forked from ilikecats/papercats
Separate rendering and client code, fixes #3
This commit is contained in:
parent
7ff47d8efc
commit
c8cd3d474b
276
game-client.js
276
game-client.js
@ -1,51 +1,38 @@
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/* global $ */
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var Player = require("./player.js");
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var renderer = require("./game-renderer.js");
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var client = require("./player-client.js");
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var consts = require("./game-consts.js");
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var core = require("./game-core.js");
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var io = require('socket.io-client');
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var GRID_SIZE = consts.GRID_SIZE;
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var CELL_WIDTH = consts.CELL_WIDTH;
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renderer.allowAnimation = true;
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client.allowAnimation = true;
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client.renderer = require("./game-renderer.js");
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/**
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* Provides requestAnimationFrame in a cross browser way.
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* Provides requestAnimationFrame in a cross browser way. (edited so that this is also compatible with node.)
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* @author paulirish / http://paulirish.com/
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*/
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// window.requestAnimationFrame = function( /* function FrameRequestCallback */ callback, /* DOMElement Element */ element ) {
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// window.setTimeout( callback, 1000 / 60 );
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// };
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if ( !window.requestAnimationFrame ) {
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window.requestAnimationFrame = ( function() {
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return window.webkitRequestAnimationFrame ||
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window.mozRequestAnimationFrame ||
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window.oRequestAnimationFrame ||
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window.msRequestAnimationFrame ||
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var global;
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if (!global)
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global = window;
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if ( !global.requestAnimationFrame ) {
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global.requestAnimationFrame = ( function() {
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return global.webkitRequestAnimationFrame ||
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global.mozRequestAnimationFrame ||
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global.oRequestAnimationFrame ||
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global.msRequestAnimationFrame ||
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function( /* function FrameRequestCallback */ callback, /* DOMElement Element */ element ) {
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window.setTimeout( callback, 1000 / 60 );
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global.setTimeout( callback, 1000 / 60 );
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};
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})();
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}
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var norun = false;
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function run() {
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if (norun)
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return; //Prevent multiple clicks.
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norun = true;
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user = null;
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deadFrames = 0;
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//Socket connection.
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//, {transports: ['websocket'], upgrade: false}
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connectServer();
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socket.emit('hello', {
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name: $("#name").val(),
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type: 0, //Free-for-all
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gameid: -1 //Requested game-id, or -1 for anyone.
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}, function(success, msg) {
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client.connectGame('//' + window.location.hostname + ':8081', $('#name').val(), function(success, msg) {
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if (success)
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{
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console.info("Connected to game!");
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@ -59,7 +46,6 @@ function run() {
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console.error("Unable to connect to game: " + msg);
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var error = $("#error");
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error.text(msg);
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norun = false;
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}
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});
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}
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@ -84,7 +70,7 @@ $(function() {
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socket.on('connect_error', function() {
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if (!success)
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error.text("Cannot connect with server. This probably is due to misconfigured proxy server. (Try using a different browser)");
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})
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});
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socket.emit("checkConn", function() {
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success = true;
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socket.disconnect();
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@ -106,12 +92,9 @@ $(function() {
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}, 2000);
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});
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var user, socket, frame;
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//Event listeners
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$(document).keydown(function(e) {
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if (!user || user.dead)
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return;
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var newHeading = -1;
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switch (e.which)
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{
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@ -122,231 +105,6 @@ $(document).keydown(function(e) {
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default: return; //exit handler for other keys.
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}
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if (newHeading === user.currentHeading || ((newHeading % 2 === 0) ^
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(user.currentHeading % 2 === 0)))
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{
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//user.heading = newHeading;
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if (socket)
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socket.emit("frame", {
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frame: frame,
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heading: newHeading
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}, function(success, msg) {
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if (!success)
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console.error(msg);
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});
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}
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client.changeHeading(newHeading);
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e.preventDefault();
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});
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var grid = renderer.grid;
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var timeout = undefined;
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var dirty = false;
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var deadFrames = 0;
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var requesting = -1; //frame that we are requesting at.
