Add the destination texts with voting based on proximity
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b3cef55412
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1 changed files with 143 additions and 15 deletions
156
js/game.js
156
js/game.js
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@ -1,4 +1,29 @@
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// If we're ready
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// list of destinations
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var destinations = [{
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name: "SOUTHSIDE",
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num: 0,
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}, {
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name: "FRANCE",
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num: 0,
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}, {
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name: "TADS",
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num: 0,
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}, {
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name: "SAVOYS",
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num: 0,
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}, {
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name: "PIZZA",
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num: 0,
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}, {
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name: "PACKED LUNCH",
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num: 0,
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}, ];
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var title = "FOODICATOR: RELOADED";
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var titlefont = "40px Arial";
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var destfont = "25px Arial";
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// to block until ready
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var ready = false;
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// My ID
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@ -53,7 +78,7 @@ var eurecaClientSetup = function() {
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// Spawn another player
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eurecaClient.exports.spawnPlayer = function(i, x, y) {
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if (i == myId) return; // do nothing for me
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if (i === myId) return; // do nothing for me
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// log and create the player
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console.log(i, " connected");
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@ -65,18 +90,30 @@ var eurecaClientSetup = function() {
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// Update a player state
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eurecaClient.exports.updateState = function(id, state) {
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if (id === myId) return; // do nothing for me
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var pl = playerList[id];
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// if we have this player update it's pos
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if (pl) {
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pl.sprite.x = state.x;
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pl.sprite.y = state.y;
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} else {
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// If we don't have it, we probably should so add it
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var player = new Player(id, state.x, state.y);
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// add to our list
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playerList[i] = player;
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}
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}
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}
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var width = 800;
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var height = 540;
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// Create the game
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var game = new Phaser.Game(800, 540,
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var game = new Phaser.Game(width, height,
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Phaser.AUTO,
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'', {
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preload: preload,
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@ -86,13 +123,21 @@ var game = new Phaser.Game(800, 540,
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// get the length of a vector
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function length(vec) {
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return Math.sqrt((vec.x * vec.x) + (vec.y * vec.y));
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function lengthV(vec) {
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return length(vec.x,vec.y);
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}
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function length(x,y) {
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return Math.sqrt((x * x) + (y * y));
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}
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// get the length of a vector
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function distance(x1, y1, x2, y2) {
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return length( x1 - x2, y1 - y2 );
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}
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// Normalise a vector
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function normalise(vec) {
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var len = length(vec);
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function normaliseV(vec) {
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var len = lengthV(vec);
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vec.x = (vec.x / len);
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vec.y = (vec.y / len);
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}
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@ -158,8 +203,8 @@ Player.prototype.update = function() {
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}
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// Normalise out force
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if (length(force) > 0) {
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normalise(force)
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if (lengthV(force) > 0) {
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normaliseV(force)
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// Limit to pos
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velocity.x = Math.min(velocity.x + force.x, topSpeed);
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@ -177,7 +222,7 @@ Player.prototype.update = function() {
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}
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// if we have a speed, then update pos and send info to server
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if (length(velocity) > 1) {
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if (lengthV(velocity) > 1) {
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sprite.position.x = sprite.position.x + velocity.x;
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sprite.position.y = sprite.position.y + velocity.y;
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@ -197,6 +242,84 @@ Player.prototype.kill = function() {
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this.alive = false;
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}
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function createDests() {
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var minX = 0;
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var maxX = width - minX;
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var minY = 150;
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var maxY = height;
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var len = destinations.length;
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// we need 3 columns max
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var numCols = 3;
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var numRows = len / numCols;
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var colsep = ((maxX - minX) * (1 / numCols));
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var rowsep = ((maxY - minY) * (1 / numRows));
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var num = 0;
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var row = 0;
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var col = 0;
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for (var i = 0; i < len; ++i) {
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var dest = destinations[i];
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var posX = minX + (colsep * col) + (colsep * 0.5);
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var posY = minY + (rowsep * row);
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// Create our destination text
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var destText = game.add.text(posX, posY, dest.name, {
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font: destfont,
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fill: "#FFFFFF"
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});
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destText.anchor.x = Math.round(destText.width * 0.5) / destText.width;
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// Add to our group
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textGroup.add(destText);
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dest.text = destText;
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// increment num, rows and cols
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num++;
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col = num % numCols;
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if (col === 0) row++;
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}
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}
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function updateDests() {
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var votingRange = 100;
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// Get number of voters
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var len = destinations.length
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for (var i = 0; i < len; ++i) {
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var dest = destinations[i];
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dest.num = 0;
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dest.vote = false;
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// For each external player
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for (var p in playerList) {
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var dist = distance(playerList[p].sprite.x,playerList[p].sprite.y, dest.text.x, dest.text.y);
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if (dist < votingRange) dest.num++;
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}
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// Add for the current player
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var dist = distance(player.sprite.x,player.sprite.y, dest.text.x, dest.text.y);
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if (dist < votingRange)
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{
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dest.num++;
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dest.vote = true;
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}
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}
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// Set the texts
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for (var i = 0; i < len; ++i) {
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var dest = destinations[i];
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dest.text.setText( dest.name + ":" + dest.num);
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}
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}
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// Phaser functions
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// preload all assets
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@ -209,9 +332,6 @@ function preload() {
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// load the background
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game.load.image("bg", "assets/bg.png");
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// load the background
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game.load.image("options", "assets/options.png");
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// Load the dude
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game.load.image('dude', 'assets/dude.png', 50, 50);
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}
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@ -232,11 +352,16 @@ function create() {
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textGroup = game.add.group();
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// Create our title text
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var titleText= game.add.text(game.world.centerX,10,"FOODICATOR", {font: "65px Arial", fill: "#FFFFFF" });
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var titleText = game.add.text(game.world.centerX, 20, title, {
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font: titlefont,
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fill: "#FFFFFF"
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});
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titleText.anchor.x = Math.round(titleText.width * 0.5) / titleText.width;
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// Add to our group
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textGroup.add(titleText);
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createDests();
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}
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// On update
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@ -250,4 +375,7 @@ function update() {
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// Bring the text group to the top
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game.world.bringToTop(textGroup);
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// Update our destinations
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updateDests();
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}
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