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Added points and wins. Also enhanced and fixed user connection

This commit is contained in:
Simon Giesel 2017-01-22 00:11:01 +01:00
parent f701b32c45
commit 57c42d74e9
2 changed files with 183 additions and 103 deletions

View file

@ -45,7 +45,10 @@
ball_maxAngle = 5*Math.PI/12;
/** Game Variables **/
var pid,
var uid, // Unique-ID
pid, // PlayerID 0 == Specator, 1 == Player 1, 2 == Player 2
pwin = 0,
pwinanim = 0;
leftY = 0,
rightY = 0,
leftV = 0,
@ -57,6 +60,16 @@
loggedkeys = [38, 40, 83, 87],
gameState = 0; // 0 == Waiting for Players, 1 == Countdown, 2 == inGame, 3 == ??Win??
var Localization = {
player : 'Spieler',
spectator : 'Zuschauer',
spectatormode : 'Zuschauer-Modus',
countdown : 'Starte in ',
countdownsuf : ' Sekunden',
waiting : 'Warte auf Spieler',
win : ' hat gewonnen!'
}
/** Initalize Socketio **/
var socket = io();
@ -65,7 +78,7 @@
/** ############# **/
socket.on('handshake', function(id, state, c_width, c_height, sp, score, fn){
$('id').text(id);
pid = id;
uid = id;
gameState = state;
cube_width = c_width;
cube_height = c_height;
@ -74,15 +87,20 @@
fn($(window).width(), $(window).height());
});
socket.on('setpid', function(id){
pid = id;
});
socket.on('size', function(w, h){
width = w;
height = h;
c.width = w;
c.height = h;
text = 'Starting in 5';
text = Localization.countdown + 5 + Localization.countdownsuf;
});
socket.on('gamestate', function(state){
// console.log('new GameState: ' + state);
gameState = state;
});
@ -92,7 +110,12 @@
/** Serversided Countdown to prevent desync **/
socket.on('countdown', function(i){
text = 'Starting in ' + i;
text = Localization.countdown + i + Localization.countdownsuf;
});
socket.on('win', function(id, data){
pwin = id;
console.log('Additional Data: ' + data);
});
socket.on('paddlepos', function(pos, val, y){
@ -134,7 +157,7 @@
}, 1000);
var texti = 0,
nativtext = 'Waiting for Players',
nativtext = Localization.waiting,
text = nativtext;
function draw() {
@ -176,12 +199,18 @@
/** Points **/
var scoretxt = score[0] + ' : ' + score[1];
ctx.fillStyle = 'black';
ctx.font = '40px monospace';
ctx.textAlign = 'center';
ctx.fillText(scoretxt, width/2, 70);
var scoretxt = score[0] + ' : ' + score[1];
if(pwin != 0 && gameState == 3){
ctx.font = '80px monospace';
ctx.fillText(Localization.player + ' ' + pwin + Localization.win, width/2, 310);
ctx.font = '80px monospace';
ctx.fillText(scoretxt, width/2, 190);
} else {
ctx.font = '40px monospace';
ctx.fillText(scoretxt, width/2, 70);
}
if(gameState < 2){
ctx.fillStyle = 'black';
@ -190,12 +219,15 @@
ctx.fillText(text, width/2, height/2-30);
}
if(gameState == 2 && pid > 2){
var specstr = "Spectator-Mode"
ctx.fillStyle = 'black';
ctx.font = '15px monospace';
ctx.textAlign = 'center';
ctx.fillText(specstr, width/2, 25);
ctx.fillStyle = 'black';
ctx.font = '15px monospace';
ctx.textAlign = 'center';
if(gameState == 2 && pid == 0){
ctx.fillText(Localization.spectatormode, width/2, 25);
}
if(pid == 1 || pid == 2){
ctx.fillText(Localization.player + ' ' + pid, width/2, 25);
}
@ -296,6 +328,7 @@
case 68 : if(ball_owner != 2) break; shootBall(); break;
}
} else if(pid == 1 || pid == 2){
if(gameState == 3) return;
if(loggedkeys.indexOf(e.keyCode) > -1 && pressedkeys.indexOf(e.keyCode) < 0)
pressedkeys.push(e.keyCode);
switch(e.keyCode) {
@ -330,9 +363,9 @@
case 83 : setV(2, 0); break;
}
}else if(pid == 1 || pid == 2){
if(gameState == 3) return;
if(loggedkeys.indexOf(e.keyCode) > -1 && pressedkeys.indexOf(e.keyCode) > -1){
pressedkeys.splice(pressedkeys.indexOf(e.keyCode), 1);
console.log(pressedkeys.length);
if(pressedkeys.length == 0) // Only send v=0 if all keys are up
setV(pid, 0);
}

221
index.js
View file

@ -6,6 +6,18 @@ app.get('/', function(req, res){
res.sendFile(__dirname + '/index.html');
});
/** Config-Values NOTE EDIT HERE **/
var Configuration = {
cube_width : 50,
cube_height : 200,
cube_speed : 7,
ball_size : 15,
ball_speed : 15,
ball_owner : Math.round(Math.random()) + 1,
ball_maxAngle : 5*Math.PI/12,
wincount : 3
}
/** Parameters **/
var clients = [], // List of all conected clients
players = [], // Store Player 1 and Player 2 in Array {Player1 == players[0]}
@ -13,47 +25,54 @@ var clients = [], // List of all conected clients
width, height, // Final Width + Height of Game-Window
startinterval, // Interval for Counting down (cancelable)
calcPos,
score = [0,0];
score = [0,0],
id = 0;
/** Game-Config **/
var cube_width = 50,
cube_height = 200,
cube_speed = 7; // Depending on 'tickrate' [cube_speed*tickrate == acutal Speed]
var cube_width = Configuration.cube_width,
cube_height = Configuration.cube_height,
cube_speed = Configuration.cube_speed, // Depending on 'tickrate' [cube_speed*tickrate == acutal Speed]
wincount = Configuration.wincount;
/** Networking-Config **/
var tickrate = 20;
/** Ball-Config **/
var ball_size = 15,
ball_speed = 15,
ballX = cube_width+ball_size,
ballY = cube_height/2,
ball_owner = 1,
var ball_size = Configuration.ball_size,
ball_speed = Configuration.ball_speed,
ball_owner = Configuration.ball_owner,
ball_maxAngle = Configuration.ball_maxAngle,
ball_VX = 0,
ball_VY = 0,
ball_maxAngle = 5*Math.PI/12;
ballX,
ballY;
/** ########## **/
/** CONNECTION **/
/** ########## **/
io.on('connection', function(socket){
/** Set ID for User **/
var id = clients.length + 1;
if(clients.length == 1)
if(clients[0].id == 2) id = 1;
id++;
var clientkey = clients.push(new Client(id, socket)) - 1;
console.log('Client connected. ID=' + id);
/** ######### **/
/** HANDSHAKE **/
/** ######### **/
socket.emit('handshake', id, gameState, cube_width, cube_height, cube_speed, score, function(w, h){ // Callback function for 1st Client to set screen size //
socket.emit('handshake', id, gameState, cube_width, cube_height, cube_speed, score, function(w, h){ // Callback function for Client to set screen size //
clients[clientkey].width = w;
clients[clientkey].height = h;
if(clients.length > 1 && gameState == 0) setUp(socket);
var pid = 0;
if(players.length < 2)
pid = players.push(new Player(id, socket, w, h));
socket.emit('setpid', pid);
if(players.length > 1 && gameState == 0) setUp();
});
/** If game was already started send Window-Detials **/
if(gameState > 0) socket.emit('size', width, height);
/** #### **/
/** Ping **/
/** ### **/
@ -69,7 +88,6 @@ if(gameState > 0) socket.emit('size', width, height);
if(ball_owner == 1){
ball_VX = ball_speed;
console.log('owner: left - at:' + players[0].y);
}
else if(ball_owner == 2){
ball_VX = -ball_speed;
@ -82,7 +100,11 @@ if(gameState > 0) socket.emit('size', width, height);
/** Paddel V-Change **/
/** ############## **/
socket.on('vchange', function(pos, val, y, timestamp){
try{
players[pos-1].vY = val;
} catch (err) {
console.log('Error in vChange: ' + err.message);