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var frameCache = []; //Frames after our request.
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//TODO: check if we can connect to server.
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function connectServer() {
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io.j = [];
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io.sockets = [];
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socket = io('http://' + window.location.hostname + ':8081', {
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'forceNew': true,
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upgrade: false,
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transports: ['websocket']
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});
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socket.on('connect', function(){
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console.info("Connected to server.");
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});
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socket.on('game', function(data) {
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if (timeout != undefined)
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clearTimeout(timeout);
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//Initialize game.
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//TODO: display data.gameid --- game id #
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frame = data.frame;
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renderer.reset();
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//Load players.
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data.players.forEach(function(p) {
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var pl = new Player(grid, p);
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renderer.addPlayer(pl);
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});
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user = renderer.getPlayerFromNum(data.num);
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if (!user) throw new Error();
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renderer.setUser(user);
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//Load grid.
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var gridData = new Uint8Array(data.grid);
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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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{
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var ind = gridData[r * grid.size + c] - 1;
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grid.set(r, c, ind === -1 ? null : renderer.getPlayer(ind));
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}
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renderer.paint();
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frame = data.frame;
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if (requesting !== -1)
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{
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//Update those cache frames after we updated game.
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var minFrame = requesting;
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requesting = -1;
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while (frameCache.length > frame - minFrame)
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processFrame(frameCache[frame - minFrame]);
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frameCache = [];
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}
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});
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socket.on('notifyFrame', processFrame);
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socket.on('dead', function() {
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socket.disconnect(); //In case we didn't get the disconnect call.
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});
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socket.on('disconnect', function(){
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if (!user)
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return;
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console.info("Server has disconnected. Creating new game.");
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socket.disconnect();
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user.die();
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dirty = true;
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paintLoop();
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//TODO: Show score stats.
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//Show score stats.
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$("#stats").removeClass("hidden");
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$("#stats").animate({
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opacity: .9999
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}, 3000, function() {
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showStats();
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});
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//Then fade back into the login screen.
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});
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}
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function showStats() {
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$("#begin").removeClass("hidden");
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$("#begin").animate({
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opacity: .9999
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}, 1000, function() {
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$("#stats").addClass("hidden").css("opacity", 0);
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norun = false;
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});
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}
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function processFrame(data)
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{
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if (timeout != undefined)
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clearTimeout(timeout);
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if (requesting !== -1 && requesting < data.frame)
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{
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frameCache.push(data);
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return;
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}
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if (data.frame - 1 !== frame)
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{
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console.error("Frames don't match up!");
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socket.emit('requestFrame'); //Restore data.
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requesting = data.frame;
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frameCache.push(data);
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return;
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}
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frame++;
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if (data.newPlayers)
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{
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data.newPlayers.forEach(function(p) {
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if (p.num === user.num)
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return;
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var pl = new Player(grid, p);
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renderer.addPlayer(pl);
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core.initPlayer(grid, pl);
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});
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}
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var found = new Array(renderer.playerSize());
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data.moves.forEach(function(val, i) {
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var player = renderer.getPlayerFromNum(val.num);
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if (!player) return;
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if (val.left) player.die();
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found[i] = true;
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player.heading = val.heading;
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});
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for (var i = 0; i < renderer.playerSize(); i++)
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{
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//Implicitly leaving game.
