add basic missiles

This commit is contained in:
Asraelite 2016-03-24 18:42:11 +00:00
parent 21a30ad212
commit ac089f3e8e
19 changed files with 215 additions and 85 deletions

View file

@ -18,11 +18,13 @@ class Game {
this.connected = false; this.connected = false;
this.state = 'connecting'; this.state = 'connecting';
this.pingMode = 'fast';
this.input = new Input(); this.input = new Input();
this.net = new Net(); this.net = new Net();
this.world = new World(); this.world = new World();
this.renderer = new Renderer(); this.renderer = new Renderer();
this.player = new Player();
} }
tick() { tick() {
@ -30,9 +32,10 @@ class Game {
var ship = this.world ? this.world.playerShip : false; var ship = this.world ? this.world.playerShip : false;
if(ship) { if(this.player.ship) {
ship.move = [87, 65, 68].map(k => this.input.keys.held[k] || false); let delta = this.player.packDelta();
ship.updateMove(); if (delta)
game.net.sendUpdate(delta);
} }
this.input.clear(); this.input.clear();

View file

@ -23,15 +23,14 @@ class Net {
this.socket.on('world', function(data) { this.socket.on('world', function(data) {
game.world.clear(); game.world.clear();
game.world.playerShipId = data.playerShipId;
game.world.bounds = data.bounds; game.world.bounds = data.bounds;
for (var i in data.bodies) { for (var i in data.bodies) {
game.world.add(data.bodies[i]); game.world.add(data.bodies[i]);
} }
game.world.setPlayerShip(data.playerShipId);
}); });
this.socket.on('create', function(data) { this.socket.on('create', function(data) {
console.log(data.id);
game.world.add(data); game.world.add(data);
}); });
@ -40,12 +39,8 @@ class Net {
}); });
}; };
update(move) { sendUpdate(inputs) {
this.socket.emit('move', { this.socket.emit('inputs', inputs);
forward: move[0],
left: move[1],
right: move[2]
});
} }
send(msg, data) { send(msg, data) {

View file

@ -0,0 +1,19 @@
class Player {
constructor(name, team, ship) {
this.name = name;
this.team = team;
this.ship = ship;
this.lastInputs = [];
}
packDelta() {
// W, A, D, Space
let inputs = [87, 65, 68];
inputs = inputs.map(k => game.input.keys.held[k] || false);
inputs[3] = game.input.keys.pressed[32] || false;
let delta = this.lastInputs == inputs ? false : inputs;
this.lastInputs = inputs;
return delta;
}
}

View file

@ -0,0 +1,25 @@
Renderer.prototype.renderBody = (pallet, body) => {
var pos = body.getPos();
var x = pos.x * SCALE;
var y = pos.y * SCALE;
var vx = -game.world.getCenter().x;
var vy = -game.world.getCenter().y;
pallet.view(x + vx, y + vy, false, pos.r);
var context = pallet.context;
var points = body.frame[0];
context.beginPath();
context.moveTo(points[0][0], points[0][1]);
for (var i = 1; i < points.length; i++) {
context.lineTo(points[i][0], points[i][1]);
}
context.closePath();
context.lineWidth = 0.5;
context.strokeStyle = '#fff';
context.fillStyle = '#200';
context.fill();
context.stroke();
pallet.restore();
};

View file

@ -66,6 +66,7 @@ class Renderer {
} else if (body.bodyType == 'asteroid') { } else if (body.bodyType == 'asteroid') {
this.renderAsteroid(pallet, body); this.renderAsteroid(pallet, body);
} else { } else {
this.renderBody(pallet, body);
// Render structures, projectiles etc.. // Render structures, projectiles etc..
} }
} }

View file

@ -0,0 +1,14 @@
class Missile extends Body {
constructor(data) {
super(data);
this.bodyType = 'missile';
}
updateType() {
}
tick() {
}
}

View file

@ -19,12 +19,14 @@ class Physics {
let bodyDef = new b2BodyDef(); let bodyDef = new b2BodyDef();
bodyDef.userData = body; bodyDef.userData = body;
bodyDef.position = new b2Vec2(body.x || 0, body.y || 0); bodyDef.position = new b2Vec2(body.x || 0, body.y || 0);
bodyDef.angle = body.r || 0;
bodyDef.fixedRotation = false; bodyDef.fixedRotation = false;
bodyDef.active = true; bodyDef.active = true;
bodyDef.linearVelocity = new b2Vec2(0, 0); bodyDef.linearVelocity = new b2Vec2(0, 0);
bodyDef.angularVelocity = 0; bodyDef.angularVelocity = 0;
bodyDef.linearDamping = body.bodyType == 'ship' ? 0.01 : 0.003; bodyDef.bullet = body.type == 'missile';
bodyDef.angularDamping = body.bodyType == 'ship' ? 0.01 : 0.003; bodyDef.linearDamping = body.bodyType == 'asteroid' ? 0.003 : 0.01;
bodyDef.angularDamping = body.bodyType == 'asteroid' ? 0.003 : 0.01;
bodyDef.type = body.bodyType == 'structure' ? bodyDef.type = body.bodyType == 'structure' ?
b2Body.b2_staticBody : b2Body.b2_dynamicBody; b2Body.b2_staticBody : b2Body.b2_dynamicBody;
bodyDef.allowSleep = false; bodyDef.allowSleep = false;

