add emotes and npcs. this really needs a cleanup
This commit is contained in:
parent
bd59c3bbe0
commit
3d4f76d6c8
11 changed files with 267 additions and 85 deletions
30
common/npc.js
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30
common/npc.js
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@ -0,0 +1,30 @@
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import { distF, uuidv4 } from './util.js'
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class NPC {
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constructor(you) {
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let pos = { x: Math.random() * 1000 - 50, y: Math.random() * 1000 - 50 };
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let vel = { x: 0, y: 0 };
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this.pos = pos;
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this.vel = vel;
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this.you = you || uuidv4();
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this.type = 'NPC';
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this.immortal = true;
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}
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handleTick(game) {
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let { entities } = game;
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let rEntity = entities[Math.floor(Math.random() * entities.length)];
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this.vel.x += (rEntity.pos.x - this.pos.x) * 0.0001;
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this.vel.y += (rEntity.pos.y - this.pos.y) * 0.0001;
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this.pos.x += this.vel.x;
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this.pos.y += this.vel.y;
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}
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}
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export default NPC;
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123
common/player.js
123
common/player.js
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@ -1,93 +1,94 @@
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import crypto from "../crypto.js";
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import { distF, uuidv4 } from './util.js'
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function distF(ent, target) {
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class Player {
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return ((ent.pos.x - target.pos.x) ** 2) + ((ent.pos.y - target.pos.y) ** 2)
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constructor(you, isPlayer) {
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}
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let pos = { x: Math.random() * 1000 - 50, y: Math.random() * 1000 - 50 };
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let camera = { x: -pos.x, y: -pos.y };
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let vel = { x: 0, y: 0 };
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function uuidv4() {
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this.camera = camera;
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return "#000000-000000".replace(/[018]/g, c =>
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this.pos = pos;
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(+c ^ crypto.getRandomValues(new Uint8Array(1))[0] & 15 >> +c / 4).toString(16)
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this.vel = vel;
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);
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this.rot = 0;
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}
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this.dir = 1;
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this.ticks = 0;
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function Player(you, isPlayer) {
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this.health = 100;
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let pos = { x: Math.random() * 1000 - 50, y: Math.random() * 1000 - 50 };
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let camera = { x: -pos.x, y: -pos.y };
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let vel = { x: 0, y: 0 };
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this.camera = camera;
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this.you = you || uuidv4();
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this.pos = pos;
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this.vel = vel;
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this.rot = 0;
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this.dir = 1;
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this.ticks = 0;
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this.health = 100;
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this.isPlayer = isPlayer;
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this.you = you || uuidv4();
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this.headCount = 0;
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this.isPlayer = isPlayer;
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this.type = 'Player';
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this.headCount = 0;
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this.isMenu = false;
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}
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Player.prototype.bump = function () {
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this.r = 1;
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let player = this;
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if (player.ticks < 7) {
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player.dir *= -1;
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}
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}
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bump() {
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let player = this;
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console.log(player.ticks)
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if (player.ticks < 7) {
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player.dir *= -1;
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}
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player.vel.x *= 0.3;
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console.log(player.ticks)
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player.vel.y *= 0.3;
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player.vel.x += Math.sin(player.rot) * 12;
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player.vel.x *= 0.3;
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player.vel.y -= Math.cos(player.rot) * 12;
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player.vel.y *= 0.3;
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player.ticks = 0;
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player.vel.x += Math.sin(player.rot) * 12;
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}
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player.vel.y -= Math.cos(player.rot) * 12;
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Player.prototype.handleTick = function (game) {
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player.ticks = 0;
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let { entities, width, height } = game;
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}
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handleTick(game) {
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let { entities, width, height } = game;
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let ent = this;
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let ent = this;
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if (ent.health <= 0) return;
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if (ent.health <= 0) return;
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ent.pos.x += ent.vel.x;
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ent.pos.x += ent.vel.x;
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ent.pos.y += ent.vel.y;
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ent.pos.y += ent.vel.y;
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ent.pos.x = Math.max(Math.min(ent.pos.x, width / 2), - width / 2);
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ent.pos.x = Math.max(Math.min(ent.pos.x, width / 2), - width / 2);
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ent.pos.y = Math.max(Math.min(ent.pos.y, height / 2), - height / 2);
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ent.pos.y = Math.max(Math.min(ent.pos.y, height / 2), - height / 2);
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ent.vel.x *= 0.9;
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ent.vel.x *= 0.9;
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ent.vel.y *= 0.9;
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ent.vel.y *= 0.9;
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ent.rot += 0.03 * ent.dir;
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ent.rot += 0.03 * ent.dir;
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ent.rot = ent.rot % (Math.PI * 10);
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ent.rot = ent.rot % (Math.PI * 10);
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ent.camera.x = -ent.pos.x * 0.1 + ent.camera.x * 0.9;
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ent.camera.x = -ent.pos.x * 0.1 + ent.camera.x * 0.9;
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ent.camera.y = -ent.pos.y * 0.1 + ent.camera.y * 0.9;
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ent.camera.y = -ent.pos.y * 0.1 + ent.camera.y * 0.9;
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ent.ticks++;
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ent.ticks++;
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for (let target of entities) {
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for (let target of entities) {
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if (target.you == ent.you) continue;
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if (target.you == ent.you) continue;
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let dist = distF(ent, target);
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let dist = distF(ent, target);
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let dp = (Math.sin(ent.rot) * (ent.pos.x - target.pos.x))
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let dp = (Math.sin(ent.rot) * (ent.pos.x - target.pos.x))
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- (Math.cos(ent.rot) * (ent.pos.y - target.pos.y));
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- (Math.cos(ent.rot) * (ent.pos.y - target.pos.y));
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dp /= Math.sqrt(dist + 0.1);
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dp /= Math.sqrt(dist + 0.1);
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if (Math.sqrt(dist) < 128 && 1 / dp < -0.2) {
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if (Math.sqrt(dist) < 128 && 1 / dp < -0.2) {
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target.health--;
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if (target.type == 'NPC') {
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ent.isMenu = true;
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}
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if (target.immortal) continue;
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if (target.health == 0) {
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target.health--;
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ent.headCount++;
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if (target.health == 0) {
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ent.headCount++;
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}
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}
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}
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}
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}
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}
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}
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16
common/util.js
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16
common/util.js
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import crypto from "../crypto.js";
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function distF(ent, target) {
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return ((ent.pos.x - target.pos.x) ** 2) + ((ent.pos.y - target.pos.y) ** 2)
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}
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function uuidv4() {
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return "#000000-000000".replace(/[018]/g, c =>
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(+c ^ crypto.getRandomValues(new Uint8Array(1))[0] & 15 >> +c / 4).toString(16)
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);
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}
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export {
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distF,
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uuidv4
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}
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13
game.js
13
game.js
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@ -1,4 +1,5 @@
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import GameBasic from "./common/game_basic.js";
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import GameBasic from "./common/game_basic.js";
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import NPC from "./common/npc.js";
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class Game extends GameBasic {
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class Game extends GameBasic {
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constructor() {
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constructor() {
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@ -9,8 +10,8 @@ class Game extends GameBasic {
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let { entities } = this;
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let { entities } = this;
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let entList = [];
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let entList = [];
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for (let entity of entities) {
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for (let entity of entities) {
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let { pos, vel, rot, dir, health, headCount, you, camera, ticks } = entity;
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let { pos, vel, rot, dir, health, headCount, you, camera, ticks, type, isMenu, r, playing } = entity;
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entList.push({ pos, vel, rot, dir, health, headCount, you, camera, ticks });
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entList.push({ pos, vel, rot, dir, health, headCount, you, camera, ticks, type, isMenu, r, playing });
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}
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}
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if (entList.length == 0) return;
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if (entList.length == 0) return;
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if (!client.active) continue;
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if (!client.active) continue;
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client.send(JSON.stringify(entList));
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client.send(JSON.stringify(entList));
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}
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}
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for (let entity of entities) {
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entity.r = 1;
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}
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}
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}
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init() {
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init() {
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super.init();
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super.init();
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let that = this;
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let that = this;
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that.entities = [];
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that.entities = [];
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for (let i = 0; i < 10; i++) {
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that.entities.push(new NPC())
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}
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setInterval(function () { that.sync() }, 1000 / 5);
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setInterval(function () { that.sync() }, 1000 / 5);
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}
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}
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}
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}
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8
index.js
8
index.js
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@ -21,9 +21,9 @@ app.ws('/', function (ws, req) {
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game.entities[playerI] = player;
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game.entities[playerI] = player;
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ws.active = true;
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ws.active = true;
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console.log(`A player ${player.you} joined under IP ${req.headers["x-real-ip"]}`)
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// This will only work under NGINX.
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// This will only work under NGINX.