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if (!found[i])
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{
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var player = renderer.getPlayer();
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player && player.die();
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}
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}
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renderer.update();
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var locs = {};
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for (var i = 0; i < renderer.playerSize(); i++)
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{
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var p = renderer.getPlayer(i);
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locs[p.num] = [p.posX, p.posY, p.waitLag];
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}
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socket.emit("verify", {
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frame: frame,
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locs: locs
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}, function(frame, success, adviceFix, msg) {
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if (!success && requesting === -1)
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{
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console.error(frame + ": " + msg);
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if (adviceFix)
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socket.emit('requestFrame');
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}
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}.bind(this, frame));
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dirty = true;
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requestAnimationFrame(function() {
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paintLoop();
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});
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timeout = setTimeout(function() {
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console.warn("Server has timed-out. Disconnecting.");
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socket.disconnect();
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}, 3000);
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}
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function paintLoop()
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{
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if (!dirty)
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return;
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renderer.paint();
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dirty = false;
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if (user.dead)
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{
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if (timeout)
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clearTimeout(timeout);
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if (deadFrames === 60) //One second of frame
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{
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var before = renderer.allowAnimation;
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renderer.allowAnimation = false;
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renderer.update();
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renderer.paint();
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renderer.allowAnimation = before;
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user = null;
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deadFrames = 0;
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return;
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}
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socket.disconnect();
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deadFrames++;
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dirty = true;
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renderer.update();
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requestAnimationFrame(paintLoop);
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}
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}
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152
game-renderer.js
152
game-renderer.js
@ -3,7 +3,7 @@ var Rolling = require("./rolling.js");
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var Color = require("./color.js");
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var Grid = require("./grid.js");
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var consts = require("./game-consts.js");
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var core = require("./game-core.js");
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var client = require("./player-client.js");
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var GRID_SIZE = consts.GRID_SIZE;
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var CELL_WIDTH = consts.CELL_WIDTH;
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@ -33,28 +33,9 @@ $(function () {
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});
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var allowAnimation = true;
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var animateGrid, players, allPlayers, playerPortion, portionsRolling,
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barProportionRolling, grid, animateTo, offset, user, zoom, kills, showedDead;
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grid = new Grid(GRID_SIZE, function(row, col, before, after) {
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//Keep track of areas.
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if (before)
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playerPortion[before.num]--;
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if (after)
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playerPortion[after.num]++;
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//Queue animation
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if (before === after || !allowAnimation)
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return;
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animateGrid.set(row, col, {
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before: before,
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after: after,
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frame: 0
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});
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});
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var animateGrid, playerPortion, portionsRolling,
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barProportionRolling, animateTo, offset, user, zoom, showedDead;
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var grid = client.grid;
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function updateSize()
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{
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@ -76,12 +57,9 @@ function updateSize()
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centerOnPlayer(user, offset);
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}
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function init() {
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function reset() {
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animateGrid = new Grid(GRID_SIZE);
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grid.reset();
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players = [];
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allPlayers = [];
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playerPortion = [];
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portionsRolling = [];
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barProportionRolling = [];
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@ -91,11 +69,11 @@ function init() {
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user = null;
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zoom = 1;
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kills = 0;
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showedDead = false;
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}
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init();
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reset();
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//Paint methods.
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function paintGridBorder(ctx)
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@ -136,7 +114,7 @@ function paintGrid(ctx)
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var x = c * CELL_WIDTH, y = r * CELL_WIDTH, baseColor, shadowColor;
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var animateSpec = animateGrid.get(r, c);
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if (allowAnimation && animateSpec)
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if (client.allowAnimation && animateSpec)
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{
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if (animateSpec.before) //fading animation
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{
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@ -172,7 +150,7 @@ function paintGrid(ctx)
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}
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}
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if (!allowAnimation)
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if (!client.allowAnimation)
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return;
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//Paint squares with drop in animation.
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@ -183,7 +161,7 @@ function paintGrid(ctx)
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animateSpec = animateGrid.get(r, c);
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x = c * CELL_WIDTH, y = r * CELL_WIDTH;
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if (animateSpec && allowAnimation)
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if (animateSpec && client.allowAnimation)
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{
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var viewable = r >= minRow && r < maxRow && c >= minCol && c < maxCol;
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if (animateSpec.after && viewable)
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@ -212,6 +190,7 @@ function paintGrid(ctx)
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function paintUIBar(ctx)
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{
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//UI Bar background
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ctx.fillStyle = "#24422c";
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ctx.fillRect(0, 0, canvasWidth, BAR_HEIGHT);
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@ -240,13 +219,13 @@ function paintUIBar(ctx)
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ctx.fillText((userPortions * 100).toFixed(3) + "%", 5 + barOffset, CELL_WIDTH - 5);
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//Number of kills
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var killsText = "Kills: " + kills;
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var killsText = "Kills: " + client.kills;
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var killsOffset = 20 + BAR_WIDTH + barOffset;
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ctx.fillText(killsText, killsOffset, CELL_WIDTH - 5);
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//Calcuate rank
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var sorted = [];
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players.forEach(function(val) {
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client.getPlayers().forEach(function(val) {
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sorted.push({player: val, portion: playerPortion[val.num]});
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});
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sorted.sort(function(a, b) {
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@ -262,12 +241,11 @@ function paintUIBar(ctx)
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if (sorted.length > 0)
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{
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var maxPortion = sorted[0].portion;
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for (var i = 0; i < players.length; i++)
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{
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var rolling = barProportionRolling[players[i].num];
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rolling.value = playerPortion[players[i].num] / maxPortion;
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client.getPlayers().forEach(function(player) {
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var rolling = barProportionRolling[player.num];
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rolling.value = playerPortion[player.num] / maxPortion;
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rolling.update();
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}
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});
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}
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//Show leaderboard.
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@ -303,6 +281,7 @@ function paintUIBar(ctx)
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function paint(ctx)
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{
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ctx.fillStyle = '#e2ebf3'; //'whitesmoke';
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ctx.fillRect(0, 0, canvasWidth, canvasHeight);
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@ -318,7 +297,7 @@ function paint(ctx)
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ctx.translate(-offset[0] + BORDER_WIDTH, -offset[1] + BORDER_WIDTH);
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paintGrid(ctx);
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players.forEach(function (p) {
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client.getPlayers().forEach(function (p) {
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var fr = p.waitLag;
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if (fr < ANIMATE_FRAMES)
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p.render(ctx, fr / ANIMATE_FRAMES);
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@ -352,7 +331,7 @@ function update() {
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{
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if (animateTo[i] !== offset[i])
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{
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if (allowAnimation)
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if (client.allowAnimation)
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{
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var delta = animateTo[i] - offset[i];
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var dir = Math.sign(delta);
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@ -365,29 +344,16 @@ function update() {
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}
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//Calculate player portions.
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for (var i = 0; i < players.length; i++)
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{
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var roll = portionsRolling[players[i].num];
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roll.value = playerPortion[players[i].num] / GRID_SIZE / GRID_SIZE;
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client.getPlayers().forEach(function(player) {
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var roll = portionsRolling[player.num];
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roll.value = playerPortion[player.num] / GRID_SIZE / GRID_SIZE;
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roll.update();
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}
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});
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//Zoom goes from 1 to .5, decreasing as portion goes up. TODO: maybe can modify this?
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if (portionsRolling[user.num])
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zoom = 1 / (portionsRolling[user.num].lag + 1);
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var dead = [];
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core.updateFrame(grid, players, dead, function addKill(killer, other)
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{
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if (players[killer] === user && killer !== other)
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kills++;
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});
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dead.forEach(function(val) {
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console.log(val.name || "Unnamed" + " is dead");
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||||
delete allPlayers[val.num];
|
||||
delete portionsRolling[val.num];
|
||||
});
|
||||
|
||||
//TODO: animate player is dead. (maybe explosion?), and tail rewinds itself.
|
||||
if (user) centerOnPlayer(user, animateTo);
|
||||
}
|
||||
@ -428,51 +394,59 @@ function getBounceOffset(frame)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
function showStats() {
|
||||
//TODO: Show score stats.
|
||||
$("#begin").removeClass("hidden");
|
||||
$("#begin").animate({
|
||||
opacity: .9999
|
||||
}, 1000, function() {
|
||||
$("#stats").addClass("hidden").css("opacity", 0);
|
||||
});
|
||||
}
|
||||
|
||||
module.exports = exports = {
|
||||
addPlayer: function(player) {
|
||||
if (allPlayers[player.num])
|
||||
return; //Already added.
|
||||
allPlayers[player.num] = players[players.length] = player;
|
||||
playerPortion[player.num] = 0;
|
||||
portionsRolling[player.num] = new Rolling(9 / GRID_SIZE / GRID_SIZE, ANIMATE_FRAMES);
|
||||
barProportionRolling[player.num] = new Rolling(0, ANIMATE_FRAMES);
|
||||
return players.length - 1;
|
||||
},
|
||||
getPlayer: function(ind) {
|
||||
if (ind < 0 || ind >= players.length)
|
||||
throw new RangeError("Player index out of bounds (" + ind + ").");
|
||||
return players[ind];
|
||||
disconnect: function() {
|
||||
//Show score stats.
|
||||
$("#stats").removeClass("hidden");
|
||||
$("#stats").animate({
|
||||
opacity: .9999
|
||||
}, 3000, function() {
|
||||
showStats();
|
||||
//Then fade back into the login screen.
|
||||
});
|
||||
},
|
||||
getPlayerFromNum: function(num) {
|
||||
return allPlayers[num];
|
||||
},
|
||||
playerSize: function() {
|
||||
return players.length;
|
||||
removePlayer: function(player) {
|
||||
delete playerPortion[player.num];
|
||||
delete portionsRolling[player.num];
|
||||
delete barProportionRolling[player.num];
|
||||
},
|
||||
|
||||
setUser: function(player) {
|
||||
user = player;
|
||||
centerOnPlayer(user, offset);
|
||||
},
|
||||
incrementKill: function() {
|
||||
kills++;
|
||||
},
|
||||
reset: function() {
|
||||
init();
|
||||
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
|
||||
};
|
||||
|
||||
Object.defineProperties(exports, {
|
||||
allowAnimation: {
|
||||
get: function() { return allowAnimation; },
|
||||
set: function(val) { allowAnimation = !!val; },
|
||||
enumerable: true
|
||||
},
|
||||
grid: {
|
||||
get: function() { return grid; },
|
||||
enumerable: true
|
||||
}
|
||||
});
|
354
player-client.js
Normal file
354
player-client.js
Normal file
@ -0,0 +1,354 @@
|
||||
var Player = require('./player.js');
|
||||
var Grid = require('./grid.js');
|
||||
var consts = require('./game-consts.js');
|
||||
var core = require('./game-core.js');
|
||||
var io = require('socket.io-client');
|
||||
|
||||
var GRID_SIZE = consts.GRID_SIZE;
|
||||
var CELL_WIDTH = consts.CELL_WIDTH;
|
||||
|
||||
var running = false;
|
||||
var user, socket, frame;
|
||||
var players, allPlayers;
|
||||
|
||||
var kills;
|
||||
|
||||
var timeout = undefined;
|
||||
var dirty = false;
|
||||
var deadFrames = 0;
|
||||
var requesting = -1; //frame that we are requesting at.
|
||||
var frameCache = []; //Frames after our request.
|
||||
|
||||
var allowAnimation = true;
|
||||
|
||||
var grid = new Grid(consts.GRID_SIZE, function(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 global;
|
||||
if (!global)
|
||||
global = window;
|
||||
if ( !global.requestAnimationFrame ) {
|
||||
global.requestAnimationFrame = ( function() {
|
||||
return global.webkitRequestAnimationFrame ||
|
||||
global.mozRequestAnimationFrame ||
|
||||
global.oRequestAnimationFrame ||
|
||||
global.msRequestAnimationFrame ||
|
||||
function( /* function FrameRequestCallback */ callback, /* DOMElement Element */ element ) {
|
||||
global.setTimeout( callback, 1000 / 60 );
|
||||
};
|
||||
})();
|
||||
}
|
||||
|
||||
|
||||
//Public API
|
||||
function connectGame(url, name, callback) {
|
||||
if (running)
|
||||
return; //Prevent multiple runs.
|
||||
running = true;
|
||||
|
||||
user = null;
|
||||
deadFrames = 0;
|
||||
|
||||
//Socket connection.
|
||||
io.j = [];
|
||||
io.sockets = [];
|
||||
socket = io(url, {
|
||||
'forceNew': true,
|
||||
upgrade: false,
|
||||
transports: ['websocket']
|
||||
});
|
||||
socket.on('connect', function(){
|
||||
console.info('Connected to server.');
|
||||
});
|
||||
socket.on('game', function(data) {
|
||||
if (timeout != undefined)
|
||||
clearTimeout(timeout);
|
||||
|
||||
//Initialize game.
|
||||
//TODO: display data.gameid --- game id #
|
||||
frame = data.frame;
|
||||
|
||||
reset();
|
||||
|
||||
//Load players.
|
||||
data.players.forEach(function(p) {
|
||||
var pl = new Player(grid, p);
|
||||
addPlayer(pl);
|
||||
});
|
||||
user = allPlayers[data.num];
|
||||
if (!user)
|
||||
throw new Error();
|
||||
setUser(user);
|
||||
|
||||
//Load grid.
|
||||
var gridData = new Uint8Array(data.grid);
|
||||
for (var r = 0; r < grid.size; r++)
|
||||
for (var c = 0; c < grid.size; c++)
|
||||
{
|
||||
var ind = gridData[r * grid.size + c] - 1;
|
||||
grid.set(r, c, ind === -1 ? null : players[ind]);
|
||||
}
|
||||
|
||||
invokeRenderer('paint', []);
|
||||
frame = data.frame;
|
||||
|
||||
if (requesting !== -1)
|
||||
{
|
||||
//Update those cache frames after we updated game.
|
||||
var minFrame = requesting;
|
||||
requesting = -1;
|
||||
while (frameCache.length > frame - minFrame)
|
||||
processFrame(frameCache[frame - minFrame]);
|
||||
frameCache = [];
|
||||
}
|
||||
});
|
||||
|
||||
socket.on('notifyFrame', processFrame);
|
||||
|
||||
socket.on('dead', function() {
|
||||
socket.disconnect(); //In case we didn't get the disconnect call.
|
||||
});
|
||||
|
||||
socket.on('disconnect', function(){
|
||||
if (!user)
|
||||
return;
|
||||
console.info('Server has disconnected. Creating new game.');
|
||||
socket.disconnect();
|
||||
user.die();
|
||||
dirty = true;
|
||||
paintLoop();
|
||||
running = false;
|
||||
invokeRenderer('disconnect', []);
|
||||
});
|
||||
|
||||
socket.emit('hello', {
|
||||
name: name,
|
||||
type: 0, //Free-for-all
|
||||
gameid: -1 //Requested game-id, or -1 for anyone.
|
||||
}, function(success, msg) {
|
||||
if (success)
|
||||
console.info('Connected to game!');
|
||||
else {
|
||||
console.error('Unable to connect to game: ' + msg);
|
||||
running = false;
|
||||
}
|
||||
if (callback)
|
||||
callback(success, msg);
|
||||
});
|
||||
|
||||
|
||||
}
|
||||
|
||||
function changeHeading(newHeading) {
|
||||
if (!user || user.dead)
|
||||
return;
|
||||
if (newHeading === user.currentHeading || ((newHeading % 2 === 0) ^
|
||||
(user.currentHeading % 2 === 0)))
|
||||
{
|
||||
//user.heading = newHeading;
|
||||
if (socket) {
|
||||
socket.emit('frame', {
|
||||
frame: frame,
|
||||
heading: newHeading
|
||||
}, function(success, msg) {
|
||||
if (!success)
|
||||
console.error(msg);
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function getPlayers() {
|
||||
return players.slice();
|
||||
}
|
||||
|
||||
//Private API
|
||||
function addPlayer(player) {
|
||||
if (allPlayers[player.num])
|
||||
return; //Already added.
