add asteroids
This commit is contained in:
parent
0ceea5f4af
commit
0aa259b874
17 changed files with 246 additions and 37 deletions
|
@ -25,8 +25,8 @@ class Player {
|
|||
});
|
||||
}
|
||||
|
||||
sendWorld() {
|
||||
this.connection.send('world', this.ship.id);
|
||||
sendWorld(data) {
|
||||
this.connection.send('world', data);
|
||||
}
|
||||
|
||||
sendUpdate() {
|
||||
|
|
|
@ -20,7 +20,7 @@ class Room {
|
|||
this.players.add(player);
|
||||
this.setTeam(player, this.teamA.size > this.teamB.size ? 'b' : 'a');
|
||||
this.world.addPlayer(player);
|
||||
player.sendWorld();
|
||||
this.sendWorld(player);
|
||||
}
|
||||
|
||||
remove(player) {
|
||||
|
@ -42,7 +42,17 @@ class Room {
|
|||
self.players.forEach(player => player.sendUpdate());
|
||||
}
|
||||
|
||||
sendWorld(player) {
|
||||
let data = {
|
||||
playerShipId: player.ship.id,
|
||||
bodies: Array.from(this.world.bodies).map(b => b.packFull())
|
||||
};
|
||||
|
||||
player.sendWorld(data);
|
||||
}
|
||||
|
||||
start() {
|
||||
this.world.populate();
|
||||
this.world.start();
|
||||
this.interval = setInterval(_ => this.update(this), 1 / 60);
|
||||
}
|
||||
|
|
|
@ -0,0 +1,39 @@
|
|||
'use strict';
|
||||
|
||||
const Body = require('./body.js');
|
||||
|
||||
class Asteroid extends Body {
|
||||
constructor(world, pos, size) {
|
||||
super(world);
|
||||
|
||||
this.x = pos.x;
|
||||
this.y = pos.y;
|
||||
this.type = 'asteroid';
|
||||
|
||||
this.size = size;
|
||||
this.frame = this.randomFrame();
|
||||
}
|
||||
|
||||
randomFrame() {
|
||||
let s = this.size;
|
||||
let l = (Math.random() * 4 + 4) | 0;
|
||||
let build = Array(l).fill().map(_ => Math.random() * Math.PI * 2);
|
||||
build = build.sort().map(a => [Math.cos(a) * s, Math.sin(a) * s]);
|
||||
return [build];
|
||||
}
|
||||
|
||||
packTypeDelta() {
|
||||
return [];
|
||||
}
|
||||
|
||||
packFull() {
|
||||
return {
|
||||
type: 'asteroid',
|
||||
id: this.id,
|
||||
frame: this.frame,
|
||||
delta: this.packDelta()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
module.exports = Asteroid;
|
|
@ -10,14 +10,14 @@ class Body {
|
|||
this.y = 0;
|
||||
this.r = 0;
|
||||
this.b2body = false;
|
||||
this.type = 'dynamic';
|
||||
this.type = 'asteroid';
|
||||
this.health = 1;
|
||||
this.world = world;
|
||||
this.id = uuid.v4().slice(0, 8);
|
||||
}
|
||||
|
||||
applyDelta() {
|
||||
this.world.applyDelta(this.id, this.pack());
|
||||
this.world.applyDelta(this.id, this.packDelta());
|
||||
}
|
||||
|
||||
applyForce(x, y, center) {
|
||||
|
@ -29,11 +29,22 @@ class Body {
|
|||
this.b2body.ApplyTorque(f);
|
||||
}
|
||||
|
||||
pack() {
|
||||
packDelta() {
|
||||
let pos = this.b2body.GetPosition();
|
||||
let vel = this.b2body.GetLinearVelocity();
|
||||
let rot = this.b2body.GetAngleRadians();
|
||||
let rvel = this.b2body.GetAngularVelocity();
|
||||
|
||||
return [pos.x, pos.y, rot];
|
||||
// Simple array to save bandwidth.
|
||||
return [pos.x, pos.y, vel.x, vel.y, rot, rvel].concat(this.packTypeDelta());
|
||||
}
|
||||
|
||||
packTypeDelta() {
|
||||
throw new Error('Attempt to pack raw body.');
|
||||
}
|
||||
|
||||
packFull() {
|
||||
throw new Error('Attempt to pack raw body.');
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -1,5 +1,6 @@
|
|||
'use strict';
|
||||
|
||||
const Asteroid = require('./asteroid.js');
|
||||
const Physics = require('./physics.js');
|
||||
const Ship = require('./ship.js');
|
||||
|
||||
|
@ -15,17 +16,42 @@ class World {
|
|||
|
||||
addPlayer(player) {
|
||||
this.players.add(player);
|
||||
let ship = new Ship(this, player);
|
||||
let pos = {
|
||||
x: player.team == 'b' ? 200 : 0,
|
||||
y: 0
|
||||
};
|
||||
let ship = new Ship(this, pos, player);
|
||||
player.ship = ship;
|
||||
this.ships.set(player, ship);
|
||||
this.addShip(ship);
|
||||
}
|
||||
|
||||
addShip(ship) {
|
||||
this.ships.set(ship.player, ship);
|
||||
this.bodies.add(ship);
|
||||
this.physics.createBody(ship);
|
||||
}
|
||||
|
||||
addAsteroid(asteroid) {
|
||||
this.asteroids.add(asteroid);
|
||||
this.bodies.add(asteroid);
|
||||
this.physics.createBody(asteroid);
|
||||
}
|
||||
|
||||
applyDelta(body, data) {
|
||||
this.players.forEach(player => player.delta[body] = data);
|
||||
}
|
||||
|
||||
populate() {
|
||||
for (var i = 0; i < 20; i++) {
|
||||
let pos = {
|
||||
x: Math.random() * 2000 - 200,
|
||||
y: Math.random() * 500 - 250
|
||||
};
|
||||
let asteroid = new Asteroid(this, pos, Math.random() * 50 + 10);
|
||||
this.addAsteroid(asteroid);
|
||||
}
|
||||
}
|
||||
|
||||
removePlayer(player) {
|
||||
this.removeBody(player.ship);
|
||||
this.ships.delete(player);
|
||||
|
|
|
@ -10,13 +10,31 @@ const Box2D = require('box2d-html5');
|
|||
|
||||
const b2Vec2 = Box2D.b2Vec2;
|
||||
|
||||
Box2D.b2Settings.b2_linearSleepTolerance = 0.0002;
|
||||
|
||||
class Physics {
|
||||
constructor() {
|
||||
this.world = new Box2D.b2World(new b2Vec2(0, 0), false);
|
||||
this.toRemove = [];
|
||||
|
||||
let onContact = contact => {
|
||||
let bodya = contact.GetFixtureA().GetBody().GetUserData();
|
||||
let bodyb = contact.GetFixtureB().GetBody().GetUserData();
|
||||
|
||||
bodya.applyDelta();
|
||||
bodyb.applyDelta();
|
||||
}
|
||||
|
||||
let listener = new Box2D.b2ContactListener();
|
||||
listener.BeginContact = onContact;
|
||||
listener.EndContact = onContact;
|
||||
|
||||
this.world.SetContactListener(listener);
|
||||
}
|
||||
|
||||
createBody(body) {
|
||||
//console.log(Object.keys(Box2D.b2Settings).sort());
|
||||
//console.log(Box2D.b2Settings.b2_linearSleepTolerance = 0.002);
|
||||
let s = SCALE;
|
||||
let bodyDef = new Box2D.b2BodyDef();
|
||||
bodyDef.userData = body;
|
||||
|
@ -25,19 +43,19 @@ class Physics {
|
|||
bodyDef.active = true;
|
||||
bodyDef.linearVelocity = new b2Vec2(body.xvel / s || 0, body.yvel / s || 0);
|
||||
bodyDef.angularVelocity = body.rvel || 0;
|
||||
bodyDef.linearDamping = 0.001;
|
||||
bodyDef.angularDamping = 0.001;
|
||||
bodyDef.type = body.type == 'static' ?
