Add player container
This commit is contained in:
parent
1cd8f5fbe6
commit
b55e927a34
16 changed files with 159 additions and 133 deletions
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@ -1,5 +1,4 @@
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import { PhysicalContainer } from './physics/containers/physical-container';
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import { Player } from './players/player';
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import ioserver from 'socket.io';
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import {
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TransportEvents,
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@ -11,18 +10,22 @@ import {
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import { createWorld } from './map/create-world';
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import { DeltaTimeCalculator } from './helper/delta-time-calculator';
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import { Options } from './options';
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import { PlayerContainer } from './players/player-container';
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const playerCountSubscribedRoom = 'playerCountUpdates';
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export class GameServer {
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private objects = new PhysicalContainer();
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private players: Array<Player> = [];
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private players: PlayerContainer;
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private deltaTimes: Array<number> = [];
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private deltaTimeCalculator = new DeltaTimeCalculator();
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private serverName: string;
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private playerLimit: number;
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constructor(private readonly io: ioserver.Server, options: Options) {
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this.players = new PlayerContainer(this.objects);
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this.serverName = options.name;
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this.playerLimit = options.playerLimit;
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@ -31,8 +34,7 @@ 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.players, this.objects, socket);
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this.players.push(player);
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const player = this.players.createPlayer(playerInfo, socket);
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socket.on(TransportEvents.PlayerToServer, (json: string) => {
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const command = deserialize(json);
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player.sendCommand(command);
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@ -42,7 +44,7 @@ export class GameServer {
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socket.on('disconnect', () => {
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player.destroy();
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this.players = this.players.filter((p) => p !== player);
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this.players.deletePlayer(player);
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this.sendPlayerCountUpdate();
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});
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});
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@ -56,7 +58,7 @@ export class GameServer {
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public sendPlayerCountUpdate() {
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this.io
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.to(playerCountSubscribedRoom)
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.emit(TransportEvents.PlayerCountUpdate, this.players.length);
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.emit(TransportEvents.PlayerCountUpdate, this.players.count);
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}
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public start() {
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@ -64,8 +66,7 @@ export class GameServer {
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}
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private handlePhysics() {
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const delta = this.deltaTimeCalculator.getNextDeltaTimeInMilliseconds();
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this.deltaTimes.push(delta);
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const delta = this.deltaTimeCalculator.getNextDeltaTimeInSeconds();
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const framesBetweenDeltaTimeCalculation = 1000;
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if (this.deltaTimes.length > framesBetweenDeltaTimeCalculation) {
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@ -79,15 +80,15 @@ export class GameServer {
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`Memory used: ${(process.memoryUsage().rss / 1024 / 1024).toFixed(2)} MB`,
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);
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this.deltaTimes = [];
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console.log(this.players.map((p) => p.latency));
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}
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this.objects.stepObjects(delta / 1000);
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this.players.forEach((p) => p.step(delta / 1000));
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this.objects.stepObjects(delta);
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this.players.step(delta);
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const physicsDelta = this.deltaTimeCalculator.getDeltaTimeInMilliseconds();
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const physicsDelta = this.deltaTimeCalculator.getDeltaTimeInSeconds() * 1000;
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this.deltaTimes.push(physicsDelta);
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const sleepTime = settings.targetPhysicsDeltaTimeInMilliseconds - physicsDelta;
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if (sleepTime >= settings.minPhysicsSleepTime) {
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setTimeout(this.handlePhysics.bind(this), sleepTime);
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} else {
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@ -98,7 +99,7 @@ export class GameServer {
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public get serverInfo(): ServerInformation {
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return {
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serverName: this.serverName,
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playerCount: this.players.length,
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playerCount: this.players.count,
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playerLimit: this.playerLimit,
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};
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}
