Scores + game restart + fixes

This commit is contained in:
Klemek
2019-01-08 09:21:49 +01:00
parent b7589fff99
commit 4cdabd0b6e
4 changed files with 101 additions and 28 deletions
+1
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@@ -15,3 +15,4 @@ npm start
``` ```
it's now listening on *:3001 it's now listening on *:3001
![preview2](preview2.png)
+36 -11
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@@ -5,6 +5,9 @@ let hsize = 300;
let current; let current;
let players; let players;
let room; let room;
let lastScores;
let leaderboard;
let lock;
let history = {}; let history = {};
function ellipse(cx, cy, rx, ry) { function ellipse(cx, cy, rx, ry) {
@@ -26,6 +29,8 @@ function drawPlayer(ratio, p) {
ellipse(p.pos.x, p.pos.y, ratio * 3, ratio * 3); ellipse(p.pos.x, p.pos.y, ratio * 3, ratio * 3);
if (p.starting > 0) if (p.starting > 0)
return; return;
if (!lock) {
if (!history[p.name]) if (!history[p.name])
history[p.name] = { history[p.name] = {
i0: 0, i0: 0,
@@ -35,6 +40,7 @@ function drawPlayer(ratio, p) {
history[p.name].i0 = (history[p.name].i0 + 1) % hsize; history[p.name].i0 = (history[p.name].i0 + 1) % hsize;
history[p.name].list[history[p.name].i0] = p.pos; history[p.name].list[history[p.name].i0] = p.pos;
} }
}
if (history[p.name]) { if (history[p.name]) {
const h = history[p.name]; const h = history[p.name];
@@ -70,30 +76,29 @@ function drawGame() {
ctx.clearRect(0, 0, canvas.width, canvas.height); ctx.clearRect(0, 0, canvas.width, canvas.height);
const ratio = canvas.height / window.innerHeight; const ratio = canvas.height / window.innerHeight;
const writeTitleText = function (txt, x, y) { const writeText = function (txt, size, x, y, font) {
ctx.font = `bold 120px Roboto`; ctx.font = `${font} ${size}px Roboto`;
ctx.textAlign = 'center';
const lines = txt.split('\n'); const lines = txt.split('\n');
lines.forEach(function (line, i) { lines.forEach(function (line, i) {
ctx.fillStyle = '#4b4b4b'; ctx.fillStyle = '#4b4b4b';
ctx.fillText(line, x - 3, y + 37 - (120 * lines.length) / 2 + 120 * i); ctx.fillText(line, x - size / 40, y + size / 2 - (size * lines.length) / 2 + size * i - size / 40);
ctx.fillStyle = '#545454'; ctx.fillStyle = '#545454';
ctx.fillText(line, x, y + 40 - (120 * lines.length) / 2 + 120 * i); ctx.fillText(line, x, y + size / 2 - (size * lines.length) / 2 + size * i);
}); });
}; };
writeTitleText(`snex.io\n#${room}`, canvas.width / 2, canvas.height / 2); ctx.textAlign = 'center';
writeText(`snex.io\n#${room}`, 120, canvas.width / 2, canvas.height / 2, 'bold');
ctx.textAlign = 'left';
writeText(leaderboard, 30, canvas.width / 30, canvas.height / 15, 'normal');
ctx.lineCap = 'round'; ctx.lineCap = 'round';
ctx.lineJoin = 'round'; ctx.lineJoin = 'round';
ctx.lineWidth = 3; ctx.lineWidth = 3;
ctx.textAlign = 'left'; ctx.textAlign = 'left';
ctx.font = `normal ${ratio * 10}px Roboto`; ctx.font = `normal ${ratio * 15}px Roboto`;
const names = Object.keys(players); const names = Object.keys(players);
names.forEach(function (name) { names.forEach(function (name) {
drawPlayer(ratio, players[name]); drawPlayer(ratio, players[name]);
@@ -104,6 +109,16 @@ function drawGame() {
requestAnimationFrame(drawGame); requestAnimationFrame(drawGame);
} }
function updateLeaderboard() {
const pl = Object.keys(players);
const scores = pl.map(p => `${players[p].score} - ${p}`).join('\n');
if (!lastScores || scores !== lastScores) {
lastScores = scores;
pl.sort((p1, p2) => players[p2].score - players[p1].score);
leaderboard = pl.map(p => `${players[p].score} - ${p}` + (p === current.name ? ' *' : '')).join('\n');
}
}
const socket = io({ const socket = io({
'reconnection': true, 'reconnection': true,
'reconnectionDelay': 1000, 'reconnectionDelay': 1000,
@@ -128,6 +143,7 @@ socket.on('info', function (res) {
players = res.players; players = res.players;
room = res.room; room = res.room;
window.location.hash = '#' + room; window.location.hash = '#' + room;
updateLeaderboard();
drawGame(); drawGame();
$(window).focus(function () { $(window).focus(function () {
socket.emit('history', current); socket.emit('history', current);
@@ -138,8 +154,13 @@ socket.on('history', function (h) {
history = h; history = h;
}); });
socket.on('lock', function (l) {
lock = l;
});
socket.on('players', function (p) { socket.on('players', function (p) {
players = p; players = p;
updateLeaderboard();
}); });
const keys = {}; const keys = {};
@@ -167,6 +188,10 @@ $(document).on('keydown', function (e) {
$(document).on('keyup', function (e) { $(document).on('keyup', function (e) {
switch (e.keyCode) { switch (e.keyCode) {
case 32://space;
current.color = 'new';
socket.emit('update', current);
return;
case 37://left; case 37://left;
if (keys[39]) if (keys[39])
changeAngle(1); changeAngle(1);
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+56 -9
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@@ -55,9 +55,44 @@ let playerCount = 0;
setInterval(function () { setInterval(function () {
//main loop //main loop
Object.keys(rooms).forEach(function (room) { Object.keys(rooms).forEach(function (rname) {
Object.keys(rooms[room].players).forEach(function (name) { const room = rooms[rname];
const p = rooms[room].players[name]; const pl = Object.keys(room.players);
if (room.waiting > 0) {
room.waiting -= 20;
if (room.waiting <= 0) { //restart
process.stdout.write(`\rroom #${rname} > restarting game \n`);
room.history = {};
pl.forEach(function (name) {
const p = room.players[name];
room.players[name] = {
pos: {
x: randInt(100, MAXX - 100),
y: randInt(100, MAXY - 100)
},
angle: Math.random() * Math.PI,
angleSpd: 0,
color: p.color,
name: p.name,
alive: true,
starting: 2000,
score: p.score
};
room.history[name] = {
i0: -1,
list: new Array(HSIZE)
}
});
io.to(rname).emit('players', room.players);
io.to(rname).emit('history', room.history);
io.to(rname).emit('lock', false);
}
return;
}
pl.forEach(function (name) {
const p = room.players[name];
if (p.alive) { if (p.alive) {
const lastpos = clone(p.pos); const lastpos = clone(p.pos);
p.pos.x += SPD * Math.cos(p.angle); p.pos.x += SPD * Math.cos(p.angle);
@@ -82,7 +117,7 @@ setInterval(function () {
} }
if (p.starting <= 0) { if (p.starting <= 0) {
const h = rooms[room].history[name]; const h = room.history[name];
h.i0 = (h.i0 + 1) % HSIZE; h.i0 = (h.i0 + 1) % HSIZE;
h.list[h.i0] = clone(p.pos); h.list[h.i0] = clone(p.pos);
} }
@@ -94,9 +129,9 @@ setInterval(function () {
if (ds >= SPD * 1.1) if (ds >= SPD * 1.1)
process.stdout.write(`\r${name} moved too quickly : ${ds} [${lastpos.x},${lastpos.y}]->[${p.pos.x},${p.pos.y}]\n`); process.stdout.write(`\r${name} moved too quickly : ${ds} [${lastpos.x},${lastpos.y}]->[${p.pos.x},${p.pos.y}]\n`);
Object.keys(rooms[room].history).forEach(function (name2) { Object.keys(room.history).forEach(function (name2) {
if (p.alive && name !== name2) { if (p.alive && name !== name2) {
const h2 = rooms[room].history[name2]; const h2 = room.history[name2];
let lastpoint = h2.list[h2.i0]; let lastpoint = h2.list[h2.i0];
if (!lastpoint) if (!lastpoint)
return; return;
@@ -106,7 +141,7 @@ setInterval(function () {
if (Math.abs(lastpoint.x - point.x) < 1600 * .9 && Math.abs(lastpoint.y - point.y) < 900 * .9) { if (Math.abs(lastpoint.x - point.x) < 1600 * .9 && Math.abs(lastpoint.y - point.y) < 900 * .9) {
intersectCount++; intersectCount++;
if (intersects(lastpos, p.pos, lastpoint, point)) { if (intersects(lastpos, p.pos, lastpoint, point)) {
process.stdout.write(`\r${name} collided with ${name2} \n`); process.stdout.write(`\rroom #${rname} > ${name} collided with ${name2} \n`);
p.alive = false; p.alive = false;
break; break;
} }
@@ -125,7 +160,15 @@ setInterval(function () {
} }
}); });
io.to(room).emit('players', rooms[room].players); const palive = pl.filter(p => room.players[p].alive);
if (pl.length > 1 && palive.length === 1) { //end of game
room.players[palive[0]].score++;
room.waiting = 3000;
process.stdout.write(`\rroom #${rname} > ${palive[0]} won \n`);
io.to(rname).emit('lock', true);
}
io.to(rname).emit('players', room.players);
}); });
updateCount++; updateCount++;
}, 20); }, 20);
@@ -154,6 +197,7 @@ io.on('connection', function (socket) {
if (!rooms[socket.room]) { if (!rooms[socket.room]) {
rooms[socket.room] = { rooms[socket.room] = {
waiting: 0,
players: {}, players: {},
history: {} history: {}
} }
@@ -169,7 +213,8 @@ io.on('connection', function (socket) {
color: randomColor(), color: randomColor(),
name: socket.name, name: socket.name,
alive: true, alive: true,
starting: 2000 starting: 2000,
score: 0
}; };
rooms[socket.room].history[socket.name] = { rooms[socket.room].history[socket.name] = {
i0: -1, i0: -1,
@@ -215,6 +260,8 @@ io.on('connection', function (socket) {
} }
if (!p.alive) if (!p.alive)
return; return;
if (newp.color === 'new')
rooms[socket.room].players[newp.name].color = randomColor();
if (newp.angleSpd > 0) if (newp.angleSpd > 0)
rooms[socket.room].players[newp.name].angleSpd = MAX_ANGLE_SPEED; rooms[socket.room].players[newp.name].angleSpd = MAX_ANGLE_SPEED;
else if (newp.angleSpd < 0) else if (newp.angleSpd < 0)