add basic missiles
This commit is contained in:
parent
21a30ad212
commit
ac089f3e8e
19 changed files with 215 additions and 85 deletions
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@ -18,11 +18,13 @@ class Game {
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this.connected = false;
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this.state = 'connecting';
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this.pingMode = 'fast';
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this.input = new Input();
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this.net = new Net();
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this.world = new World();
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this.renderer = new Renderer();
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this.player = new Player();
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}
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tick() {
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@ -30,9 +32,10 @@ class Game {
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var ship = this.world ? this.world.playerShip : false;
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if(ship) {
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ship.move = [87, 65, 68].map(k => this.input.keys.held[k] || false);
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ship.updateMove();
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if(this.player.ship) {
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let delta = this.player.packDelta();
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if (delta)
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game.net.sendUpdate(delta);
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}
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this.input.clear();
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@ -23,15 +23,14 @@ class Net {
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this.socket.on('world', function(data) {
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game.world.clear();
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game.world.playerShipId = data.playerShipId;
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game.world.bounds = data.bounds;
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for (var i in data.bodies) {
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game.world.add(data.bodies[i]);
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}
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game.world.setPlayerShip(data.playerShipId);
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});
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this.socket.on('create', function(data) {
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console.log(data.id);
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game.world.add(data);
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});
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@ -40,12 +39,8 @@ class Net {
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});
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};
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update(move) {
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this.socket.emit('move', {
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forward: move[0],
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left: move[1],
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right: move[2]
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});
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sendUpdate(inputs) {
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this.socket.emit('inputs', inputs);
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}
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send(msg, data) {
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19
public/js/starbugs/player.js
Normal file
19
public/js/starbugs/player.js
Normal file
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@ -0,0 +1,19 @@
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class Player {
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constructor(name, team, ship) {
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this.name = name;
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this.team = team;
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this.ship = ship;
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this.lastInputs = [];
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}
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packDelta() {
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// W, A, D, Space
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let inputs = [87, 65, 68];
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inputs = inputs.map(k => game.input.keys.held[k] || false);
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inputs[3] = game.input.keys.pressed[32] || false;
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let delta = this.lastInputs == inputs ? false : inputs;
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this.lastInputs = inputs;
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return delta;
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}
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}
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25
public/js/starbugs/render/body.js
Normal file
25
public/js/starbugs/render/body.js
Normal file
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@ -0,0 +1,25 @@
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Renderer.prototype.renderBody = (pallet, body) => {
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var pos = body.getPos();
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var x = pos.x * SCALE;
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var y = pos.y * SCALE;
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var vx = -game.world.getCenter().x;
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var vy = -game.world.getCenter().y;
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pallet.view(x + vx, y + vy, false, pos.r);
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var context = pallet.context;
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var points = body.frame[0];
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context.beginPath();
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context.moveTo(points[0][0], points[0][1]);
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for (var i = 1; i < points.length; i++) {
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context.lineTo(points[i][0], points[i][1]);
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}
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context.closePath();
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context.lineWidth = 0.5;
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context.strokeStyle = '#fff';
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context.fillStyle = '#200';
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context.fill();
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context.stroke();
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pallet.restore();
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};
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@ -66,6 +66,7 @@ class Renderer {
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} else if (body.bodyType == 'asteroid') {
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this.renderAsteroid(pallet, body);
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} else {
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this.renderBody(pallet, body);
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// Render structures, projectiles etc..
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}
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}
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14
public/js/starbugs/world/missile.js
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14
public/js/starbugs/world/missile.js
Normal file
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@ -0,0 +1,14 @@
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class Missile extends Body {
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constructor(data) {
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super(data);
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this.bodyType = 'missile';
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}
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updateType() {
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}
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tick() {
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}
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}
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@ -19,12 +19,14 @@ class Physics {
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let bodyDef = new b2BodyDef();
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bodyDef.userData = body;
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bodyDef.position = new b2Vec2(body.x || 0, body.y || 0);
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bodyDef.angle = body.r || 0;
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bodyDef.fixedRotation = false;
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bodyDef.active = true;
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bodyDef.linearVelocity = new b2Vec2(0, 0);
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bodyDef.angularVelocity = 0;
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bodyDef.linearDamping = body.bodyType == 'ship' ? 0.01 : 0.003;
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bodyDef.angularDamping = body.bodyType == 'ship' ? 0.01 : 0.003;
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bodyDef.bullet = body.type == 'missile';
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bodyDef.linearDamping = body.bodyType == 'asteroid' ? 0.003 : 0.01;
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bodyDef.angularDamping = body.bodyType == 'asteroid' ? 0.003 : 0.01;
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bodyDef.type = body.bodyType == 'structure' ?