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@ -1,20 +1,20 @@
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export class DeltaTimeCalculator {
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private previousTime: [number, number] = process.hrtime();
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public getNextDeltaTimeInMilliseconds(): number {
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public getNextDeltaTimeInSeconds(): number {
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const deltaTime = process.hrtime(this.previousTime);
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this.previousTime = process.hrtime();
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const [seconds, nanoSeconds] = deltaTime;
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return seconds * 1000 + nanoSeconds / 1000 / 1000;
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return seconds * 1000 + nanoSeconds / 1000 / 1000 / 1000;
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}
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public getDeltaTimeInMilliseconds(): number {
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public getDeltaTimeInSeconds(): number {
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const deltaTime = process.hrtime(this.previousTime);
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const [seconds, nanoSeconds] = deltaTime;
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return seconds * 1000 + nanoSeconds / 1000 / 1000;
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return seconds * 1000 + nanoSeconds / 1000 / 1000 / 1000;
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}
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}
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@ -97,12 +97,11 @@ export class PlayerCharacterPhysical
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name: string,
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killCount: number,
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deathCount: number,
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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, killCount, deathCount, colorIndex, team, settings.playerMaxHealth);
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super(id(), name, killCount, deathCount, 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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@ -176,7 +175,6 @@ export class PlayerCharacterPhysical
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const projectile = new ProjectilePhysical(
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vec2.clone(this.center),
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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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@ -34,14 +34,13 @@ 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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team: CharacterTeam,
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private velocity: vec2,
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public readonly originator: PlayerCharacterPhysical,
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readonly container: PhysicalContainer,
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) {
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super(id(), center, radius, colorIndex, strength);
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super(id(), center, radius, team, strength);
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this.object = new CirclePhysical(center, radius, this, container, 0.9);
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this.moveOutsideOfObject();
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@ -9,4 +9,5 @@ export interface PhysicalBase {
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readonly gameObject: GameObject;
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distance(target: vec2): number;
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step(deltaTimeInMilliseconds: number): void;
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}
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49
backend/src/players/player-container.ts
Normal file
49
backend/src/players/player-container.ts
Normal file
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@ -0,0 +1,49 @@
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import { CharacterTeam, PlayerInformation, Random } from 'shared';
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import { PhysicalContainer } from '../physics/containers/physical-container';
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import { Player } from './player';
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export class PlayerContainer {
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private _players: Array<Player> = [];
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constructor(private readonly objects: PhysicalContainer) {}
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public createPlayer(playerInfo: PlayerInformation, socket: SocketIO.Socket): Player {
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const player = new Player(
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playerInfo,
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this,
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this.objects,
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socket,
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this.getTeamOfNextPlayer(),
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);
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this._players.push(player);
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return player;
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}
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public get players(): Array<Player> {
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return this._players;
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}
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public get count(): number {
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return this.players.length;
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}
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public step(deltaTimeInSeconds: number) {
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this.players.forEach((p) => p.step(deltaTimeInSeconds));
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}
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private getTeamOfNextPlayer(): CharacterTeam {
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const declaCount = this._players.filter((p) => p.team === CharacterTeam.decla).length;
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const redCount = this._players.filter((p) => p.team === CharacterTeam.red).length;
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if ((declaCount === redCount && Random.getRandom() >= 0.5) || declaCount < redCount) {
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return CharacterTeam.decla;
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} else {
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return CharacterTeam.red;
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}
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}
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public deletePlayer(player: Player) {
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this._players = this._players.filter((p) => p !== player);