View file

@ -1,7 +0,0 @@
class Player {
constructor(name, team, ship) {
this.name = name;
this.team = team;
this.ship = ship;
}
}

View file

@ -5,7 +5,6 @@ class Ship extends Body {
this.team = data.team; this.team = data.team;
this.name = data.name; this.name = data.name;
this.hull = '01'; this.hull = '01';
this.move = [];
this.thrust = {}; this.thrust = {};
this.power = data.power; this.power = data.power;
this.mounts = data.mounts; this.mounts = data.mounts;
@ -19,13 +18,6 @@ class Ship extends Body {
this.bodyType = 'ship'; this.bodyType = 'ship';
} }
updateMove() {
if (JSON.stringify(this.move) != JSON.stringify(this.lastMove) || true) {
game.net.update(this.move);
this.lastMove = Array.apply(0, this.move); // Bloody Javascript.
}
}
updateType(data) { updateType(data) {
this.thrust = { this.thrust = {
forward: data[6] forward: data[6]
@ -33,18 +25,18 @@ class Ship extends Body {
} }
tick() { tick() {
if (this.move[0]) { if (this.thrust.forward) {
var power = this.power.forward; var power = this.power.forward;
var x = Math.cos(this.getPos().r) * power; var x = Math.cos(this.getPos().r) * power;
var y = Math.sin(this.getPos().r) * power; var y = Math.sin(this.getPos().r) * power;
this.applyForce(x, y); this.applyForce(x, y);
} }
if (this.move[1]) { if (this.thrust.left) {
this.applyTorque(-this.power.rotation); this.applyTorque(-this.power.rotation);
} }
if (this.move[2]) { if (this.thrust.right) {
this.applyTorque(this.power.rotation); this.applyTorque(this.power.rotation);
} }
} }

View file

@ -4,7 +4,6 @@ class World {
constructor() { constructor() {
this.bodies = {}; this.bodies = {};
this.playerShip = false; this.playerShip = false;
this.playerShipId = false;
this.physics = new Physics(); this.physics = new Physics();
this.bounds = { this.bounds = {
@ -37,6 +36,7 @@ class World {
if (data.type == 'asteroid') body = new Asteroid(data); if (data.type == 'asteroid') body = new Asteroid(data);
if (data.type == 'ship') body = new Ship(data); if (data.type == 'ship') body = new Ship(data);
if (data.type == 'structure') body = new Structure(data); if (data.type == 'structure') body = new Structure(data);
if (data.type == 'missile') body = new Missile(data);
//if(data.type == 'ship') console.log(body); //if(data.type == 'ship') console.log(body);
@ -59,8 +59,6 @@ class World {
}; };
update(data) { update(data) {
this.playerShip = this.bodies[this.playerShipId];
for (var id in data) { for (var id in data) {
if (!this.bodies[id]) { if (!this.bodies[id]) {
game.net.send('requestBodyData', id); game.net.send('requestBodyData', id);
@ -74,6 +72,11 @@ class World {
} }
}; };
setPlayerShip(id) {
this.playerShip = this.bodies[id];
game.player.ship = this.playerShip;
}
tick() { tick() {
this.physics.step(); this.physics.step();

View file

@ -22,8 +22,8 @@ class Connection {
this.player.name = data.name.slice(0, 20) || 'Fish'; this.player.name = data.name.slice(0, 20) || 'Fish';
}); });
socket.on('move', data => { socket.on('inputs', data => {
this.player.move(data); this.player.updateInputs(data);
}); });
this.server.assignRoom(this.player); this.server.assignRoom(this.player);

View file

@ -18,12 +18,8 @@ class Player {
this.room.remove(this); this.room.remove(this);
} }
move(data) { updateInputs(data) {
this.ship.move({ this.ship.updateInputs(data);
forward: data.forward || 0,
left: data.left || 0,
right: data.right || 0
});
this.lastAction = Date.now(); this.lastAction = Date.now();
} }

View file

@ -8,9 +8,10 @@ class Asteroid extends Body {
this.x = pos.x; this.x = pos.x;
this.y = pos.y; this.y = pos.y;
this.type = 'asteroid';
this.size = size; this.size = size;
this.type = 'asteroid';
this.frame = this.randomFrame(); this.frame = this.randomFrame();
} }

View file

@ -37,6 +37,11 @@ class Body {
if(pos.x > bounds.right) this.applyForce(-0.03, 0); if(pos.x > bounds.right) this.applyForce(-0.03, 0);
if(pos.y < bounds.top) this.applyForce(0, 0.03); if(pos.y < bounds.top) this.applyForce(0, 0.03);
if(pos.y > bounds.bottom) this.applyForce(-0, -0.03); if(pos.y > bounds.bottom) this.applyForce(-0, -0.03);
this.tickType();
}
tickType() {
} }
packDelta() { packDelta() {
@ -50,11 +55,24 @@ class Body {
} }
packTypeDelta() { packTypeDelta() {
throw new Error('Attempt to pack raw body.');
} }
packFull() { packFull() {
throw new Error('Attempt to pack raw body.'); }
get center() {
return {
x: this.b2body.GetWorldCenter().x,
y: this.b2body.GetWorldCenter().y
};
}
get pos() {
return {
x: this.b2body.GetPosition().x,
y: this.b2body.GetPosition().y,
r: this.b2body.GetAngleRadians()
};
} }
} }

View file

@ -1,15 +1,17 @@
'use strict'; 'use strict';
const Asteroid = require('./asteroid.js');
const Physics = require('./physics.js'); const Physics = require('./physics.js');
const Ship = require('./ship.js'); const Ship = require('./ship.js');
const Spawner = require('./spawner.js');
class World { class World {
constructor(room) { constructor(room) {
this.physics = new Physics(); this.physics = new Physics();
this.spawner = new Spawner(this);
this.bodies = new Set(); this.bodies = new Set();
this.structures = new Set(); this.structures = new Set();
this.asteroids = new Set(); this.asteroids = new Set();
this.missiles = new Set();
this.ships = new Map(); this.ships = new Map();
this.players = new Set(); this.players = new Set();
this.room = room; this.room = room;
@ -48,6 +50,11 @@ class World {
this.addBody(asteroid); this.addBody(asteroid);
} }
addMissile(missile) {
this.missiles.add(missile);
this.addBody(missile);
}
addBody(body) { addBody(body) {
this.bodies.add(body); this.bodies.add(body);
this.physics.createBody(body); this.physics.createBody(body);
@ -64,8 +71,7 @@ class World {
x: Math.random() * 2000 - 200, x: Math.random() * 2000 - 200,
y: Math.random() * 500 - 250 y: Math.random() * 500 - 250
}; };
let asteroid = new Asteroid(this, pos, Math.random() * 50 + 10); this.spawner.spawnAsteroid(pos.x, pos.y,Math.random() * 50 + 10);
this.addAsteroid(asteroid);
} }
} }
@ -76,11 +82,12 @@ class World {
} }
removeBody(body) { removeBody(body) {
this.physics.toRemove.push(body); this.physics.remove(body);
this.bodies.delete(body); this.bodies.delete(body);
this.ships.delete(body); this.ships.delete(body);
this.structures.delete(body); this.structures.delete(body);
this.asteroids.delete(body); this.asteroids.delete(body);
this.missiles.delete(body);
this.room.broadcast('destroy', body.id); this.room.broadcast('destroy', body.id);
} }
@ -95,23 +102,23 @@ class World {
tick(self) { tick(self) {
self.physics.step(); self.physics.step();
self.ships.forEach(body => { let tickBodies = (set, interval) => {
body.applyDelta(), set.forEach(body => {
body.tick(); if (this.tickCount % interval == 0)
}); body.applyDelta();
if (this.tickCount % 1 == 0) {
self.asteroids.forEach(body => {
body.applyDelta(),
body.tick(); body.tick();
}); });
};
if (Date.now() - this.tpsStart > 5000) { tickBodies(self.ships, 1);
this.tps = this.tpsCount / 5 | 0; tickBodies(self.asteroids, 4);
this.tpsCount = 0; tickBodies(self.missiles, 1);
this.tpsStart = Date.now();
//console.log('TPS: ' + this.tps); if (Date.now() - this.tpsStart > 5000) {
} this.tps = this.tpsCount / 5 | 0;
this.tpsCount = 0;
this.tpsStart = Date.now();
//console.log('TPS: ' + this.tps);
} }
this.tpsCount++; this.tpsCount++;

View file

@ -1,15 +1,21 @@
'use strict'; 'use strict';
const Body = require('./bodies.js'); const Body = require('./body.js');
class Missile extends Body { class Missile extends Body {
constructor(world, source) { constructor(world, pos, source) {
super(world); super(world);
this.x = pos.x * 32;
this.y = pos.y * 32;
this.r = pos.r;
this.source = source; this.source = source;
this.player = source.player; this.player = source.player;
this.fuel = 100;
this.frame = [[[0, 0], [0, 10], [3, 10], [3, 0]]]; this.type = 'missile';
this.frame = [[[0, 0], [10, 0], [10, 3], [0, 3]]];
} }
detonate() { detonate() {
@ -17,6 +23,16 @@ class Missile extends Body {
this.world.removeBody(this); this.world.removeBody(this);
} }
tickType() {
let power = 0.005;
let x = Math.cos(this.b2body.GetAngleRadians()) * power;
let y = Math.sin(this.b2body.GetAngleRadians()) * power;
this.applyForce(x, y);
if(this.fuel-- <= 0)
this.detonate();
}
packTypeDelta() { packTypeDelta() {
return []; return [];
} }
@ -26,11 +42,10 @@ class Missile extends Body {
type: 'missile', type: 'missile',
id: this.id, id: this.id,
source: this.source.id, source: this.source.id,
team: this.player.team,
frame: this.frame, frame: this.frame,
delta: this.packDelta() delta: this.packDelta()
}; };
} }
} }
module.exports = Projectile; module.exports = Missile;

View file

@ -37,12 +37,14 @@ class Physics {
let bodyDef = new Box2D.b2BodyDef(); let bodyDef = new Box2D.b2BodyDef();
bodyDef.userData = body; bodyDef.userData = body;
bodyDef.position = new b2Vec2(body.x / s || 0, body.y / s || 0); bodyDef.position = new b2Vec2(body.x / s || 0, body.y / s || 0);
bodyDef.angle = body.r || 0;
bodyDef.fixedRotation = false; bodyDef.fixedRotation = false;
bodyDef.active = true; bodyDef.active = true;
bodyDef.linearVelocity = new b2Vec2(body.xvel / s || 0, body.yvel / s || 0); bodyDef.linearVelocity = new b2Vec2(body.xvel / s || 0, body.yvel / s || 0);
bodyDef.angularVelocity = body.rvel || 0; bodyDef.angularVelocity = body.rvel || 0;
bodyDef.linearDamping = body.type == 'ship' ? 0.01 : 0.003; bodyDef.bullet = body.type == 'missile';
bodyDef.angularDamping = body.type == 'ship' ? 0.01 : 0.003; bodyDef.linearDamping = body.type == 'asteroid' ? 0.003 : 0.01;
bodyDef.angularDamping = body.type == 'asteroid' ? 0.003 : 0.01;
bodyDef.type = body.type == 'structure' ? bodyDef.type = body.type == 'structure' ?
Box2D.b2BodyType.b2_staticBody : Box2D.b2BodyType.b2_dynamicBody; Box2D.b2BodyType.b2_staticBody : Box2D.b2BodyType.b2_dynamicBody;
if (body.player || true) bodyDef.allowSleep = false; if (body.player || true) bodyDef.allowSleep = false;
@ -64,6 +66,10 @@ class Physics {
//if (body.type == 'ship') console.log(b2body.GetLocalCenter()); //if (body.type == 'ship') console.log(b2body.GetLocalCenter());
} }
remove(body) {
this.toRemove.push(body);
}
step() { step() {
this.world.Step(1, 5, 1 / 60); this.world.Step(1, 5, 1 / 60);
for (var i = 0; i < this.toRemove.length; i++) { for (var i = 0; i < this.toRemove.length; i++) {

View file

@ -19,6 +19,7 @@ class Ship extends Body {
this.size = traits.size; this.size = traits.size;
this.player = player; this.player = player;
this.type = 'ship'; this.type = 'ship';
this.inputs = {};
this.thrust = { this.thrust = {
forward: 0, forward: 0,
@ -27,35 +28,40 @@ class Ship extends Body {
} }
} }
move(data) { updateInputs(data) {
let b = this.b2body; 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 (this.inputs.missile) this.launchMissile();
//if(typeof b[i] == 'function') console.log(i); }
}
if (data.forward) { launchMissile() {
this.world.spawner.spawnMissile(this);
}
tickType() {
if (this.thrust.forward) {
let power = this.power.forward; let power = this.power.forward;
let x = Math.cos(this.b2body.GetAngleRadians()) * power; let x = Math.cos(this.b2body.GetAngleRadians()) * power;
let y = Math.sin(this.b2body.GetAngleRadians()) * power; let y = Math.sin(this.b2body.GetAngleRadians()) * power;
this.applyForce(x, y); this.applyForce(x, y);
} }
if (data.left) { if (this.thrust.left) {
this.applyTorque(-this.power.rotation); this.applyTorque(-this.power.rotation);
} }
if (data.right) { if (this.thrust.right) {
this.applyTorque(this.power.rotation); this.applyTorque(this.power.rotation);
} }
this.thrust = {
forward: data.forward,
left: data.left,
right: data.right
};
} }
packTypeDelta() { packTypeDelta() {

View 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;