import { vec2 } from 'gl-matrix'; import { CommandExecutors, CommandReceiver, CreateObjectsCommand, CreatePlayerCommand, DeleteObjectsCommand, MoveActionCommand, serialize, TransportEvents, UpdateObjectsCommand, StepCommand, SetAspectRatioActionCommand, calculateViewArea, SecondaryActionCommand, } from 'shared'; import { getTimeInMilliseconds } from '../helper/get-time-in-milliseconds'; import { CharacterPhysical } from '../objects/character-physical'; import { ProjectilePhysical } from '../objects/projectile-physical'; import { BoundingBox } from '../physics/bounding-boxes/bounding-box'; import { PhysicalContainer } from '../physics/containers/physical-container'; import { Physical } from '../physics/physical'; export class Player extends CommandReceiver { private character: CharacterPhysical; private aspectRatio: number = 16 / 9; private isActive = true; private objectsPreviouslyInViewArea: Array = []; private objectsInViewArea: Array = []; private pingTime?: number; private _latency?: number; public measureLatency() { this.pingTime = getTimeInMilliseconds(); this.socket.emit(TransportEvents.Ping); if (this.isActive) { setTimeout(this.measureLatency.bind(this), 10000); } } public get latency(): number | undefined { return this._latency; } protected commandExecutors: CommandExecutors = { [StepCommand.type]: this.sendObjects.bind(this), [SetAspectRatioActionCommand.type]: (v: SetAspectRatioActionCommand) => (this.aspectRatio = v.aspectRatio), [MoveActionCommand.type]: (c: MoveActionCommand) => this.character.sendCommand(c), [SecondaryActionCommand.type]: (c: SecondaryActionCommand) => { 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, 100)); const force = vec2.scale(direction, direction, 1000); const projectile = new ProjectilePhysical(start, 20, force, this.objects); this.objects.addObject(projectile); }, }; constructor( private readonly objects: PhysicalContainer, private readonly socket: SocketIO.Socket, ) { super(); this.character = new CharacterPhysical(objects); this.objectsPreviouslyInViewArea.push(this.character); this.objectsInViewArea.push(this.character); this.objects.addObject(this.character); socket.emit( TransportEvents.ServerToPlayer, serialize(new CreatePlayerCommand(this.character)), ); socket.on( TransportEvents.Pong, () => (this._latency = getTimeInMilliseconds() - this.pingTime!), ); this.measureLatency(); this.sendObjects(); } public sendObjects() { const viewArea = calculateViewArea(this.character.center, this.aspectRatio, 1.5); const bb = new BoundingBox(); bb.topLeft = viewArea.topLeft; bb.size = viewArea.size; this.objectsInViewArea = this.objects.findIntersecting(bb); const newlyIntersecting = this.objectsInViewArea.filter( (o) => !this.objectsPreviouslyInViewArea.includes(o), ); const noLongerIntersecting = this.objectsPreviouslyInViewArea.filter( (o) => !this.objectsInViewArea.includes(o), ); this.objectsPreviouslyInViewArea = this.objectsInViewArea; if (noLongerIntersecting.length > 0) { this.socket.emit( TransportEvents.ServerToPlayer, serialize( new DeleteObjectsCommand([ ...new Set(noLongerIntersecting.map((p) => p.gameObject.id)), ]), ), ); } if (newlyIntersecting.length > 0) { this.socket.emit( TransportEvents.ServerToPlayer, serialize( new CreateObjectsCommand([ ...new Set(newlyIntersecting.map((p) => p.gameObject)), ]), ), ); } this.socket.volatile.emit( TransportEvents.ServerToPlayer, serialize( new UpdateObjectsCommand([ ...new Set( this.objectsInViewArea.filter((p) => p.canMove).map((p) => p.gameObject), ), ]), ), ); } public destroy() { this.isActive = false; this.character.destroy(); this.objects.removeObject(this.character); } }