forked from ilikecats/papercats
360 lines
8.1 KiB
JavaScript
360 lines
8.1 KiB
JavaScript
var Player = require('./player.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 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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var running = false;
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var user, socket, frame;
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var players, allPlayers;
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var kills;
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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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var allowAnimation = true;
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var grid = new Grid(consts.GRID_SIZE, function(row, col, before, after) {
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invokeRenderer('updateGrid', [row, col, before, after]);
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});
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/**
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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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var window, requestAnimationFrame;
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if ( !requestAnimationFrame ) {
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requestAnimationFrame = ( function() {
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if (window) {
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return window.requestAnimationFrame ||
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window.webkitRequestAnimationFrame ||
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window.mozRequestAnimationFrame ||
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window.oRequestAnimationFrame ||
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window.msRequestAnimationFrame ||
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function( /* function FrameRequestCallback */ callback, /* DOMElement Element */ element ) {
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setTimeout( callback, 1000 / 60 );
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};
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} else {
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return function( /* function FrameRequestCallback */ callback, /* DOMElement Element */ element ) {
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setTimeout( callback, 1000 / 60 );
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};
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}
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})();
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}
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//Public API
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function connectGame(url, name, callback) {
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if (running)
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return; //Prevent multiple runs.
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running = true;
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user = null;
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deadFrames = 0;
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//Socket connection.
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io.j = [];
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io.sockets = [];
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socket = io(url, {
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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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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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addPlayer(pl);
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});
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user = allPlayers[data.num];
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if (!user)
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throw new Error();
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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 : players[ind]);
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}
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invokeRenderer('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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running = false;
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invokeRenderer('disconnect', []);
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});
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console.log("HELLO");
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socket.emit('hello', {
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name: name,
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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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if (success)
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console.info('Connected to game!');
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else {
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console.error('Unable to connect to game: ' + msg);
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running = false;
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}
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if (callback)
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callback(success, msg);
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});
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}
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function changeHeading(newHeading) {
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if (!user || user.dead)
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return;
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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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}
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}
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function getPlayers() {
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return players.slice();
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}
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//Private API
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function addPlayer(player) {
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if (allPlayers[player.num])
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return; //Already added.
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allPlayers[player.num] = players[players.length] = player;
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invokeRenderer('addPlayer', [player]);
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return players.length - 1;
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}
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function invokeRenderer(name, args) {
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var renderer = exports.renderer;
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if (renderer && typeof renderer[name] === 'function')
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renderer[name].apply(exports, args);
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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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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(players.length);
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data.moves.forEach(function(val, i) {
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var player = allPlayers[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 < players.length; 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 = players[i];
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player && player.die();
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}
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}
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update();
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var locs = {};
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for (var i = 0; i < players.length; i++)
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{
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var p = players[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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invokeRenderer('paint', []);
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dirty = false;
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if (user && 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 =allowAnimation;
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allowAnimation = false;
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update();
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invokeRenderer('paint', []);
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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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update();
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requestAnimationFrame(paintLoop);
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}
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}
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function reset() {
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user = null;
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grid.reset();
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players = [];
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allPlayers = [];
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kills = 0;
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invokeRenderer('reset');
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}
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function setUser(player) {
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user = player;
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invokeRenderer('setUser', [player]);
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}
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function update() {
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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];
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invokeRenderer('removePlayer', [val]);
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});
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invokeRenderer('update', [frame]);
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}
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//Export stuff
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var funcs = [connectGame, changeHeading, getPlayers];
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funcs.forEach(function (f) {
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exports[f.name] = f;
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});
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exports.renderer = null;
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Object.defineProperties(exports, {
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allowAnimation: {
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get: function() { return allowAnimation; },
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set: function(val) { allowAnimation = !!val; },
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enumerable: true
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},
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grid: {
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get: function() { return grid; },
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enumerable: true
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},
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kills: {
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get: function() { return kills; },
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enumerable: true
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}
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}); |