var Color = require("./color"); var Grid = require("./grid"); var Player = require("./player"); var Gate = require("./gate"); var core = require("./game-core"); var consts = require("./game-consts"); var GRID_SIZE = consts.GRID_SIZE; var CELL_WIDTH = consts.CELL_WIDTH; var MAX_PLAYERS = consts.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}); function Game(id) { //Shuffle the hues. for (var i = 0; i < HUES.length * 50; i++) { var a = Math.floor(Math.random() * HUES.length); var b = Math.floor(Math.random() * HUES.length); var tmp = HUES[a]; HUES[a] = HUES[b]; HUES[b] = tmp; } var colors = new Array(SATS.length * HUES.length); i = 0; for (var s = 0; s < SATS.length; s++) for (var h = 0; h < HUES.length; h++) colors[i++] = new Color(HUES[h], SATS[s], .5, 1); var nextInd = 0; var players = []; var newPlayers = []; var newPlayerFrames = []; var frame = 0; var filled = 0; var grid = new Grid(GRID_SIZE, function(row, col, before, after) { if (!!after ^ !!before) { if (after) filled++; else filled--; } }); this.id = id; //var frameGate = new Gate(1); //var timeout = undefined; 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 }; var p = new Player(false, grid, params); p.tmpHeading = params.currentHeading; p.client = client; players.push(p); newPlayers.push(p); newPlayerFrames.push(0); nextInd++; core.initPlayer(grid, p); var splayers = players.map(function(val) {return val.serialData();}); client.emit("game", { "num": p.num, "gameid": id, "frame": frame, "players": splayers, "grid": gridSerialData(grid, players), "colors": colors }); //playerReady(p, frame); console.log(p.name + " joined."); //TODO: kick off any clients that take too long. //TODO: limit number of requests per frame. client.on("requestFrame", function () { //if (p.frame === frame) // return; 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), "colors": colors }); //playerReady(p, frame); }); client.on("frame", function(data, errorHan){ if (typeof data === "function") { errorHan(false, "No data supplied."); return; } if (typeof errorHan !== "function") errorHan = function() {}; if (!data) errorHan(false, "No data supplied."); else if (!checkInt(data.frame, 0, Infinity)) errorHan(false, "Requires a valid non-negative frame integer."); //else if (data.frame < frame) // errorHan(false, "Late frame received."); else if (data.frame > frame) errorHan(false, "Invalid frame received."); else { if (data.heading !== 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.disconnected = true; console.log(p.name + " left."); }); return true; }; /* var ready = 0; var readyTick = false; function playerReady(player, waitFrame) { if (player.frame < waitFrame) { ready++; player.frame = waitFrame; } tick(); } */ function tick() { //if (readyTick && ready === players.length) //{ // ready = 0; // readyTick = false; //}else // return; var snews = newPlayers.map(function(val) {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 {left: !!val.disconnected, heading: val.heading}; }); var data = {frame: frame + 1, moves: moves}; if (snews.length > 0) { data.newPlayers = snews; newPlayers = []; } players.forEach(function(val) { // var splayers = players.map(function(val) {return val.serialData();}); // val.client.emit("game", { // "num": val.num, // "gameid": id, // "frame": frame, // "players": splayers, // "grid": gridSerialData(grid, players), // "colors": colors // }); val.client.emit("notifyFrame", data, function() { //playerReady(val, waitFrame); }); }); frame++; setTimeout(update, 1); } this.tickFrame = function() { //readyTick = true; tick(); }; function update() { var dead = []; core.updateFrame(grid, players, newPlayerFrames, dead); dead.forEach(function(val) { console.log(val.name + " died."); //val.client.disconnect(true); }); } } function checkInt(value, min, max) { if (typeof value !== "number") return false; if (value < min || value >= max) return false; if (Math.floor(value) !== value) return false; return true; } function gridSerialData(grid, players) { var buff = Buffer.alloc(grid.size * grid.size); var numToIndex = new Array(players.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())]; } module.exports = Game;