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1
.gitignore
vendored
Normal file
1
.gitignore
vendored
Normal file
@@ -0,0 +1 @@
|
||||
/node_modules
|
||||
21
LICENSE
Normal file
21
LICENSE
Normal file
@@ -0,0 +1,21 @@
|
||||
MIT License
|
||||
|
||||
Copyright (c) 2017 theKidOfArcrania
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
14
README.md
Normal file
14
README.md
Normal file
@@ -0,0 +1,14 @@
|
||||
# Blockly.IO
|
||||
|
||||
This is a clone of the original Paper-IO released by Voodoo, except for one aspect. This will attempt to implement a multi-player aspect of the game (like a real IO game). Currently this has a playground at this [link] (https://thekidofarcrania.github.io/PaperIO-Web). It's a demo version of what to come. Hopefully by that time, the necessary server infrastructure could be obtained.
|
||||
|
||||
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.
|
||||
|
||||
## Running
|
||||
|
||||
After cloning this repository, run the follow commands to install dependencies and set up server. Enjoy!
|
||||
|
||||
```bash
|
||||
npm install
|
||||
npm start
|
||||
```
|
||||
100
color.js
Normal file
100
color.js
Normal file
@@ -0,0 +1,100 @@
|
||||
|
||||
|
||||
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);
|
||||
};
|
||||
|
||||
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.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.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.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 + ')';
|
||||
};
|
||||
|
||||
|
||||
//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)];
|
||||
}
|
||||
|
||||
module.exports = Color;
|
||||
2
compile
Executable file
2
compile
Executable file
@@ -0,0 +1,2 @@
|
||||
#!/bin/sh
|
||||
browserify game-client.js | uglifyjs -c > public/bundle.min.js
|
||||
398
game-client.js
Normal file
398
game-client.js
Normal file
@@ -0,0 +1,398 @@
|
||||
/* global $ */
|
||||
var Player = require("./player.js");
|
||||
var renderer = require("./game-renderer.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;
|
||||
|
||||
renderer.allowAnimation = true;
|
||||
|
||||
/**
|
||||
* Provides requestAnimationFrame in a cross browser way.
|
||||
* @author paulirish / http://paulirish.com/
|
||||
*/
|
||||
// window.requestAnimationFrame = function( /* function FrameRequestCallback */ callback, /* DOMElement Element */ element ) {
|
||||
// window.setTimeout( callback, 1000 / 60 );
|
||||
// };
|
||||
if ( !window.requestAnimationFrame ) {
|
||||
window.requestAnimationFrame = ( function() {
|
||||
return window.webkitRequestAnimationFrame ||
|
||||
window.mozRequestAnimationFrame ||
|
||||
window.oRequestAnimationFrame ||
|
||||
window.msRequestAnimationFrame ||
|
||||
function( /* function FrameRequestCallback */ callback, /* DOMElement Element */ element ) {
|
||||
window.setTimeout( callback, 1000 / 60 );
|
||||
};
|
||||
})();
|
||||
}
|
||||
|
||||
var norun = false;
|
||||
function run() {
|
||||
if (norun)
|
||||
return; //Prevent multiple clicks.
|
||||
norun = true;
|
||||
|
||||
user = null;
|
||||
deadFrames = 0;
|
||||
|
||||
//Socket connection.
|
||||
//, {transports: ['websocket'], upgrade: false}
|
||||
connectServer();
|
||||
socket.emit('hello', {
|
||||
name: $("#name").val(),
|
||||
type: 0, //Free-for-all
|
||||
gameid: -1 //Requested game-id, or -1 for anyone.
|
||||
}, function(success, msg) {
|
||||
if (success)
|
||||
{
|
||||
console.info("Connected to game!");
|
||||
$("#begin").addClass("hidden");
|
||||
$("#begin").animate({
|
||||
opacity: 0
|
||||
}, 1000);
|
||||
}
|
||||
else
|
||||
{
|
||||
console.error("Unable to connect to game: " + msg);
|
||||
var error = $("#error");
|
||||
error.text(msg);
|
||||
norun = false;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
$(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 user, socket, frame;
|
||||
|
||||
//Event listeners
|
||||
//Used from http://stackoverflow.com/a/23230280/7344257
|
||||
document.addEventListener('touchstart', handleTouchStart, false);
|
||||
document.addEventListener('touchmove', handleTouchMove, false);
|
||||
|
||||
var xDown = null;
|
||||
var yDown = null;
|
||||
|
||||
function handleTouchStart(evt) {
|
||||
xDown = evt.touches[0].clientX;
|
||||
yDown = evt.touches[0].clientY;
|
||||
}
|
||||
|
||||
function handleTouchMove(evt) {
|
||||
if ( xDown === null || yDown === null )
|
||||
return;
|
||||
|
||||
var xUp = evt.touches[0].clientX;
|
||||
var yUp = evt.touches[0].clientY;
|
||||
|
||||
var xDiff = xDown - xUp;
|
||||
var yDiff = yDown - yUp;
|
||||
|
||||
//Set new heading.
|
||||
var newHeading;
|
||||
if ( Math.abs( xDiff ) > Math.abs( yDiff ) ) /*most significant*/
|
||||
{
|
||||
if ( xDiff > 0 ) newHeading = 3; /* left swipe */
|
||||
else newHeading = 1; /* right swipe */
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( yDiff > 0 ) newHeading = 0; /* up swipe */
|
||||
else newHeading = 2; /* down swipe */
|
||||
}
|
||||
setHeading(newHeading);
|
||||
|
||||
/* reset values */
|
||||
xDown = null;
|
||||
yDown = null;
|
||||
};
|
||||
|
||||
$(document).keydown(function(e) {
|
||||
if (!user || user.dead)
|
||||
return;
|
||||
var newHeading = -1;
|
||||
switch (e.which)
|
||||
{
|
||||
case 37: newHeading = 3; break; //LEFT
|
||||
case 38: newHeading = 0; break; //UP
|
||||
case 39: newHeading = 1; break; //RIGHT
|
||||
case 40: newHeading = 2; break; //DOWN
|
||||
default: return; //exit handler for other keys.
|
||||
}
|
||||
setHeading(newHeading);
|
||||
e.preventDefault();
|
||||
});
|
||||
|
||||
function setHeading(newHeading)
|
||||
{
|
||||
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);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
var grid = renderer.grid;
|
||||
var timeout = undefined;
|
||||
var dirty = false;
|
||||
var deadFrames = 0;
|
||||
var requesting = -1; //frame that we are requesting at.
|
||||
var frameCache = []; //Frames after our request.
|
||||
|
||||
//TODO: check if we can connect to server.
|
||||
function connectServer() {
|
||||
io.j = [];
|
||||
io.sockets = [];
|
||||
socket = io('http://' + window.location.hostname + ':8081', {
|
||||
'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;
|
||||
renderer.reset();
|
||||
|
||||
//Load players.
|
||||
data.players.forEach(function(p) {
|
||||
var pl = new Player(grid, p);
|
||||
renderer.addPlayer(pl);
|
||||
});
|
||||
user = renderer.getPlayerFromNum(data.num);
|
||||
if (!user) throw new Error();
|
||||
renderer.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 : renderer.getPlayer(ind));
|
||||
}
|
||||
|
||||
renderer.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();
|
||||
|
||||
showStats();
|
||||
//TODO: Show score stats.
|
||||
//Show score stats.
|
||||
// $("#stats").removeClass("hidden");
|
||||
// $("#stats").animate({
|
||||
// opacity: .9999
|
||||
// }, 3000, function() {
|
||||
|
||||
// });
|
||||
|
||||
//Then fade back into the login screen.
|
||||
|
||||
});
|
||||
}
|
||||
|
||||
function showStats() {
|
||||
var stats =
|
||||
|
||||
$("#begin").removeClass("hidden");
|
||||
$("#begin").animate({
|
||||
opacity: .9999
|
||||
}, 1000, function() {
|
||||
$("#stats").addClass("hidden").css("opacity", 0);
|
||||
norun = false;
|
||||
});
|
||||
}
|
||||
|
||||
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);
|
||||
renderer.addPlayer(pl);
|
||||
core.initPlayer(grid, pl);
|
||||
});
|
||||
}
|
||||
|
||||
var found = new Array(renderer.playerSize());
|
||||
data.moves.forEach(function(val, i) {
|
||||
var player = renderer.getPlayerFromNum(val.num);
|
||||
if (!player) return;
|
||||
if (val.left) player.die();
|
||||
found[i] = true;
|
||||
player.heading = val.heading;
|
||||
});
|
||||
for (var i = 0; i < renderer.playerSize(); i++)
|
||||
{
|
||||
//Implicitly leaving game.