|
||||
bodyDef.linearDamping = body.type == 'ship' ? 0.001 : 0.0003;
|
||||
bodyDef.angularDamping = body.type == 'ship' ? 0.001 : 0.0003;
|
||||
bodyDef.type = body.type == 'structure' ?
|
||||
Box2D.b2BodyType.b2_staticBody : Box2D.b2BodyType.b2_dynamicBody;
|
||||
if (body.player) bodyDef.allowSleep = false;
|
||||
if (body.player || true) bodyDef.allowSleep = false;
|
||||
let b2body = this.world.CreateBody(bodyDef);
|
||||
|
||||
let fixtureDef = new Box2D.b2FixtureDef();
|
||||
fixtureDef.density = 10;
|
||||
fixtureDef.friction = 1;
|
||||
fixtureDef.restitution = 0;
|
||||
fixtureDef.restitution = 1;
|
||||
|
||||
for (var poly of body.structure) {
|
||||
for (var poly of body.frame) {
|
||||
poly = poly.map(vertex => new b2Vec2(vertex[0] / s, vertex[1] / s));
|
||||
fixtureDef.shape = new Box2D.b2PolygonShape();
|
||||
fixtureDef.shape.SetAsArray(poly, poly.length);
|
||||
|
@ -45,6 +63,7 @@ class Physics {
|
|||
}
|
||||
|
||||
body.b2body = b2body;
|
||||
//console.log(Object.keys(b2body).sort());
|
||||
}
|
||||
|
||||
step() {
|
||||
|
|
|
@ -6,12 +6,21 @@ const hulls = require('./traits/hulls.json');
|
|||
const Body = require('./body.js');
|
||||
|
||||
class Ship extends Body {
|
||||
constructor(world, player, build) {
|
||||
constructor(world, pos, player, build) {
|
||||
super(world);
|
||||
|
||||
this.build = build || defaults.spawnShip.build;
|
||||
this.player = player;
|
||||
this.structure = hulls[this.build.hull];
|
||||
this.frame = hulls[this.build.hull];
|
||||
this.type = 'ship';
|
||||
|
||||
this.thrust = {
|
||||
forward: 0,
|
||||
left: 0,
|
||||
right: 0
|
||||
}
|
||||
|
||||
this.power = this.build.power;
|
||||
}
|
||||
|
||||
move(data) {
|
||||
|
@ -25,20 +34,36 @@ class Ship extends Body {
|
|||
}
|
||||
|
||||
if (data.forward) {
|
||||
let power = 0.002;
|
||||
let power = this.power.forward;
|
||||
let x = Math.cos(this.b2body.GetAngleRadians()) * power;
|
||||
let y = Math.sin(this.b2body.GetAngleRadians()) * power;
|
||||
this.applyForce(x, y);
|
||||
}
|
||||
|
||||
if (data.left) {
|
||||
this.applyTorque(-0.0001);
|
||||
this.applyTorque(-this.power.rotation);
|
||||
}
|
||||
|
||||
if (data.right) {
|
||||
this.applyTorque(0.0001);
|
||||
this.applyTorque(this.power.rotation);
|
||||
}
|
||||
}
|
||||
|
||||
packTypeDelta() {
|
||||
let t = this.thrust;
|
||||
|
||||
return [t.forward, t.left, t.right];
|
||||
}
|
||||
|
||||
packFull() {
|
||||
return {
|
||||
type: 'ship',
|
||||
id: this.id,
|
||||
team: this.player.team,
|
||||
build: this.build,
|
||||
delta: this.packDelta()
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
module.exports = Ship;
|
||||
|
|
|
@ -2,7 +2,12 @@
|
|||
"spawnShip": {
|
||||
"build": {
|
||||
"hull": "01",
|
||||
"turrets": [0]
|
||||
"turrets": [0],
|
||||
"power": {
|
||||
"forward": 0.0015,
|
||||
"back": 0,
|
||||
"rotation": 0.0001
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue