Improve gameplay
This commit is contained in:
parent
e02a5b264c
commit
7c76b16d13
53 changed files with 1084 additions and 404 deletions
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@ -29,7 +29,7 @@ export class GameServer {
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io.on('connection', (socket: SocketIO.Socket) => {
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socket.on(TransportEvents.PlayerJoining, (playerInfo: PlayerInformation) => {
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const player = new Player(playerInfo, this.objects, socket);
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const player = new Player(playerInfo, this.players, this.objects, socket);
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this.players.push(player);
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socket.on(TransportEvents.PlayerToServer, (json: string) => {
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const command = deserialize(json);
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@ -61,7 +61,7 @@ export class GameServer {
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this.deltaTimes.sort((a, b) => a - b);
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console.log(
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`Median physics time: ${this.deltaTimes[
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framesBetweenDeltaTimeCalculation
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Math.floor(framesBetweenDeltaTimeCalculation / 2)
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].toFixed(2)} ms`,
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);
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console.log(
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@ -1,5 +1,5 @@
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import { vec2, vec3 } from 'gl-matrix';
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import { Random, settings, PlanetBase } from 'shared';
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import { Random, settings, PlanetBase, hsl } from 'shared';
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import { LampPhysical } from '../objects/lamp-physical';
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import { PlanetPhysical } from '../objects/planet-physical';
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import { PhysicalContainer } from '../physics/containers/physical-container';
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@ -17,7 +17,7 @@ export const createWorld = (objectContainer: PhysicalContainer) => {
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),
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);
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for (let i = 0; i < worldSize / 400; i++) {
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for (let i = 0; i < 15; i++) {
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console.log('planet', i);
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let position: vec2;
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@ -44,7 +44,7 @@ export const createWorld = (objectContainer: PhysicalContainer) => {
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);
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}
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for (let i = 0; i < worldSize / 350; i++) {
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for (let i = 0; i < 15; i++) {
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console.log('light', i);
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let position: vec2;
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do {
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@ -54,20 +54,17 @@ export const createWorld = (objectContainer: PhysicalContainer) => {
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);
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} while (
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evaluateSdf(position, objects) < 200 ||
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lights.find((l) => l.distance(position) < 1800)
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lights.find((l) => l.distance(position) < 1500)
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);
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lights.push(
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new LampPhysical(
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position,
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vec3.normalize(
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vec3.create(),
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vec3.fromValues(
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Random.getRandomInRange(0.5, 1),
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0,
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Random.getRandomInRange(0.5, 1),
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),
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hsl(
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Random.getRandomInRange(0, 360),
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Random.getRandomInRange(50, 100),
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Random.getRandomInRange(25, 50),
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),
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Random.getRandomInRange(0.25, 1),
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Random.getRandomInRange(0.5, 2),
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),
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);
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}
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@ -30,10 +30,6 @@ export class CirclePhysical implements Circle, DynamicPhysical, ReactsToCollisio
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this.recalculateBoundingBox();
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}
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public calculateUpdates(): UpdateObjectMessage | null {
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return null;
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}
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public get boundingBox(): BoundingBoxBase {
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return this._boundingBox;
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}
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@ -9,23 +9,28 @@ import {
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serializesTo,
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settings,
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PlanetBase,
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CharacterTeam,
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UpdateObjectMessage,
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} from 'shared';
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import { ImmutableBoundingBox } from '../physics/bounding-boxes/immutable-bounding-box';
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import { StaticPhysical } from '../physics/physicals/static-physical';
