2015-01-31 16:12:36 +00:00
|
|
|
// If we're ready
|
|
|
|
var ready = false;
|
|
|
|
|
|
|
|
// My ID
|
|
|
|
var myId;
|
|
|
|
|
|
|
|
// List of other players
|
|
|
|
var playerList = {};
|
|
|
|
|
|
|
|
// Set up the eureca server
|
|
|
|
var eurecaServer;
|
|
|
|
|
|
|
|
// Client setup function
|
|
|
|
var eurecaClientSetup = function() {
|
|
|
|
|
|
|
|
// create an instance of eureca.io client
|
|
|
|
var eurecaClient = new Eureca.Client();
|
|
|
|
|
|
|
|
// Ready function for getting the server
|
|
|
|
eurecaClient.ready(function(proxy) {
|
|
|
|
eurecaServer = proxy;
|
|
|
|
});
|
|
|
|
|
|
|
|
// export functions can be called on the server side
|
|
|
|
|
|
|
|
// Handshake function to hand over ID
|
|
|
|
eurecaClient.exports.handshake = function(id) {
|
|
|
|
//create() is moved here to make sure nothing is created before uniq id assignation
|
|
|
|
myId = id;
|
|
|
|
create();
|
|
|
|
|
|
|
|
state = {
|
|
|
|
x: player.sprite.x,
|
|
|
|
y: player.sprite.y
|
|
|
|
}
|
|
|
|
eurecaServer.updateMe(state);
|
|
|
|
|
|
|
|
ready = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
// close a connection
|
|
|
|
eurecaClient.exports.kill = function(id) {
|
|
|
|
var pl = playerList[id];
|
|
|
|
// if we have this player
|
|
|
|
if (pl) {
|
|
|
|
|
|
|
|
// Kill the player and log
|
|
|
|
pl.kill();
|
|
|
|
console.log(id, " disconnected ", pl);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Spawn another player
|
|
|
|
eurecaClient.exports.spawnPlayer = function(i, x, y) {
|
|
|
|
|
|
|
|
if (i == myId) return; // do nothing for me
|
|
|
|
|
|
|
|
// log and create the player
|
|
|
|
console.log(i, " connected");
|
|
|
|
var player = new Player(i, x, y);
|
|
|
|
|
|
|
|
// add to our list
|
|
|
|
playerList[i] = player;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Update a player state
|
|
|
|
eurecaClient.exports.updateState = function(id, state) {
|
|
|
|
var pl = playerList[id];
|
|
|
|
|
|
|
|
// if we have this player update it's pos
|
|
|
|
if (pl) {
|
|
|
|
pl.sprite.x = state.x;
|
|
|
|
pl.sprite.y = state.y;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Create the game
|
2015-01-31 16:45:24 +00:00
|
|
|
var game = new Phaser.Game(800, 540,
|
2015-01-31 16:12:36 +00:00
|
|
|
Phaser.AUTO,
|
|
|
|
'', {
|
|
|
|
preload: preload,
|
|
|
|
create: eurecaClientSetup,
|
|
|
|
update: update
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
|
|
// get the length of a vector
|
|
|
|
function length(vec) {
|
|
|
|
return Math.sqrt((vec.x * vec.x) + (vec.y * vec.y));
|
|
|
|
}
|
|
|
|
|
|
|
|
// Normalise a vector
|
|
|
|
function normalise(vec) {
|
|
|
|
var len = length(vec);
|
|
|
|
vec.x = (vec.x / len);
|
|
|
|
vec.y = (vec.y / len);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Player object
|
|
|
|
Player = function(id, x, y) {
|
|
|
|
|
|
|
|
// Constants
|
|
|
|
this.id = id;
|
|
|
|
this.topSpeed = 5;
|
|
|
|
this.acceleration = 1.5;
|
|
|
|
this.friction = 0.6;
|
|
|
|
this.alive = false;
|
|
|
|
|
|
|
|
// varying
|
|
|
|
this.velocity = {
|
|
|
|
x: 0,
|
|
|
|
y: 0
|
|
|
|
};
|
|
|
|
|
|
|
|
// Create a sprite
|
|
|
|
this.sprite = game.add.sprite(x, y, 'dude');
|
|
|
|
|
|
|
|
// set alive
|
|
|
|
this.alive = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Update a player
|
|
|
|
Player.prototype.update = function() {
|
|
|
|
|
|
|
|
// early out if dead
|
|
|
|
if (!this.alive) return;
|
|
|
|
|
|
|
|
// control force
|
|
|
|
var force = {
|
|
|
|
x: 0,
|
|
|
|
y: 0
|
|
|
|
}
|
|
|
|
|
|
|
|
// Grab the members, javascript is weird?
|
|
|
|
var sprite = this.sprite;
|
|
|
|
var velocity = this.velocity;
|
|
|
|
var topSpeed = this.topSpeed;
|
|
|
|
var acceleration = this.acceleration;
|
|
|
|
var friction = this.friction;
|
|
|
|
|
|
|
|
// Left and right
|
|
|
|
if (controls.left.isDown) {
|
|
|
|
// Move to the left
|
|
|
|
force.x = -acceleration;
|
|
|
|
} else if (controls.right.isDown) {
|
|
|
|
// Move to the right
|
|
|
|
force.x = acceleration;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Up and down
|
|
|
|
if (controls.up.isDown) {
|
|
|
|
// Move up
|
|
|
|
force.y = -acceleration;
|
|
|
|
} else if (controls.down.isDown) {
|
|
|
|
// Move down
|
|
|
|
force.y = acceleration;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Normalise out force
|
|
|
|
if (length(force) > 0) {
|
|
|
|
normalise(force)
|
|
|
|
|
|
|
|
// Limit to pos
|
|
|
|
velocity.x = Math.min(velocity.x + force.x, topSpeed);
|
|
|
|
velocity.y = Math.min(velocity.y + force.y, topSpeed);
|
|
|
|
|
|
|
|
// Limit to neg
|
|
|
|
velocity.x = Math.max(velocity.x + force.x, -topSpeed);
|
|
|
|
velocity.y = Math.max(velocity.y + force.y, -topSpeed);
|
|
|
|
|
|
|
|
} else {
|
|
|
|
|
|
|
|
// if no force, then apply friction
|
|
|
|
velocity.x = velocity.x * friction;
|
|
|
|
velocity.y = velocity.y * friction;
|
|
|
|
}
|
|
|
|
|
|
|
|
// if we have a speed, then update pos and send info to server
|
|
|
|
if (length(velocity) > 1) {
|
|
|
|
|
|
|
|
sprite.position.x = sprite.position.x + velocity.x;
|
|
|
|
sprite.position.y = sprite.position.y + velocity.y;
|
|
|
|
|
|
|
|
var state = {
|
|
|
|
x: sprite.position.x,
|
|
|
|
y: sprite.position.y
|
|
|
|
}
|
|
|
|
eurecaServer.updateMe(state)
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Kill a player
|
|
|
|
Player.prototype.kill = function() {
|
|
|
|
// The player and its settings
|
|
|
|
this.sprite.kill();
|
|
|
|
this.alive = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Phaser functions
|
|
|
|
|
|
|
|
// preload all assets
|
|
|
|
function preload() {
|
|
|
|
|
|
|
|
// Set centered
|
|
|
|
game.scale.pageAlignHorizontally = true;
|
|
|
|
game.scale.pageAlignVertically = true;
|
|
|
|
|
|
|
|
// load the background
|
2015-01-31 16:45:24 +00:00
|
|
|
game.load.image("bg", "assets/bg.png");
|
|
|
|
|
|
|
|
// load the background
|
|
|
|
game.load.image("options", "assets/options.png");
|
2015-01-31 16:12:36 +00:00
|
|
|
|
|
|
|
// Load the dude
|
2015-01-31 16:45:24 +00:00
|
|
|
game.load.image('dude', 'assets/dude.png', 50, 50);
|
2015-01-31 16:12:36 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// Create the game
|
|
|
|
function create() {
|
|
|
|
|
|
|
|
// Add the background sprite
|
2015-01-31 17:12:10 +00:00
|
|
|
var background = game.add.sprite(0, 0, "bg");
|
2015-01-31 16:12:36 +00:00
|
|
|
|
|
|
|
// create our player
|
2015-01-31 17:12:10 +00:00
|
|
|
player = new Player(myId, game.world.centerX + (25 - Math.random() * 50),game.world.centerY + (25 - Math.random() * 50) );
|
2015-01-31 16:12:36 +00:00
|
|
|
|
|
|
|
// Get controls
|
|
|
|
controls = game.input.keyboard.createCursorKeys();
|
2015-01-31 17:12:10 +00:00
|
|
|
|
|
|
|
// Create the text group
|
|
|
|
textGroup = game.add.group();
|
|
|
|
|
|
|
|
// Create our title text
|
|
|
|
var titleText= game.add.text(game.world.centerX,10,"FOODICATOR", {font: "65px Arial", fill: "#FFFFFF" });
|
|
|
|
titleText.anchor.x = Math.round(titleText.width * 0.5) / titleText.width;
|
|
|
|
|
|
|
|
// Add to our group
|
|
|
|
textGroup.add(titleText);
|
2015-01-31 16:12:36 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// On update
|
|
|
|
function update() {
|
|
|
|
|
|
|
|
// do nothing if not ready yet
|
|
|
|
if (!ready) return;
|
|
|
|
|
|
|
|
// update our player
|
|
|
|
player.update();
|
|
|
|
|
2015-01-31 17:12:10 +00:00
|
|
|
// Bring the text group to the top
|
|
|
|
game.world.bringToTop(textGroup);
|
2015-01-31 16:12:36 +00:00
|
|
|
}
|