reduce update packets sent
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parent
d6daed2e9b
commit
ef2d067b38
15 changed files with 67 additions and 14 deletions
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@ -17,6 +17,7 @@ class Net {
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});
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this.socket.on('update', data => {
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window.q = data;
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game.world.update(data);
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});
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@ -6,10 +6,10 @@ class Asteroid extends Body {
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}
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updateType(data) {
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this.debug = data.debug;
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//this.debug = data.debug;
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}
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tick() {
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tickType() {
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}
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}
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@ -46,6 +46,7 @@ class Body {
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this.r = values.r;
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this.rvel = values.rvel;
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this.updated = 10;
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this.debug = values.debug;
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this.updateType(values);
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}
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@ -55,6 +56,10 @@ class Body {
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}
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tick() {
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this.tickType();
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}
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tickType() {
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}
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@ -2,6 +2,9 @@
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class Physics {
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constructor() {
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Box2D.Common.b2Settings.b2_linearSleepTolerance = 0.01;
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Box2D.Common.b2Settings.b2_angularSleepTolerance = 0.01;
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Box2D.Common.b2Settings.b2_timeToSleep = 0;
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this.world = new b2World(new b2Vec2(0, 0));
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this.toRemove = [];
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@ -31,7 +34,7 @@ class Physics {
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bodyDef.angularDamping = body.bodyType == 'asteroid' ? 0.003 : 0.06;
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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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if (body.bodyType != 'asteroid') bodyDef.allowSleep = false;
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var b2body = this.world.CreateBody(bodyDef);
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var fixtureDef = new b2FixtureDef();
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@ -24,7 +24,7 @@ class Ship extends Body {
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this.debug = data.debug;
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}
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tick() {
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tickType() {
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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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@ -41,6 +41,8 @@ class Body {
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type: 'body',
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fixtures: this.mounts.length
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};
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this.sleepTime = 0;
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}
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destruct() {
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@ -88,6 +90,8 @@ class Body {
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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.sleepTime++;
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this.tickType();
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}
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@ -135,6 +139,15 @@ class Body {
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return {};
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}
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get awake() {
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if (this.b2body.IsAwake()) {
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this.sleepTime = 0;
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return true;
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} else {
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return this.sleepTime < 50;
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}
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}
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get com() {
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return {
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x: this.b2body.GetLocalCenter().x,
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@ -57,7 +57,8 @@ class Ship extends Body {
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this.thrust.left = packet.thrust[1];
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this.thrust.right = packet.thrust[2];
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if (packet.fire[1]) this.launchMissile();
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packet.fire.forEach((m, i) => m ? this.mounts[i].fire(m) : 0);
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if (packet.fire[0] && this.grapple) {
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this.grapple.release();
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} else if (packet.fire[0] && !this.grapple) {
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@ -4,8 +4,8 @@ const Fixture = require('./fixture.js');
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const Laser = require('./shot/laser.js');
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class Blaster extends Fixture {
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constructor(hardpoint, data) {
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super(hardpoint, data);
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constructor(mount, data) {
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super(mount, data);
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}
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fire() {
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@ -1,6 +1,6 @@
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'use strict';
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const traits = require('../../traits/turrets.json');
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const traits = require('../../traits/fixtures.json');
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class Fixture {
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constructor(mount, data) {
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@ -10,6 +10,8 @@ class Fixture {
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let turretTraits = traits[data.type];
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console.log(turretTraits);
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this.rof = turretTraits.rateOfFire;
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this.traversal = this.mount.traversal || false;
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@ -7,7 +7,7 @@ class Mount {
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this.ship = ship;
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this.type = data.type || 'turret';
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this.fixture = fixture || false;
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this.fixture = fixture || false//new Fixture(fixture);
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this.size = data.size || 0;
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this.position = {
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x: data.pos[0],
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@ -27,6 +27,10 @@ class Mount {
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//this.fixture.destruct();
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}
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fire() {
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console.log(this.fixture);
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}
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packDelta() {
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return [this.traversal || 0];
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}
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@ -1,7 +1,11 @@
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'use strict';
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class Shot {
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constructor() {
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constructor(pos) {
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}
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tick() {
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}
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}
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@ -162,16 +162,16 @@ class World {
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tick() {
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this.physics.step();
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let tickBodies = (set, interval) => {
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let tickBodies = (set, interval, canSleep) => {
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set.forEach(body => {
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if (this.tickCount % interval == 0)
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if (this.tickCount % interval == 0 && body.awake)
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body.applyDelta();
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body.tick();
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});
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};
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tickBodies(this.ships, 1);
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tickBodies(this.asteroids, 4);
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tickBodies(this.asteroids, 1);
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tickBodies(this.projectiles, 1);
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if (Date.now() - this.tpsStart > 5000) {
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@ -18,6 +18,9 @@ const b2Vec2 = Box2D.b2Vec2;
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class Physics {
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constructor() {
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Box2D.b2_linearSleepTolerance = 0.002;
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Box2D.b2_angularSleepTolerance = 0.002;
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this.world = new Box2D.b2World(new b2Vec2(0, 0), false);
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this.toRemove = [];
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this.toWeld = [];
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@ -3,6 +3,7 @@
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const Asteroid = require('./body/asteroid.js');
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const Grapple = require('./body/projectile/grapple.js');
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const Missile = require('./body/projectile/missile.js');
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const Laser = require('./body/turret/shot/laser.js');
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class Spawner {
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constructor(world) {
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@ -51,6 +52,22 @@ class Spawner {
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this.world.addProjectile(grapple);
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return grapple;
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}
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spawnLaser(ship) {
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let r = ship.pos.r;
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let ox = Math.cos(r) * 0.7;
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let oy = Math.sin(r) * 0.7;
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let pos = {
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x: ship.center.x + ox,
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y: ship.center.y + oy,
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r: r,
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xvel: ship.vel.x,
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yvel: ship.vel.y
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};
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let missile = new Missile(this.world, pos, ship);
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this.world.addProjectile(missile);
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return missile;
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}
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}
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module.exports = Spawner;
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