|
||||
if (!found[i])
|
||||
{
|
||||
var player = renderer.getPlayer();
|
||||
player && player.die();
|
||||
}
|
||||
}
|
||||
|
||||
renderer.update();
|
||||
|
||||
var locs = {};
|
||||
for (var i = 0; i < renderer.playerSize(); i++)
|
||||
{
|
||||
var p = renderer.getPlayer(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;
|
||||
renderer.paint();
|
||||
dirty = false;
|
||||
|
||||
if (user.dead)
|
||||
{
|
||||
if (timeout)
|
||||
clearTimeout(timeout);
|
||||
if (deadFrames === 60) //One second of frame
|
||||
{
|
||||
var before = renderer.allowAnimation;
|
||||
renderer.allowAnimation = false;
|
||||
renderer.update();
|
||||
renderer.paint();
|
||||
renderer.allowAnimation = before;
|
||||
user = null;
|
||||
deadFrames = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
socket.disconnect();
|
||||
deadFrames++;
|
||||
dirty = true;
|
||||
renderer.update();
|
||||
requestAnimationFrame(paintLoop);
|
||||
}
|
||||
}
|
||||
17
game-consts.js
Normal file
17
game-consts.js
Normal file
@@ -0,0 +1,17 @@
|
||||
function constant(val)
|
||||
{
|
||||
return {
|
||||
value: val,
|
||||
enumerable: true
|
||||
};
|
||||
}
|
||||
|
||||
var consts = {
|
||||
GRID_SIZE: constant(80),
|
||||
CELL_WIDTH: constant(40),
|
||||
SPEED: constant(5),
|
||||
BORDER_WIDTH: constant(20),
|
||||
MAX_PLAYERS: constant(81)
|
||||
};
|
||||
|
||||
Object.defineProperties(module.exports, consts);
|
||||
135
game-core.js
Normal file
135
game-core.js
Normal file
@@ -0,0 +1,135 @@
|
||||
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);
|
||||
};
|
||||
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);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
function squaresIntersect(a, b)
|
||||
{
|
||||
if (a < b)
|
||||
return b < a + CELL_WIDTH;
|
||||
else
|
||||
return a < b + CELL_WIDTH;
|
||||
}
|
||||
|
||||
function area(player)
|
||||
{
|
||||
var xDest = player.col * CELL_WIDTH;
|
||||
var yDest = player.row * CELL_WIDTH;
|
||||
|
||||
if (player.posX === xDest)
|
||||
return Math.abs(player.posY - yDest);
|
||||
else
|
||||
return Math.abs(player.posX - xDest);
|
||||
}
|
||||
466
game-renderer.js
Normal file
466
game-renderer.js
Normal file
@@ -0,0 +1,466 @@
|
||||
/* global $ */
|
||||
var Rolling = require("./rolling.js");
|
||||
var Color = require("./color.js");
|
||||
var Grid = require("./grid.js");
|
||||
var consts = require("./game-consts.js");
|
||||
var core = require("./game-core.js");
|
||||
|
||||
var GRID_SIZE = consts.GRID_SIZE;
|
||||
var CELL_WIDTH = consts.CELL_WIDTH;
|
||||
var SPEED = consts.SPEED;
|
||||
var BORDER_WIDTH = consts.BORDER_WIDTH;
|
||||
var SHADOW_OFFSET = 5;
|
||||
var ANIMATE_FRAMES = 24;
|
||||
var BOUNCE_FRAMES = [8, 4];
|
||||
var DROP_HEIGHT = 24;
|
||||
var DROP_SPEED = 2;
|
||||
var MIN_BAR_WIDTH = 65;
|
||||
var BAR_HEIGHT = SHADOW_OFFSET + CELL_WIDTH;
|
||||
var BAR_WIDTH = 400;
|
||||
|
||||
|
||||
var canvasWidth, canvasHeight, gameWidth, gameHeight, ctx, offctx, offscreenCanvas, initZoom;
|
||||
|
||||
$(function () {
|
||||
var canvas = $("#main-ui")[0];
|
||||
ctx = canvas.getContext('2d');
|
||||
|
||||
offscreenCanvas = document.createElement("canvas");
|
||||
offctx = offscreenCanvas.getContext('2d');
|
||||
|
||||
canvasWidth = offscreenCanvas.width = canvas.width = window.innerWidth;
|
||||
canvasHeight = offscreenCanvas.height = canvas.height = window.innerHeight - 20;
|
||||
zoom = initZoom = (canvasWidth / 1280);
|
||||
canvas.style.marginTop = 20 / 2;
|
||||
|
||||
gameWidth = canvasWidth;
|
||||
gameHeight = canvasHeight - BAR_HEIGHT;
|
||||
});
|
||||
|
||||
|
||||
var allowAnimation = true;
|
||||
var animateGrid, players, allPlayers, playerPortion, portionsRolling,
|
||||
barProportionRolling, grid, animateTo, offset, user, zoom, kills, showedDead;
|
||||
|
||||
grid = new Grid(GRID_SIZE, function(row, col, before, after) {
|
||||
//Keep track of areas.
|
||||
if (before)
|
||||
playerPortion[before.num]--;
|
||||
if (after)
|
||||
playerPortion[after.num]++;
|
||||
|
||||
//Queue animation
|
||||
if (before === after || !allowAnimation)
|
||||
return;
|
||||
animateGrid.set(row, col, {
|
||||
before: before,
|
||||
after: after,
|
||||
frame: 0
|
||||
});
|
||||
});
|
||||
|
||||
function init() {
|
||||
animateGrid = new Grid(GRID_SIZE);
|
||||
grid.reset();
|
||||
|
||||
players = [];
|
||||
allPlayers = [];
|
||||
playerPortion = [];
|
||||
portionsRolling = [];
|
||||
barProportionRolling = [];
|
||||
|
||||
animateTo = [0, 0];
|
||||
offset = [0, 0];
|
||||
|
||||
user = null;
|
||||
zoom = 1;
|
||||
kills = 0;
|
||||
showedDead = false;
|
||||
}
|
||||
|
||||
init();
|
||||
|
||||
//Paint methods.
