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server.js
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203 lines (177 loc) · 6.3 KB
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// Based off of Shawn Van Every's Live Web
// http://itp.nyu.edu/~sve204/liveweb_fall2013/week3.html
// HTTP Portion
var http = require('http');
// URL module
var url = require('url');
var path = require('path');
// Using the filesystem module
var fs = require('fs');
var server = http.createServer(handleRequest);
server.listen(80);
console.log('Server started on port 8080');
function handleRequest(req, res) {
// What did we request?
var pathname = req.url;
// If blank let's ask for index.html
if (pathname == '/') {
pathname = '/index.html';
}
// Ok what's our file extension
var ext = path.extname(pathname);
// Map extension to file type
var typeExt = {
'.html': 'text/html',
'.js': 'text/javascript',
'.css': 'text/css'
};
// What is it? Default to plain text
var contentType = typeExt[ext] || 'text/plain';
// User file system module
fs.readFile(__dirname + pathname,
// Callback function for reading
function (err, data) {
// if there is an error
if (err) {
res.writeHead(500);
return res.end('Error loading ' + pathname);
}
// Otherwise, send the data, the contents of the file
res.writeHead(200,{ 'Content-Type': contentType });
res.end(data);
}
);
}
// WebSockets work with the HTTP server
var io = require('socket.io').listen(server);
// Register a callback function to run when we have an individual connection
// This is run for each individual user that connects
io.sockets.on('connection',
// We are given a websocket object in our function
function (socket) {
console.log("new client: " + socket.id);
// When this user emits, client side: socket.emit('otherevent',some data);
socket.on('user starts', function(data) {
//console.log("Received: 'starts' ");
gameState.userPush(socket);
}
);
socket.on('user flaps', function(data) {
//console.log("Received: 'flaps' ");
gameState.userFlap(socket);
}
);
socket.on('disconnect', function() {
console.log("Client has disconnected");
gameState.userPop(socket);
});
}
);
// This is a way to send to everyone including sender
// io.sockets.emit('message', "this goes to everyone");
// Game loop
var gameState = (function(sockets) {
var gameState = {
players : [], // id, pos, size, velocity, state
obstacles : [], // pos, size, velocity
gravity : [0, 4],
map_size : [20000, 800],
loopDelta : 0,
desiredFrameRate : 30,
prevDate : Date.now(),
sockets : sockets
};
gameState.init = function() {
// initiate world setting
for(var i = 0; i < gameState.map_size[0]/200; i++) {
var pos_x = i * 200;
var pos_y = Math.floor(Math.random() * gameState.map_size[1]);
var size = 20 + Math.floor(Math.random() * 100);
gameState.obstacles.push({
pos : [pos_x, pos_y],
size : [size, size],
velocity : [0,0]
});
}
};
gameState.mainLoop = function() {
var self = gameState;
var currDate = Date.now();
self.loopDelta = currDate - self.prevDate;
self.prevDate = currDate;
// gravity + move on players and obstacles
/*for (var i = 0; i < self.obstacles.length; i++) {
self.obstacles[i].pos[0] += self.gravity[0] + self.obstacles[i].velocity[0];
self.obstacles[i].pos[1] += self.gravity[1] + self.obstacles[i].velocity[1];
if(self.obstacles[i].pos[1] > self.map_size[1]) {
self.obstacles[i].pos[1] = 0;
}
}*/
for (var j = 0; j < self.players.length; j++) {
self.players[j].pos[0] = self.players[j].pos[0] + gameState.gravity[0] + self.players[j].velocity[0];
self.players[j].pos[1] = self.players[j].pos[1] + gameState.gravity[1] + self.players[j].velocity[1];
// reduce flap force
self.players[j].velocity[1] = (self.players[j].velocity[1] < 0) ? self.players[j].velocity[1] * 0.6 : 0;
//self.players[j].velocity[1] = -1 * self.gravity[1];
if(self.players[j].pos[0] > self.map_size[0]) {
self.players[j].pos[0] = 0;
}
if(self.players[j].pos[1] > self.map_size[1]) {
self.players[j].state = 'player_dead';
console.log(self.players[j].id + ' touched ground.');
}
// collision test -> overlap intersects
for (var k = 0; k < self.obstacles.length; k++) {
if(self.intersects(self.players[j].pos,[(self.players[j].pos[0] +self.players[j].size[0]),(self.players[j].pos[1] +self.players[j].size[1])],self.obstacles[k].pos,[(self.obstacles[k].pos[0] + self.obstacles[k].size[0]),(self.obstacles[k].pos[1] +self.obstacles[k].size[1])])) {
self.players[j].state = 'player_dead';
console.log(self.players[j].id + ' touched obstacle.');
}
}
}
var worldState = {
players: self.players,
obstacles: self.obstacles,
map_size : self.map_size,
loopDelta : self.loopDelta
};
self.sockets.emit('sync world state', worldState);
//document.getElementById("frameRate").innerHTML = Math.round(60 / (gameState.loopDelta * 0.1));
setTimeout(self.mainLoop, 20);
};
gameState.intersects = function(r1from, r1to, r2from, r2to) {
return !(r2from[0] >= r1to[0] || r2to[0] <= r1from[0] || r2from[1] >= r1to[1] || r2to[1] <= r1from[1]);
};
//gameState.userConnect = function(user_socket) { };
gameState.userPush = function(user_socket) {
//var pos_x = Math.floor(Math.random() * gameState.map_size[0]);
var pos_x = Math.floor(0.5 * gameState.map_size[0]);
var pos_y = Math.floor(gameState.map_size[1] / 2);
var size = 20;
gameState.players.push({
id : user_socket.id,
pos : [pos_x, pos_y],
size : [size, size],
velocity : [4,0]
});
console.log(user_socket.id + ' has pushed in world.');
};
gameState.userFlap = function(user_socket) {
for (var i = 0; i < gameState.players.length; i++) {
if(user_socket.id == gameState.players[i].id) {
gameState.players[i].velocity[1] = -6 * gameState.gravity[1];
}
}
console.log(user_socket.id + ' flapped.');
};
gameState.userPop = function(user_socket) {
for (var i = 0; i < gameState.players.length; i++) {
if(user_socket.id == gameState.players[i].id) {
gameState.players.splice(i,1);
return;
}
}
};
return gameState;
})(io.sockets);
gameState.init();
gameState.mainLoop();