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game.js
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/**************************************************
** NODE.JS REQUIREMENTS
**************************************************/
var util = require( "util" ), // Utility resources (logging, object inspection, etc)
Player = require( "./Player" ).Player, // Player class
Directions = require( "./Directions" ).Directions; // Directions enum
var express = require( "express" ),
app = express(),
server = require( "http" ).createServer( app ),
io = require( "socket.io" ).listen( server ); // Socket.IO
var PORT = process.env.PORT || 2377;
util.log( 'Sneeky is waiting for you at localhost:' + PORT + ' !' );
server.listen( PORT );
app.use( express.static( __dirname + '/public') );
app.use( express.static( __dirname ) );
/**************************************************
** GAME VARIABLES
**************************************************/
var socket, // Socket controller
players = []; // Array of connected players
var canvas,
colors,
origins,
gameIsOn,
playerInGame = 0,
scoreMax,
unit,
refreshTime;
/**************************************************
** GAME INITIALISATION
**************************************************/
function init() {
canvas = {
width : 800,
height : 600
};
unit = 3;
refreshTime = 15;
scoreMax = 50;
colors = [ 'Firebrick', 'Yellowgreen', 'DodgerBlue ', 'Goldenrod' ];
origins = [ Directions.UP, Directions.DOWN, Directions.LEFT, Directions.RIGHT ];
// Configure Socket.IO
io.configure( function() {
// Only use WebSockets
io.set( "transports", ["websocket"] );
// Restrict log output
io.set( "log level", 2 );
} );
gameIsOn = false;
// Start listening for events
setEventHandlers();
// Launch the game
gameLoop();
}
/**************************************************
** GAME EVENT HANDLERS
**************************************************/
var setEventHandlers = function() {
io.sockets.on( "connection", onSocketConnection );
};
// New socket connection
function onSocketConnection( client ) {
util.log( "New player has connected: " + client.id );
// Add the player to our list
var infos = addPlayer( client.id );
if( infos !== false ) {
// Say to the client that it can launch the game, we're ready !
client.emit( "initSneeky", {
id : client.id,
canvas : canvas,
unit : unit,
color : infos.color,
players : players,
gameIsOn : gameIsOn,
scoreMax : scoreMax
} );
client.broadcast.emit( "newPlayer" , {
id : client.id,
color : infos.color
} );
//Someone is here, so the game is on.
gameIsOn = true;
// Listen for a player move
client.on( "movePlayer", onMovePlayer );
// Listen for client disconnected
client.on( "disconnect", onClientDisconnect );
} else {
client.emit( "fullRoom", {
playersLength: players.length
} );
}
}
function addPlayer( id ) {
// If already 4 players waiting or playing is to much.
if( players.length >= 4 )
return false;
// Choose a random color
var color = colors.shift();
// Choose a origin
var origin = origins.shift();
// Create a new player
var newPlayer = new Player( {
id : id,
color : color,
origin : origin,
canvas : canvas,
unit : unit
} );
newPlayer.init( gameIsOn );
// Increment the number of player
if( !gameIsOn )
playerInGame += 1;
// Add him to our list
players.push( newPlayer );
return { color: color };
}
// Player has moved
function onMovePlayer( data ) {
// Find player in array
var movePlayer = playerById( this.id );
// Player not found
if ( !movePlayer ) {
util.log( "Player not found (err move): " + this.id );
return;
}
movePlayer.direction = data.direction;
}
// Socket client has disconnected
function onClientDisconnect() {
util.log( "Player has disconnected: " + this.id );
var removePlayer = playerById( this.id );
// Player not found
if ( !removePlayer ) {
util.log( "Player not found (err disconnect): " + this.id );
return;
}
origins.unshift( removePlayer.origin );
colors.unshift( removePlayer.color );
// Remove player from players array
players.splice( players.indexOf( removePlayer ), 1 );
playerInGame -= 1;
// If only one player and he disconnects, the gameIsOver
if( players.length === 0 ) {
gameIsOn = false;
}
// Say it to the client
this.broadcast.emit( "playerLoose", {
player: removePlayer
} );
// Broadcast removed player to connected socket clients
this.broadcast.emit( "removePlayer", { id: this.id } );
}
/**************************************************
** GAME LOOP AND UPDATES
**************************************************/
var gameLoop = function() {
// If the game is ready
if( gameIsOn ) {
var bool = false;
var i, l;
// For each player
for( i = 0, l = players.length; i < l; i++ ) {
// If he's playing
if( players[i].isPlaying ) {
// We update him
if( !update( players[i] ) ) {
bool = true;
break;
}
}
}
// If only one player is in game, he's the winner
if( bool ) {
var winner;
var scoreMaxReach = false;
for ( i = 0, l = players.length; i < l; i++) {
if( players[i].isPlaying ) {
winner = players[i];
// He wins 3 points
winner.score += 3;
if( winner.score >= scoreMax )
scoreMaxReach = true;
}
// Init the players
players[i].init();
}
// If no winner it's because he's playing alone or someone deconnect
if( !winner )
winner = players[0];
var score = winner.score;
// If score max reach, reset score for all players
if( scoreMaxReach ) {
for ( i = 0, l = players.length; i < l; i++) {
players[i].score = 0;
}
score = 'win this round !';
}
// Say to the client who won
io.sockets.emit( "playerWin", {
id : winner.id,
name : winner.name,
color : winner.color,
score : score
} );
// The game is over
gameIsOn = false;
// Wait for 1.5 sec ( animation on the client ) and relaunch the game
setTimeout( function() { newGame(); }, 1500 );
}
var playersSocket = [];
for ( i = 0, l = players.length; i < l; i++) {
var p = players[i];
var pSocket = {
id: p.id,
isPlaying: p.isPlaying,
color: p.color,
direction: p.direction,
trails: [ p.trails[0], p.trails[1] ],
score: p.score
};
if( !pSocket.trails[1] ) // At the first loop p.trails[1] doesn't exist,
// so to avoid an error we made it the same as p.trails[0]
pSocket.trails[1] = pSocket.trails[0];
playersSocket.push( pSocket );
}
// Send infos to the client
io.sockets.emit( "update", {
players: playersSocket
} );
}
// Wait for a refresh time and call himself
setTimeout( function() { gameLoop(); }, refreshTime );
};
// Update the player position
var update = function( player ) {
var x = player.trails[0].x,
y = player.trails[0].y,
d = player.direction;
if( d == Directions.UP ) {
y -= unit;
} else if( d == Directions.RIGHT ) {
x += unit;
} else if( d == Directions.DOWN ) {
y += unit;
} else if( d == Directions.LEFT ) {
x -= unit;
}
var trail = { x : x, y : y };
// If no collisions update him to his new position
if ( !collisionCheck( player ) ) {
player.trails.unshift( trail );
} else {
// Else he loose
playerInGame -=1 ;
// Say it to the client
io.sockets.emit( "playerLoose", {
player: player
} );
// If only one player left, he's the winner !
player.isPlaying = false;
if( playerInGame <= 1) {
return false;
}
}
// Everything's fine, next player to update
return true;
};
// Launch a new game
var newGame = function() {
playerInGame = players.length;
io.sockets.emit( "newGame" );
gameIsOn = true;
};
/**************************************************
** COLLISIONS FUNCTIONS
**************************************************/
function collisionCheck ( player ) {
var head = player.trails[0];
// Colissions with borders
if( head.x < 0 || ( head.x + unit > canvas.width ) || head.y < 0 || ( head.y + unit > canvas.height ) ) {
return true;
}
//Colissions with others or himself
var headC = { xpos : { begin : head.x, end : head.x + unit }, ypos : { begin : head.y, end : head.y + unit } };
var lp = players.length;
// For each players
for( var i = 0; i < lp; i ++) {
var p = players[i];
if( p.isPlaying ) {
var lt = p.trails.length;
// For each trails in this player
for( var j = 0; j < lt; j++ ) {
// Don't hit with his own head --'
if( p == player && j === 0 )
continue;
var x = p.trails[j].x;
var y = p.trails[j].y;
var trail = { xpos : { begin : x, end : x + unit }, ypos : { begin : y, end : y + unit } };
var hitX = hitCheck( headC.xpos, trail.xpos );
var hitY = hitCheck( headC.ypos, trail.ypos );
if( hitX && hitY ) {
// The player who make him loose, win 1 point
if( p != player )
p.score += 1;
return true;
}
}
}
}
// No colissions, well done !
return false;
}
function hitCheck ( head, segment ) {
var a,b;
if( head.begin < segment.begin ) {
a = head;
b = segment;
} else {
a = segment;
b = head;
}
if( a.end > b.begin ) {
return true;
} else {
return false;
}
}
/**************************************************
** GAME HELPER FUNCTIONS
**************************************************/
// Find player by ID
function playerById( id ) {
var i;
for (i = 0, l = players.length; i < l; i++) {
if ( players[i].id == id )
return players[i];
}
return false;
}
/**************************************************
** RUN THE GAME
**************************************************/
init();