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b2Body.b2_staticBody : b2Body.b2_dynamicBody;
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bodyDef.allowSleep = false;
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@ -1,7 +0,0 @@
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class Player {
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constructor(name, team, ship) {
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this.name = name;
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this.team = team;
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this.ship = ship;
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}
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}
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@ -5,7 +5,6 @@ class Ship extends Body {
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this.team = data.team;
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this.name = data.name;
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this.hull = '01';
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this.move = [];
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this.thrust = {};
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this.power = data.power;
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this.mounts = data.mounts;
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@ -19,13 +18,6 @@ class Ship extends Body {
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this.bodyType = 'ship';
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}
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updateMove() {
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if (JSON.stringify(this.move) != JSON.stringify(this.lastMove) || true) {
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game.net.update(this.move);
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this.lastMove = Array.apply(0, this.move); // Bloody Javascript.
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}
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}
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updateType(data) {
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this.thrust = {
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forward: data[6]
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@ -33,18 +25,18 @@ class Ship extends Body {
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}
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tick() {
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if (this.move[0]) {
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if (this.thrust.forward) {
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var power = this.power.forward;
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var x = Math.cos(this.getPos().r) * power;
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var y = Math.sin(this.getPos().r) * power;
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this.applyForce(x, y);
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}
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if (this.move[1]) {
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if (this.thrust.left) {
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this.applyTorque(-this.power.rotation);
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}
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if (this.move[2]) {
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if (this.thrust.right) {
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this.applyTorque(this.power.rotation);
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}
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}
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@ -4,7 +4,6 @@ class World {
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constructor() {
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this.bodies = {};
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this.playerShip = false;
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this.playerShipId = false;
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this.physics = new Physics();
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this.bounds = {
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@ -37,6 +36,7 @@ class World {
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if (data.type == 'asteroid') body = new Asteroid(data);
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if (data.type == 'ship') body = new Ship(data);
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if (data.type == 'structure') body = new Structure(data);
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if (data.type == 'missile') body = new Missile(data);
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//if(data.type == 'ship') console.log(body);
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@ -59,8 +59,6 @@ class World {
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};
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update(data) {
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this.playerShip = this.bodies[this.playerShipId];
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for (var id in data) {
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if (!this.bodies[id]) {
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game.net.send('requestBodyData', id);
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@ -74,6 +72,11 @@ class World {
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}
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};
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setPlayerShip(id) {
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this.playerShip = this.bodies[id];
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game.player.ship = this.playerShip;
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}
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tick() {
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this.physics.step();
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@ -22,8 +22,8 @@ class Connection {
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this.player.name = data.name.slice(0, 20) || 'Fish';
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});
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socket.on('move', data => {
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this.player.move(data);
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socket.on('inputs', data => {
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this.player.updateInputs(data);
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});
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this.server.assignRoom(this.player);
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@ -18,12 +18,8 @@ class Player {
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this.room.remove(this);
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}
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move(data) {
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this.ship.move({
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forward: data.forward || 0,
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left: data.left || 0,
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right: data.right || 0
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});
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updateInputs(data) {
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this.ship.updateInputs(data);
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this.lastAction = Date.now();
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}
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@ -8,9 +8,10 @@ class Asteroid extends Body {
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this.x = pos.x;
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this.y = pos.y;
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this.type = 'asteroid';
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this.size = size;
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this.type = 'asteroid';
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this.frame = this.randomFrame();
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}
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@ -37,6 +37,11 @@ class Body {
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if(pos.x > bounds.right) this.applyForce(-0.03, 0);
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if(pos.y < bounds.top) this.applyForce(0, 0.03);
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if(pos.y > bounds.bottom) this.applyForce(-0, -0.03);
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this.tickType();
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}
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tickType() {
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}
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packDelta() {
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@ -50,11 +55,24 @@ class Body {
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}
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packTypeDelta() {
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throw new Error('Attempt to pack raw body.');
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}
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packFull() {
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throw new Error('Attempt to pack raw body.');
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}
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get center() {
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return {
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x: this.b2body.GetWorldCenter().x,
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y: this.b2body.GetWorldCenter().y
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};
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}
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get pos() {
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return {
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x: this.b2body.GetPosition().x,
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y: this.b2body.GetPosition().y,
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r: this.b2body.GetAngleRadians()
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};
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}
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}
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@ -1,15 +1,17 @@
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'use strict';
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const Asteroid = require('./asteroid.js');
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const Physics = require('./physics.js');
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const Ship = require('./ship.js');
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const Spawner = require('./spawner.js');
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class World {
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constructor(room) {
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this.physics = new Physics();
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this.spawner = new Spawner(this);
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this.bodies = new Set();
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this.structures = new Set();
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this.asteroids = new Set();
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this.missiles = new Set();
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this.ships = new Map();
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this.players = new Set();
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this.room = room;
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this.addBody(asteroid);
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}
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addMissile(missile) {
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this.missiles.add(missile);
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this.addBody(missile);
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}
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addBody(body) {
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this.bodies.add(body);
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this.physics.createBody(body);
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@ -64,8 +71,7 @@ class World {
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x: Math.random() * 2000 - 200,
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y: Math.random() * 500 - 250
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};
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let asteroid = new Asteroid(this, pos, Math.random() * 50 + 10);
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this.addAsteroid(asteroid);
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this.spawner.spawnAsteroid(pos.x, pos.y,Math.random() * 50 + 10);
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}
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}
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@ -76,11 +82,12 @@ class World {
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}
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removeBody(body) {
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this.physics.toRemove.push(body);
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this.physics.remove(body);
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this.bodies.delete(body);
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this.ships.delete(body);
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this.structures.delete(body);
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this.asteroids.delete(body);
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this.missiles.delete(body);
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this.room.broadcast('destroy', body.id);
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}
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@ -95,23 +102,23 @@ class World {
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tick(self) {
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self.physics.step();
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self.ships.forEach(body => {
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body.applyDelta(),
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body.tick();
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});
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if (this.tickCount % 1 == 0) {
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self.asteroids.forEach(body => {
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body.applyDelta(),
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let tickBodies = (set, interval) => {
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set.forEach(body => {
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if (this.tickCount % interval == 0)
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body.applyDelta();
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body.tick();
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});
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};
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if (Date.now() - this.tpsStart > 5000) {
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this.tps = this.tpsCount / 5 | 0;
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this.tpsCount = 0;
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this.tpsStart = Date.now();
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//console.log('TPS: ' + this.tps);
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}
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tickBodies(self.ships, 1);
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tickBodies(self.asteroids, 4);
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tickBodies(self.missiles, 1);
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if (Date.now() - this.tpsStart > 5000) {
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this.tps = this.tpsCount / 5 | 0;
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this.tpsCount = 0;
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this.tpsStart = Date.now();
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//console.log('TPS: ' + this.tps);
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}
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this.tpsCount++;
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@ -1,15 +1,21 @@
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'use strict';
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const Body = require('./bodies.js');
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const Body = require('./body.js');
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class Missile extends Body {
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constructor(world, source) {
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constructor(world, pos, source) {
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super(world);
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this.x = pos.x * 32;
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this.y = pos.y * 32;
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this.r = pos.r;
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this.source = source;
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this.player = source.player;
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this.fuel = 100;
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this.frame = [[[0, 0], [0, 10], [3, 10], [3, 0]]];
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this.type = 'missile';
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this.frame = [[[0, 0], [10, 0], [10, 3], [0, 3]]];
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}
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detonate() {
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@ -17,6 +23,16 @@ class Missile extends Body {
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this.world.removeBody(this);
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}
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tickType() {
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let power = 0.005;
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let x = Math.cos(this.b2body.GetAngleRadians()) * power;
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let y = Math.sin(this.b2body.GetAngleRadians()) * power;
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this.applyForce(x, y);
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if(this.fuel-- <= 0)
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this.detonate();
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}
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packTypeDelta() {
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return [];
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}
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@ -26,11 +42,10 @@ class Missile extends Body {
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type: 'missile',
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id: this.id,
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source: this.source.id,
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team: this.player.team,
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frame: this.frame,
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delta: this.packDelta()
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};
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}
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}
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module.exports = Projectile;
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module.exports = Missile;
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@ -37,12 +37,14 @@ class Physics {
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let bodyDef = new Box2D.b2BodyDef();
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bodyDef.userData = body;
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bodyDef.position = new b2Vec2(body.x / s || 0, body.y / s || 0);
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bodyDef.angle = body.r || 0;
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bodyDef.fixedRotation = false;
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bodyDef.active = true;
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bodyDef.linearVelocity = new b2Vec2(body.xvel / s || 0, body.yvel / s || 0);
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bodyDef.angularVelocity = body.rvel || 0;
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bodyDef.linearDamping = body.type == 'ship' ? 0.01 : 0.003;
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bodyDef.angularDamping = body.type == 'ship' ? 0.01 : 0.003;
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bodyDef.bullet = body.type == 'missile';
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bodyDef.linearDamping = body.type == 'asteroid' ? 0.003 : 0.01;
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bodyDef.angularDamping = body.type == 'asteroid' ? 0.003 : 0.01;
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bodyDef.type = body.type == 'structure' ?
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Box2D.b2BodyType.b2_staticBody : Box2D.b2BodyType.b2_dynamicBody;
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if (body.player || true) bodyDef.allowSleep = false;
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@ -64,6 +66,10 @@ class Physics {
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//if (body.type == 'ship') console.log(b2body.GetLocalCenter());
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}
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remove(body) {
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this.toRemove.push(body);
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}
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step() {
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this.world.Step(1, 5, 1 / 60);
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for (var i = 0; i < this.toRemove.length; i++) {
|
||||
|
|
|
@ -19,6 +19,7 @@ class Ship extends Body {
|
|||
this.size = traits.size;
|
||||
this.player = player;
|
||||
this.type = 'ship';
|
||||
this.inputs = {};
|
||||
|
||||
this.thrust = {
|
||||
forward: 0,
|
||||
|
@ -27,35 +28,40 @@ class Ship extends Body {
|
|||
}
|
||||
}
|
||||
|
||||
move(data) {
|
||||
let b = this.b2body;
|
||||
updateInputs(data) {
|
||||
this.inputs = {
|
||||
forward: data[0],
|
||||
left: data[1],
|
||||
right: data[2],
|
||||
missile: data[3]
|
||||
};
|
||||
|
||||
//console.log(b.GetLocalCenter());
|
||||
this.thrust.forward = this.inputs.forward;
|
||||
this.thrust.left = this.inputs.left;
|
||||
this.thrust.right = this.inputs.right;
|
||||
|
||||
for(var i in b) {
|
||||
//if(typeof b[i] == 'function') console.log(i);
|
||||
}
|
||||
if (this.inputs.missile) this.launchMissile();
|
||||
}
|
||||
|
||||
if (data.forward) {
|
||||
launchMissile() {
|
||||
this.world.spawner.spawnMissile(this);
|
||||
}
|
||||
|
||||
tickType() {
|
||||
if (this.thrust.forward) {
|
||||
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) {
|
||||
if (this.thrust.left) {
|
||||
this.applyTorque(-this.power.rotation);
|
||||
}
|
||||
|
||||
if (data.right) {
|
||||
if (this.thrust.right) {
|
||||
this.applyTorque(this.power.rotation);
|
||||
}
|
||||
|
||||
this.thrust = {
|
||||
forward: data.forward,
|
||||
left: data.left,
|
||||
right: data.right
|
||||
};
|
||||
}
|
||||
|
||||
packTypeDelta() {
|
||||
|
|
34
server/game/room/world/spawner.js
Normal file
34
server/game/room/world/spawner.js
Normal file
|
@ -0,0 +1,34 @@
|
|||
'use strict';
|
||||
|
||||
const Asteroid = require('./asteroid.js');
|
||||
const Missile = require('./missile.js');
|
||||
|
||||
class Spawner {
|
||||
constructor(world) {
|
||||
this.world = world;
|
||||
}
|
||||
|
||||
spawnAsteroid(x, y, size) {
|
||||
let pos = {
|
||||
x: x,
|
||||
y: y
|
||||
};
|
||||
let asteroid = new Asteroid(this.world, pos, size);
|
||||
this.world.addAsteroid(asteroid);
|
||||
}
|
||||
|
||||
spawnMissile(ship) {
|
||||
let r = ship.pos.r;
|
||||
let ox = Math.cos(r) * 0.7;
|
||||
let oy = Math.sin(r) * 0.7;
|
||||
let pos = {
|
||||
x: ship.center.x + ox,
|
||||
y: ship.center.y + oy,
|
||||
r: r
|
||||
};
|
||||
let missile = new Missile(this.world, pos, ship);
|
||||
this.world.addMissile(missile);
|
||||
}
|
||||
}
|
||||
|
||||
module.exports = Spawner;
|
Loading…
Add table
Add a link
Reference in a new issue