTH;
|
||||
if (height === 0)
|
||||
height += CELL_WIDTH;
|
||||
|
||||
if (width < 0)
|
||||
{
|
||||
x += width;
|
||||
width = -width;
|
||||
}
|
||||
if (height < 0)
|
||||
{
|
||||
y += height;
|
||||
height = -height;
|
||||
}
|
||||
ctx.fillRect(x, y, width, height);
|
||||
function fillTailRect(ctx, start, end) {
|
||||
var x = start[1] * CELL_WIDTH;
|
||||
var y = start[0] * CELL_WIDTH;
|
||||
var width = (end[1] - start[1]) * CELL_WIDTH;
|
||||
var height = (end[0] - start[0]) * CELL_WIDTH;
|
||||
|
||||
if (width === 0) width += CELL_WIDTH;
|
||||
if (height === 0) height += CELL_WIDTH;
|
||||
|
||||
if (width < 0) {
|
||||
x += width;
|
||||
width = -width;
|
||||
}
|
||||
if (height < 0) {
|
||||
y += height;
|
||||
height = -height;
|
||||
}
|
||||
ctx.fillRect(x, y, width, height);
|
||||
}
|
||||
|
||||
function fillTail(data)
|
||||
{
|
||||
if (data.tail.length === 0)
|
||||
return;
|
||||
|
||||
function onTail(c) { return data.tailGrid[c[0]] && data.tailGrid[c[0]][c[1]]; }
|
||||
|
||||
var grid = data.grid;
|
||||
var start = [data.startRow, data.startCol];
|
||||
var been = new Grid(grid.size);
|
||||
var coords = [];
|
||||
|
||||
coords.push(start);
|
||||
while (coords.length > 0) //BFS for all tail spaces.
|
||||
{
|
||||
var coord = coords.shift();
|
||||
var r = coord[0];
|
||||
var c = coord[1];
|
||||
|
||||
if (grid.isOutOfBounds(r, c))
|
||||
continue;
|
||||
|
||||
if (been.get(r, c))
|
||||
continue;
|
||||
|
||||
if (onTail(coord)) //on the tail.
|
||||
{
|
||||
been.set(r, c, true);
|
||||
grid.set(r, c, data.player);
|
||||
|
||||
//Find all spots that this tail encloses.
|
||||
floodFill(data, grid, r + 1, c, been);
|
||||
floodFill(data, grid, r - 1, c, been);
|
||||
floodFill(data, grid, r, c + 1, been);
|
||||
floodFill(data, grid, r, c - 1, been);
|
||||
|
||||
coords.push([r + 1, c]);
|
||||
coords.push([r - 1, c]);
|
||||
coords.push([r, c + 1]);
|
||||
coords.push([r, c - 1]);
|
||||
}
|
||||
}
|
||||
function fillTail(data) {
|
||||
if (data.tail.length === 0) return;
|
||||
|
||||
function onTail(c) {
|
||||
return data.tailGrid[c[0]] && data.tailGrid[c[0]][c[1]];
|
||||
}
|
||||
|
||||
var grid = data.grid;
|
||||
var start = [data.startRow, data.startCol];
|
||||
var been = new Grid(grid.size);
|
||||
var coords = [];
|
||||
|
||||
coords.push(start);
|
||||
while (coords.length > 0) { //BFS for all tail spaces
|
||||
var coord = coords.shift();
|
||||
var r = coord[0];
|
||||
var c = coord[1];
|
||||
|
||||
if (grid.isOutOfBounds(r, c)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (been.get(r, c)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (onTail(coord)) {//On the tail
|
||||
been.set(r, c, true);
|
||||
grid.set(r, c, data.player);
|
||||
|
||||
//Find all spots that this tail encloses
|
||||
floodFill(data, grid, r + 1, c, been);
|
||||
floodFill(data, grid, r - 1, c, been);
|
||||
floodFill(data, grid, r, c + 1, been);
|
||||
floodFill(data, grid, r, c - 1, been);
|
||||
|
||||
coords.push([r + 1, c]);
|
||||
coords.push([r - 1, c]);
|
||||
coords.push([r, c + 1]);
|
||||
coords.push([r, c - 1]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function floodFill(data, grid, row, col, been)
|
||||
{
|
||||
function onTail(c) { return data.tailGrid[c[0]] && data.tailGrid[c[0]][c[1]]; }
|
||||
|
||||
var start = [row, col];
|
||||
if (grid.isOutOfBounds(row, col) || been.get(row, col) || onTail(start) || grid.get(row, col) === data.player)
|
||||
return; //Avoid allocating too many resources.
|
||||
|
||||
var coords = [];
|
||||
var filled = new Stack(GRID_SIZE * GRID_SIZE + 1);
|
||||
var surrounded = true;
|
||||
|
||||
coords.push(start);
|
||||
while (coords.length > 0)
|
||||
{
|
||||
var coord = coords.shift();
|
||||
var r = coord[0];
|
||||
var c = coord[1];
|
||||
|
||||
if (grid.isOutOfBounds(r, c))
|
||||
{
|
||||
surrounded = false;
|
||||
continue;
|
||||
}
|
||||
|
||||
//End this traverse on boundaries (where we been, on the tail, and when we enter our territory)
|
||||
if (been.get(r, c) || onTail(coord) || grid.get(r, c) === data.player)
|
||||
continue;
|
||||
|
||||
been.set(r, c, true);
|
||||
|
||||
if (surrounded)
|
||||
filled.push(coord);
|
||||
|
||||
coords.push([r + 1, c]);
|
||||
coords.push([r - 1, c]);
|
||||
coords.push([r, c + 1]);
|
||||
coords.push([r, c - 1]);
|
||||
}
|
||||
if (surrounded)
|
||||
{
|
||||
while (!filled.isEmpty())
|
||||
{
|
||||
coord = filled.pop();
|
||||
grid.set(coord[0], coord[1], data.player);
|
||||
}
|
||||
}
|
||||
|
||||
return surrounded;
|
||||
function floodFill(data, grid, row, col, been) {
|
||||
function onTail(c) {
|
||||
return data.tailGrid[c[0]] && data.tailGrid[c[0]][c[1]];
|
||||
}
|
||||
|
||||
var start = [row, col];
|
||||
if (grid.isOutOfBounds(row, col) || been.get(row, col) || onTail(start) || grid.get(row, col) === data.player) return;
|
||||
//Avoid allocating too many resources
|
||||
var coords = [];
|
||||
var filled = new Stack(GRID_SIZE * GRID_SIZE + 1);
|
||||
var surrounded = true;
|
||||
|
||||
coords.push(start);
|
||||
while (coords.length > 0) {
|
||||
var coord = coords.shift();
|
||||
var r = coord[0];
|
||||
var c = coord[1];
|
||||
|
||||
if (grid.isOutOfBounds(r, c)) {
|
||||
surrounded = false;
|
||||
continue;
|
||||
}
|
||||
|
||||
//End this traverse on boundaries (where we been, on the tail, and when we enter our territory)
|
||||
if (been.get(r, c) || onTail(coord) || grid.get(r, c) === data.player) continue;
|
||||
|
||||
been.set(r, c, true);
|
||||
|
||||
if (surrounded) filled.push(coord);
|
||||
|
||||
coords.push([r + 1, c]);
|
||||
coords.push([r - 1, c]);
|
||||
coords.push([r, c + 1]);
|
||||
coords.push([r, c - 1]);
|
||||
}
|
||||
if (surrounded) {
|
||||
while (!filled.isEmpty()) {
|
||||
coord = filled.pop();
|
||||
grid.set(coord[0], coord[1], data.player);
|
||||
}
|
||||
}
|
||||
return surrounded;
|
||||
}
|
||||
|
||||
function hitsTail(data, other)
|
||||
{
|
||||
return (data.prevRow !== other.row || data.prevCol !== other.col) &&
|
||||
(data.startRow !== other.row || data.startCol !== other.col) &&
|
||||
!!(data.tailGrid[other.row] && data.tailGrid[other.row][other.col]);
|
||||
function hitsTail(data, other) {
|
||||
return (data.prevRow !== other.row || data.prevCol !== other.col) &&
|
||||
(data.startRow !== other.row || data.startCol !== other.col) &&
|
||||
!!(data.tailGrid[other.row] && data.tailGrid[other.row][other.col]);
|
||||
}
|
||||
|
||||
var SPEED = 5;
|
||||
var SHADOW_OFFSET = 10;
|
||||
|
||||
function Player(grid, sdata) {
|
||||
var data = {};
|
||||
|
||||
//Parameters
|
||||
data.num = sdata.num;
|
||||
data.name = sdata.name || ""; //|| "Player " + (data.num + 1);
|
||||
data.grid = grid;
|
||||
data.posX = sdata.posX;
|
||||
data.posY = sdata.posY;
|
||||
this.heading = data.currentHeading = sdata.currentHeading; //0 is up, 1 is right, 2 is down, 3 is left.
|
||||
data.waitLag = sdata.waitLag || 0;
|
||||
data.dead = false;
|
||||
|
||||
//Only need colors for client side.
|
||||
var base;
|
||||
if (sdata.base)
|
||||
base = this.baseColor = sdata.base instanceof Color ? sdata.base : Color.fromData(sdata.base);
|
||||
else
|
||||
{
|
||||
var hue = Math.random();
|
||||
this.baseColor = base = new Color(hue, .8, .5);
|
||||
}
|
||||
this.lightBaseColor = base.deriveLumination(.1);
|
||||
this.shadowColor = base.deriveLumination(-.3);
|
||||
this.tailColor = base.deriveLumination(.3).deriveAlpha(.5);
|
||||
|
||||
//Tail requires special handling.
|
||||
this.grid = grid; //Temporary
|
||||
if (sdata.tail)
|
||||
data.tail = new Tail(this, sdata.tail);
|
||||
else
|
||||
{
|
||||
data.tail = new Tail(this);
|
||||
data.tail.reposition(calcRow(data), calcCol(data));
|
||||
}
|
||||
|
||||
//Instance methods.
|
||||
this.move = move.bind(this, data);
|
||||
this.die = function() { data.dead = true;};
|
||||
this.serialData = function() {
|
||||
return {
|
||||
base: this.baseColor,
|
||||
num: data.num,
|
||||
name: data.name,
|
||||
posX: data.posX,
|
||||
posY: data.posY,
|
||||
currentHeading: data.currentHeading,
|
||||
tail: data.tail.serialData(),
|
||||
waitLag: data.waitLag
|
||||
};
|
||||
};
|
||||
|
||||
//Read-only Properties.
|
||||
defineAccessorProperties(this, data, "currentHeading", "dead", "name", "num", "posX", "posY", "grid", "tail", "waitLag");
|
||||
Object.defineProperties(this, {
|
||||
row: defineGetter(function() { return calcRow(data); }),
|
||||
col: defineGetter(function() { return calcCol(data); })
|
||||
});
|
||||
var data = {};
|
||||
|
||||
//Parameters
|
||||
data.num = sdata.num;
|
||||
data.name = sdata.name || ""; //|| "Player " + (data.num + 1);
|
||||
data.grid = grid;
|
||||
data.posX = sdata.posX;
|
||||
data.posY = sdata.posY;
|
||||
this.heading = data.currentHeading = sdata.currentHeading; //0 is up, 1 is right, 2 is down, 3 is left
|
||||
data.waitLag = sdata.waitLag || 0;
|
||||
data.dead = false;
|
||||
|
||||
//Only need colors for client side
|
||||
var base;
|
||||
if (sdata.base) {
|
||||
base = this.baseColor = sdata.base instanceof Color ? sdata.base : Color.fromData(sdata.base);
|
||||
}
|
||||
else {
|
||||
var hue = Math.random();
|
||||
this.baseColor = base = new Color(hue, .8, .5);
|
||||
}
|
||||
this.lightBaseColor = base.deriveLumination(.1);
|
||||
this.shadowColor = base.deriveLumination(-.3);
|
||||
this.tailColor = base.deriveLumination(.2).deriveAlpha(0.98);
|
||||
|
||||
//Tail requires special handling
|
||||
this.grid = grid; //Temporary
|
||||
if (sdata.tail) {
|
||||
data.tail = new Tail(this, sdata.tail);
|
||||
}
|
||||
else {
|
||||
data.tail = new Tail(this);
|
||||
data.tail.reposition(calcRow(data), calcCol(data));
|
||||
}
|
||||
|
||||
//Instance methods
|
||||
this.move = move.bind(this, data);
|
||||
this.die = function() { data.dead = true;};
|
||||
this.serialData = function() {
|
||||
return {
|
||||
base: this.baseColor,
|
||||
num: data.num,
|
||||
name: data.name,
|
||||
posX: data.posX,
|
||||
posY: data.posY,
|
||||
currentHeading: data.currentHeading,
|
||||
tail: data.tail.serialData(),
|
||||
waitLag: data.waitLag
|
||||
};
|
||||
};
|
||||
|
||||
//Read-only Properties
|
||||
defineAccessorProperties(this, data, "currentHeading", "dead", "name", "num", "posX", "posY", "grid", "tail", "waitLag");
|
||||
Object.defineProperties(this, {
|
||||
row: defineGetter(function() {
|
||||
return calcRow(data);
|
||||
}),
|
||||
col: defineGetter(function() {
|
||||
return calcCol(data);
|
||||
})
|
||||
});
|
||||
}
|
||||
|
||||
//Gets the next integer in positive or negative direction.
|
||||
function nearestInteger(positive, val)
|
||||
{
|
||||
return positive ? Math.ceil(val) : Math.floor(val);
|
||||
//Gets the next integer in positive or negative direction
|
||||
function nearestInteger(positive, val) {
|
||||
return positive ? Math.ceil(val) : Math.floor(val);
|
||||
}
|
||||
|
||||
function calcRow(data)
|
||||
{
|
||||
return nearestInteger(data.currentHeading === 2 /*DOWN*/, data.posY / CELL_WIDTH);
|
||||
function calcRow(data) {
|
||||
return nearestInteger(data.currentHeading === 2 /*DOWN*/, data.posY / CELL_WIDTH);
|
||||
}
|
||||
|
||||
function calcCol(data)
|
||||
{
|
||||
return nearestInteger(data.currentHeading === 1 /*RIGHT*/, data.posX / CELL_WIDTH);
|
||||
function calcCol(data) {
|
||||
return nearestInteger(data.currentHeading === 1 /*RIGHT*/, data.posX / CELL_WIDTH);
|
||||
}
|
||||
|
||||
//Instance methods
|
||||
Player.prototype.render = function(ctx, fade)
|
||||
{
|
||||
//Render tail.
|
||||
this.tail.renderTail(ctx);
|
||||
|
||||
//Render player.
|
||||
fade = fade || 1;
|
||||
ctx.fillStyle = this.shadowColor.deriveAlpha(fade).rgbString();
|
||||
ctx.fillRect(this.posX, this.posY, CELL_WIDTH, CELL_WIDTH);
|
||||
|
||||
var mid = CELL_WIDTH / 2;
|
||||
var grd = ctx.createRadialGradient(this.posX + mid, this.posY + mid - SHADOW_OFFSET, 1,
|
||||
this.posX + mid, this.posY + mid - SHADOW_OFFSET, CELL_WIDTH);
|
||||
grd.addColorStop(0, this.baseColor.deriveAlpha(fade).rgbString());
|
||||
grd.addColorStop(1, new Color(0, 0, 1, fade).rgbString());
|
||||
ctx.fillStyle = grd;
|
||||
ctx.fillRect(this.posX - 1, this.posY - SHADOW_OFFSET, CELL_WIDTH + 2, CELL_WIDTH);
|
||||
|
||||
//Render name
|
||||
ctx.fillStyle = this.shadowColor.deriveAlpha(fade).rgbString();
|
||||
ctx.textAlign = "center";
|
||||
|
||||
var yoff = -SHADOW_OFFSET * 2;
|
||||
if (this.row === 0)
|
||||
yoff = SHADOW_OFFSET * 2 + CELL_WIDTH;
|
||||
ctx.font = "18px Changa";
|
||||
ctx.fillText(this.name, this.posX + CELL_WIDTH / 2, this.posY + yoff);
|
||||
Player.prototype.render = function(ctx, fade) {
|
||||
//Render tail.
|
||||
this.tail.renderTail(ctx);
|
||||
//Render player.
|
||||
fade = fade || 1;
|
||||
ctx.fillStyle = this.shadowColor.deriveAlpha(fade).rgbString();
|
||||
ctx.fillRect(this.posX, this.posY, CELL_WIDTH, CELL_WIDTH);
|
||||
|
||||
var mid = CELL_WIDTH / 2;
|
||||
var grd = ctx.createRadialGradient(this.posX + mid, this.posY + mid - SHADOW_OFFSET, 1, this.posX + mid, this.posY + mid - SHADOW_OFFSET, CELL_WIDTH);
|
||||
//grd.addColorStop(0, this.baseColor.deriveAlpha(fade).rgbString());
|
||||
//grd.addColorStop(1, new Color(0, 0, 1, fade).rgbString());
|
||||
//ctx.fillStyle = grd;
|
||||
ctx.fillStyle = this.shadowColor.deriveLumination(.2).rgbString();
|
||||
ctx.fillRect(this.posX - 1, this.posY - SHADOW_OFFSET, CELL_WIDTH + 2, CELL_WIDTH);
|
||||
|
||||
//Render name
|
||||
ctx.fillStyle = this.shadowColor.deriveAlpha(fade).rgbString();
|
||||
ctx.textAlign = "center";
|
||||
|
||||
var yoff = -SHADOW_OFFSET * 2;
|
||||
if (this.row === 0)
|
||||
yoff = SHADOW_OFFSET * 2 + CELL_WIDTH;
|
||||
ctx.font = "18px Changa";
|
||||
ctx.fillText(this.name, this.posX + CELL_WIDTH / 2, this.posY + yoff);
|
||||
};
|
||||
|
||||
|
||||
function move(data)
|
||||
{
|
||||
if (data.waitLag < NEW_PLAYER_LAG)
|
||||
{
|
||||
data.waitLag++;
|
||||
return;
|
||||
}
|
||||
|
||||
//Move to new position.