}
// NOTE Interpolation not needed
// console.log('INTERPOLATING...');
@ -112,40 +134,41 @@ if(gameState > 0) socket.emit('size', width, height);
/** DISCONNECT **/
/** ########## **/
socket.on('disconnect', function(){
var index;
clients.forEach(function(sock, ind){
if (sock.socket == socket){
index = ind;
return;
var cid, key; // Client ID
clients.forEach(function(cl, k){
if(cl.socket == socket){
cid = cl.id;
key = k;
return;
}
});
var oldid = clients[index].id;
clients.splice(index, 1);
console.log('Client disconnected. ID=' + (oldid+1));
if(clients.length == 1){
clients[0].socket.emit('debug', 'player_left'); //TODO win-event
console.log('Only one Player left. Sending win-event');
// Debug Restart:
gameState = 0;
clearInterval(startinterval);
broadcastGameState(socket);
var pid = 0; // 0 == Spectator --- 1 == Player 1 ---- 2 == Player 2
players.forEach(function(pl, kkey){
if(pl.socket == socket){
pid = kkey+1;
return;
}
});
console.log('Client disconnected. ID=' + cid);
clients.splice(key, 1);
if(clients.length == 0){
console.log('All Clients disonnected. Reseting...');
resetServer();
return;
}
else if(clients.length == 0){
console.log('All Players left. Reseting lobby...');
gameState = 0;
id = 0;
return;
if(pid == 0) return; // Don't do anything if spectator leaves
gameState = 3;
broadcastGameState();
if(pid == 1){
clients[0].socket.emit('win', 2, 'Player 1 left.');
clients[0].socket.broadcast.emit('win', 2, 'Player 1 left.');
}
var key = 0;
if(clients[0].id == 1 || clients[0].id == 2) key = 1;
switch(oldid){
case 1 : clients[key].id = 1; clients[key].socket.emit('handshake', 1); console.log('New Player 1 selected.'); setUp(); break;
case 2 : clients[key].id = 2; clients[key].socket.emit('handshake', 2); console.log('New Player 2 selected.'); setUp(); break;
default : console.log('Spectator left. Nothing need to select new Players.'); break;
if(pid == 2){
clients[0].socket.emit('win', 1, 'Player 2 left.');
clients[0].socket.broadcast.emit('win', 1, 'Player 2 left.');
}
resetServer();
console.log('Reseting...');
});
});
@ -156,76 +179,69 @@ http.listen(3000, function(){
/** Sync all settings to client and start the game **/
function setUp(socket){
function setUp(){
gameState = 1;
broadcastGameState(socket);
broadcastGameState();
console.log('Starting SetUp...');
/** Select smalest screensize and set for all clients **/
clients.forEach(function(sock){
broadcastGameState(socket);
if(sock.id == 1){
players[0] = new Player(sock.id, sock.socket);
clients.forEach(function(sock2){
if(sock2.id == 2){
players[1] = new Player(sock2.id, sock2.socket);
if(sock.width < sock2.width)
width = sock.width;
else
width = sock2.width;
if(sock.height < sock2.height)
height = sock.height;
else
height = sock2.height;
}
});
}
});
if(players[0].window_width < players[1].window_width)
width = players[0].window_width;
else
width = players[1].window_width;
if(players[0].window_height < players[1].window_height)
height = players[0].window_height;
else
height = players[1].window_height;
if(calcPos == null) // Start tick Server only once
tickServer();
socket.emit('size', width, height);
socket.broadcast.emit('size', width, height);
clients[0].socket.emit('size', width, height);
clients[0].socket.broadcast.emit('size', width, height);
var i = 5;
startinterval = setInterval(function(){
if(gameState == 3) clearInterval(startinterval);
i--;
socket.emit('countdown', i);
socket.broadcast.emit('countdown', i);
clients[0].socket.emit('countdown', i);
clients[0].socket.broadcast.emit('countdown', i);
if(i == 0){
resetPlayers();
clearInterval(startinterval);
gameState = 2;
broadcastGameState(socket);
socket.emit('gamestate');
socket.broadcast.emit('gamestate');
broadcastGameState();
}
}, 1000);
}
/** Broadcast GameState to all clients **/
function broadcastGameState(socket){
socket.emit('gamestate', gameState);
socket.broadcast.emit('gamestate', gameState);
function broadcastGameState(){
clients[0].socket.emit('gamestate', gameState);
clients[0].socket.broadcast.emit('gamestate', gameState);
}
function tickServer(){
calcPos = setInterval(function(){
calculatePlayerPosition();
calculateBallPosition();
try {
calculatePlayerPosition();
calculateBallPosition();
} catch (err){
console.log('Error in ServerTick: ' + err.message);
}
}, tickrate);
}
function calculatePlayerPosition(){
players.forEach(function(player){
players.forEach(function(player, k){
player.y -= player.vY*player.speed;
if(player.y > height-player.height || player.y < 0) player.vY = 0;
if(player.y < 0) player.y = 0;
if(player.y > height-player.height) player.y = height-player.height;
player.socket.emit('paddlepos', player.id, player.vY, player.y);
player.socket.broadcast.emit('paddlepos', player.id, player.vY, player.y);
player.socket.emit('paddlepos', k+1, player.vY, player.y);
player.socket.broadcast.emit('paddlepos', k+1, player.vY, player.y);
});
}
function calculateBallPosition(){
/** Move Ball with Paddle if owned by owner (@roundstart) **/
if(ball_owner == 1){
ballX = cube_width+ball_size,
@ -299,23 +315,52 @@ function calculateBallPosition(){
function changeScore(id, val){
score[id-1] = val;
players[0].socket.emit('score', score);
players[0].socket.broadcast.emit('score', score);
clients[0].socket.emit('score', score);
clients[0].socket.broadcast.emit('score', score);
if(val == wincount){
gameState = 3;
broadcastGameState();
clients[0].socket.emit('win', id, 'Player ' + id + ' scored needed points first.');
clients[0].socket.broadcast.emit('win', id, 'Player ' + id + ' scored needed points first.');
resetServer();
}
}
function resetPlayers(){
players.forEach(function(player){
ball_owner = Math.round(Math.random()) + 1;
ball_VX = 0;
ball_VY = 0;
players.forEach(function(player, k){
player.speed = cube_speed;
player.width = cube_width;
player.height = cube_height;
player.y = 0;
player.vY = 0;
changeScore(player.id-1, 0);
changeScore(k, 0);
});
}
function resetServer(){
// TODO
gameState = 0;
clearInterval(calcPos);
calcPos = null;
clearInterval(startinterval);
score = [0,0];
cube_width = Configuration.cube_width;
cube_height = Configuration.cube_height;
cube_speed = Configuration.cube_speed;
ball_size = Configuration.ball_size;
ball_speed = Configuration.ball_speed;
ball_owner = Configuration.ball_owner;
ball_maxAngle = Configuration.ball_maxAngle;
ball_VX = 0;
ball_VY = 0;
ballX = Configuration.cube_width;
ballY = Configuration.cube_height/2;
players = [];
}
function Client(id, socket){
@ -325,9 +370,11 @@ function Client(id, socket){
this.height = 0;
}
function Player(id, socket){
function Player(id, socket, window_width, window_height){
this.id = id;
this.socket = socket;
this.window_width = window_width;
this.window_height = window_height;
this.speed = cube_speed;
this.width = cube_width;
this.height = cube_height;