|
||||
allPlayers[player.num] = players[players.length] = player;
|
||||
invokeRenderer('addPlayer', [player]);
|
||||
return players.length - 1;
|
||||
}
|
||||
|
||||
function invokeRenderer(name, args) {
|
||||
var renderer = exports.renderer;
|
||||
if (renderer && typeof renderer[name] === 'function')
|
||||
renderer[name].apply(exports, args);
|
||||
}
|
||||
|
||||
|
||||
function processFrame(data)
|
||||
{
|
||||
if (timeout != undefined)
|
||||
clearTimeout(timeout);
|
||||
|
||||
if (requesting !== -1 && requesting < data.frame)
|
||||
{
|
||||
frameCache.push(data);
|
||||
return;
|
||||
}
|
||||
|
||||
if (data.frame - 1 !== frame)
|
||||
{
|
||||
console.error('Frames don\'t match up!');
|
||||
socket.emit('requestFrame'); //Restore data.
|
||||
requesting = data.frame;
|
||||
frameCache.push(data);
|
||||
return;
|
||||
}
|
||||
|
||||
frame++;
|
||||
if (data.newPlayers)
|
||||
{
|
||||
data.newPlayers.forEach(function(p) {
|
||||
if (p.num === user.num)
|
||||
return;
|
||||
var pl = new Player(grid, p);
|
||||
addPlayer(pl);
|
||||
core.initPlayer(grid, pl);
|
||||
});
|
||||
}
|
||||
|
||||
var found = new Array(players.length);
|
||||
data.moves.forEach(function(val, i) {
|
||||
var player = allPlayers[val.num];
|
||||
if (!player) return;
|
||||
if (val.left) player.die();
|
||||
found[i] = true;
|
||||
player.heading = val.heading;
|
||||
});
|
||||
for (var i = 0; i < players.length; i++)
|
||||
{
|
||||
//Implicitly leaving game.
|
||||
if (!found[i])
|
||||
{
|
||||
var player = players[i];
|
||||
player && player.die();
|
||||
}
|
||||
}
|
||||
|
||||
update();
|
||||
|
||||
var locs = {};
|
||||
for (var i = 0; i < players.length; i++)
|
||||
{
|
||||
var p = players[i];
|
||||
locs[p.num] = [p.posX, p.posY, p.waitLag];
|
||||
}
|
||||
|
||||
socket.emit('verify', {
|
||||
frame: frame,
|
||||
locs: locs
|
||||
}, function(frame, success, adviceFix, msg) {
|
||||
if (!success && requesting === -1)
|
||||
{
|
||||
console.error(frame + ': ' + msg);
|
||||
if (adviceFix)
|
||||
socket.emit('requestFrame');
|
||||
}
|
||||
}.bind(this, frame));
|
||||
|
||||
dirty = true;
|
||||
requestAnimationFrame(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.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 reset() {
|
||||
user = null;
|
||||
|
||||
grid.reset();
|
||||
players = [];
|
||||
allPlayers = [];
|
||||
kills = 0;
|
||||
|
||||
invokeRenderer('reset');
|
||||
}
|
||||
|
||||
function setUser(player) {
|
||||
user = player;
|
||||
invokeRenderer('setUser', [player]);
|
||||
}
|
||||
|
||||
function update() {
|
||||
var dead = [];
|
||||
core.updateFrame(grid, players, dead, function addKill(killer, other)
|
||||
{
|
||||
if (players[killer] === user && killer !== other)
|
||||
kills++;
|
||||
});
|
||||
dead.forEach(function(val) {
|
||||
console.log((val.name || 'Unnamed') + ' is dead');
|
||||
delete allPlayers[val.num];
|
||||
invokeRenderer('removePlayer', [val]);
|
||||
});
|
||||
|
||||
invokeRenderer('update', []);
|
||||
}
|
||||
|
||||
//Export stuff
|
||||
var funcs = [connectGame, changeHeading, getPlayers];
|
||||
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
|
||||
}
|
||||
});
|
7601
public/bundle.js
7601
public/bundle.js
File diff suppressed because it is too large
Load Diff
Loading…
Reference in New Issue
Block a user