198 lines
5.7 KiB
TypeScript
198 lines
5.7 KiB
TypeScript
import { vec2 } from 'gl-matrix';
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import {
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CommandExecutors,
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CommandReceiver,
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CreateObjectsCommand,
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CreatePlayerCommand,
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DeleteObjectsCommand,
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MoveActionCommand,
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serialize,
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TransportEvents,
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UpdateObjectsCommand,
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SetAspectRatioActionCommand,
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calculateViewArea,
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SecondaryActionCommand,
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settings,
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Circle,
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} from 'shared';
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import { getTimeInMilliseconds } from '../helper/get-time-in-milliseconds';
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import { CharacterPhysical } from '../objects/character-physical';
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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 { PhysicalBase } from '../physics/physicals/physical-base';
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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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export class Player extends CommandReceiver {
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private character: CharacterPhysical;
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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<PhysicalBase> = [];
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private objectsInViewArea: Array<PhysicalBase> = [];
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private pingTime?: number;
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private _latency?: number;
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public measureLatency() {
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this.pingTime = getTimeInMilliseconds();
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this.socket.emit(TransportEvents.Ping);
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if (this.isActive) {
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setTimeout(this.measureLatency.bind(this), 10000);
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}
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}
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public get latency(): number | undefined {
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return this._latency;
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}
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protected commandExecutors: CommandExecutors = {
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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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[SecondaryActionCommand.type]: (c: SecondaryActionCommand) => {
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if (this.timeSinceLastProjectile < settings.projectileCreationInterval) {
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return;
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}
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const start = vec2.clone(this.character.center);
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const direction = vec2.subtract(vec2.create(), c.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.character.velocity);
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const projectile = new ProjectilePhysical(start, 20, velocity, this.objects);
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this.objects.addObject(projectile);
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this.timeSinceLastProjectile = 0;
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},
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};
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private findEmptyPositionForPlayer(): vec2 {
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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),
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radius * Math.sin(rotation),
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);
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const playerBoundingCircle = new Circle(
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playerPosition,
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CharacterPhysical.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 / 12;
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radius += 10;
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}
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}
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constructor(
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private readonly objects: PhysicalContainer,
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private readonly socket: SocketIO.Socket,
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) {
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super();
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const colorIndex = requestColor();
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this.character = new CharacterPhysical(
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colorIndex,
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objects,
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this.findEmptyPositionForPlayer(),
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);
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this.objectsPreviouslyInViewArea.push(this.character);
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this.objectsInViewArea.push(this.character);
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this.objects.addObject(this.character);
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socket.emit(
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TransportEvents.ServerToPlayer,
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serialize(new CreatePlayerCommand(this.character)),
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);
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socket.on(
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TransportEvents.Pong,
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() => (this._latency = getTimeInMilliseconds() - this.pingTime!),
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);
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this.measureLatency();
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this.sendObjects();
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}
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public step(deltaTime: number) {
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this.sendObjects();
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this.timeSinceLastProjectile += deltaTime;
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}
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public sendObjects() {
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const viewArea = calculateViewArea(this.character.center, this.aspectRatio, 1.5);
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const bb = new BoundingBox();
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bb.topLeft = viewArea.topLeft;
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bb.size = viewArea.size;
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this.objectsInViewArea = this.objects.findIntersecting(bb);
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const newlyIntersecting = this.objectsInViewArea.filter(
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(o) => !this.objectsPreviouslyInViewArea.includes(o),
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);
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const noLongerIntersecting = this.objectsPreviouslyInViewArea.filter(
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(o) => !this.objectsInViewArea.includes(o),
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);
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this.objectsPreviouslyInViewArea = this.objectsInViewArea;
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if (noLongerIntersecting.length > 0) {
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this.socket.emit(
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TransportEvents.ServerToPlayer,
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serialize(
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new DeleteObjectsCommand([
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...new Set(noLongerIntersecting.map((p) => p.gameObject.id)),
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]),
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),
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);
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}
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if (newlyIntersecting.length > 0) {
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this.socket.emit(
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TransportEvents.ServerToPlayer,
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serialize(
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new CreateObjectsCommand([
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...new Set(newlyIntersecting.map((p) => p.gameObject)),
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]),
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),
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);
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}
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this.socket.volatile.emit(
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TransportEvents.ServerToPlayer,
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serialize(
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new UpdateObjectsCommand([
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...new Set(
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this.objectsInViewArea.filter((p) => p.canMove).map((p) => p.gameObject),
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),
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]),
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),
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);
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}
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public destroy() {
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this.isActive = false;
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freeColor(this.character.colorIndex);
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this.character.destroy();
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}
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}
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