Initial version source code

This commit is contained in:
Marc Di Luzio 2015-01-31 16:12:36 +00:00
parent ea73d0303b
commit e82e8c859d
4 changed files with 359 additions and 0 deletions

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<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<title>MyGame</title>
<style type="text/css">
body {
margin: 0;
}
</style>
</head>
<body>
<script type="text/javascript" src="js/phaser/phaser.min.js"></script>
<script src="/eureca.js"></script>
<script type="text/javascript" src="js/game.js">
</script>
<a href="http://www.wtfpl.net/"><img
src="http://www.wtfpl.net/wp-content/uploads/2012/12/wtfpl-badge-4.png"
width="80" height="15" alt="WTFPL" /></a>
</body>
</html>

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// 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
var game = new Phaser.Game(600, 400,
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');
this.sprite.frame = 4;
// 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
game.load.image("bg", "assets/bg.jpg");
// Load the dude
game.load.spritesheet('dude', 'assets/dude.png', 32, 48);
}
// Create the game
function create() {
// Add the background sprite
background = game.add.sprite(0, 0, "bg");
// create our player
player = new Player(myId, Math.random() * 100, Math.random() * 100);
// Get controls
controls = game.input.keyboard.createCursorKeys();
}
// On update
function update() {
// do nothing if not ready yet
if (!ready) return;
// update our player
player.update();
}

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// Setup:
// npm install express
// npm install engine.io
// npm install eureca.io
// Pull in express
var express = require('express');
// Our app and server objects
var app = express(app);
var server = require('http').createServer(app);
// serve static files from the current directory
app.use(express.static(__dirname));
// get a eureca server
var EurecaServer = require('eureca.io').EurecaServer;
//create an instance of EurecaServer
var eurecaServer = new EurecaServer({
// Allow out communication functions
allow: ['handshake', 'spawnPlayer', 'kill', 'updateState']
});
// attach eurica to our server
eurecaServer.attach(server);
// Our list of clients
var clients = {};
// When a client connects
eurecaServer.onConnect(function(conn) {
console.log('Connection %s from ', conn.id, conn.remoteAddress);
// Grab the client proxy to call functions easily
var remote = eurecaServer.getClient(conn.id);
// Handshake with the client sending it it's new ID
remote.handshake(conn.id);
// Inform the client of all other players to spawn
for (var c in clients) {
var x = clients[c].state ? clients[c].state.x : 0;
var y = clients[c].state ? clients[c].state.y : 0;
remote.spawnPlayer(clients[c].id, x, y);
}
// Inform other clients to spawn this player
for (var c in clients) {
var x = remote.state ? remote.state.x : 0;
var y = remote.state ? remote.state.y : 0;
clients[c].remote.spawnPlayer(conn.id, x, y);
}
// Add the client to our list
clients[conn.id] = {
id: conn.id,
remote: remote,
}
});
// When a client disconnects
eurecaServer.onDisconnect(function(conn) {
console.log('Disconnection ', conn.id);
// delete this client
delete clients[conn.id];
// Notify other clients of disconnection
for (var c in clients) {
clients[c].remote.kill(conn.id);
}
});
// When a client asks to update it's state
eurecaServer.exports.updateMe = function(state) {
// Get conncection info
var conn = this.connection;
// Send new state to all other clients
for (var c in clients) {
clients[c].remote.updateState(conn.id, state);
}
// store the last known state
clients[conn.id].state = state;
}
// Listen on port 80
server.listen(8000);