|
||||
function paintGridBorder(ctx)
|
||||
{
|
||||
ctx.fillStyle = 'lightgray';
|
||||
var gridWidth = CELL_WIDTH * GRID_SIZE;
|
||||
|
||||
ctx.fillRect(-BORDER_WIDTH, 0, BORDER_WIDTH, gridWidth);
|
||||
ctx.fillRect(-BORDER_WIDTH, -BORDER_WIDTH, gridWidth + BORDER_WIDTH * 2, BORDER_WIDTH);
|
||||
ctx.fillRect(gridWidth, 0, BORDER_WIDTH, gridWidth);
|
||||
ctx.fillRect(-BORDER_WIDTH, gridWidth, gridWidth + BORDER_WIDTH * 2, BORDER_WIDTH);
|
||||
}
|
||||
|
||||
function paintGrid(ctx)
|
||||
{
|
||||
//Paint background.
|
||||
ctx.fillStyle = "#e2ebf3";
|
||||
ctx.fillRect(0, 0, CELL_WIDTH * GRID_SIZE, CELL_WIDTH * GRID_SIZE);
|
||||
|
||||
paintGridBorder(ctx);
|
||||
//paintGridLines(ctx);
|
||||
|
||||
//Get viewing limits
|
||||
var offsetX = (offset[0] - BORDER_WIDTH);
|
||||
var offsetY = (offset[1] - BORDER_WIDTH);
|
||||
|
||||
var minRow = Math.max(Math.floor(offsetY / CELL_WIDTH), 0);
|
||||
var minCol = Math.max(Math.floor(offsetX / CELL_WIDTH), 0);
|
||||
var maxRow = Math.min(Math.ceil((offsetY + gameHeight / zoom) / CELL_WIDTH), grid.size);
|
||||
var maxCol = Math.min(Math.ceil((offsetX + gameWidth / zoom) / CELL_WIDTH), grid.size);
|
||||
|
||||
//Paint occupied areas. (and fading ones).
|
||||
for (var r = minRow; r < maxRow; r++)
|
||||
{
|
||||
for (var c = minCol; c < maxCol; c++)
|
||||
{
|
||||
var p = grid.get(r, c);
|
||||
var x = c * CELL_WIDTH, y = r * CELL_WIDTH, baseColor, shadowColor;
|
||||
|
||||
var animateSpec = animateGrid.get(r, c);
|
||||
if (allowAnimation && animateSpec)
|
||||
{
|
||||
if (animateSpec.before) //fading animation
|
||||
{
|
||||
var frac = (animateSpec.frame / ANIMATE_FRAMES);
|
||||
var back = new Color(.58, .41, .92, 1);
|
||||
baseColor = animateSpec.before.baseColor.interpolateToString(back, frac);
|
||||
shadowColor = animateSpec.before.shadowColor.interpolateToString(back, frac);
|
||||
}
|
||||
else
|
||||
continue;
|
||||
}
|
||||
else if (p)
|
||||
{
|
||||
baseColor = p.baseColor;
|
||||
shadowColor = p.shadowColor;
|
||||
}
|
||||
else //No animation nor is this player owned.
|
||||
continue;
|
||||
|
||||
var hasBottom = !grid.isOutOfBounds(r + 1, c);
|
||||
var bottomAnimate = hasBottom && animateGrid.get(r + 1, c);
|
||||
var totalStatic = !bottomAnimate && !animateSpec;
|
||||
var bottomEmpty = totalStatic ? (hasBottom && !grid.get(r + 1, c)) :
|
||||
(!bottomAnimate || (bottomAnimate.after && bottomAnimate.before));
|
||||
if (hasBottom && ((!!bottomAnimate ^ !!animateSpec) || bottomEmpty))
|
||||
{
|
||||
|
||||
ctx.fillStyle = shadowColor.rgbString();
|
||||
ctx.fillRect(x, y + CELL_WIDTH, CELL_WIDTH + 1 / zoom, SHADOW_OFFSET);
|
||||
}
|
||||
ctx.fillStyle = baseColor.rgbString();
|
||||
ctx.fillRect(x, y, CELL_WIDTH + 1 / zoom, CELL_WIDTH + 1 / zoom);
|
||||
}
|
||||
}
|
||||
|
||||
if (!allowAnimation)
|
||||
return;
|
||||
|
||||
//Paint squares with drop in animation.
|
||||
for (var r = 0; r < grid.size; r++)
|
||||
{
|
||||
for (var c = 0; c < grid.size; c++)
|
||||
{
|
||||
animateSpec = animateGrid.get(r, c);
|
||||
x = c * CELL_WIDTH, y = r * CELL_WIDTH;
|
||||
|
||||
if (animateSpec && allowAnimation)
|
||||
{
|
||||
var viewable = r >= minRow && r < maxRow && c >= minCol && c < maxCol;
|
||||
if (animateSpec.after && viewable)
|
||||
{
|
||||
//Bouncing the squares.
|
||||
var offsetBounce = getBounceOffset(animateSpec.frame);
|
||||
y -= offsetBounce;
|
||||
|
||||
shadowColor = animateSpec.after.shadowColor;
|
||||
baseColor = animateSpec.after.baseColor.deriveLumination(-(offsetBounce / DROP_HEIGHT) * .1);
|
||||
|
||||
ctx.fillStyle = shadowColor.rgbString();
|
||||
ctx.fillRect(x, y + CELL_WIDTH, CELL_WIDTH, SHADOW_OFFSET);
|
||||
ctx.fillStyle = baseColor.rgbString();
|
||||
ctx.fillRect(x, y, CELL_WIDTH + 1 / zoom, CELL_WIDTH + 1 / zoom);
|
||||
}
|
||||
|
||||
animateSpec.frame++;
|
||||
if (animateSpec.frame >= ANIMATE_FRAMES)
|
||||
animateGrid.set(r, c, null);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//TODO: mobile-friendly UI bar and mobile-friendly ranks
|
||||
function paintUIBar(ctx)
|
||||
{
|
||||
var Z_CELL_WIDTH = CELL_WIDTH * initZoom;
|
||||
var Z_BAR_HEIGHT = BAR_HEIGHT * initZoom;
|
||||
var L_PADDING = 20 * initZoom;
|
||||
var PADDING = 10 * initZoom;
|
||||
var S_PADDING = 5 * initZoom;
|
||||
|
||||
//UI Bar background
|
||||
ctx.fillStyle = "#24422c";
|
||||
ctx.fillRect(0, 0, canvasWidth, Z_BAR_HEIGHT);
|
||||
|
||||
var barOffset;
|
||||
ctx.fillStyle = "white";
|
||||
ctx.font = "24px Changa";
|
||||
barOffset = (user && user.name) ? (ctx.measureText(user.name).width + L_PADDING) : 0;
|
||||
ctx.fillText(user ? user.name : "", S_PADDING, Z_CELL_WIDTH - S_PADDING);
|
||||
|
||||
//Draw filled bar.
|
||||
ctx.fillStyle = "rgba(180, 180, 180, .3)";
|
||||
ctx.fillRect(barOffset, 0, BAR_WIDTH * initZoom, Z_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) * initZoom);
|
||||
ctx.fillStyle = user ? user.baseColor.rgbString() : "";
|
||||
ctx.fillRect(barOffset, 0, barSize, Z_CELL_WIDTH);
|
||||
ctx.fillStyle = user ? user.shadowColor.rgbString() : "";
|
||||
ctx.fillRect(barOffset, Z_CELL_WIDTH, barSize, SHADOW_OFFSET * initZoom);
|
||||
|
||||
//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) + "%", S_PADDING + barOffset, Z_CELL_WIDTH - S_PADDING);
|
||||
|
||||
//Number of kills
|
||||
var killsText = "Kills: " + kills;
|
||||
var killsOffset = L_PADDING + BAR_WIDTH + barOffset;
|
||||
ctx.fillText(killsText, killsOffset, Z_CELL_WIDTH - S_PADDING);
|
||||
|
||||
//Calcuate rank
|
||||
var sorted = [];
|
||||
players.forEach(function(val) {
|
||||
sorted.push({player: val, portion: playerPortion[val.num]});
|
||||
});
|
||||
sorted.sort(function(a, b) {
|
||||
if (a.portion === b.portion) return a.player.num - b.player.num;
|
||||
else return b.portion - a.portion;
|
||||
});
|
||||
|
||||
var rank = sorted.findIndex(function(val) {return val.player === user});
|
||||
ctx.fillText("Rank: " + (rank === -1 ? "--" : rank + 1) + " of " + sorted.length,
|
||||
ctx.measureText(killsText).width + killsOffset + L_PADDING, Z_CELL_WIDTH - S_PADDING);
|
||||
|
||||
//Rolling the leaderboard bars.
|
||||
if (sorted.length > 0)
|
||||
{
|
||||
var maxPortion = sorted[0].portion;
|
||||
for (var i = 0; i < players.length; i++)
|
||||
{
|
||||
var rolling = barProportionRolling[players[i].num];
|
||||
rolling.value = playerPortion[players[i].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) * initZoom);
|
||||
var barX = canvasWidth - barSize;
|
||||
var barY = Z_BAR_HEIGHT * (i + 1) * initZoom;
|
||||
var offset = i == 0 ? PADDING : 0;
|
||||
|
||||
ctx.fillStyle = 'rgba(10, 10, 10, .3)';
|
||||
ctx.fillRect(barX - PADDING, barY + PADDING - offset, barSize + PADDING, Z_BAR_HEIGHT + offset);
|
||||
ctx.fillStyle = player.baseColor.rgbString();
|
||||
ctx.fillRect(barX, barY, barSize, CELL_WIDTH * initZoom);
|
||||
ctx.fillStyle = player.shadowColor.rgbString();
|
||||
ctx.fillRect(barX, barY + CELL_WIDTH * initZoom, barSize, SHADOW_OFFSET * initZoom);
|
||||
|
||||
ctx.fillStyle = "black";
|
||||
ctx.fillText(name, barX - nameWidth - 15 * initZoom, barY + 27 * initZoom);
|
||||
|
||||
var percentage = (portionsRolling[player.num].lag * 100).toFixed(3) + "%";
|
||||
ctx.fillStyle = "white";
|
||||
ctx.fillText(percentage, barX + 5 * initZoom, barY + (CELL_WIDTH - 5) * initZoom);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function paint(ctx)
|
||||
{
|
||||
ctx.fillStyle = 'whitesmoke';
|
||||
ctx.fillRect(0, 0, canvasWidth, canvasHeight);
|
||||
|
||||
//Move grid to viewport as said with the offsets, below the stats
|
||||
ctx.save();
|
||||
ctx.translate(0, BAR_HEIGHT);
|
||||
ctx.beginPath();
|
||||
ctx.rect(0, 0, gameWidth, gameHeight);
|
||||
ctx.clip();
|
||||
|
||||
//Zoom in/out based on player stats.
|
||||
ctx.scale(zoom, zoom);
|
||||
ctx.translate(-offset[0] + BORDER_WIDTH, -offset[1] + BORDER_WIDTH);
|
||||
|
||||
paintGrid(ctx);
|
||||
players.forEach(function (p) {
|
||||
var fr = 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 update() {
|
||||
|
||||
//Change grid offsets.
|
||||
for (var i = 0; i <= 1; i++)
|
||||
{
|
||||
if (animateTo[i] !== offset[i])
|
||||
{
|
||||
if (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.
|
||||
for (var i = 0; i < players.length; i++)
|
||||
{
|
||||
var roll = portionsRolling[players[i].num];
|
||||
roll.value = playerPortion[players[i].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 = initZoom / (portionsRolling[user.num].lag + 1);
|
||||
|
||||
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];
|
||||
delete portionsRolling[val.num];
|
||||
});
|
||||
|
||||
//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] = Math.max(Math.min(xOff, gridWidth + (BAR_WIDTH + 100) / zoom - gameWidth / zoom), 0);
|
||||
pos[1] = 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;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
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];
|
||||
},
|
||||
getPlayerFromNum: function(num) {
|
||||
return allPlayers[num];
|
||||
},
|
||||
playerSize: function() {
|
||||
return players.length;
|
||||
},
|
||||
setUser: function(player) {
|
||||
user = player;
|
||||
centerOnPlayer(user, offset);
|
||||
},
|
||||
incrementKill: function() {
|
||||
kills++;
|
||||
},
|
||||
reset: function() {
|
||||
init();
|
||||
},
|
||||
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
|
||||
}
|
||||
});
|
||||
311
game-server.js
Normal file
311
game-server.js
Normal file
@@ -0,0 +1,311 @@
|
||||
|
||||
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 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 Color(HUES[h], SATS[s], .5, 1);
|
||||
|
||||
var nextInd = 0;
|
||||
var players = [];
|
||||
var newPlayers = [];
|
||||
var frameLocs = [];
|
||||
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--;
|
||||
if (filled === GRID_SIZE * GRID_SIZE)
|
||||
console.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 Player(grid, params);
|
||||
p.tmpHeading = params.currentHeading;
|
||||
p.client = client;
|
||||
players.push(p);
|
||||
newPlayers.push(p);
|
||||
nextInd++;
|
||||
core.initPlayer(grid, p);
|
||||
|
||||
console.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;
|
||||
console.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][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.unshift(pl.baseColor);
|
||||
pl.handledDead = true;
|
||||
}
|
||||
console.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 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;
|
||||
47
gate.js
Normal file
47
gate.js
Normal file
@@ -0,0 +1,47 @@
|
||||
var inherits = require('util').inherits;
|
||||
var EventEmitter = require('events').EventEmitter;
|
||||
|
||||
module.exports = Gate;
|
||||
|
||||
function Gate(awaiting)
|
||||
{
|
||||
var _this = this;
|
||||
if (!(this instanceof Gate))
|
||||
return new Gate(awaiting);
|
||||
|
||||
if (typeof awaiting !== "number")
|
||||
awaiting = 0;
|
||||
|
||||
var currentAwaiting = awaiting;
|
||||
var readyCount = 0;
|
||||
var ready = new Array(currentAwaiting);
|
||||
|
||||
this.setAwaiting = function(count) {
|
||||
awaiting = count;
|
||||
};
|
||||
this.ready = function(ind) {
|
||||
if (Math.floor(ind) != ind || ind >= readyCount)
|
||||
return false;
|
||||
|
||||
ready[ind] = true;
|
||||
readyCount++;
|
||||
|
||||
_this.emit("ready", ind);
|
||||
if (readyCount >= currentAwaiting)
|
||||
{
|
||||
_this.emit("allReady");
|
||||
_this.reset();
|
||||
}
|
||||
|
||||
return true;
|
||||
};
|
||||
this.reset = function() {
|
||||
_this.emit("reset");
|
||||
ready = new Array(currentAwaiting = awaiting);
|
||||
readyCount = 0;
|
||||
};
|
||||
|
||||
EventEmitter.call(this);
|
||||
}
|
||||
|
||||
inherits(Gate, EventEmitter);
|
||||
56
grid.js
Normal file
56
grid.js
Normal file
@@ -0,0 +1,56 @@
|
||||
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;
|
||||
}
|
||||
|
||||
module.exports = Grid;
|
||||
27
index.html
27
index.html
@@ -1,27 +0,0 @@
|
||||
<head>
|
||||
<link href="https://fonts.googleapis.com/css?family=Changa:600" rel="stylesheet">
|
||||
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.1.1/jquery.min.js"></script>
|
||||
<script src="bundle.js"></script>
|
||||
<style>
|
||||
body, html {
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
margin: 0;
|
||||
padding: 0;
|
||||
overflow: hidden;
|
||||
background: black;
|
||||
}
|
||||
|
||||
canvas {
|
||||
image-rendering: optimizeSpeed; /* Older versions of FF */
|
||||
image-rendering: -moz-crisp-edges; /* FF 6.0+ */
|
||||
image-rendering: -webkit-optimize-contrast; /* Safari */
|
||||
image-rendering: -o-crisp-edges; /* OS X & Windows Opera (12.02+) */
|
||||
image-rendering: pixelated; /* Awesome future-browsers */
|
||||
-ms-interpolation-mode: nearest-neighbor; /* IE */
|
||||
}
|
||||
</style>
|
||||
</head>
|
||||
<body>
|
||||
<canvas id="main-ui"></canvas>
|
||||
</body>
|
||||
34
package.json
Normal file
34
package.json
Normal file
@@ -0,0 +1,34 @@
|
||||
{
|
||||
"name": "blockly-io",
|
||||
"version": "0.9.0",
|
||||
"description": "An multiplayer-IO type game (cloned from Paper-IO)",
|
||||
"main": "",
|
||||
"scripts": {
|
||||
"test": "echo \"Error: no test specified\" && exit 1"
|
||||
},
|
||||
"repository": {
|
||||
"type": "git",
|
||||
"url": "git+https://github.com/theKidOfArcrania/Blockly-IO.git"
|
||||
},
|
||||
"keywords": [
|
||||
"Blockly-IO",
|
||||
"Paper-IO",
|
||||
"IO",
|
||||
"Game"
|
||||
],
|
||||
"author": "theKidOfArcrania",
|
||||
"license": "MIT",
|
||||
"bugs": {
|
||||
"url": "https://github.com/theKidOfArcrania/Blockly-IO/issues"
|
||||
},
|
||||
"homepage": "https://github.com/theKidOfArcrania/Blockly-IO#readme",
|
||||
"dependencies": {
|
||||
"compression": "^1.6.2",
|
||||
"express": "^4.15.0",
|
||||
"finalhandler": "^1.0.0",
|
||||
"serve-static": "^1.11.2",
|
||||
"socket.io": "^1.7.3",
|
||||
"socket.io-client": "^1.7.3",
|
||||
"socket.io-proxy": "^1.0.3"
|
||||
}
|
||||
}
|
||||
502
player.js
Normal file
502
player.js
Normal file
@@ -0,0 +1,502 @@
|
||||
var Stack = require("./stack.js");
|
||||
var Color = require("./color.js");
|
||||
var Grid = require("./grid.js");
|
||||
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.
|
||||
|
||||
function defineGetter(getter) {
|
||||
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 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 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.
|
||||
function serialData(data) {
|
||||
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 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;
|
||||
|
||||
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 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;
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
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 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 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]);
|
||||
}
|
||||
|
||||
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.shadowColor = base.deriveLumination(-.3);
|
||||
this.tailColor = base.deriveLumination(.2).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); })
|
||||
});
|
||||
}
|
||||
|
||||
//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 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);
|
||||
};
|
||||
|
||||
|
||||
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;
|
||||
BIN
public/8-mw6umTgtMSI5PXqVIDMRJtnKITppOI_IvcXXDNrsc.woff2
Normal file
BIN
public/8-mw6umTgtMSI5PXqVIDMRJtnKITppOI_IvcXXDNrsc.woff2
Normal file
Binary file not shown.
2
public/Queue.js
Normal file
2
public/Queue.js
Normal file
@@ -0,0 +1,2 @@
|
||||
//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}};
|
||||
BIN
public/aXdbZDB08TCIBRKa7Qgu_FtXRa8TVwTICgirnJhmVJw.woff2
Normal file
BIN
public/aXdbZDB08TCIBRKa7Qgu_FtXRa8TVwTICgirnJhmVJw.woff2
Normal file
Binary file not shown.
9707
public/bundle.js
Normal file
9707
public/bundle.js
Normal file
File diff suppressed because it is too large
Load Diff
5
public/bundle.min.js
vendored
Normal file
5
public/bundle.min.js
vendored
Normal file
File diff suppressed because one or more lines are too long
24
public/changa.css
Normal file
24
public/changa.css
Normal file
@@ -0,0 +1,24 @@
|
||||
/* 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;
|
||||
}
|
||||
40
public/index.html
Normal file
40
public/index.html
Normal file
@@ -0,0 +1,40 @@
|
||||
<head>
|
||||
<meta name=viewport content="width=device-width, initial-scale=1">
|
||||
<link href="changa.css" rel="stylesheet">
|
||||
<link href="styles.css" rel="stylesheet">
|
||||
<script src="jquery.min.js"></script>
|
||||
<script src="bundle.min.js"></script>
|
||||
<title>Blockly.IO</title>
|
||||
</head>
|
||||
<body>
|
||||
<canvas id="main-ui"></canvas>
|
||||
<div id="stats" style="opacity: 0" class="fullscreen hidden">
|
||||
<div style="padding-top: 100px"></div>
|
||||
<div class="card">
|
||||
<h1 id="score">Score: <span id="score-num">0</span></h1>
|
||||
<h1 id="high-score">High Score: <span id="high-score-num">0</span></h1>
|
||||
<h1 id="time">Time Alive: <span id="time-num">0</span></h1>
|
||||
<h1 id="killed">Killed: <span id="killed-num">0</span></h1>
|
||||
</div>
|
||||
</div>
|
||||
<div id="begin" style="opacity: .99999" class="fullscreen">
|
||||
<div class="center">
|
||||
<h1>Blockly.IO!</h1>
|
||||
<small>Todo: replace ^^^ with a picture. Work in progress.</small><br>
|
||||
|
||||
<h1>Enter your name</h1>
|
||||
<div>
|
||||
<input autocomplete="off" id="name" placeholder="An awesome name!">
|
||||
</div>
|
||||
<div class="blockless">
|
||||
<button type="submit">Play!</button>
|
||||
</div>
|
||||
<div class="blockless">
|
||||
<small id="error">Your browser does not support JavaScript!</small>
|
||||
</div>
|
||||
<br>
|
||||
<small>Visit the open-source code on <a href="https://github.com/theKidOfArcrania/PaperIO-Web">GitHub</a>!</small>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
</body>
|
||||
4
public/jquery.min.js
vendored
Normal file
4
public/jquery.min.js
vendored
Normal file
File diff suppressed because one or more lines are too long
BIN
public/l9R1mHXzJ6oxjfw8BkQIThJtnKITppOI_IvcXXDNrsc.woff2
Normal file
BIN
public/l9R1mHXzJ6oxjfw8BkQIThJtnKITppOI_IvcXXDNrsc.woff2
Normal file
Binary file not shown.
79
public/styles.css
Normal file
79
public/styles.css
Normal file
@@ -0,0 +1,79 @@
|
||||
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;
|
||||
margin: 1rem;
|
||||
margin-top: 0rem;
|
||||
padding-top: 3rem;
|
||||
}
|
||||
|
||||
input {
|
||||
font-family: "Changa", "Sans Serif";
|
||||
font-size: 24px;
|
||||
padding: .5rem 1rem;
|
||||
border: 4px solid lightgray;
|
||||
border-radius: 2px;
|
||||
width: 100%;
|
||||
}
|
||||
|
||||
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;
|
||||
width: 100%;
|
||||
margin-top: .5rem;
|
||||
}
|
||||
|
||||
@media screen and (min-width: 769px){
|
||||
button, input {
|
||||
width: 50%;
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
2
public/test.html
Normal file
2
public/test.html
Normal file
@@ -0,0 +1,2 @@
|
||||
<script src="socket.io.min.js"></script>
|
||||
<script src="socket-test.js"></script>
|
||||
27
rolling.js
Normal file
27
rolling.js
Normal file
@@ -0,0 +1,27 @@
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
module.exports = Rolling;
|
||||
|
||||
40
server.js
Normal file
40
server.js
Normal file
@@ -0,0 +1,40 @@
|
||||
//TODO: rename as "blockly.io".
|
||||
var hostname = process.argv[2] || "0.0.0.0";
|
||||
var port = parseInt(process.argv[3]) || 80;
|
||||
|
||||
var express = require('express');
|
||||
var compression = require('compression')
|
||||
var app = express();
|
||||
|
||||
//Create static server
|
||||
app.use(compression());
|
||||
app.use(express.static('public'));
|
||||
app.listen(port, hostname);
|
||||
|
||||
var http = require('http');
|
||||
var server = http.createServer();
|
||||
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(); });
|
||||
});
|
||||
server.listen(8081);
|
||||
|
||||
function tick() {
|
||||
games[0].tickFrame();
|
||||
setTimeout(tick, 1000 / 60);
|
||||
}
|
||||
tick();
|
||||
//setTimeout(tick, 1000 / 60);
|
||||
13
socket-test.js
Normal file
13
socket-test.js
Normal file
@@ -0,0 +1,13 @@
|
||||
var ws = require("nodejs-websocket")
|
||||
|
||||
// Scream server example: "hi" -> "HI!!!"
|
||||
var server = ws.createServer(function (conn) {
|
||||
console.log("New connection")
|
||||
conn.on("text", function (str) {
|
||||
console.log("Received "+str)
|
||||
conn.sendText(str.toUpperCase()+"!!!")
|
||||
})
|
||||
conn.on("close", function (code, reason) {
|
||||
console.log("Connection closed")
|
||||
})
|
||||
}).listen(8081);
|
||||
41
stack.js
Normal file
41
stack.js
Normal file
@@ -0,0 +1,41 @@
|
||||
|
||||
|
||||
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;
|
||||
Reference in New Issue
Block a user