decla-red/backend/src/players/player.ts
2020-10-16 11:15:53 +02:00

198 lines
5.7 KiB
TypeScript

import { vec2 } from 'gl-matrix';
import {
CommandExecutors,
CommandReceiver,
CreateObjectsCommand,
CreatePlayerCommand,
DeleteObjectsCommand,
MoveActionCommand,
serialize,
TransportEvents,
UpdateObjectsCommand,
SetAspectRatioActionCommand,
calculateViewArea,
SecondaryActionCommand,
settings,
Circle,
} 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 { PhysicalBase } from '../physics/physicals/physical-base';
import { getBoundingBoxOfCircle } from '../physics/functions/get-bounding-box-of-circle';
import { isCircleIntersecting } from '../physics/functions/is-circle-intersecting';
import { requestColor, freeColor } from './player-color-service';
export class Player extends CommandReceiver {
private character: CharacterPhysical;
private aspectRatio: number = 16 / 9;
private isActive = true;
private timeSinceLastProjectile = 0;
private objectsPreviouslyInViewArea: Array<PhysicalBase> = [];
private objectsInViewArea: Array<PhysicalBase> = [];
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 = {
[SetAspectRatioActionCommand.type]: (v: SetAspectRatioActionCommand) =>
(this.aspectRatio = v.aspectRatio),
[MoveActionCommand.type]: (c: MoveActionCommand) =>
this.character.handleMovementAction(c),
[SecondaryActionCommand.type]: (c: SecondaryActionCommand) => {
if (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;
},
};
private findEmptyPositionForPlayer(): vec2 {
let rotation = 0;
let radius = 0;
for (;;) {
const playerPosition = vec2.fromValues(
radius * Math.cos(rotation),
radius * Math.sin(rotation),
);
const playerBoundingCircle = new Circle(
playerPosition,
CharacterPhysical.boundRadius,
);
const playerBoundingBox = getBoundingBoxOfCircle(playerBoundingCircle);
const possibleIntersectors = this.objects.findIntersecting(playerBoundingBox);
if (!isCircleIntersecting(playerBoundingCircle, possibleIntersectors)) {
return playerPosition;
}
rotation += Math.PI / 12;
radius += 10;
}
}
constructor(
private readonly objects: PhysicalContainer,
private readonly socket: SocketIO.Socket,
) {
super();
const colorIndex = requestColor();
this.character = new CharacterPhysical(
colorIndex,
objects,
this.findEmptyPositionForPlayer(),
);
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 step(deltaTime: number) {
this.sendObjects();
this.timeSinceLastProjectile += deltaTime;
}
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;
freeColor(this.character.colorIndex);
this.character.destroy();
}
}