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}
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}
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@ -1,22 +0,0 @@
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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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@ -29,8 +29,8 @@ 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 { PlayerCharacterPhysical } from '../objects/player-character-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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import { PlayerContainer } from './player-container';
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export class Player extends CommandReceiver {
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private character?: PlayerCharacterPhysical | null;
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@ -66,52 +66,15 @@ export class Player extends CommandReceiver {
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},
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};
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private findEmptyPositionForPlayer(): vec2 {
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let possibleCenter = this.players.find(
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(p) => p.character?.isAlive && p.team === this.team,
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)?.center;
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if (!possibleCenter) {
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possibleCenter = vec2.create();
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}
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let rotation = 0;
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let radius = 0;
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for (;;) {
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const playerPosition = vec2.fromValues(
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radius * Math.cos(rotation) + possibleCenter.x,
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radius * Math.sin(rotation) + possibleCenter.y,
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);
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const playerBoundingCircle = new Circle(
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playerPosition,
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PlayerCharacterPhysical.boundRadius,
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);
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const playerBoundingBox = getBoundingBoxOfCircle(playerBoundingCircle);
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const possibleIntersectors = this.objects.findIntersecting(playerBoundingBox);
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if (!isCircleIntersecting(playerBoundingCircle, possibleIntersectors)) {
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return playerPosition;
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}
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rotation += Math.PI / 8;
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radius += 30;
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}
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}
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public readonly team: CharacterTeam;
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private colorIndex: number;
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constructor(
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private readonly playerInfo: PlayerInformation,
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private readonly players: Array<Player>,
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private readonly objects: PhysicalContainer,
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private readonly playerContainer: PlayerContainer,
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private readonly objectContainer: PhysicalContainer,
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private readonly socket: SocketIO.Socket,
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public readonly team: CharacterTeam,
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) {
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super();
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const { team, colorIndex } = requestTeam();
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this.team = team;
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this.colorIndex = colorIndex;
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this.createCharacter();
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@ -129,13 +92,12 @@ export class Player extends CommandReceiver {
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this.playerInfo.name.slice(0, 20),
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this.sumKills,
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this.sumDeaths,
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this.colorIndex,
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this.team,
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this.objects,
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this.objectContainer,
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this.findEmptyPositionForPlayer(),
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);
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this.objects.addObject(this.character);
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this.objectContainer.addObject(this.character);
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this.objectsPreviouslyInViewArea.push(this.character);
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this.socket.emit(
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@ -146,7 +108,7 @@ export class Player extends CommandReceiver {
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private center: vec2 = vec2.create();
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private timeUntilRespawn = 0;
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public step(deltaTime: number) {
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public step(deltaTimeInSeconds: number) {
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if (this.character) {
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this.center = this.character?.center;
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@ -161,7 +123,7 @@ export class Player extends CommandReceiver {
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this.character = null;
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this.timeUntilRespawn = settings.playerDiedTimeout;
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}
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} else if ((this.timeUntilRespawn -= deltaTime) < 0) {
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} else if ((this.timeUntilRespawn -= deltaTimeInSeconds) < 0) {
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this.createCharacter();
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}
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@ -171,7 +133,7 @@ export class Player extends CommandReceiver {
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bb.size = viewArea.size;
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const objectsInViewArea = Array.from(