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import { UpdateGameObjectMessage } from '../update-game-object-message';
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@serializesTo(PlanetBase)
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export class PlanetPhysical extends PlanetBase implements StaticPhysical {
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public readonly canCollide = true;
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public readonly canMove = false;
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private center: vec2;
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public static neutralPlanetCount = 0;
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public static declaPlanetCount = 0;
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public static redPlanetCount = 0;
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private _boundingBox?: ImmutableBoundingBox;
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constructor(vertices: Array<vec2>) {
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super(id(), vertices);
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this.center = vertices.reduce((sum, v) => vec2.add(sum, sum, v), vec2.create());
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vec2.scale(this.center, this.center, 1 / vertices.length);
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PlanetPhysical.neutralPlanetCount++;
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}
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public distance(target: vec2): number {
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@ -62,6 +67,47 @@ export class PlanetPhysical extends PlanetBase implements StaticPhysical {
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return sign * d;
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}
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public calculateUpdates(): UpdateObjectMessage {
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return new UpdateGameObjectMessage(this, ['ownership']);
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}
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public takeControl(team: CharacterTeam, deltaTime: number) {
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const previousOwnership = this.ownership;
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if (team === CharacterTeam.decla) {
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this.ownership -= (0.5 / settings.takeControlTimeInSeconds) * deltaTime;
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if (
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previousOwnership >= 0.5 - settings.planetControlThreshold &&
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this.ownership < 0.5 - settings.planetControlThreshold
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) {
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PlanetPhysical.declaPlanetCount++;
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PlanetPhysical.neutralPlanetCount--;
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} else if (
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previousOwnership > 0.5 + settings.planetControlThreshold &&
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previousOwnership <= 0.5 + settings.planetControlThreshold
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) {
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PlanetPhysical.redPlanetCount--;
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PlanetPhysical.neutralPlanetCount++;
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}
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} else {
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this.ownership += (0.5 / settings.takeControlTimeInSeconds) * deltaTime;
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if (
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previousOwnership < 0.5 + settings.planetControlThreshold &&
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this.ownership >= 0.5 + settings.planetControlThreshold
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) {
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PlanetPhysical.redPlanetCount++;
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PlanetPhysical.neutralPlanetCount--;
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} else if (
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previousOwnership <= 0.5 - settings.planetControlThreshold &&
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previousOwnership > 0.5 + settings.planetControlThreshold
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) {
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PlanetPhysical.declaPlanetCount--;
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PlanetPhysical.neutralPlanetCount++;
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}
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}
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this.ownership = clamp01(this.ownership);
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}
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public get boundingBox(): ImmutableBoundingBox {
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if (!this._boundingBox) {
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const { xMin, xMax, yMin, yMax } = this.vertices.reduce(
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@ -9,6 +9,7 @@ import {
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GameObject,
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Circle,
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PlayerCharacterBase,
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CharacterTeam,
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} from 'shared';
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import { DynamicPhysical } from '../physics/physicals/dynamic-physical';
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import { CirclePhysical } from './circle-physical';
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@ -32,6 +33,8 @@ export class PlayerCharacterPhysical
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private static readonly headRadius = 50;
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private static readonly feetRadius = 20;
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private projectileStrength = settings.playerMaxStrength;
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// offsets are meassured from (0, 0)
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private static readonly desiredHeadOffset = vec2.fromValues(0, 65);
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private static readonly desiredLeftFootOffset = vec2.fromValues(-20, 0);
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@ -93,10 +96,11 @@ export class PlayerCharacterPhysical
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constructor(
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name: string,
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public readonly colorIndex: number,
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team: CharacterTeam,
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private readonly container: PhysicalContainer,
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startPosition: vec2,
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) {
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super(id(), name, colorIndex);
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super(id(), name, colorIndex, team, settings.playerMaxHealth);
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this.head = new CirclePhysical(
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vec2.add(vec2.create(), startPosition, PlayerCharacterPhysical.headOffset),
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@ -129,7 +133,7 @@ export class PlayerCharacterPhysical
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}
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public calculateUpdates(): UpdateObjectMessage {
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return new UpdateGameObjectMessage(this, ['head', 'leftFoot', 'rightFoot']);
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return new UpdateGameObjectMessage(this, ['head', 'leftFoot', 'rightFoot', 'health']);
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}
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public handleMovementAction(c: MoveActionCommand) {
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@ -137,12 +141,44 @@ export class PlayerCharacterPhysical
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}
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public onCollision(other: GameObject) {
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if (other instanceof ProjectilePhysical) {
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if (other instanceof ProjectilePhysical && other.team !== this.team) {
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other.destroy();
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this.destroy();
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this.health -= other.strength;
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if (this.health <= 0) {
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this.destroy();
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}
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}
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}
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public shootTowards(position: vec2) {
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if (!this.isAlive) {
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return;
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}
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const start = vec2.clone(this.center);
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const direction = vec2.subtract(vec2.create(), position, start);
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vec2.normalize(direction, direction);
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vec2.add(
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start,
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start,
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vec2.scale(vec2.create(), direction, settings.projectileStartOffset),
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);
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const velocity = vec2.scale(direction, direction, settings.projectileSpeed);
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vec2.add(velocity, velocity, this.velocity);
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const strength = this.projectileStrength / 2;
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this.projectileStrength -= strength;
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const projectile = new ProjectilePhysical(
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start,
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20,
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this.colorIndex,
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strength,
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this.team,
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velocity,
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this.container,
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);
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this.container.addObject(projectile);
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}
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public get boundingBox(): BoundingBoxBase {
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this.bound.center = this.head.center;
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return this.bound.boundingBox;
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@ -197,6 +233,13 @@ export class PlayerCharacterPhysical
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this.currentPlanet = undefined;
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}
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this.projectileStrength = Math.min(
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settings.playerMaxStrength,
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this.projectileStrength + settings.playerStrengthRegenerationPerSeconds * deltaTime,
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);
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this.currentPlanet?.takeControl(this.team, deltaTime);
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const intersectingWithForcefield = this.container.findIntersecting(
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getBoundingBoxOfCircle(
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new Circle(
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@ -205,7 +248,13 @@ export class PlayerCharacterPhysical
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),
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),
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);
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const actualGravity = forceAtPosition(this.center, intersectingWithForcefield);
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const feetCenter = vec2.add(
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vec2.create(),
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this.leftFoot.center,
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this.rightFoot.center,
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);
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vec2.scale(feetCenter, feetCenter, 0.5);
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const actualGravity = forceAtPosition(feetCenter, intersectingWithForcefield);
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const direction = this.averageAndResetMovementActions();
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const movementForce = vec2.scale(direction, direction, settings.maxAcceleration);
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@ -269,7 +318,7 @@ export class PlayerCharacterPhysical
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private springMove(object: CirclePhysical, center: vec2, offset: vec2) {
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// todo: make time-independent
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const springConstant = 0.35;
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const springConstant = 0.55;
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const desiredPosition = vec2.add(vec2.create(), center, offset);
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vec2.rotate(desiredPosition, desiredPosition, center, this.direction);
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@ -1,5 +1,12 @@
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import { vec2 } from 'gl-matrix';
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import { id, settings, serializesTo, ProjectileBase, GameObject } from 'shared';
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import {
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id,
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settings,
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serializesTo,
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ProjectileBase,
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GameObject,
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CharacterTeam,
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} from 'shared';
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import { ImmutableBoundingBox } from '../physics/bounding-boxes/immutable-bounding-box';
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import { CirclePhysical } from './circle-physical';
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import { DynamicPhysical } from '../physics/physicals/dynamic-physical';
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@ -8,6 +15,7 @@ import { PlanetPhysical } from './planet-physical';
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import { ReactsToCollision } from '../physics/physicals/reacts-to-collision';
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import { UpdateObjectMessage } from 'shared/lib/src/objects/update-object-message';
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import { UpdateGameObjectMessage } from '../update-game-object-message';
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import { PlayerCharacterPhysical } from './player-character-physical';
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@serializesTo(ProjectileBase)
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export class ProjectilePhysical
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@ -15,6 +23,7 @@ export class ProjectilePhysical
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implements DynamicPhysical, ReactsToCollision {
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public readonly canCollide = true;
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public readonly canMove = true;
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private isDestroyed = false;
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private bounceCount = 0;
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private _boundingBox?: ImmutableBoundingBox;
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@ -24,15 +33,18 @@ export class ProjectilePhysical
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constructor(
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center: vec2,
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radius: number,
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colorIndex: number,
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public strength: number,
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public team: CharacterTeam,
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private velocity: vec2,
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readonly container: PhysicalContainer,
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) {
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super(id(), center, radius);
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super(id(), center, radius, colorIndex, strength);
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this.object = new CirclePhysical(center, radius, this, container, 0.9);
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}
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public calculateUpdates(): UpdateObjectMessage {
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return new UpdateGameObjectMessage(this, ['center']);
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return new UpdateGameObjectMessage(this, ['center', 'strength']);
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}
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public get boundingBox(): ImmutableBoundingBox {
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@ -59,12 +71,20 @@ export class ProjectilePhysical
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}
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public onCollision(other: GameObject) {
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if (this.bounceCount++ === settings.projectileMaxBounceCount) {
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if (
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!(other instanceof PlayerCharacterPhysical && other.team === this.team) &&
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this.bounceCount++ === settings.projectileMaxBounceCount
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) {
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this.destroy();
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}
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}
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public step(deltaTime: number) {
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if ((this.strength -= settings.projectileFadeSpeed * deltaTime) < 0) {
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this.destroy();
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return;
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}
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const gravity = vec2.create();
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const intersecting = this.container.findIntersecting(this.boundingBox);
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intersecting.forEach((i) => {
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@ -1,9 +1,6 @@
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import { UpdateObjectMessage } from 'shared/lib/src/objects/update-object-message';
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import { PhysicalBase } from './physical-base';
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export interface DynamicPhysical extends PhysicalBase {
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readonly canMove: true;
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step(deltaTimeInMilliseconds: number): void;
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calculateUpdates(): UpdateObjectMessage | null;
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}
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@ -1,15 +0,0 @@
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import { settings } from 'shared';
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const colorUsage: Array<boolean> = new Array(settings.playerColors.length).fill(false);
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export const requestColor = (): number => {
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const index = colorUsage.findIndex((a) => !a);
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if (index >= 0) {
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colorUsage[index] = true;
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}
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return index + settings.playerColorIndexOffset;
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};
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export const freeColor = (index: number) => {
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colorUsage[index - settings.playerColorIndexOffset] = false;
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};
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22
backend/src/players/player-team-service.ts
Normal file
22
backend/src/players/player-team-service.ts
Normal file
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@ -0,0 +1,22 @@
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import { CharacterTeam, Random } from 'shared';
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let declaCount = 0;
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let redCount = 0;
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export const requestTeam = (): { team: CharacterTeam; colorIndex: number } => {
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if ((declaCount === redCount && Random.getRandom() > 0.5) || declaCount < redCount) {
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declaCount++;
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return { team: CharacterTeam.decla, colorIndex: 0 };
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} else {
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redCount++;
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return { team: CharacterTeam.red, colorIndex: 1 };
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}
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};
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export const freeTeam = (team: CharacterTeam) => {
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if (team === CharacterTeam.decla) {
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declaCount--;
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} else {
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redCount--;
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}
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};
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@ -12,30 +12,32 @@ import {
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SetAspectRatioActionCommand,
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calculateViewArea,
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SecondaryActionCommand,
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PlayerDiedCommand,
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settings,
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Circle,
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PlayerInformation,
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CharacterTeam,
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UpdatePlanetOwnershipCommand,
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GameObject,
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Command,
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UpdateObjectMessage,
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} from 'shared';
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import { getTimeInMilliseconds } from '../helper/get-time-in-milliseconds';
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import { ProjectilePhysical } from '../objects/projectile-physical';
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import { BoundingBox } from '../physics/bounding-boxes/bounding-box';
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import { PhysicalContainer } from '../physics/containers/physical-container';
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import { getBoundingBoxOfCircle } from '../physics/functions/get-bounding-box-of-circle';
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import { isCircleIntersecting } from '../physics/functions/is-circle-intersecting';
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import { requestColor, freeColor } from './player-color-service';
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import { PlayerCharacterPhysical } from '../objects/player-character-physical';
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import { DynamicPhysical } from '../physics/physicals/dynamic-physical';
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import { Physical } from '../physics/physicals/physical';
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import { freeTeam, requestTeam } from './player-team-service';
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import { PlanetPhysical } from '../objects/planet-physical';
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export class Player extends CommandReceiver {
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private character: PlayerCharacterPhysical;
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private character?: PlayerCharacterPhysical | null;
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private aspectRatio: number = 16 / 9;
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private isActive = true;
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private timeSinceLastProjectile = 0;
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private objectsPreviouslyInViewArea: Array<Physical> = [];
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private objectsInViewArea: Array<Physical> = [];
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private objectsPreviouslyInViewArea: Array<GameObject> = [];
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private pingTime?: number;
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private _latency?: number;
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@ -55,35 +57,20 @@ export class Player extends CommandReceiver {
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[SetAspectRatioActionCommand.type]: (v: SetAspectRatioActionCommand) =>
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(this.aspectRatio = v.aspectRatio),
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[MoveActionCommand.type]: (c: MoveActionCommand) =>
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this.character.handleMovementAction(c),
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this.character?.handleMovementAction(c),
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[SecondaryActionCommand.type]: (c: SecondaryActionCommand) => {
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if (
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!this.character.isAlive ||
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this.timeSinceLastProjectile < settings.projectileCreationInterval
|
||||
) {
|
||||
return;
|
||||
}
|
||||
|
||||
const start = vec2.clone(this.character.center);
|
||||
const direction = vec2.subtract(vec2.create(), c.position, start);
|
||||
vec2.normalize(direction, direction);
|
||||
vec2.add(
|
||||
start,
|
||||
start,
|
||||
vec2.scale(vec2.create(), direction, settings.projectileStartOffset),
|
||||
);
|
||||
const velocity = vec2.scale(direction, direction, settings.projectileSpeed);
|
||||
vec2.add(velocity, velocity, this.character.velocity);
|
||||
const projectile = new ProjectilePhysical(start, 20, velocity, this.objects);
|
||||
this.objects.addObject(projectile);
|
||||
|
||||
this.timeSinceLastProjectile = 0;
|
||||
this.character?.shootTowards(c.position);
|
||||
},
|
||||
};
|
||||
|
||||
private findEmptyPositionForPlayer(): vec2 {
|
||||
let rotation = 0;
|
||||
let radius = 0;
|
||||
let possibleCenter = this.players.find((p) => p.team === this.team)?.center;
|
||||
if (!possibleCenter) {
|
||||
possibleCenter = vec2.create();
|
||||
}
|
||||
|
||||
let rotation = Math.atan2(possibleCenter.y, possibleCenter.x);
|
||||
let radius = vec2.length(possibleCenter);
|
||||
for (;;) {
|
||||
const playerPosition = vec2.fromValues(
|
||||
radius * Math.cos(rotation),
|
||||
|
|
@ -106,27 +93,21 @@ export class Player extends CommandReceiver {
|
|||
}
|
||||
}
|
||||
|
||||
public readonly team: CharacterTeam;
|
||||
private colorIndex: number;
|
||||
|
||||
constructor(
|
||||
playerInfo: PlayerInformation,
|
||||
private readonly playerInfo: PlayerInformation,
|
||||
private readonly players: Array<Player>,
|
||||
private readonly objects: PhysicalContainer,
|
||||
private readonly socket: SocketIO.Socket,
|
||||
) {
|
||||
super();
|
||||
const colorIndex = requestColor();
|
||||
const { team, colorIndex } = requestTeam();
|
||||
this.team = team;
|
||||
this.colorIndex = colorIndex;
|
||||
|
||||
this.character = new PlayerCharacterPhysical(
|
||||
playerInfo.name,
|
||||
colorIndex,
|
||||
objects,
|
||||
this.findEmptyPositionForPlayer(),
|
||||
);
|
||||
|
||||
this.objects.addObject(this.character);
|
||||
|
||||
socket.emit(
|
||||
TransportEvents.ServerToPlayer,
|
||||
serialize(new CreatePlayerCommand(this.character)),
|
||||
);
|
||||
this.createCharacter();
|
||||
|
||||
socket.on(
|
||||
TransportEvents.Pong,
|
||||
|
|
@ -134,78 +115,99 @@ export class Player extends CommandReceiver {
|
|||
);
|
||||
|
||||
this.measureLatency();
|
||||
this.sendObjects();
|
||||
this.step(0);
|
||||
}
|
||||
|
||||
private createCharacter() {
|
||||
this.character = new PlayerCharacterPhysical(
|
||||
this.playerInfo.name.slice(0, 20),
|
||||
this.colorIndex,
|
||||
this.team,
|
||||
this.objects,
|
||||
this.findEmptyPositionForPlayer(),
|
||||
);
|
||||
|
||||
this.objects.addObject(this.character);
|
||||
this.objectsPreviouslyInViewArea.push(this.character);
|
||||
|
||||
this.socket.emit(
|
||||
TransportEvents.ServerToPlayer,
|
||||
serialize(new CreatePlayerCommand(this.character)),
|
||||
);
|
||||
}
|
||||
|
||||
private center: vec2 = vec2.create();
|
||||
private timeUntilRespawn = 0;
|
||||
public step(deltaTime: number) {
|
||||
this.sendObjects();
|
||||
this.timeSinceLastProjectile += deltaTime;
|
||||
}
|
||||
if (this.character) {
|
||||
this.center = this.character?.center;
|
||||
|
||||
public sendObjects() {
|
||||
const viewArea = calculateViewArea(this.character.center, this.aspectRatio, 1.5);
|
||||
if (!this.character.isAlive) {
|
||||
this.socket.emit(
|
||||
TransportEvents.ServerToPlayer,
|
||||
serialize(new PlayerDiedCommand(settings.playerDiedTimeout)),
|
||||
);
|
||||
this.character = null;
|
||||
this.timeUntilRespawn = settings.playerDiedTimeout;
|
||||
}
|
||||
} else if ((this.timeUntilRespawn -= deltaTime) < 0) {
|
||||
this.createCharacter();
|
||||
}
|
||||
|
||||
const viewArea = calculateViewArea(this.center, this.aspectRatio, 1.5);
|
||||
const bb = new BoundingBox();
|
||||
bb.topLeft = viewArea.topLeft;
|
||||
bb.size = viewArea.size;
|
||||
|
||||
this.objectsInViewArea = this.objects.findIntersecting(bb);
|
||||
const objectsInViewArea = Array.from(
|
||||
new Set(this.objects.findIntersecting(bb).map((o) => o.gameObject)),
|
||||
);
|
||||
|
||||
const newlyIntersecting = this.objectsInViewArea.filter(
|
||||
const newlyIntersecting = objectsInViewArea.filter(
|
||||
(o) => !this.objectsPreviouslyInViewArea.includes(o),
|
||||
);
|
||||
|
||||
const noLongerIntersecting = this.objectsPreviouslyInViewArea.filter(
|
||||
(o) => !this.objectsInViewArea.includes(o),
|
||||
(o) => !objectsInViewArea.includes(o),
|
||||
);
|
||||
|
||||
this.objectsPreviouslyInViewArea = this.objectsInViewArea;
|
||||
this.objectsPreviouslyInViewArea = objectsInViewArea;
|
||||
|
||||
if (noLongerIntersecting.length > 0) {
|
||||
this.socket.emit(
|
||||
TransportEvents.ServerToPlayer,
|
||||
serialize(
|
||||
new DeleteObjectsCommand([
|
||||
...new Set(
|
||||
noLongerIntersecting
|
||||
.filter((p) => p.gameObject !== this.character)
|
||||
.map((p) => p.gameObject.id),
|
||||
),
|
||||
]),
|
||||
),
|
||||
);
|
||||
this.sendToPlayer(new DeleteObjectsCommand(noLongerIntersecting.map((g) => g.id)));
|
||||
}
|
||||
|
||||
if (newlyIntersecting.length > 0) {
|
||||
this.socket.emit(
|
||||
TransportEvents.ServerToPlayer,
|
||||
serialize(
|
||||
new CreateObjectsCommand([
|
||||
...new Set(
|
||||
newlyIntersecting
|
||||
.map((p) => p.gameObject)
|
||||
.filter((g) => g !== this.character),
|
||||
),
|
||||
]),
|
||||
),
|
||||
);
|
||||
this.sendToPlayer(new CreateObjectsCommand(newlyIntersecting));
|
||||
}
|
||||
|
||||
this.socket.emit(
|
||||
TransportEvents.ServerToPlayer,
|
||||
serialize(
|
||||
new UpdateObjectsCommand(
|
||||
Array.from(new Set(this.objectsInViewArea))
|
||||
.filter((p) => p.canMove)
|
||||
.map((p) => (p as DynamicPhysical).calculateUpdates())
|
||||
.filter((p) => p !== null) as any,
|
||||
),
|
||||
this.sendToPlayer(
|
||||
new UpdateObjectsCommand(
|
||||
this.objectsPreviouslyInViewArea
|
||||
.map((g) => g.calculateUpdates())
|
||||
.filter((u) => u) as Array<UpdateObjectMessage>,
|
||||
),
|
||||
);
|
||||
|
||||
this.sendToPlayer(
|
||||
new UpdatePlanetOwnershipCommand(
|
||||
PlanetPhysical.declaPlanetCount,
|
||||
PlanetPhysical.redPlanetCount,
|
||||
PlanetPhysical.neutralPlanetCount,
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
private sendToPlayer(command: Command) {
|
||||
this.socket.emit(TransportEvents.ServerToPlayer, serialize(command));
|
||||
}
|
||||
|
||||
public destroy() {
|
||||
this.isActive = false;
|
||||
freeColor(this.character.colorIndex);
|
||||
this.character.destroy();
|
||||
freeTeam(this.team);
|
||||
|
||||
if (this.character) {
|
||||
this.character.destroy();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue