Ported server code to nodeJS

This commit is contained in:
Thomas
2020-10-29 15:32:54 +01:00
parent 9e9adf30aa
commit c1764a7d89
11 changed files with 249 additions and 22 deletions

View File

@@ -72,7 +72,7 @@ export default {
login (name) {
send({
type: 'login',
message: name
name: name
})
}
}

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@@ -141,7 +141,7 @@ export default {
this.player.targetAngle = Math.atan2(dy, dx)
this.player.angle = this.player.targetAngle
send({ message: this.player, type: 'update' })
send({ player: this.player, type: 'update' })
},
updatePlayer (player) {
player.x += this.settings.playerSpeed * Math.cos(player.angle)

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@@ -31,19 +31,19 @@ export default function createSocketPlugin () {
switch (data.type) {
case 'login':
store.dispatch('game/login', data.message)
store.dispatch('game/login', data.player)
break
case 'gameSettings':
store.dispatch('game/settings', data.message)
store.dispatch('game/settings', data.gameSettings)
break
case 'gameUpdate':
store.dispatch('game/update', data.message)
store.dispatch('game/update', data)
break
case 'gamePlayerDead':
store.dispatch('game/dead', data.message)
store.dispatch('game/dead', data.player)
break
case 'gamePlayerSpawn':
store.dispatch('game/spawn', data.message)
store.dispatch('game/spawn', data.player)
break
default:
break

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@@ -1910,6 +1910,11 @@
"requires": {
"mkdirp": "^0.5.1"
}
},
"ws": {
"version": "7.3.1",
"resolved": "https://registry.npmjs.org/ws/-/ws-7.3.1.tgz",
"integrity": "sha512-D3RuNkynyHmEJIpD2qrgVkc9DQ23OrN/moAwZX4L8DfvszsJxpjQuUq3LMx6HoYji9fbIOBY18XWBsAux1ZZUA=="
}
}
}

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@@ -1,10 +1,10 @@
{
"name": "tronio-server",
"version": "2.0.0",
"description": "Tron.io server",
"main": "index.js",
"description": "Tron.io game server",
"main": "server.js",
"scripts": {
"start": "node src/index.js",
"start": "node src/server.js",
"test": "echo \"Error: no test specified\" && exit 1"
},
"repository": {
@@ -14,7 +14,8 @@
"author": "gltron",
"license": "ISC",
"dependencies": {
"express": "^4.17.1"
"express": "^4.17.1",
"ws": "^7.3.1"
},
"devDependencies": {
"eslint": "^7.12.1",

107
server/src/game.js Normal file
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@@ -0,0 +1,107 @@
const Player = require('./models/player')
const gameSettings = require('./models/gameSettings')
const players = new Map()
const sockets = new Map()
let lastUpdateTime = Date.now()
let doUpdate = true
function login (connection, name) {
sockets[connection.id] = connection
players[connection.id] = new Player(connection.id, name)
connection.send({
type: 'login',
player: players[connection.id]
})
connection.send({
type: 'gameSettings',
gameSettings: gameSettings
})
}
function logout (connection) {
sockets.delete(connection.id)
players.delete(connection.id)
}
function respawn (connection) {
players[connection.id].reset()
connection.send({
type: 'gamePlayerSpawn',
player: players[connection.id]
})
}
function update (connection, player) {
players[connection.id].angle = player.angle
}
function kill (player) {
player.kill()
sockets[player.id].send({
type: 'gamePlayerDead',
player: player
})
}
function step () {
const currentTime = Date.now()
const durationSinceLastUpdate = (currentTime - lastUpdateTime) / 1000
const tickToSimulate = (durationSinceLastUpdate * 120) / 1000
lastUpdateTime = currentTime
players.forEach((player, id) => {
if (player.isOutOfBorders()) kill(player)
players.forEach((player2, id2) => {
if (player.state === 'DEAD') return
for (let i = 0; i < player2.walls.length - 2; i++) {
// Prevent self destroy on last wall
if (id === id2 && i >= player2.walls.length - 1) break
const wallA = player2.walls[i]
const wallB = player2.walls[i + 1]
if (player.isCloseToWall(wallA, wallB)) {
if (player.isCrossingLine(wallA, wallB)) {
if (id !== id2) player2.score += 300
kill(player)
return
}
}
}
})
})
players.forEach((player, id) => {
player.step(tickToSimulate)
})
if (doUpdate) broadcastUpdate()
doUpdate = !doUpdate
}
function broadcastUpdate () {
const update = {
type: 'update',
players: players,
time: lastUpdateTime
}
sockets.forEach((connection, id) => {
connection.send(update)
})
}
setInterval(() => step(), 1000 / 60)
module.exports = {
login,
logout,
respawn,
update
}

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@@ -1,11 +0,0 @@
const express = require('express')
const app = express()
const port = 3000
app.get('/', (req, res) => {
res.send('Hello World!')
})
app.listen(port, () => {
console.log(`Example app listening at http://localhost:${port}`)
})

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@@ -0,0 +1,8 @@
module.exports = Object.freeze({
playerSize: 10,
playerSpeed: 2.3,
playerTurnSpeed: 10,
wallSize: 8,
wallUpdate: 20,
arenaSize: 1000
})

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@@ -0,0 +1,74 @@
const Wall = require('./wall')
const gameSettings = require('./gameSettings')
class Player {
constructor (id, name) {
this.id = id
this.name = name
this.bestScore = 0
this.angle = 0
this.reset()
}
reset () {
this.score = 0
this.color = '#' + (0x1000000 + (Math.random()) * 0xffffff).toString(16).substr(1, 6)
this.x = gameSettings.arenaSize * (0.25 + Math.random() * 0.5)
this.y = gameSettings.arenaSize * (0.25 + Math.random() * 0.5)
this.walls = []
this.lastWall = 0
this.state = 'ALIVE'
}
kill () {
this.state = 'DEAD'
if (this.bestScore < this.score) this.bestScore = this.score
}
isOutOfBorders () {
return this.x - gameSettings.playerSize < 0 ||
this.x + gameSettings.playerSize > gameSettings.arenaSize ||
this.y - gameSettings.playerSize < 0 ||
this.y + gameSettings.playerSize > gameSettings.arenaSize
}
isCloseToWall (wallA, wallB) {
const xar = Math.min(wallA.x, wallB.x) - gameSettings.playerSize
const yar = Math.min(wallA.y, wallB.y) - gameSettings.playerSize
const xbr = Math.min(wallA.x, wallB.x) + gameSettings.playerSize
const ybr = Math.min(wallA.y, wallB.y) + gameSettings.playerSize
return ((this.x >= xar && this.x <= xbr) && (this.y >= yar && this.y <= ybr))
}
isCrossingLine (wallA, wallB) {
const xa = wallA.x
const ya = wallA.y
const xb = wallB.x
const yb = wallB.y
const xc = this.x
const yc = this.y
const radius = gameSettings.playerSize
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
}
step (tickToSimulate) {
if (this.state === 'DEAD') return
for (let i = 0; i < tickToSimulate; i++) {
this.lastWall++
if (this.lastWall > gameSettings.wallUpdate) {
this.walls.push(new Wall(this.x, this.y))
this.score++
this.lastWall = 0
}
this.x = this.x + gameSettings.playerSpeed * Math.cos(this.angle)
this.y = this.y + gameSettings.playerSpeed * Math.sin(this.angle)
}
}
}
module.exports = { Player }

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@@ -0,0 +1,8 @@
class Wall {
constructor (x, y) {
this.x = x
this.y = y
}
}
module.exports = { Wall }

35
server/src/server.js Normal file
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@@ -0,0 +1,35 @@
const express = require('express')
const app = express()
const game = require('./game')
const WebSocketServer = require('ws').Server
const port = process.env.PORT || 3000
app.get('/', (req, res) => {
res.send('Hello World!')
})
const server = app.listen(port, () => {
console.log(`Tron.io running on port ${port}`)
})
const wss = new WebSocketServer({ server })
wss.on('connection', function (connection) {
connection.on('close', game.logout(connection))
connection.on('message', (message) => {
let data
try {
data = JSON.parse(message)
} catch (e) {
return
}
switch (data.type) {
case 'login': game.login(connection, data.name); break
case 'respawn': game.respawn(connection); break
case 'update': game.update(connection, data.player); break
}
})
})