|
||||
var heading = this.heading;
|
||||
if (this.posX % CELL_WIDTH !== 0 || this.posY % CELL_WIDTH !== 0)
|
||||
heading = data.currentHeading;
|
||||
else
|
||||
data.currentHeading = heading;
|
||||
switch (heading)
|
||||
{
|
||||
case 0: data.posY -= SPEED; break; //UP
|
||||
case 1: data.posX += SPEED; break; //RIGHT
|
||||
case 2: data.posY += SPEED; break; //DOWN
|
||||
case 3: data.posX -= SPEED; break; //LEFT
|
||||
}
|
||||
|
||||
//Check for out of bounds.
|
||||
var row = this.row, col = this.col;
|
||||
if (data.grid.isOutOfBounds(row, col))
|
||||
{
|
||||
data.dead = true;
|
||||
return;
|
||||
}
|
||||
|
||||
//Update tail position.
|
||||
if (data.grid.get(row, col) === this)
|
||||
{
|
||||
//Safe zone!
|
||||
this.tail.fillTail();
|
||||
this.tail.reposition(row, col);
|
||||
}
|
||||
//If we are completely in a new cell (not in our safe zone), we add to the tail.
|
||||
else if (this.posX % CELL_WIDTH === 0 && this.posY % CELL_WIDTH === 0)
|
||||
this.tail.addTail(heading);
|
||||
function move(data) {
|
||||
if (data.waitLag < NEW_PLAYER_LAG) {
|
||||
data.waitLag++;
|
||||
return;
|
||||
}
|
||||
//Move to new position.
|
||||
var heading = this.heading;
|
||||
if (this.posX % CELL_WIDTH !== 0 || this.posY % CELL_WIDTH !== 0) heading = data.currentHeading;
|
||||
else data.currentHeading = heading;
|
||||
switch (heading) {
|
||||
case 0: data.posY -= SPEED; break; //UP
|
||||
case 1: data.posX += SPEED; break; //RIGHT
|
||||
case 2: data.posY += SPEED; break; //DOWN
|
||||
case 3: data.posX -= SPEED; break; //LEFT
|
||||
}
|
||||
//Check for out of bounds.
|
||||
var row = this.row, col = this.col;
|
||||
if (data.grid.isOutOfBounds(row, col)) {
|
||||
data.dead = true;
|
||||
return;
|
||||
}
|
||||
//Update tail position.
|
||||
if (data.grid.get(row, col) === this) {
|
||||
//Safe zone!
|
||||
this.tail.fillTail();
|
||||
this.tail.reposition(row, col);
|
||||
}
|
||||
//If we are completely in a new cell (not in our safe zone), we add to the tail.
|
||||
else if (this.posX % CELL_WIDTH === 0 && this.posY % CELL_WIDTH === 0) this.tail.addTail(heading);
|
||||
}
|
||||
|
||||
module.exports = Player;
|
||||
|
@ -1,41 +1,28 @@
|
||||
|
||||
|
||||
function Stack(initSize)
|
||||
{
|
||||
var len = 0;
|
||||
var arr = [];
|
||||
|
||||
this.ensureCapacity = function(size)
|
||||
{
|
||||
arr.length = Math.max(arr.length, size || 0);
|
||||
};
|
||||
|
||||
this.push = function(ele)
|
||||
{
|
||||
this[len] = ele;
|
||||
len++;
|
||||
};
|
||||
|
||||
this.pop = function()
|
||||
{
|
||||
if (len === 0)
|
||||
return;
|
||||
len--;
|
||||
var tmp = this[len];
|
||||
this[len] = undefined;
|
||||
return tmp;
|
||||
};
|
||||
|
||||
this.isEmpty = function() {
|
||||
return len === 0;
|
||||
}
|
||||
|
||||
this.ensureCapacity(initSize);
|
||||
|
||||
|
||||
Object.defineProperty(this, "length", {
|
||||
get: function() {return len;}
|
||||
});
|
||||
function Stack(initSize) {
|
||||
var len = 0;
|
||||
var arr = [];
|
||||
this.ensureCapacity = function(size) {
|
||||
arr.length = Math.max(arr.length, size || 0);
|
||||
};
|
||||
this.push = function(ele) {
|
||||
this[len] = ele;
|
||||
len++;
|
||||
};
|
||||
this.pop = function() {
|
||||
if (len === 0) return;
|
||||
len--;
|
||||
var tmp = this[len];
|
||||
this[len] = undefined;
|
||||
return tmp;
|
||||
};
|
||||
this.isEmpty = function() {
|
||||
return len === 0;
|
||||
}
|
||||
this.ensureCapacity(initSize);
|
||||
Object.defineProperty(this, "length", {
|
||||
get: function() {
|
||||
return len;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
module.exports = Stack;
|
||||
module.exports = Stack;
|
||||
|
534
game-server.js
534
game-server.js
@ -1,319 +1,247 @@
|
||||
|
||||
var core = require("./game-core");
|
||||
|
||||
var GRID_SIZE = core.GRID_SIZE;
|
||||
var CELL_WIDTH = core.CELL_WIDTH;
|
||||
var MAX_PLAYERS = core.MAX_PLAYERS;
|
||||
|
||||
var HUES = [0, 10, 20, 25, 30, 35, 40, 45, 50, 60, 70, 100, 110, 120, 125, 130, 135, 140, 145, 150, 160, 170, 180, 190, 200, 210, 220].map(function(val) {return val / 240});
|
||||
var SATS = [192, 150, 100].map(function(val) {return val / 240});
|
||||
var HUES = [0, 10, 20, 25, 30, 35, 40, 45, 50, 60, 70, 100, 110, 120, 125, 130, 135, 140, 145, 150, 160, 170, 180, 190, 200, 210, 220].map(function(val) {
|
||||
return val / 240;
|
||||
});
|
||||
var SATS = [192, 150, 100].map(function(val) {
|
||||
return val / 240;
|
||||
});
|
||||
|
||||
function log(msg) {
|
||||
console.log('[' + new Date() + '] ' + msg);
|
||||
console.log("[" + new Date() + "] " + msg);
|
||||
}
|
||||
|
||||
function Game(id)
|
||||
{
|
||||
var possColors = new Array(SATS.length * HUES.length);
|
||||
i = 0;
|
||||
for (var s = 0; s < SATS.length; s++)
|
||||
for (var h = 0; h < HUES.length; h++)
|
||||
possColors[i++] = new core.Color(HUES[h], SATS[s], .5, 1);
|
||||
|
||||
//Shuffle the colors.
|
||||
for (var i = 0; i < possColors.length * 50; i++)
|
||||
{
|
||||
var a = Math.floor(Math.random() * possColors.length);
|
||||
var b = Math.floor(Math.random() * possColors.length);
|
||||
var tmp = possColors[a];
|
||||
possColors[a] = possColors[b];
|
||||
possColors[b] = tmp;
|
||||
}
|
||||
|
||||
var nextInd = 0;
|
||||
var players = [];
|
||||
var newPlayers = [];
|
||||
var frameLocs = [];
|
||||
var frame = 0;
|
||||
|
||||
var filled = 0;
|
||||
var grid = new core.Grid(GRID_SIZE, function(row, col, before, after) {
|
||||
if (!!after ^ !!before)
|
||||
{
|
||||
if (after)
|
||||
filled++;
|
||||
else
|
||||
filled--;
|
||||
if (filled === GRID_SIZE * GRID_SIZE)
|
||||
log("FULL GAME");
|
||||
}
|
||||
});
|
||||
|
||||
this.id = id;
|
||||
|
||||
this.addPlayer = function(client, name) {
|
||||
if (players.length >= MAX_PLAYERS)
|
||||
return false;
|
||||
|
||||
var start = findEmpty(grid);
|
||||
if (!start)
|
||||
return false;
|
||||
|
||||
var params = {
|
||||
posX: start.col * CELL_WIDTH,
|
||||
posY: start.row * CELL_WIDTH,
|
||||
currentHeading: Math.floor(Math.random() * 4),
|
||||
name: name,
|
||||
num: nextInd,
|
||||
base: possColors.shift()
|
||||
};
|
||||
|
||||
var p = new core.Player(grid, params);
|
||||
p.tmpHeading = params.currentHeading;
|
||||
p.client = client;
|
||||
players.push(p);
|
||||
newPlayers.push(p);
|
||||
nextInd++;
|
||||
core.initPlayer(grid, p);
|
||||
|
||||
if (p.name.indexOf("BOT") == -1) {
|
||||
log((p.name || "Unnamed") + " (" + p.num + ") joined.");
|
||||
}
|
||||
|
||||
client.on("requestFrame", function () {
|
||||
if (p.frame === frame)
|
||||
return;
|
||||
p.frame = frame; //Limit number of requests per frame. (One per frame);
|
||||
|
||||
var splayers = players.map(function(val) {return val.serialData();});
|
||||
client.emit("game", {
|
||||
"num": p.num,
|
||||
"gameid": id,
|
||||
"frame": frame,
|
||||
"players": splayers,
|
||||
"grid": gridSerialData(grid, players)
|
||||
});
|
||||
});
|
||||
|
||||
//Verifies that this client has executed this frame properly.