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console.log(`A player ${player.you} joined under IP ${req.headers["x-real-ip"]}`)
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ws.on('message', function message(msg) {
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ws.on('message', function message(msg) {
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let data = {};
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let data = {};
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console.log(err);
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console.log(err);
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data = {};
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data = {};
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}
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}
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let { vel, dir, you, ticks } = data;
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let { vel, dir, you, ticks, isMenu, r, playing } = data;
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let data2 = { vel, dir, you, ticks };
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let data2 = { vel, dir, you, ticks, isMenu, r, playing };
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let you2 = game.entities[playerI].you;
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let you2 = game.entities[playerI].you;
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BIN
static/assets/Elec Piano Loop.wav
Normal file
BIN
static/assets/Elec Piano Loop.wav
Normal file
Binary file not shown.
BIN
static/assets/No.wav
Normal file
BIN
static/assets/No.wav
Normal file
Binary file not shown.
BIN
static/assets/Troll.wav
Normal file
BIN
static/assets/Troll.wav
Normal file
Binary file not shown.
BIN
static/assets/Yes.wav
Normal file
BIN
static/assets/Yes.wav
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Binary file not shown.
67
static/assets/npc.svg
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67
static/assets/npc.svg
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@ -0,0 +1,67 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no"?>
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<!-- Created with Inkscape (http://www.inkscape.org/) -->
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<svg
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width="110"
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height="110"
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viewBox="0 0 110 110"
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version="1.1"
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id="svg1"
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inkscape:version="1.3.2 (091e20ef0f, 2023-11-25, custom)"
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sodipodi:docname="npc.svg"
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xmlns:inkscape="http://www.inkscape.org/namespaces/inkscape"
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xmlns:sodipodi="http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd"
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xmlns="http://www.w3.org/2000/svg"
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xmlns:svg="http://www.w3.org/2000/svg">
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<sodipodi:namedview
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id="namedview1"
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pagecolor="#000000"
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bordercolor="#000000"
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borderopacity="0.25"
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inkscape:showpageshadow="2"
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inkscape:pageopacity="0.0"
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inkscape:pagecheckerboard="0"
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inkscape:deskcolor="#d1d1d1"
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inkscape:document-units="px"
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inkscape:zoom="4.1121712"
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inkscape:cx="61.403085"
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inkscape:cy="49.608829"
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inkscape:window-width="1860"
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inkscape:window-height="1004"
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inkscape:window-x="30"
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inkscape:window-y="46"
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inkscape:window-maximized="1"
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inkscape:current-layer="layer1"
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showgrid="false" />
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<defs
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id="defs1" />
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<g
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inkscape:label="Layer 1"
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inkscape:groupmode="layer"
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id="layer1"
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transform="translate(5,5)">
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<circle
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style="fill:#508341;fill-opacity:1;stroke:#fcf9f9;stroke-width:10;stroke-linecap:round;stroke-linejoin:round;stroke-dasharray:none;stroke-opacity:1;paint-order:stroke fill markers"
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id="path1"
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cx="50"
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cy="50"
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r="50" />
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<path
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id="circle4"
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style="fill:#35582b;stroke-width:10;stroke-linecap:round;stroke-linejoin:round;paint-order:stroke fill markers"
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d="M 50 0 A 50 50 0 0 0 4.5566406 29.15625 C 2.0495143 38.07249 0.46754838 45.280484 0.095703125 48.669922 A 50 50 0 0 0 0 50 C 0 59.3151 34.053758 47.505859 61.667969 47.505859 C 89.282178 47.505859 93.717713 56.877787 100 50 A 50 50 0 0 0 50 0 z " />
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<path
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style="fill:#fcf9f9;fill-opacity:1;stroke:#fcf9f9;stroke-width:5;stroke-linecap:round;stroke-linejoin:round;stroke-dasharray:none;stroke-opacity:1;paint-order:stroke fill markers"
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d="M 44,11.529728 V 88.470272"
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id="path2" />
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<path
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style="fill:#fcf9f9;fill-opacity:1;stroke:#fcf9f9;stroke-width:5;stroke-linecap:round;stroke-linejoin:round;stroke-dasharray:none;stroke-opacity:1;paint-order:stroke fill markers"
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d="M 56,11.529728 V 88.470272"
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id="path3" />
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<path
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style="fill:none;fill-opacity:1;stroke:#fcf9f9;stroke-width:5;stroke-linecap:round;stroke-linejoin:round;stroke-dasharray:none;stroke-opacity:1;paint-order:stroke fill markers"
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d="M 66.225624,23.599481 C 42.814,24.14986 33.037139,27.938889 30.631342,44.149849 c -2.405797,16.21096 33.147924,6.497412 38.240878,10.246612 5.092954,3.7492 -23.18558,23.936516 -37.818455,21.834495"
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id="path4"
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sodipodi:nodetypes="czzc" />
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</g>
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</svg>
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After Width: | Height: | Size: 2.8 KiB |
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import Player from "./player.js";
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import Player from "./player.js";
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import GameBasic from "./game_basic.js";
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import GameBasic from "./game_basic.js";
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import NPC from "./npc.js";
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const cs = 1024;
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const cs = 1024;
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const assets = [
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const assets = [
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'assets/player.svg',
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'assets/player.svg',
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'assets/head.svg',
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'assets/head.svg',
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'assets/map.svg'
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'assets/map.svg',
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'assets/npc.svg'
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];
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];
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const origin = 'https://ub.zenoverse.net/'
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const legalTypes = {
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Player,
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NPC
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}
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const options = [
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'Troll',
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'Exit',
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'Elec Piano Loop',
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'No',
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'Yes'
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]
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const origin = (window.location.href.indexOf('localhost') != -1) ? window.location.href : 'https://ub.zenoverse.net/'
|
||||||
|
|
||||||
class Game extends GameBasic {
|
class Game extends GameBasic {
|
||||||
constructor() {
|
constructor() {
|
||||||
|
@ -42,20 +55,33 @@ class Game extends GameBasic {
|
||||||
for (let ent of entities) {
|
for (let ent of entities) {
|
||||||
if (ent.health <= 0) continue;
|
if (ent.health <= 0) continue;
|
||||||
|
|
||||||
ctx.save();
|
if (ent.type == 'Player') {
|
||||||
|
ctx.save();
|
||||||
|
|
||||||
ctx.translate(ent.pos.x, ent.pos.y);
|
ctx.translate(ent.pos.x, ent.pos.y);
|
||||||
ctx.rotate(ent.rot);
|
ctx.rotate(ent.rot);
|
||||||
ctx.drawImage(assetsIn[1], -64 / 2, -128, 64, 128);
|
ctx.drawImage(assetsIn[1], -64 / 2, -128, 64, 128);
|
||||||
|
|
||||||
ctx.restore();
|
ctx.restore();
|
||||||
|
|
||||||
ctx.fillStyle = ent.you.split('-')[0];
|
if (ent.playing) {
|
||||||
|
ctx.strokeStyle = 'white';
|
||||||
ctx.beginPath();
|
ctx.lineWidth = "20";
|
||||||
ctx.arc(ent.pos.x, ent.pos.y, 32,0,2*Math.PI);
|
ctx.beginPath();
|
||||||
ctx.fill();
|
ctx.arc(ent.pos.x, ent.pos.y, 32, 0, 2 * Math.PI);
|
||||||
ctx.drawImage(assetsIn[0], ent.pos.x - 64 / 2, ent.pos.y - 64 / 2, 64, 64);
|
ctx.stroke();
|
||||||
|
}
|
||||||
|
|
||||||
|
ctx.fillStyle = ent.you.split('-')[0];
|
||||||
|
|
||||||
|
ctx.beginPath();
|
||||||
|
ctx.arc(ent.pos.x, ent.pos.y, 32, 0, 2 * Math.PI);
|
||||||
|
ctx.fill();
|
||||||
|
}
|
||||||
|
|
||||||
|
ctx.drawImage((ent.type == 'NPC') ? assetsIn[3] : assetsIn[0], ent.pos.x - 64 / 2, ent.pos.y - 64 / 2, 64, 64);
|
||||||
|
|
||||||
|
if (ent.type != 'Player') continue;
|
||||||
|
|
||||||
ctx.strokeStyle = "rgb(255,255,255)";
|
ctx.strokeStyle = "rgb(255,255,255)";
|
||||||
ctx.lineWidth = "8";
|
ctx.lineWidth = "8";
|
||||||
|
@ -71,14 +97,20 @@ class Game extends GameBasic {
|
||||||
|
|
||||||
ctx.restore();
|
ctx.restore();
|
||||||
|
|
||||||
if (player.health <= 0) {
|
if (player.health <= 0 || player.isMenu) {
|
||||||
ctx.fillStyle = 'rgba(0,0,0,0.5)';
|
ctx.fillStyle = 'rgba(0,0,0,0.5)';
|
||||||
ctx.fillRect(0, 0, cs, cs);
|
ctx.fillRect(0, 0, cs, cs);
|
||||||
ctx.fillStyle = 'rgb(255,255,255)';
|
ctx.fillStyle = 'rgb(255,255,255)';
|
||||||
ctx.textAlign = "center";
|
ctx.textAlign = "center";
|
||||||
ctx.textBaseline = "middle";
|
ctx.textBaseline = "middle";
|
||||||
ctx.font = "bold 48px sans-serif";
|
ctx.font = "bold 48px sans-serif";
|
||||||
ctx.fillText('You died! Click to respawn', cs / 2, cs / 2);
|
if (player.health <= 0) ctx.fillText('You died! Click to respawn', cs / 2, cs / 2);
|
||||||
|
if (player.isMenu) {
|
||||||
|
let r = Math.floor(Math.abs(player.rot / 1.2) % options.length);
|
||||||
|
ctx.fillText(`Click to react ${options[r]}`, cs / 2, cs / 2)
|
||||||
|
ctx.font = "bold 16px sans-serif";
|
||||||
|
ctx.fillText(`Wait for options ${options.join(', ')}`, cs / 2, cs / 2 + 50)
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
click() {
|
click() {
|
||||||
|
@ -88,6 +120,10 @@ class Game extends GameBasic {
|
||||||
this.ws = new WebSocket(origin);
|
this.ws = new WebSocket(origin);
|
||||||
this.player = new Player(false, true);
|
this.player = new Player(false, true);
|
||||||
this.entities.push(this.player);
|
this.entities.push(this.player);
|
||||||
|
} else if (player.isMenu) {
|
||||||
|
player.r = Math.floor(Math.abs(player.rot / 1.2) % options.length);
|
||||||
|
player.isMenu = false;
|
||||||
|
this.sync();
|
||||||
} else {
|
} else {
|
||||||
player.bump();
|
player.bump();
|
||||||
this.sync();
|
this.sync();
|
||||||
|
@ -96,17 +132,34 @@ class Game extends GameBasic {
|
||||||
sync() {
|
sync() {
|
||||||
let { player } = this;
|
let { player } = this;
|
||||||
|
|
||||||
let { vel, dir, you, ticks } = player;
|
let { vel, dir, you, ticks, isMenu, r, playing } = player;
|
||||||
|
|
||||||
this.ws.send(JSON.stringify({ vel, dir, you, ticks }));
|
this.ws.send(JSON.stringify({ vel, dir, you, ticks, isMenu, r, playing }));
|
||||||
}
|
}
|
||||||
recv({ data }) {
|
recv({ data }) {
|
||||||
let { player } = this;
|
let { player } = this;
|
||||||
let you = player.you;
|
let you = player.you;
|
||||||
|
|
||||||
|
let that = this;
|
||||||
|
|
||||||
let entList = JSON.parse(data);
|
let entList = JSON.parse(data);
|
||||||
entList = entList.map(x => {
|
entList = entList.map(x => {
|
||||||
x.handleTick = Player.prototype.handleTick;
|
let type = (Object.keys(legalTypes).indexOf(x.type) == -1) ? Player : legalTypes[x.type];
|
||||||
|
x.handleTick = type.prototype.handleTick;
|
||||||
|
if (x.r != 1) {
|
||||||
|
let a = new Audio(`assets/${options[x.r]}.wav`);
|
||||||
|
a.addEventListener('ended', () => {
|
||||||
|
if (x.you == you) {
|
||||||
|
that.player.playing = false;
|
||||||
|
that.sync();
|
||||||
|
}
|
||||||
|
a.remove();
|
||||||
|
})
|
||||||
|
if (you != x.you) {
|
||||||
|
x.r = 1;
|
||||||
|
}
|
||||||
|
a.play();
|
||||||
|
}
|
||||||
return x;
|
return x;
|
||||||
})
|
})
|
||||||
|
|
||||||
|
@ -114,6 +167,12 @@ class Game extends GameBasic {
|
||||||
|
|
||||||
this.player = Object.assign(this.player || new Player(false, false), matchingPlayer[0]);
|
this.player = Object.assign(this.player || new Player(false, false), matchingPlayer[0]);
|
||||||
|
|
||||||
|
if (this.player.r != 1) {
|
||||||
|
this.player.playing = true;
|
||||||
|
this.player.r = 1;
|
||||||
|
that.sync();
|
||||||
|
}
|
||||||
|
|
||||||
this.entities = entList;
|
this.entities = entList;
|
||||||
|
|
||||||
if (this.entities.length == 0) this.entities = [this.player];
|
if (this.entities.length == 0) this.entities = [this.player];
|
||||||
|
|
Loading…
Reference in a new issue