unibutton/game.js

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import GameBasic from "./common/game_basic.js";
import NPC from "./common/npc.js";
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import Shooter from "./common/shooter.js";
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import initDb from './db.js';
import { createHash } from "crypto";
let db = await initDb();
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class Game extends GameBasic {
constructor() {
super();
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this.ws = [];
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}
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async sync(full = false) {
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let onScreen = this.entities.filter(x => x && x.health > 0).length;
onScreen += 4;
this.width = (this.width * 0.99) + (Math.sqrt(onScreen) * 16);
this.height = (this.height * 0.99) + (Math.sqrt(onScreen) * 16);
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let { entities } = this;
let entList = [];
for (let entity of entities) {
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entity.pos = { x: Math.round(entity.pos.x), y: Math.round(entity.pos.y) };
entity.vel = { x: Math.round(entity.vel.x), y: Math.round(entity.vel.y) };
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entity.camera = entity.camera ? { x: Math.round(entity.camera.x), y: Math.round(entity.camera.y) } : false;
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let props = entity.serverProps;
let basic = props.map(prop => entity[prop]);
let str = JSON.stringify(basic);
entList.push({ entity, str, basic });
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}
if (entList.length == 0) return;
for (let client of this.ws) {
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let wsEnt = client.ent;
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if (!wsEnt) continue;
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if (full && wsEnt.health < 1 && !wsEnt.picked) {
wsEnt.picked = true;
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let hash = client.username;
if (!hash) {
hash = createHash('sha256');
hash.update(client.ip || '');
hash = hash.digest('hex');
}
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await db.run('INSERT INTO stats (username, ip, ko) VALUES (?,?,?)', [
wsEnt.you,
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hash,
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wsEnt.headCount
]);
}
if (!client.active) continue;
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wsEnt.isYou = true;
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let filtered;
if (!full) {
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filtered = entList.filter(({ entity: ent }) => {
return Math.sqrt((ent.pos.x - wsEnt.pos.x) ** 2 + (ent.pos.y - wsEnt.pos.y) ** 2) < 777
}
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);
} else {
filtered = entList;
}
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let na = [];
for (let i in filtered) {
let fi = filtered[i]
na.push(fi.str)
if (fi.entity.isYou) {
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let narr = [...fi.basic];
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narr[fi.entity.serverProps.indexOf('isYou')] = 'true';
na[na.length - 1] = JSON.stringify(narr);
}
}
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na.push(JSON.stringify([this.width, this.height]))
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client.send(`[${na.join(',')}]`);
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wsEnt.isYou = false;
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}
for (let entity of entities) {
entity.r = 1;
}
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}
init() {
super.init();
let that = this;
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that.entities = [];
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for (let i = 0; i < 20; i++) {
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that.entities.push(new NPC(false, that))
}
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for (let i = 0; i < 30; i++) {
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that.entities.push(new Shooter(false, that))
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}
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setInterval(function () { that.sync(false) }, 1000 / 10);
setInterval(function () { that.sync(true) }, 1000);
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}
}
export default Game;