|
||||
client.on("verify", function(data, resp) {
|
||||
if (typeof resp !== "function")
|
||||
return;
|
||||
|
||||
if (!data.frame)
|
||||
resp(false, false, "No frame supplied");
|
||||
else if (!checkInt(data.frame, 0, frame + 1))
|
||||
resp(false, false, "Must be a valid frame number");
|
||||
else
|
||||
{
|
||||
verifyPlayerLocations(data.frame, data.locs, resp);
|
||||
}
|
||||
});
|
||||
|
||||
client.on("frame", function(data, errorHan){
|
||||
if (typeof data === "function")
|
||||
{
|
||||
errorHan(false, "No data supplied.");
|
||||
return;
|
||||
}
|
||||
|
||||
if (typeof errorHan !== "function")
|
||||
errorHan = function() {};
|
||||
|
||||
if (!data)
|
||||
errorHan(false, "No data supplied.");
|
||||
else if (!checkInt(data.frame, 0, Infinity))
|
||||
errorHan(false, "Requires a valid non-negative frame integer.");
|
||||
else if (data.frame > frame)
|
||||
errorHan(false, "Invalid frame received.");
|
||||
else
|
||||
{
|
||||
if (data.heading !== undefined)
|
||||
{
|
||||
if (checkInt(data.heading, 0, 4))
|
||||
{
|
||||
p.tmpHeading = data.heading;
|
||||
errorHan(true);
|
||||
}
|
||||
else
|
||||
errorHan(false, "New heading must be an integer of range [0, 4).");
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
client.on('disconnect', function() {
|
||||
p.die(); //Die immediately if not already.
|
||||
p.disconnected = true;
|
||||
if (p.name.indexOf("BOT") == -1) {
|
||||
log((p.name || "Unnamed") + " (" + p.num + ") left.");
|
||||
}
|
||||
});
|
||||
return true;
|
||||
};
|
||||
|
||||
function pushPlayerLocations()
|
||||
{
|
||||
var locs = [];
|
||||
for (var p of players)
|
||||
locs[p.num] = [p.posX, p.posY, p.waitLag];
|
||||
locs.frame = frame;
|
||||
|
||||
if (frameLocs.length >= 300) //Give it 5 seconds of lag.
|
||||
frameLocs.shift();
|
||||
frameLocs.push(locs);
|
||||
}
|
||||
|
||||
function verifyPlayerLocations(fr, verify, resp)
|
||||
{
|
||||
var minFrame = frame - frameLocs.length + 1;
|
||||
if (fr < minFrame || fr > frame)
|
||||
{
|
||||
resp(false, false, "Frames out of reference");
|
||||
return;
|
||||
}
|
||||
|
||||
function string(loc)
|
||||
{
|
||||
return '(' + loc[0] + ', ' + loc[1] + ') [' + loc[2] + ']';
|
||||
}
|
||||
|
||||
var locs = frameLocs[fr - minFrame];
|
||||
if (locs.frame !== fr)
|
||||
{
|
||||
resp(false, false, locs.frame + " != " + fr);
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
for (var num in verify)
|
||||
{
|
||||
if (!locs[num])
|
||||
continue;
|
||||
if (locs[num][0] !== verify[num][0] || locs[num][1] !== verify[num][1] || locs[num][2] !== verify[num][2])
|
||||
{
|
||||
resp(false, true, 'P' + num + ' ' + string(locs[num]) + ' !== ' + string(verify[num]));
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
resp(true, false);
|
||||
}
|
||||
|
||||
function tick() {
|
||||
|
||||
//TODO: notify those players that this server automatically drops out.
|
||||
var splayers = players.map(function(val) {return val.serialData();});
|
||||
var snews = newPlayers.map(function(val) {
|
||||
//Emit game stats.
|
||||
val.client.emit("game", {
|
||||
"num": val.num,
|
||||
"gameid": id,
|
||||
"frame": frame,
|
||||
"players": splayers,
|
||||
"grid": gridSerialData(grid, players),
|
||||
});
|
||||
return val.serialData();
|
||||
});
|
||||
var moves = players.map(function(val) {
|
||||
//Account for race condition (when heading is set after emitting frames, and before updating).
|
||||
val.heading = val.tmpHeading;
|
||||
return {num: val.num, left: !!val.disconnected, heading: val.heading};
|
||||
});
|
||||
|
||||
update();
|
||||
|
||||
var data = {frame: frame + 1, moves: moves};
|
||||
if (snews.length > 0)
|
||||
{
|
||||
data.newPlayers = snews;
|
||||
newPlayers = [];
|
||||
}
|
||||
|
||||
for (var pl of players)
|
||||
pl.client.emit("notifyFrame", data);
|
||||
|
||||
frame++;
|
||||
pushPlayerLocations();
|
||||
}
|
||||
|
||||
this.tickFrame = tick;
|
||||
|
||||
function update()
|
||||
{
|
||||
var dead = [];
|
||||
core.updateFrame(grid, players, dead);
|
||||
for (var pl of dead)
|
||||
{
|
||||
if (!pl.handledDead)
|
||||
{
|
||||
possColors.push(pl.baseColor);
|
||||
pl.handledDead = true;
|
||||
}
|
||||
if (pl.name.indexOf("BOT") == -1) {
|
||||
log((pl.name || "Unnamed") + " (" + pl.num + ") died.");
|
||||
}
|
||||
pl.client.emit("dead");
|
||||
pl.client.disconnect(true);
|
||||
}
|
||||
}
|
||||
function Game(id) {
|
||||
var possColors = new Array(SATS.length * HUES.length);
|
||||
i = 0;
|
||||
for (var s = 0; s < SATS.length; s++) {
|
||||
for (var h = 0; h < HUES.length; h++) {
|
||||
possColors[i++] = new core.Color(HUES[h], SATS[s], .5, 1);
|
||||
}
|
||||
}
|
||||
//Shuffle the colors.
|
||||
for (var i = 0; i < possColors.length * 50; i++) {
|
||||
var a = Math.floor(Math.random() * possColors.length);
|
||||
var b = Math.floor(Math.random() * possColors.length);
|
||||
var tmp = possColors[a];
|
||||
possColors[a] = possColors[b];
|
||||
possColors[b] = tmp;
|
||||
}
|
||||
var nextInd = 0;
|
||||
var players = [];
|
||||
var newPlayers = [];
|
||||
var frameLocs = [];
|
||||
var frame = 0;
|
||||
var filled = 0;
|
||||
var grid = new core.Grid(GRID_SIZE, function(row, col, before, after) {
|
||||
if (!!after ^ !!before) {
|
||||
if (after) filled++;
|
||||
else filled--;
|
||||
if (filled === GRID_SIZE * GRID_SIZE) log("FULL GAME");
|
||||
}
|
||||
});
|
||||
this.id = id;
|
||||
this.addPlayer = function(client, name) {
|
||||
if (players.length >= MAX_PLAYERS) return false;
|
||||
var start = findEmpty(grid);
|
||||
if (!start) return false;
|
||||
var params = {
|
||||
posX: start.col * CELL_WIDTH,
|
||||
posY: start.row * CELL_WIDTH,
|
||||
currentHeading: Math.floor(Math.random() * 4),
|
||||
name: name,
|
||||
num: nextInd,
|
||||
base: possColors.shift()
|
||||
};
|
||||
var p = new core.Player(grid, params);
|
||||
p.tmpHeading = params.currentHeading;
|
||||
p.client = client;
|
||||
players.push(p);
|
||||
newPlayers.push(p);
|
||||
nextInd++;
|
||||
core.initPlayer(grid, p);
|
||||
if (p.name.indexOf("BOT") == -1) log((p.name || "Unnamed") + " (" + p.num + ") joined.");
|
||||
client.on("requestFrame", function() {
|
||||
if (p.frame === frame) return;
|
||||
p.frame = frame; //Limit number of requests per frame. (One per frame);
|
||||
var splayers = players.map(function(val) {
|
||||
return val.serialData();
|
||||
});
|
||||
client.emit("game", {
|
||||
"num": p.num,
|
||||
"gameid": id,
|
||||
"frame": frame,
|
||||
"players": splayers,
|
||||
"grid": gridSerialData(grid, players)
|
||||
});
|
||||
});
|
||||
//Verifies that this client has executed this frame properly.
|
||||
client.on("verify", function(data, resp) {
|
||||
if (typeof resp !== "function") return;
|
||||
if (!data.frame) resp(false, false, "No frame supplied");
|
||||
else if (!checkInt(data.frame, 0, frame + 1)) resp(false, false, "Must be a valid frame number");
|
||||
else {
|
||||
verifyPlayerLocations(data.frame, data.locs, resp);
|
||||
}
|
||||
});
|
||||
client.on("frame", function(data, errorHan) {
|
||||
if (typeof data === "function") {
|
||||
errorHan(false, "No data supplied.");
|
||||
return;
|
||||
}
|
||||
if (typeof errorHan !== "function") errorHan = function() {};
|
||||
if (!data) errorHan(false, "No data supplied.");
|
||||
else if (!checkInt(data.frame, 0, Infinity)) errorHan(false, "Requires a valid non-negative frame integer.");
|
||||
else if (data.frame > frame) errorHan(false, "Invalid frame received.");
|
||||
else {
|
||||
if (data.heading !== undefined) {
|
||||
if (checkInt(data.heading, 0, 4)) {
|
||||
p.tmpHeading = data.heading;
|
||||
errorHan(true);
|
||||
}
|
||||
else errorHan(false, "New heading must be an integer of range [0, 4).");
|
||||
}
|
||||
}
|
||||
});
|
||||
client.on("disconnect", function() {
|
||||
p.die(); //Die immediately if not already.
|
||||
p.disconnected = true;
|
||||
if (p.name.indexOf("BOT") == -1) log((p.name || "Unnamed") + " (" + p.num + ") left.");
|
||||
});
|
||||
return true;
|
||||
};
|
||||
|
||||
function pushPlayerLocations() {
|
||||
var locs = [];
|
||||
for (var p of players) {
|
||||
locs[p.num] = [p.posX, p.posY, p.waitLag];
|
||||
}
|
||||
locs.frame = frame;
|
||||
if (frameLocs.length >= 300) frameLocs.shift(); //Give it 5 seconds of lag.
|
||||
frameLocs.push(locs);
|
||||
}
|
||||
|
||||
function verifyPlayerLocations(fr, verify, resp) {
|
||||
var minFrame = frame - frameLocs.length + 1;
|
||||
if (fr < minFrame || fr > frame) {
|
||||
resp(false, false, "Frames out of reference");
|
||||
return;
|
||||
}
|
||||
|
||||
function string(loc) {
|
||||
return `(${loc[0]}, ${loc[1]}) [${loc[2]}]`;
|
||||
}
|
||||
var locs = frameLocs[fr - minFrame];
|
||||
if (locs.frame !== fr) {
|
||||
resp(false, false, locs.frame + " != " + fr);
|
||||
return;
|
||||
}
|
||||
for (var num in verify) {
|
||||
if (!locs[num]) continue;
|
||||
if (locs[num][0] !== verify[num][0] || locs[num][1] !== verify[num][1] || locs[num][2] !== verify[num][2]) {
|
||||
resp(false, true, "P" + num + " " + string(locs[num]) + " !== " + string(verify[num]));
|
||||
return;
|
||||
}
|
||||
}
|
||||
resp(true, false);
|
||||
}
|
||||
|
||||
function tick() {
|
||||
//TODO: notify those players that this server automatically drops out.
|
||||
var splayers = players.map(function(val) {
|
||||
return val.serialData();
|
||||
});
|
||||
var snews = newPlayers.map(function(val) {
|
||||
//Emit game stats.
|
||||
val.client.emit("game", {
|
||||
"num": val.num,
|
||||
"gameid": id,
|
||||
"frame": frame,
|
||||
"players": splayers,
|
||||
"grid": gridSerialData(grid, players),
|
||||
});
|
||||
return val.serialData();
|
||||
});
|
||||
var moves = players.map(function(val) {
|
||||
//Account for race condition (when heading is set after emitting frames, and before updating).
|
||||
val.heading = val.tmpHeading;
|
||||
return {
|
||||
num: val.num,
|
||||
left: !!val.disconnected,
|
||||
heading: val.heading
|
||||
};
|
||||
});
|
||||
update();
|
||||
var data = {
|
||||
frame: frame + 1,
|
||||
moves: moves
|
||||
};
|
||||
if (snews.length > 0) {
|
||||
data.newPlayers = snews;
|
||||
newPlayers = [];
|
||||
}
|
||||
for (var pl of players) {
|
||||
pl.client.emit("notifyFrame", data);
|
||||
}
|
||||
frame++;
|
||||
pushPlayerLocations();
|
||||
}
|
||||
this.tickFrame = tick;
|
||||
|
||||
function update() {
|
||||
var dead = [];
|
||||
core.updateFrame(grid, players, dead);
|
||||
for (var pl of dead) {
|
||||
if (!pl.handledDead) {
|
||||
possColors.push(pl.baseColor);
|
||||
pl.handledDead = true;
|
||||
}
|
||||
if (pl.name.indexOf("BOT") == -1) log((pl.name || "Unnamed") + " (" + pl.num + ") died.");
|
||||
pl.client.emit("dead");
|
||||
pl.client.disconnect(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function checkInt(value, min, max)
|
||||
{
|
||||
if (typeof value !== "number")
|
||||
return false;
|
||||
if (value < min || value >= max)
|
||||
return false;
|
||||
if (Math.floor(value) !== value)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
function checkInt(value, min, max) {
|
||||
return !(typeof value !== "number" || value < min || value >= max || Math.floor(value) !== value);
|
||||
}
|
||||
|
||||
function gridSerialData(grid, players)
|
||||
{
|
||||
var buff = Buffer.alloc(grid.size * grid.size);
|
||||
|
||||
var numToIndex = new Array(players.length > 0 ? players[players.length - 1].num + 1 : 0);
|
||||
for (var i = 0; i < players.length; i++)
|
||||
numToIndex[players[i].num] = i + 1;
|
||||
|
||||
for (var r = 0; r < grid.size; r++)
|
||||
for (var c = 0; c < grid.size; c++)
|
||||
{
|
||||
var ele = grid.get(r, c);
|
||||
buff[r * grid.size + c] = ele ? numToIndex[ele.num] : 0;
|
||||
}
|
||||
return buff;
|
||||
function gridSerialData(grid, players) {
|
||||
var buff = Buffer.alloc(grid.size * grid.size);
|
||||
var numToIndex = new Array(players.length > 0 ? players[players.length - 1].num + 1 : 0);
|
||||
for (var i = 0; i < players.length; i++) {
|
||||
numToIndex[players[i].num] = i + 1;
|
||||
}
|
||||
for (var r = 0; r < grid.size; r++) {
|
||||
for (var c = 0; c < grid.size; c++) {
|
||||
var ele = grid.get(r, c);
|
||||
buff[r * grid.size + c] = ele ? numToIndex[ele.num] : 0;
|
||||
}
|
||||
}
|
||||
return buff;
|
||||
}
|
||||
|
||||
function findEmpty(grid)
|
||||
{
|
||||
var available = [];
|
||||
|
||||
for (var r = 1; r < grid.size - 1; r++)
|
||||
for (var c = 1; c < grid.size - 1; c++)
|
||||
{
|
||||
var cluttered = false;
|
||||
checkclutter: for (var dr = -1; dr <= 1; dr++)
|
||||
{
|
||||
for (var dc = -1; dc <= 1; dc++)
|
||||
{
|
||||
if (grid.get(r + dr, c + dc))
|
||||
{
|
||||
cluttered = true;
|
||||
break checkclutter;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (!cluttered)
|
||||
available.push({row: r, col: c});
|
||||
}
|
||||
|
||||
if (available.length === 0)
|
||||
return null;
|
||||
else
|
||||
return available[Math.floor(available.length * Math.random())];
|
||||
function findEmpty(grid) {
|
||||
var available = [];
|
||||
for (var r = 1; r < grid.size - 1; r++)
|
||||
for (var c = 1; c < grid.size - 1; c++) {
|
||||
var cluttered = false;
|
||||
checkclutter: for (var dr = -1; dr <= 1; dr++) {
|
||||
for (var dc = -1; dc <= 1; dc++) {
|
||||
if (grid.get(r + dr, c + dc)) {
|
||||
cluttered = true;
|
||||
break checkclutter;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (!cluttered) available.push({
|
||||
row: r,
|
||||
col: c
|
||||
});
|
||||
}
|
||||
return (available.length === 0) ? null : available[Math.floor(available.length * Math.random())];
|
||||
}
|
||||
|
||||
module.exports = Game;
|
||||
|
486
package-lock.json
generated
486
package-lock.json
generated
@ -1,486 +0,0 @@
|
||||
{
|
||||
"name": "blockly-io",
|
||||
"version": "0.9.0",
|
||||
"lockfileVersion": 1,
|
||||
"requires": true,
|
||||
"dependencies": {
|
||||
"accepts": {
|
||||
"version": "1.3.3",
|
||||
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|
||||
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|
||||
"requires": {
|
||||
"mime-types": "2.1.17",
|
||||
"negotiator": "0.6.1"
|
||||
}
|
||||
},
|
||||
"after": {
|
||||
"version": "0.8.2",
|
||||
"resolved": "https://registry.npmjs.org/after/-/after-0.8.2.tgz",
|
||||
"integrity": "sha1-/ts5T58OAqqXaOcCvaI7UF+ufh8="
|
||||
},
|
||||
"arraybuffer.slice": {
|
||||
"version": "0.0.6",
|
||||
"resolved": "https://registry.npmjs.org/arraybuffer.slice/-/arraybuffer.slice-0.0.6.tgz",
|
||||
"integrity": "sha1-8zshWfBTKj8xB6JywMz70a0peco="
|
||||
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|
||||
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|
||||
"version": "1.0.0",
|
||||
"resolved": "https://registry.npmjs.org/async-limiter/-/async-limiter-1.0.0.tgz",
|
||||
"integrity": "sha512-jp/uFnooOiO+L211eZOoSyzpOITMXx1rBITauYykG3BRYPu8h0UcxsPNB04RR5vo4Tyz3+ay17tR6JVf9qzYWg=="
|
||||
},
|
||||
"backo2": {
|
||||
"version": "1.0.2",
|
||||
"resolved": "https://registry.npmjs.org/backo2/-/backo2-1.0.2.tgz",
|
||||
"integrity": "sha1-MasayLEpNjRj41s+u2n038+6eUc="
|
||||
},
|
||||
"base64-arraybuffer": {
|
||||
"version": "0.1.5",
|
||||
"resolved": "https://registry.npmjs.org/base64-arraybuffer/-/base64-arraybuffer-0.1.5.tgz",
|
||||
"integrity": "sha1-c5JncZI7Whl0etZmqlzUv5xunOg="
|
||||
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|
||||
"base64id": {
