Added leaderboard, music & respawn screen

This commit is contained in:
Thomas
2020-09-03 16:13:04 +02:00
parent 4d542c1091
commit 832e55c0a3
20 changed files with 259 additions and 113 deletions

View File

@@ -1,5 +1,11 @@
<template>
<div class="game">
<b-modal v-model="playerIsDead">
<h1 class="title">DED</h1>
<h2 class="title">Score: {{player.score}}</h2>
<h3 class="subtitle">Best score: {{player.bestScore}}</h3>
<b-button @click="respawn">Respawn</b-button>
</b-modal>
<canvas
class="game-canvas"
ref="canvas">
@@ -9,6 +15,9 @@
<script>
import { send } from '@/store/socketPlugin'
import { render } from '@/game/render.js'
import { sound } from '@/game/sound.js'
export default {
name: 'Game',
data () {
@@ -22,7 +31,6 @@ export default {
y: 0
},
stats: {
leaderboard: [],
totalWalls: 0,
lastUpdateTime: 0,
lastFrame: 0
@@ -51,7 +59,7 @@ export default {
if (pastUpdate.players === undefined) return []
if (nextUpdate === undefined) return pastUpdate.players
return pastUpdate.players
return nextUpdate.players
/*
const currentTime = Date.now() / 1000
@@ -61,26 +69,29 @@ export default {
},
isPaused () {
return this.$store.state.game.paused
},
leaderboard () {
return this.$store.state.game.leaderboard
},
playerIsDead () {
if (this.player.state === 'DEAD') sound.explosion()
return this.player.state === 'DEAD'
}
},
mounted () {
this.canvas.width = window.innerWidth
this.canvas.height = window.innerHeight
this.setCanvasSize()
this.canvas.addEventListener('mousemove', this.mouseEvent)
this.canvas.addEventListener('touchmove', this.touchEvent)
this.renderTimer = setInterval(this.render, 1000 / 120)
this.canvas.addEventListener('resize', this.setCanvasSize)
// this.renderTimer = setInterval(this.render, 1000 / 120)
this.render()
},
methods: {
render () {
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height)
this.renderBorders()
render.borders(this.context, this.canvas, this.camera, this.settings)
if (!this.players) return
this.players.sort((a, b) => {
return b.walls.length - a.walls.length
})
this.stats.leaderboard = []
this.stats.totalWalls = 0
this.players.forEach(player => {
@@ -88,78 +99,25 @@ export default {
this.camera.x = player.x
this.camera.y = player.y
}
this.renderPlayer(player)
this.renderWalls(player)
this.stats.leaderboard.push(player.name + ' - ' + player.walls.length)
if (player.state === 'DEAD') this.context.globalAlpha = 0.1
render.walls(this.context, this.canvas, this.camera, this.settings, player)
render.player(this.context, this.canvas, this.camera, this.settings, player)
if (player.state === 'DEAD') this.context.globalAlpha = 1
this.stats.totalWalls += player.walls.length
})
this.renderLeaderboard()
this.renderMouse()
this.renderDebug()
render.leaderboard(this.context, this.canvas, this.leaderboard)
render.mouse(this.context, this.mouse, this.player)
render.debug(this.context, this.camera, this.mouse, this.canvas, this.stats)
this.stats.lastFrame = performance.now()
},
renderBorders () {
this.context.strokeStyle = 'white'
this.context.lineWidth = 1
this.context.strokeRect(this.canvas.width / 2 - this.camera.x, this.canvas.height / 2 - this.camera.y, this.settings.arenaSize, this.settings.arenaSize)
},
renderPlayer (player) {
this.context.save()
const canvasX = this.canvas.width / 2 + player.x - this.camera.x
const canvasY = this.canvas.height / 2 + player.y - this.camera.y
const nextUpdate = this.$store.state.game.updates[1]
if (nextUpdate !== undefined) this.stats.lastUpdateTime = nextUpdate.time
this.context.translate(canvasX, canvasY)
this.context.rotate(player.angle)
this.context.fillStyle = player.color
this.context.fillRect(-this.settings.playerSize, -this.settings.playerSize, this.settings.playerSize * 2, this.settings.playerSize * 2)
this.context.translate(0, 0)
this.context.restore()
},
renderWalls (player) {
this.context.beginPath()
this.context.lineWidth = this.settings.wallSize
this.context.strokeStyle = player.color
player.walls.forEach(wall => {
const canvasX = this.canvas.width / 2 + wall.x - this.camera.x
const canvasY = this.canvas.height / 2 + wall.y - this.camera.y
this.context.lineTo(canvasX, canvasY)
})
this.context.lineTo(this.canvas.width / 2 + player.x - this.camera.x, this.canvas.height / 2 + player.y - this.camera.y)
this.context.stroke()
},
renderDebug () {
const canvasX = this.canvas.width / 2
const canvasY = this.canvas.height / 2
this.context.fillStyle = 'white'
this.context.textAlign = 'start'
this.context.fillText('camera x: ' + this.camera.x + ' y:' + this.camera.y, 10, 12)
this.context.fillText('mouse x: ' + this.mouse.x + ' y:' + this.mouse.y, 10, 24)
this.context.fillText('canvasX: ' + canvasX + ' canvasY: ' + canvasY, 10, 36)
this.context.fillText('Total walls: ' + this.stats.totalWalls, 10, 48)
this.context.fillText('Last update: ' + this.stats.lastUpdateTime, 10, 60)
const fps = 1000 / (performance.now() - this.stats.lastFrame)
this.context.fillText('FPS: ' + fps, 10, 72)
},
renderMouse () {
this.context.beginPath()
this.context.arc(this.mouse.x, this.mouse.y, 25, 0, 2 * Math.PI, false)
this.context.lineWidth = 1
this.context.strokeStyle = this.player.color
this.context.stroke()
},
renderLeaderboard () {
this.context.fillStyle = 'white'
this.context.textAlign = 'end'
this.context.fillText('Leaderboard: ', this.canvas.width - 50, 10)
for (var i = 0; i < this.stats.leaderboard.length; i++) {
this.context.fillText(this.players[i].name + ' - ' + this.players[i].walls.length, this.canvas.width - 50, 15 + (i + 1) * 10)
}
requestAnimationFrame(this.render, this.canvas)
},
mouseEvent (event) {
var rect = this.canvas.getBoundingClientRect()
@@ -211,6 +169,13 @@ export default {
player.targetAngle = pastPlayer.targetAngle + (nextPlayer.targetAngle - pastPlayer.targetAngle) * dt
return player
},
setCanvasSize () {
this.canvas.width = window.innerWidth
this.canvas.height = window.innerHeight
},
respawn () {
send({ type: 'respawn' })
}
}
}