Improve gameplay

This commit is contained in:
schmelczerandras 2020-10-20 08:56:38 +02:00
commit 7c76b16d13
3 changed files with 1080 additions and 400 deletions

View file

@ -1,15 +0,0 @@
import { settings } from 'shared';
const colorUsage: Array<boolean> = new Array(settings.playerColors.length).fill(false);
export const requestColor = (): number => {
const index = colorUsage.findIndex((a) => !a);
if (index >= 0) {
colorUsage[index] = true;
}
return index + settings.playerColorIndexOffset;
};
export const freeColor = (index: number) => {
colorUsage[index - settings.playerColorIndexOffset] = false;
};

View file

@ -0,0 +1,22 @@
import { CharacterTeam, Random } from 'shared';
let declaCount = 0;
let redCount = 0;
export const requestTeam = (): { team: CharacterTeam; colorIndex: number } => {
if ((declaCount === redCount && Random.getRandom() > 0.5) || declaCount < redCount) {
declaCount++;
return { team: CharacterTeam.decla, colorIndex: 0 };
} else {
redCount++;
return { team: CharacterTeam.red, colorIndex: 1 };
}
};
export const freeTeam = (team: CharacterTeam) => {
if (team === CharacterTeam.decla) {
declaCount--;
} else {
redCount--;
}
};

View file

@ -12,30 +12,32 @@ import {
SetAspectRatioActionCommand,
calculateViewArea,
SecondaryActionCommand,
PlayerDiedCommand,
settings,
Circle,
PlayerInformation,
CharacterTeam,
UpdatePlanetOwnershipCommand,
GameObject,
Command,
UpdateObjectMessage,
} from 'shared';
import { getTimeInMilliseconds } from '../helper/get-time-in-milliseconds';
import { ProjectilePhysical } from '../objects/projectile-physical';
import { BoundingBox } from '../physics/bounding-boxes/bounding-box';
import { PhysicalContainer } from '../physics/containers/physical-container';
import { getBoundingBoxOfCircle } from '../physics/functions/get-bounding-box-of-circle';
import { isCircleIntersecting } from '../physics/functions/is-circle-intersecting';
import { requestColor, freeColor } from './player-color-service';
import { PlayerCharacterPhysical } from '../objects/player-character-physical';
import { DynamicPhysical } from '../physics/physicals/dynamic-physical';
import { Physical } from '../physics/physicals/physical';
import { freeTeam, requestTeam } from './player-team-service';
import { PlanetPhysical } from '../objects/planet-physical';
export class Player extends CommandReceiver {
private character: PlayerCharacterPhysical;
private character?: PlayerCharacterPhysical | null;
private aspectRatio: number = 16 / 9;
private isActive = true;
private timeSinceLastProjectile = 0;
private objectsPreviouslyInViewArea: Array<Physical> = [];
private objectsInViewArea: Array<Physical> = [];
private objectsPreviouslyInViewArea: Array<GameObject> = [];
private pingTime?: number;
private _latency?: number;
@ -55,35 +57,20 @@ export class Player extends CommandReceiver {
[SetAspectRatioActionCommand.type]: (v: SetAspectRatioActionCommand) =>
(this.aspectRatio = v.aspectRatio),
[MoveActionCommand.type]: (c: MoveActionCommand) =>
this.character.handleMovementAction(c),
this.character?.handleMovementAction(c),
[SecondaryActionCommand.type]: (c: SecondaryActionCommand) => {
if (
!this.character.isAlive ||
this.timeSinceLastProjectile < settings.projectileCreationInterval
) {
return;
}
const start = vec2.clone(this.character.center);
const direction = vec2.subtract(vec2.create(), c.position, start);
vec2.normalize(direction, direction);
vec2.add(
start,
start,
vec2.scale(vec2.create(), direction, settings.projectileStartOffset),
);
const velocity = vec2.scale(direction, direction, settings.projectileSpeed);
vec2.add(velocity, velocity, this.character.velocity);
const projectile = new ProjectilePhysical(start, 20, velocity, this.objects);
this.objects.addObject(projectile);
this.timeSinceLastProjectile = 0;
this.character?.shootTowards(c.position);
},
};
private findEmptyPositionForPlayer(): vec2 {
let rotation = 0;
let radius = 0;
let possibleCenter = this.players.find((p) => p.team === this.team)?.center;
if (!possibleCenter) {
possibleCenter = vec2.create();
}
let rotation = Math.atan2(possibleCenter.y, possibleCenter.x);
let radius = vec2.length(possibleCenter);
for (;;) {
const playerPosition = vec2.fromValues(
radius * Math.cos(rotation),
@ -106,27 +93,21 @@ export class Player extends CommandReceiver {
}
}
public readonly team: CharacterTeam;
private colorIndex: number;
constructor(
playerInfo: PlayerInformation,
private readonly playerInfo: PlayerInformation,
private readonly players: Array<Player>,
private readonly objects: PhysicalContainer,
private readonly socket: SocketIO.Socket,
) {
super();
const colorIndex = requestColor();
const { team, colorIndex } = requestTeam();
this.team = team;
this.colorIndex = colorIndex;
this.character = new PlayerCharacterPhysical(
playerInfo.name,
colorIndex,
objects,
this.findEmptyPositionForPlayer(),
);
this.objects.addObject(this.character);
socket.emit(
TransportEvents.ServerToPlayer,
serialize(new CreatePlayerCommand(this.character)),
);
this.createCharacter();
socket.on(
TransportEvents.Pong,
@ -134,78 +115,99 @@ export class Player extends CommandReceiver {
);
this.measureLatency();
this.sendObjects();
this.step(0);
}
private createCharacter() {
this.character = new PlayerCharacterPhysical(
this.playerInfo.name.slice(0, 20),
this.colorIndex,
this.team,
this.objects,
this.findEmptyPositionForPlayer(),
);
this.objects.addObject(this.character);
this.objectsPreviouslyInViewArea.push(this.character);
this.socket.emit(
TransportEvents.ServerToPlayer,
serialize(new CreatePlayerCommand(this.character)),
);
}
private center: vec2 = vec2.create();
private timeUntilRespawn = 0;
public step(deltaTime: number) {
this.sendObjects();
this.timeSinceLastProjectile += deltaTime;
}
if (this.character) {
this.center = this.character?.center;
public sendObjects() {
const viewArea = calculateViewArea(this.character.center, this.aspectRatio, 1.5);
if (!this.character.isAlive) {
this.socket.emit(
TransportEvents.ServerToPlayer,
serialize(new PlayerDiedCommand(settings.playerDiedTimeout)),
);
this.character = null;
this.timeUntilRespawn = settings.playerDiedTimeout;
}
} else if ((this.timeUntilRespawn -= deltaTime) < 0) {
this.createCharacter();
}
const viewArea = calculateViewArea(this.center, this.aspectRatio, 1.5);
const bb = new BoundingBox();
bb.topLeft = viewArea.topLeft;
bb.size = viewArea.size;
this.objectsInViewArea = this.objects.findIntersecting(bb);
const objectsInViewArea = Array.from(
new Set(this.objects.findIntersecting(bb).map((o) => o.gameObject)),
);
const newlyIntersecting = this.objectsInViewArea.filter(
const newlyIntersecting = objectsInViewArea.filter(
(o) => !this.objectsPreviouslyInViewArea.includes(o),
);
const noLongerIntersecting = this.objectsPreviouslyInViewArea.filter(
(o) => !this.objectsInViewArea.includes(o),
(o) => !objectsInViewArea.includes(o),
);
this.objectsPreviouslyInViewArea = this.objectsInViewArea;
this.objectsPreviouslyInViewArea = objectsInViewArea;
if (noLongerIntersecting.length > 0) {
this.socket.emit(
TransportEvents.ServerToPlayer,
serialize(
new DeleteObjectsCommand([
...new Set(
noLongerIntersecting
.filter((p) => p.gameObject !== this.character)
.map((p) => p.gameObject.id),
),
]),
),
);
this.sendToPlayer(new DeleteObjectsCommand(noLongerIntersecting.map((g) => g.id)));
}
if (newlyIntersecting.length > 0) {
this.socket.emit(
TransportEvents.ServerToPlayer,
serialize(
new CreateObjectsCommand([
...new Set(
newlyIntersecting
.map((p) => p.gameObject)
.filter((g) => g !== this.character),
),
]),
),
);
this.sendToPlayer(new CreateObjectsCommand(newlyIntersecting));
}
this.socket.emit(
TransportEvents.ServerToPlayer,
serialize(
new UpdateObjectsCommand(
Array.from(new Set(this.objectsInViewArea))
.filter((p) => p.canMove)
.map((p) => (p as DynamicPhysical).calculateUpdates())
.filter((p) => p !== null) as any,
),
this.sendToPlayer(
new UpdateObjectsCommand(
this.objectsPreviouslyInViewArea
.map((g) => g.calculateUpdates())
.filter((u) => u) as Array<UpdateObjectMessage>,
),
);
this.sendToPlayer(
new UpdatePlanetOwnershipCommand(
PlanetPhysical.declaPlanetCount,
PlanetPhysical.redPlanetCount,
PlanetPhysical.neutralPlanetCount,
),
);
}
private sendToPlayer(command: Command) {
this.socket.emit(TransportEvents.ServerToPlayer, serialize(command));
}
public destroy() {
this.isActive = false;
freeColor(this.character.colorIndex);
this.character.destroy();
freeTeam(this.team);
if (this.character) {
this.character.destroy();
}
}
}