|
||||
"version": "1.0.0",
|
||||
"resolved": "https://registry.npmjs.org/base64id/-/base64id-1.0.0.tgz",
|
||||
"integrity": "sha1-R2iMuZu2gE8OBtPnY7HDLlfY5rY="
|
||||
},
|
||||
"better-assert": {
|
||||
"version": "1.0.2",
|
||||
"resolved": "https://registry.npmjs.org/better-assert/-/better-assert-1.0.2.tgz",
|
||||
"integrity": "sha1-QIZrnhueC1W0gYlDEeaPr/rrxSI=",
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||||
"requires": {
|
||||
"callsite": "1.0.0"
|
||||
}
|
||||
},
|
||||
"blob": {
|
||||
"version": "0.0.4",
|
||||
"resolved": "https://registry.npmjs.org/blob/-/blob-0.0.4.tgz",
|
||||
"integrity": "sha1-vPEwUspURj8w+fx+lbmkdjCpSSE="
|
||||
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|
||||
"callsite": {
|
||||
"version": "1.0.0",
|
||||
"resolved": "https://registry.npmjs.org/callsite/-/callsite-1.0.0.tgz",
|
||||
"integrity": "sha1-KAOY5dZkvXQDi28JBRU+borxvCA="
|
||||
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||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
"component-inherit": {
|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
"version": "1.1.1",
|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
"resolved": "https://registry.npmjs.org/encodeurl/-/encodeurl-1.0.1.tgz",
|
||||
"integrity": "sha1-eePVhlU0aQn+bw9Fpd5oEDspTSA="
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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|
||||
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|
||||
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|
||||
"escape-html": "1.0.3",
|
||||
"on-finished": "2.3.0",
|
||||
"parseurl": "1.3.2",
|
||||
"statuses": "1.3.1",
|
||||
"unpipe": "1.0.0"
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
57
package.json
57
package.json
@ -1,31 +1,30 @@
|
||||
{
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
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|
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|
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
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|
||||
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
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|
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|
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|
||||
}
|
||||
|
@ -1,2 +0,0 @@
|
||||
//code.stephenmorley.org
|
||||
function Queue(){var a=[],b=0;this.getLength=function(){return a.length-b};this.isEmpty=function(){return 0==a.length};this.enqueue=function(b){a.push(b)};this.dequeue=function(){if(0!=a.length){var c=a[b];2*++b>=a.length&&(a=a.slice(b),b=0);return c}};this.peek=function(){return 0<a.length?a[b]:void 0}};
|
9840
public/bundle.js
9840
public/bundle.js
File diff suppressed because one or more lines are too long
@ -1,24 +0,0 @@
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||||
/* arabic */
|
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|
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|
||||
font-style: normal;
|
||||
font-weight: 600;
|
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|
||||
/* latin-ext */
|
||||
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|
||||
font-family: 'Changa';
|
||||
font-style: normal;
|
||||
font-weight: 600;
|
||||
src: local('Changa SemiBold'), local('Changa-SemiBold'), url(l9R1mHXzJ6oxjfw8BkQIThJtnKITppOI_IvcXXDNrsc.woff2) format('woff2');
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/* latin */
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|
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font-family: 'Changa';
|
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font-style: normal;
|
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font-weight: 600;
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src: local('Changa SemiBold'), local('Changa-SemiBold'), url(aXdbZDB08TCIBRKa7Qgu_FtXRa8TVwTICgirnJhmVJw.woff2) format('woff2');
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}
|
@ -1,25 +1,34 @@
|
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<!DOCTYPE html>
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<html>
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<head>
|
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<link href="changa.css" rel="stylesheet">
|
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<link href="styles.css" rel="stylesheet">
|
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<script src="jquery.min.js"></script>
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<title>Blockly.IO</title>
|
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<meta charset="UTF-8"/>
|
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<title>Paper.io</title>
|
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<link rel="stylesheet" href="static/styles.css"/>
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</head>
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<body>
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<div id="stats" style="opacity: 0" class="fullscreen hidden"></div>
|
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<div id="begin" style="opacity: .99999" class="fullscreen">
|
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<div class="center">
|
||||
<h1>Blockly.IO!</h1>
|
||||
<small>Todo: replace ^^^ with a picture. Work in progress.</small><br>
|
||||
|
||||
<h1>Enter your name</h1>
|
||||
<input autocomplete="off" id="name" placeholder="An awesome name!">
|
||||
<button type="submit">Play!</button>
|
||||
<div>
|
||||
<small id="error">Your browser does not support JavaScript!</small>
|
||||
</div>
|
||||
<small>Visit the open-source code on <a href="https://github.com/theKidOfArcrania/PaperIO-Web">GitHub</a>!</small>
|
||||
</div>
|
||||
</div>
|
||||
</body>
|
||||
<canvas id="main-ui"></canvas>
|
||||
<div id="begin">
|
||||
<a id="github" href="https://github.com/stevenjoezhang/paper.io" title="Visit the open-source code on GitHub!">
|
||||
<svg width="80" height="80" viewBox="0 0 250 250" style="fill: #222; color: #fff; position: absolute; top: 0; border: 0; right: 0;" aria-hidden="true">
|
||||
<path d="M0,0 L115,115 L130,115 L142,142 L250,250 L250,0 Z"></path>
|
||||
<path d="M128.3,109.0 C113.8,99.7 119.0,89.6 119.0,89.6 C122.0,82.7 120.5,78.6 120.5,78.6 C119.2,72.0 123.4,76.3 123.4,76.3 C127.3,80.9 125.5,87.3 125.5,87.3 C122.9,97.6 130.6,101.9 134.4,103.2" fill="currentColor" style="transform-origin: 130px 106px;" class="octo-arm"></path>
|
||||
<path d="M115.0,115.0 C114.9,115.1 118.7,116.5 119.8,115.4 L133.7,101.6 C136.9,99.2 139.9,98.4 142.2,98.6 C133.8,88.0 127.5,74.4 143.8,58.0 C148.5,53.4 154.0,51.2 159.7,51.0 C160.3,49.4 163.2,43.6 171.4,40.1 C171.4,40.1 176.1,42.5 178.8,56.2 C183.1,58.6 187.2,61.8 190.9,65.4 C194.5,69.0 197.7,73.2 200.1,77.6 C213.8,80.2 216.3,84.9 216.3,84.9 C212.7,93.1 206.9,96.0 205.4,96.6 C205.1,102.4 203.0,107.8 198.3,112.5 C181.9,128.9 168.3,122.5 157.7,114.1 C157.9,116.9 156.7,120.9 152.7,124.9 L141.0,136.5 C139.8,137.7 141.6,141.9 141.8,141.8 Z" fill="currentColor" class="octo-body"></path>
|
||||
</svg>
|
||||
</a>
|
||||
<div class="center">
|
||||
<!--<h1>Paper.io!</h1>
|
||||
<small>Todo: replace ^^^ with a picture. Work in progress.</small><br/>-->
|
||||
<img class="scale" src="static/logo.png"/>
|
||||
<h1>Enter your name</h1>
|
||||
<input id="name" autocomplete="off" placeholder="An awesome name!"/>
|
||||
<input id="start" type="button" value="Play!" disabled="disabled"/>
|
||||
<div>
|
||||
<small id="error">Your browser does not support JavaScript!</small>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</body>
|
||||
</html>
|
||||
|
4
public/jquery.min.js
vendored
4
public/jquery.min.js
vendored
File diff suppressed because one or more lines are too long
2
public/static/jquery.min.js
vendored
Normal file
2
public/static/jquery.min.js
vendored
Normal file
File diff suppressed because one or more lines are too long
BIN
public/static/logo.png
Normal file
BIN
public/static/logo.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 17 KiB |
18
public/static/prefixfree.min.js
vendored
Normal file
18
public/static/prefixfree.min.js
vendored
Normal file
@ -0,0 +1,18 @@
|
||||
/**
|
||||
* StyleFix 1.0.3 & PrefixFree 1.0.7
|
||||
* @author Lea Verou
|
||||
* MIT license
|
||||
*/
|
||||
(function(){function k(a,b){return[].slice.call((b||document).querySelectorAll(a))}if(window.addEventListener){var e=window.StyleFix={link:function(a){try{if("stylesheet"!==a.rel||a.hasAttribute("data-noprefix"))return}catch(b){return}var c=a.href||a.getAttribute("data-href"),d=c.replace(/[^\/]+$/,""),h=(/^[a-z]{3,10}:/.exec(d)||[""])[0],l=(/^[a-z]{3,10}:\/\/[^\/]+/.exec(d)||[""])[0],g=/^([^?]*)\??/.exec(c)[1],m=a.parentNode,f=new XMLHttpRequest,n;f.onreadystatechange=function(){4===f.readyState&&
|
||||
n()};n=function(){var b=f.responseText;if(b&&a.parentNode&&(!f.status||400>f.status||600<f.status)){b=e.fix(b,!0,a);if(d)var b=b.replace(/url\(\s*?((?:"|')?)(.+?)\1\s*?\)/gi,function(b,a,c){return/^([a-z]{3,10}:|#)/i.test(c)?b:/^\/\//.test(c)?'url("'+h+c+'")':/^\//.test(c)?'url("'+l+c+'")':/^\?/.test(c)?'url("'+g+c+'")':'url("'+d+c+'")'}),c=d.replace(/([\\\^\$*+[\]?{}.=!:(|)])/g,"\\$1"),b=b.replace(RegExp("\\b(behavior:\\s*?url\\('?\"?)"+c,"gi"),"$1");c=document.createElement("style");c.textContent=
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||||
b;c.media=a.media;c.disabled=a.disabled;c.setAttribute("data-href",a.getAttribute("href"));m.insertBefore(c,a);m.removeChild(a);c.media=a.media}};try{f.open("GET",c),f.send(null)}catch(p){"undefined"!=typeof XDomainRequest&&(f=new XDomainRequest,f.onerror=f.onprogress=function(){},f.onload=n,f.open("GET",c),f.send(null))}a.setAttribute("data-inprogress","")},styleElement:function(a){if(!a.hasAttribute("data-noprefix")){var b=a.disabled;a.textContent=e.fix(a.textContent,!0,a);a.disabled=b}},styleAttribute:function(a){var b=
|
||||
a.getAttribute("style"),b=e.fix(b,!1,a);a.setAttribute("style",b)},process:function(){k('link[rel="stylesheet"]:not([data-inprogress])').forEach(StyleFix.link);k("style").forEach(StyleFix.styleElement);k("[style]").forEach(StyleFix.styleAttribute)},register:function(a,b){(e.fixers=e.fixers||[]).splice(void 0===b?e.fixers.length:b,0,a)},fix:function(a,b,c){for(var d=0;d<e.fixers.length;d++)a=e.fixers[d](a,b,c)||a;return a},camelCase:function(a){return a.replace(/-([a-z])/g,function(b,a){return a.toUpperCase()}).replace("-",
|
||||
"")},deCamelCase:function(a){return a.replace(/[A-Z]/g,function(b){return"-"+b.toLowerCase()})}};(function(){setTimeout(function(){k('link[rel="stylesheet"]').forEach(StyleFix.link)},10);document.addEventListener("DOMContentLoaded",StyleFix.process,!1)})()}})();
|
||||
(function(k){function e(b,c,d,h,l){b=a[b];b.length&&(b=RegExp(c+"("+b.join("|")+")"+d,"gi"),l=l.replace(b,h));return l}if(window.StyleFix&&window.getComputedStyle){var a=window.PrefixFree={prefixCSS:function(b,c,d){var h=a.prefix;-1<a.functions.indexOf("linear-gradient")&&(b=b.replace(/(\s|:|,)(repeating-)?linear-gradient\(\s*(-?\d*\.?\d*)deg/ig,function(b,a,c,d){return a+(c||"")+"linear-gradient("+(90-d)+"deg"}));b=e("functions","(\\s|:|,)","\\s*\\(","$1"+h+"$2(",b);b=e("keywords","(\\s|:)","(\\s|;|\\}|$)",
|
||||
"$1"+h+"$2$3",b);b=e("properties","(^|\\{|\\s|;)","\\s*:","$1"+h+"$2:",b);if(a.properties.length){var l=RegExp("\\b("+a.properties.join("|")+")(?!:)","gi");b=e("valueProperties","\\b",":(.+?);",function(a){return a.replace(l,h+"$1")},b)}c&&(b=e("selectors","","\\b",a.prefixSelector,b),b=e("atrules","@","\\b","@"+h+"$1",b));b=b.replace(RegExp("-"+h,"g"),"-");return b=b.replace(/-\*-(?=[a-z]+)/gi,a.prefix)},property:function(b){return(0<=a.properties.indexOf(b)?a.prefix:"")+b},value:function(b,c){b=
|
||||
e("functions","(^|\\s|,)","\\s*\\(","$1"+a.prefix+"$2(",b);b=e("keywords","(^|\\s)","(\\s|$)","$1"+a.prefix+"$2$3",b);0<=a.valueProperties.indexOf(c)&&(b=e("properties","(^|\\s|,)","($|\\s|,)","$1"+a.prefix+"$2$3",b));return b},prefixSelector:function(b){return b.replace(/^:{1,2}/,function(b){return b+a.prefix})},prefixProperty:function(b,c){var d=a.prefix+b;return c?StyleFix.camelCase(d):d}};(function(){var b={},c=[],d=getComputedStyle(document.documentElement,null),h=document.createElement("div").style,
|
||||
l=function(a){if("-"===a.charAt(0)){c.push(a);a=a.split("-");var d=a[1];for(b[d]=++b[d]||1;3<a.length;)a.pop(),d=a.join("-"),StyleFix.camelCase(d)in h&&-1===c.indexOf(d)&&c.push(d)}};if(0<d.length)for(var g=0;g<d.length;g++)l(d[g]);else for(var e in d)l(StyleFix.deCamelCase(e));var g=0,f,k;for(k in b)d=b[k],g<d&&(f=k,g=d);a.prefix="-"+f+"-";a.Prefix=StyleFix.camelCase(a.prefix);a.properties=[];for(g=0;g<c.length;g++)e=c[g],0===e.indexOf(a.prefix)&&(f=e.slice(a.prefix.length),StyleFix.camelCase(f)in
|
||||
h||a.properties.push(f));!("Ms"!=a.Prefix||"transform"in h||"MsTransform"in h)&&"msTransform"in h&&a.properties.push("transform","transform-origin");a.properties.sort()})();(function(){function b(a,b){h[b]="";h[b]=a;return!!h[b]}var c={"linear-gradient":{property:"backgroundImage",params:"red, teal"},calc:{property:"width",params:"1px + 5%"},element:{property:"backgroundImage",params:"#foo"},"cross-fade":{property:"backgroundImage",params:"url(a.png), url(b.png), 50%"}};c["repeating-linear-gradient"]=
|
||||
c["repeating-radial-gradient"]=c["radial-gradient"]=c["linear-gradient"];var d={initial:"color","zoom-in":"cursor","zoom-out":"cursor",box:"display",flexbox:"display","inline-flexbox":"display",flex:"display","inline-flex":"display",grid:"display","inline-grid":"display","max-content":"width","min-content":"width","fit-content":"width","fill-available":"width"};a.functions=[];a.keywords=[];var h=document.createElement("div").style,e;for(e in c){var g=c[e],k=g.property,g=e+"("+g.params+")";!b(g,k)&&
|
||||
b(a.prefix+g,k)&&a.functions.push(e)}for(var f in d)k=d[f],!b(f,k)&&b(a.prefix+f,k)&&a.keywords.push(f)})();(function(){function b(a){e.textContent=a+"{}";return!!e.sheet.cssRules.length}var c={":read-only":null,":read-write":null,":any-link":null,"::selection":null},d={keyframes:"name",viewport:null,document:'regexp(".")'};a.selectors=[];a.atrules=[];var e=k.appendChild(document.createElement("style")),l;for(l in c){var g=l+(c[l]?"("+c[l]+")":"");!b(g)&&b(a.prefixSelector(g))&&a.selectors.push(l)}for(var m in d)g=
|
||||
m+" "+(d[m]||""),!b("@"+g)&&b("@"+a.prefix+g)&&a.atrules.push(m);k.removeChild(e)})();a.valueProperties=["transition","transition-property"];k.className+=" "+a.prefix;StyleFix.register(a.prefixCSS)}})(document.documentElement);
|
125
public/static/styles.css
Normal file
125
public/static/styles.css
Normal file
@ -0,0 +1,125 @@
|
||||
/* arabic */
|
||||
@font-face {
|
||||
font-family: "Changa";
|
||||
font-style: normal;
|
||||
font-weight: 600;
|
||||
src: local("Changa SemiBold"), local("Changa-SemiBold"), url(8-mw6umTgtMSI5PXqVIDMRJtnKITppOI_IvcXXDNrsc.woff2) format("woff2");
|
||||
unicode-range: U+0600-06FF, U+200C-200E, U+2010-2011, U+FB50-FDFF, U+FE80-FEFC;
|
||||
}
|
||||
/* latin-ext */
|
||||
@font-face {
|
||||
font-family: "Changa";
|
||||
font-style: normal;
|
||||
font-weight: 600;
|
||||
src: local("Changa SemiBold"), local("Changa-SemiBold"), url(l9R1mHXzJ6oxjfw8BkQIThJtnKITppOI_IvcXXDNrsc.woff2) format("woff2");
|
||||
unicode-range: U+0100-024F, U+1E00-1EFF, U+20A0-20AB, U+20AD-20CF, U+2C60-2C7F, U+A720-A7FF;
|
||||
}
|
||||
/* latin */
|
||||
@font-face {
|
||||
font-family: "Changa";
|
||||
font-style: normal;
|
||||
font-weight: 600;
|
||||
src: local("Changa SemiBold"), local("Changa-SemiBold"), url(aXdbZDB08TCIBRKa7Qgu_FtXRa8TVwTICgirnJhmVJw.woff2) format("woff2");
|
||||
unicode-range: U+0000-00FF, U+0131, U+0152-0153, U+02C6, U+02DA, U+02DC, U+2000-206F, U+2074, U+20AC, U+2212, U+2215;
|
||||
}
|
||||
body, html {
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
margin: 0;
|
||||
padding: 0;
|
||||
overflow: hidden;
|
||||
background: white;
|
||||
color: white;
|
||||
font-family: "Changa", "Sans Serif";
|
||||
user-select: none;
|
||||
}
|
||||
canvas {
|
||||
position: absolute;
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
top: 0;
|
||||
left: 0;
|
||||
}
|
||||
#begin {
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
background: rgba(0,0,0,.8);
|
||||
}
|
||||
#github svg {
|
||||
transition: all 1s;
|
||||
transform-origin: right top;
|
||||
}
|
||||
#github:hover svg {
|
||||
transform: scale(2);
|
||||
}
|
||||
.center {
|
||||
vertical-align: middle;
|
||||
text-align: center;
|
||||
position: fixed;
|
||||
top: 50%;
|
||||
left: 50%;
|
||||
transform: translate(-50%, -50%);
|
||||
}
|
||||
.scale {
|
||||
animation: scale 5s infinite ease-in-out;
|
||||
}
|
||||
@keyframes scale {
|
||||
0% {
|
||||
transform: scale(0.8);
|
||||
}
|
||||
50% {
|
||||
transform: scale(1);
|
||||
}
|
||||
100% {
|
||||
transform: scale(0.8);
|
||||
}
|
||||
}
|
||||
input {
|
||||
font-family: "Changa", "Sans Serif";
|
||||
font-size: 1.5rem;
|
||||
outline: none;
|
||||
border: 0;
|
||||
padding: .5rem 1rem;
|
||||
line-height: 2.5rem;
|
||||
}
|
||||
#name {
|
||||
/*
|
||||
border: 4px solid lightgray;
|
||||
border-radius: 2px;
|
||||
*/
|
||||
background: #ededd1;
|
||||
border-bottom: 6px solid #a1a18d;
|
||||
}
|
||||
input[type=button] {
|
||||
/*
|
||||
border-style: solid;
|
||||
border-color: #e6e699 #b8b814 #b8b814 #e6e699;
|
||||
border-width: 4px 4px 4px 4px;
|
||||
border-radius: 4px;
|
||||
background: #eded5e;
|
||||
*/
|
||||
background: #eaec4b;
|
||||
border-bottom: 6px solid #a1a130;
|
||||
color: #888a34;
|
||||
text-align: center;
|
||||
cursor: pointer;
|
||||
}
|
||||
input[type=button]:hover {
|
||||
background: #fafc5b;
|
||||
}
|
||||
input[type=button]:active {
|
||||
/*
|
||||
border-color: #73730d #cccc7d #cccc7d #73730d;
|
||||
background: #e8e830;
|
||||
border: none;
|
||||
border-top: 4px solid #333;
|
||||
*/
|
||||
border-bottom: 2px solid #a1a130;
|
||||
transform: translateY(4px);
|
||||
}
|
||||
input[type=button]:disabled {
|
||||
cursor: not-allowed;
|
||||
}
|
||||
#error {
|
||||
color: red;
|
||||
}
|
@ -1,71 +0,0 @@
|
||||
body, html {
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
margin: 0;
|
||||
padding: 0;
|
||||
overflow: hidden;
|
||||
background: black;
|
||||
|
||||
color: white;
|
||||
font-family: "Changa", "Sans Serif";
|
||||
}
|
||||
#error {
|
||||
color: red;
|
||||
}
|
||||
|
||||
canvas {
|
||||
position: absolute;
|
||||
top: 0;
|
||||
left: 0;
|
||||
}
|
||||
|
||||
.fullscreen {
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
background: black;
|
||||
}
|
||||
|
||||
.center {
|
||||
vertical-align: middle;
|
||||
text-align: center;
|
||||
position: fixed;
|
||||
top: 50%;
|
||||
left: 50%;
|
||||
transform: translate(-50%, -50%);
|
||||
}
|
||||
|
||||
input {
|
||||
font-family: "Changa", "Sans Serif";
|
||||
font-size: 24px;
|
||||
padding: .5rem 1rem;
|
||||
border: 4px solid lightgray;
|
||||
border-radius: 2px;
|
||||
}
|
||||
|
||||
button {
|
||||
border-style: solid;
|
||||
border-color: #e6e699 #b8b814 #b8b814 #e6e699;
|
||||
border-width: 4px 4px 4px 4px;
|
||||
border-radius: 4px;
|
||||
background: #eded5e;
|
||||
font-family: "Changa", "Sans-serif";
|
||||
font-size: 24px;
|
||||
padding: .5rem 1rem;
|
||||
}
|
||||
|
||||
button:active {
|
||||
border-color: #73730d #cccc7d #cccc7d #73730d;
|
||||
background: #e8e830;
|
||||
}
|
||||
|
||||
.hidden {
|
||||
display: none;
|
||||
}
|
||||
|
||||
#stats
|
||||
{
|
||||
background: rgb(80, 80, 80);
|
||||
position: absolute;
|
||||
top: 0;
|
||||
left: 0;
|
||||
}
|
@ -1,2 +0,0 @@
|
||||
<script src="socket.io.min.js"></script>
|
||||
<script src="socket-test.js"></script>
|
64
server.js
64
server.js
@ -1,49 +1,43 @@
|
||||
//TODO: rename as "blockly.io".
|
||||
var hostname = process.argv[2] || "0.0.0.0";
|
||||
var port = parseInt(process.argv[3]) || 80;
|
||||
|
||||
var finalhandler = require('finalhandler');
|
||||
var http = require('http');
|
||||
var serveStatic = require('serve-static');
|
||||
|
||||
var port = parseInt(process.argv[3]) || 8080;
|
||||
var finalhandler = require("finalhandler");
|
||||
var http = require("http");
|
||||
var serveStatic = require("serve-static");
|
||||
// Serve up public/ftp folder
|
||||
var serve = serveStatic('public/', {'setHeaders': setHeaders});
|
||||
|
||||
function setHeaders(res, path) {
|
||||
res.setHeader('Cache-Control', 'public, max-age=0');
|
||||
}
|
||||
|
||||
// Create server
|
||||
var server = http.createServer(function onRequest (req, res) {
|
||||
serve(req, res, finalhandler(req, res));
|
||||
var serve = serveStatic("public/", {
|
||||
"setHeaders": setHeaders
|
||||
});
|
||||
|
||||
function setHeaders(res, path) {
|
||||
res.setHeader("Cache-Control", "public, max-age=0");
|
||||
}
|
||||
// Create server
|
||||
var server = http.createServer(function onRequest(req, res) {
|
||||
serve(req, res, finalhandler(req, res));
|
||||
});
|
||||
// Listen
|
||||
server.listen(port, hostname);
|
||||
|
||||
server = http.createServer();
|
||||
var io = require('socket.io')(server);
|
||||
io.set('transports', ['websocket']);
|
||||
|
||||
var Game = require('./game-server.js');
|
||||
var io = require("socket.io")(server);
|
||||
io.set("transports", ["websocket"]);
|
||||
var Game = require("./game-server.js");
|
||||
var games = [new Game()];
|
||||
io.on('connection', function(socket){
|
||||
socket.on("hello", function(data, fn) {
|
||||
//TODO: error checking.
|
||||
if (data.name && data.name.length > 32)
|
||||
fn(false, "Your name is too long!");
|
||||
else if (!games[0].addPlayer(socket, data.name))
|
||||
fn(false, "Game is too full!");
|
||||
else
|
||||
fn(true);
|
||||
});
|
||||
socket.on("checkConn", function(fn) { fn(); });
|
||||
io.on("connection", function(socket) {
|
||||
socket.on("hello", function(data, fn) {
|
||||
//TODO: error checking.
|
||||
if (data.name && data.name.length > 32) fn(false, "Your name is too long!");
|
||||
else if (!games[0].addPlayer(socket, data.name)) fn(false, "Game is too full!");
|
||||
else fn(true);
|
||||
});
|
||||
socket.on("pings", function(fn) {
|
||||
socket.emit("pongs");
|
||||
socket.disconnect();
|
||||
});
|
||||
});
|
||||
server.listen(8081);
|
||||
|
||||
function tick() {
|
||||
games[0].tickFrame();
|
||||
setTimeout(tick, 1000 / 60);
|
||||
games[0].tickFrame();
|
||||
setTimeout(tick, 1000 / 60);
|
||||
}
|
||||
tick();
|
||||
//setTimeout(tick, 1000 / 60);
|
Loading…
Reference in New Issue
Block a user