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new Set(this.objects.findIntersecting(bb).map((o) => o.gameObject)),
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new Set(this.objectContainer.findIntersecting(bb).map((o) => o.gameObject)),
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);
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const newlyIntersecting = objectsInViewArea.filter(
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@ -210,6 +172,41 @@ export class Player extends CommandReceiver {
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);
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}
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private findEmptyPositionForPlayer(): vec2 {
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let possibleCenter = this.playerContainer.players.find(
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(p) => p.character?.isAlive && p.team === this.team,
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)?.center;
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if (!possibleCenter) {
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possibleCenter = vec2.create();
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}
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let rotation = 0;
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let radius = 0;
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for (;;) {
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const playerPosition = vec2.fromValues(
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radius * Math.cos(rotation) + possibleCenter.x,
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radius * Math.sin(rotation) + possibleCenter.y,
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);
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const playerBoundingCircle = new Circle(
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playerPosition,
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PlayerCharacterPhysical.boundRadius,
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);
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const playerBoundingBox = getBoundingBoxOfCircle(playerBoundingCircle);
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const possibleIntersectors = this.objectContainer.findIntersecting(
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playerBoundingBox,
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);
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if (!isCircleIntersecting(playerBoundingCircle, possibleIntersectors)) {
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return playerPosition;
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}
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rotation += Math.PI / 8;
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radius += 30;
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}
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}
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private getOtherPlayers(): Array<OtherPlayerDirection> {
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if (!this.character) {
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return [];
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@ -220,12 +217,12 @@ export class Player extends CommandReceiver {
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bb.topLeft = viewArea.topLeft;
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bb.size = viewArea.size;
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const playersInViewArea = this.objects
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const playersInViewArea = this.objectContainer
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.findIntersecting(bb)
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.map((o) => o.gameObject)
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.filter((g) => g instanceof PlayerCharacterPhysical);
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const otherPlayers = this.players.filter(
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const otherPlayers = this.playerContainer.players.filter(
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(p) => playersInViewArea.indexOf(p.character!) < 0,
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);
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@ -247,10 +244,7 @@ export class Player extends CommandReceiver {
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public destroy() {
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this.isActive = false;
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freeTeam(this.team);
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if (this.character) {
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this.character.destroy();
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}
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this.character?.destroy();
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}
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}
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@ -1,6 +1,13 @@
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import { vec2 } from 'gl-matrix';
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import { Renderer } from 'sdf-2d';
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import { CharacterBase, CharacterTeam, Circle, Id, UpdateMessage } from 'shared';
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import {
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CharacterBase,
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CharacterTeam,
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Circle,
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Id,
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settings,
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UpdateMessage,
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} from 'shared';
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import { BlobShape } from '../shapes/blob-shape';
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import { ViewObject } from './view-object';
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@ -10,15 +17,14 @@ export class CharacterView extends CharacterBase implements ViewObject {
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constructor(
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id: Id,
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colorIndex: number,
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team: CharacterTeam,
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health: number,
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head?: Circle,
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leftFoot?: Circle,
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rightFoot?: Circle,
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) {
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super(id, colorIndex, team, health, head, leftFoot, rightFoot);
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this.shape = new BlobShape(colorIndex);
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super(id, team, health, head, leftFoot, rightFoot);
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this.shape = new BlobShape(settings.colorIndices[team]);
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}
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public get position(): vec2 {
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@ -19,26 +19,14 @@ export class PlayerCharacterView extends PlayerCharacterBase implements ViewObje
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name: string,
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killCount: number,
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deathCount: number,
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colorIndex: number,
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team: CharacterTeam,
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health: number,
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head?: Circle,
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leftFoot?: Circle,
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rightFoot?: Circle,
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) {
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super(
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id,
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name,
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killCount,
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deathCount,
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colorIndex,
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team,
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health,
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head,
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leftFoot,
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rightFoot,
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);
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this.shape = new BlobShape(colorIndex);
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super(id, name, killCount, deathCount, team, health, head, leftFoot, rightFoot);
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this.shape = new BlobShape(settings.colorIndices[team]);
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this.previousHealth = this.health;
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this.nameElement.className = 'player-tag ' + this.team;
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@ -1,6 +1,6 @@
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import { vec2 } from 'gl-matrix';
|
||||
import { CircleLight, ColorfulCircle, Renderer } from 'sdf-2d';
|
||||
import { Id, ProjectileBase, settings, UpdateMessage } from 'shared';
|
||||
import { CharacterTeam, Id, ProjectileBase, settings, UpdateMessage } from 'shared';
|
||||
import { ViewObject } from './view-object';
|
||||
|
||||
export class ProjectileView extends ProjectileBase implements ViewObject {
|
||||
|
|
@ -11,12 +11,16 @@ export class ProjectileView extends ProjectileBase implements ViewObject {
|
|||
id: Id,
|
||||
center: vec2,
|
||||
radius: number,
|
||||
colorIndex: number,
|
||||
team: CharacterTeam,
|
||||
strength: number,
|
||||
) {
|
||||
super(id, center, radius, colorIndex, strength);
|
||||
this.circle = new ColorfulCircle(center, radius / 2, colorIndex);
|
||||
this.light = new CircleLight(center, settings.palette[colorIndex], 0);
|
||||
super(id, center, radius, team, strength);
|
||||
this.circle = new ColorfulCircle(center, radius / 2, settings.colorIndices[team]);
|
||||
this.light = new CircleLight(
|
||||
center,
|
||||
settings.paletteDim[settings.colorIndices[team]],
|
||||
0,
|
||||
);
|
||||
}
|
||||
|
||||
public step(deltaTimeInMilliseconds: number): void {
|
||||
|
|
|
|||
|
|
@ -8,7 +8,6 @@ import { CharacterTeam } from './character-team';
|
|||
export class CharacterBase extends GameObject {
|
||||
constructor(
|
||||
id: Id,
|
||||
public colorIndex: number,
|
||||
public team: CharacterTeam,
|
||||
public health: number,
|
||||
public head?: Circle,
|
||||
|
|
@ -19,7 +18,7 @@ export class CharacterBase extends GameObject {
|
|||
}
|
||||
|
||||
public toArray(): Array<any> {
|
||||
const { id, colorIndex, team, health, head, leftFoot, rightFoot } = this;
|
||||
return [id, colorIndex, team, health, head, leftFoot, rightFoot];
|
||||
const { id, team, health, head, leftFoot, rightFoot } = this;
|
||||
return [id, team, health, head, leftFoot, rightFoot];
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,5 @@
|
|||
export enum CharacterTeam {
|
||||
decla = 'decla',
|
||||
neutral = 'neutral',
|
||||
red = 'red',
|
||||
}
|
||||
|
|
|
|||
|
|
@ -11,14 +11,13 @@ export class PlayerCharacterBase extends CharacterBase {
|
|||
public name: string,
|
||||
public killCount: number,
|
||||
public deathCount: number,
|
||||
colorIndex: number,
|
||||
team: CharacterTeam,
|
||||
health: number,
|
||||
head?: Circle,
|
||||
leftFoot?: Circle,
|
||||
rightFoot?: Circle,
|
||||
) {
|
||||
super(id, colorIndex, team, health, head, leftFoot, rightFoot);
|
||||
super(id, team, health, head, leftFoot, rightFoot);
|
||||
}
|
||||
|
||||
public toArray(): Array<any> {
|
||||
|
|
@ -27,7 +26,6 @@ export class PlayerCharacterBase extends CharacterBase {
|
|||
this.name,
|
||||
this.killCount,
|
||||
this.deathCount,
|
||||
this.colorIndex,
|
||||
this.team,
|
||||
this.health,
|
||||
this.head,
|
||||
|
|
|
|||
|
|
@ -2,6 +2,7 @@ import { vec2 } from 'gl-matrix';
|
|||
import { Id } from '../../transport/identity';
|
||||
import { serializable } from '../../transport/serialization/serializable';
|
||||
import { GameObject } from '../game-object';
|
||||
import { CharacterTeam } from './character-team';
|
||||
|
||||
@serializable
|
||||
export class ProjectileBase extends GameObject {
|
||||
|
|
@ -9,13 +10,13 @@ export class ProjectileBase extends GameObject {
|
|||
id: Id,
|
||||
public center: vec2,
|
||||
public radius: number,
|
||||
public colorIndex: number,
|
||||
public team: CharacterTeam,
|
||||
public strength: number,
|
||||
) {
|
||||
super(id);
|
||||
}
|
||||
|
||||
public toArray(): Array<any> {
|
||||
return [this.id, this.center, this.radius, this.colorIndex, this.strength];
|
||||
return [this.id, this.center, this.radius, this.team, this.strength];
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,8 +1,13 @@
|
|||
import { rgb255 } from './helper/rgb255';
|
||||
import { CharacterTeam } from './objects/types/character-team';
|
||||
|
||||
const q = 2.5;
|
||||
const qDim = 1.5;
|
||||
const declaColor = rgb255(64 * q, 105 * q, 165 * q);
|
||||
const neutralColor = rgb255(82 * q, 165 * q, 64 * q);
|
||||
const redColor = rgb255(209 * q, 86 * q, 82 * q);
|
||||
const declaColorDim = rgb255(64 * qDim, 105 * qDim, 165 * qDim);
|
||||
const redColorDim = rgb255(209 * qDim, 8 * qDim, 82 * qDim);
|
||||
const declaPlanetColor = declaColor;
|
||||
const redPlanetColor = redColor;
|
||||
|
||||
|
|
@ -32,14 +37,18 @@ export const settings = {
|
|||
projectileFadeSpeed: 20,
|
||||
projectileCreationInterval: 0.1,
|
||||
playerColorIndexOffset: 3,
|
||||
backgroundGradient: [rgb255(90, 38, 43), rgb255(43, 39, 73)],
|
||||
backgroundGradient: [rgb255(90, 38, 43), rgb255(0, 0, 0), rgb255(43, 39, 73)],
|
||||
declaColor,
|
||||
declaPlanetColor,
|
||||
redColor,
|
||||
redPlanetColor,
|
||||
declaIndex: 0,
|
||||
redIndex: 1,
|
||||
palette: [declaColor, redColor],
|
||||
colorIndices: {
|
||||
[CharacterTeam.decla]: 0,
|
||||
[CharacterTeam.neutral]: 1,
|
||||
[CharacterTeam.red]: 2,
|
||||
},
|
||||
palette: [declaColor, neutralColor, redColor],
|
||||
paletteDim: [declaColorDim, neutralColor, redColorDim],
|
||||
targetPhysicsDeltaTimeInMilliseconds: 20,
|
||||
minPhysicsSleepTime: 4,
|
||||
velocityAttenuation: 0.25,
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue