Ported server code to nodeJS
This commit is contained in:
5
server/package-lock.json
generated
5
server/package-lock.json
generated
@@ -1910,6 +1910,11 @@
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"requires": {
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"mkdirp": "^0.5.1"
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}
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},
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"ws": {
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"version": "7.3.1",
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"resolved": "https://registry.npmjs.org/ws/-/ws-7.3.1.tgz",
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"integrity": "sha512-D3RuNkynyHmEJIpD2qrgVkc9DQ23OrN/moAwZX4L8DfvszsJxpjQuUq3LMx6HoYji9fbIOBY18XWBsAux1ZZUA=="
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}
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}
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}
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@@ -1,10 +1,10 @@
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{
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"name": "tronio-server",
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"version": "2.0.0",
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"description": "Tron.io server",
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"main": "index.js",
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"description": "Tron.io game server",
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"main": "server.js",
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"scripts": {
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"start": "node src/index.js",
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"start": "node src/server.js",
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"test": "echo \"Error: no test specified\" && exit 1"
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},
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"repository": {
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@@ -14,7 +14,8 @@
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"author": "gltron",
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"license": "ISC",
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"dependencies": {
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"express": "^4.17.1"
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"express": "^4.17.1",
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"ws": "^7.3.1"
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},
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"devDependencies": {
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"eslint": "^7.12.1",
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107
server/src/game.js
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107
server/src/game.js
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@@ -0,0 +1,107 @@
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const Player = require('./models/player')
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const gameSettings = require('./models/gameSettings')
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const players = new Map()
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const sockets = new Map()
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let lastUpdateTime = Date.now()
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let doUpdate = true
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function login (connection, name) {
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sockets[connection.id] = connection
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players[connection.id] = new Player(connection.id, name)
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connection.send({
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type: 'login',
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player: players[connection.id]
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})
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connection.send({
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type: 'gameSettings',
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gameSettings: gameSettings
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})
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}
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function logout (connection) {
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sockets.delete(connection.id)
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players.delete(connection.id)
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}
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function respawn (connection) {
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players[connection.id].reset()
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connection.send({
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type: 'gamePlayerSpawn',
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player: players[connection.id]
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})
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}
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function update (connection, player) {
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players[connection.id].angle = player.angle
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}
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function kill (player) {
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player.kill()
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sockets[player.id].send({
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type: 'gamePlayerDead',
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player: player
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})
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}
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function step () {
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const currentTime = Date.now()
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const durationSinceLastUpdate = (currentTime - lastUpdateTime) / 1000
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const tickToSimulate = (durationSinceLastUpdate * 120) / 1000
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lastUpdateTime = currentTime
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players.forEach((player, id) => {
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if (player.isOutOfBorders()) kill(player)
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players.forEach((player2, id2) => {
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if (player.state === 'DEAD') return
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for (let i = 0; i < player2.walls.length - 2; i++) {
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// Prevent self destroy on last wall
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if (id === id2 && i >= player2.walls.length - 1) break
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const wallA = player2.walls[i]
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const wallB = player2.walls[i + 1]
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if (player.isCloseToWall(wallA, wallB)) {
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if (player.isCrossingLine(wallA, wallB)) {
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if (id !== id2) player2.score += 300
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kill(player)
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return
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}
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}
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}
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})
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})
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players.forEach((player, id) => {
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player.step(tickToSimulate)
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})
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if (doUpdate) broadcastUpdate()
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doUpdate = !doUpdate
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}
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function broadcastUpdate () {
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const update = {
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type: 'update',
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players: players,
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time: lastUpdateTime
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}
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sockets.forEach((connection, id) => {
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connection.send(update)
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})
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}
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setInterval(() => step(), 1000 / 60)
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module.exports = {
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login,
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logout,
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respawn,
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update
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}
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@@ -1,11 +0,0 @@
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const express = require('express')
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const app = express()
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const port = 3000
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app.get('/', (req, res) => {
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res.send('Hello World!')
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})
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app.listen(port, () => {
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console.log(`Example app listening at http://localhost:${port}`)
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})
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8
server/src/models/gameSettings.js
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8
server/src/models/gameSettings.js
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@@ -0,0 +1,8 @@
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module.exports = Object.freeze({
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playerSize: 10,
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playerSpeed: 2.3,
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playerTurnSpeed: 10,
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wallSize: 8,
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wallUpdate: 20,
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arenaSize: 1000
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})
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74
server/src/models/player.js
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74
server/src/models/player.js
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@@ -0,0 +1,74 @@
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const Wall = require('./wall')
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const gameSettings = require('./gameSettings')
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class Player {
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constructor (id, name) {
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this.id = id
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this.name = name
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this.bestScore = 0
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this.angle = 0
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this.reset()
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}
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reset () {
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this.score = 0
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this.color = '#' + (0x1000000 + (Math.random()) * 0xffffff).toString(16).substr(1, 6)
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this.x = gameSettings.arenaSize * (0.25 + Math.random() * 0.5)
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this.y = gameSettings.arenaSize * (0.25 + Math.random() * 0.5)
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this.walls = []
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this.lastWall = 0
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this.state = 'ALIVE'
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}
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kill () {
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this.state = 'DEAD'
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if (this.bestScore < this.score) this.bestScore = this.score
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}
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isOutOfBorders () {
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return this.x - gameSettings.playerSize < 0 ||
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this.x + gameSettings.playerSize > gameSettings.arenaSize ||
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this.y - gameSettings.playerSize < 0 ||
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this.y + gameSettings.playerSize > gameSettings.arenaSize
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}
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isCloseToWall (wallA, wallB) {
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const xar = Math.min(wallA.x, wallB.x) - gameSettings.playerSize
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const yar = Math.min(wallA.y, wallB.y) - gameSettings.playerSize
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const xbr = Math.min(wallA.x, wallB.x) + gameSettings.playerSize
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const ybr = Math.min(wallA.y, wallB.y) + gameSettings.playerSize
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return ((this.x >= xar && this.x <= xbr) && (this.y >= yar && this.y <= ybr))
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}
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isCrossingLine (wallA, wallB) {
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const xa = wallA.x
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const ya = wallA.y
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const xb = wallB.x
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const yb = wallB.y
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const xc = this.x
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const yc = this.y
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const radius = gameSettings.playerSize
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return Math.abs((yb - ya) * xc - (xb - xa) * yc + xb * ya - yb * xa) / Math.sqrt(Math.pow(xb - xa, 2) + Math.pow(yb - ya, 2)) < radius
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}
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step (tickToSimulate) {
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if (this.state === 'DEAD') return
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for (let i = 0; i < tickToSimulate; i++) {
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this.lastWall++
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if (this.lastWall > gameSettings.wallUpdate) {
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this.walls.push(new Wall(this.x, this.y))
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this.score++
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this.lastWall = 0
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}
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this.x = this.x + gameSettings.playerSpeed * Math.cos(this.angle)
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this.y = this.y + gameSettings.playerSpeed * Math.sin(this.angle)
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}
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}
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}
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module.exports = { Player }
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8
server/src/models/wall.js
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8
server/src/models/wall.js
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@@ -0,0 +1,8 @@
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class Wall {
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constructor (x, y) {
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this.x = x
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this.y = y
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}
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}
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module.exports = { Wall }
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35
server/src/server.js
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35
server/src/server.js
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@@ -0,0 +1,35 @@
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const express = require('express')
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const app = express()
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const game = require('./game')
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const WebSocketServer = require('ws').Server
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const port = process.env.PORT || 3000
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app.get('/', (req, res) => {
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res.send('Hello World!')
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})
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const server = app.listen(port, () => {
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console.log(`Tron.io running on port ${port}`)
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})
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const wss = new WebSocketServer({ server })
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wss.on('connection', function (connection) {
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connection.on('close', game.logout(connection))
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connection.on('message', (message) => {
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let data
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try {
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data = JSON.parse(message)
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} catch (e) {
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return
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}
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switch (data.type) {
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case 'login': game.login(connection, data.name); break
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case 'respawn': game.respawn(connection); break
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case 'update': game.update(connection, data.player); break
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}
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})
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})
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