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server.js
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server.js
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// Setup basic express server
const express = require("express");
const app = express();
const path = require("path");
const server = require("http").createServer(app);
var io = require("socket.io")(server);
const port = process.env.PORT || 3000;
const BOARD_SIZE = 1000;
const PORTAL_LIFETIME = 30 * 1000;
server.listen(port, () => {
console.log("Server listening at port " + port);
});
// Routing
app.use(express.static(path.join(__dirname, "client")));
let users = {};
const GAMESTATE = require('./gamestate.js');
let gamestate = {players: {}, bullets: {}, items: [], portals: {}, ticks: 0};
const PHYSICS = require('./physics');
let terrainByLevels = [{}, {}, {}, {}, {}];
//generate world
const GENERATOR = require('./procedural gen/obstaclesgen');
function generateTerrain(obstacles, freqRocks) {
let rocks = GENERATOR.generateWithHeight(BOARD_SIZE, BOARD_SIZE, 0.01, freqRocks + 4);
for (let rock of rocks) {
rock.h = Math.random() * freqRocks / 2 + 0.6;
}
obstacles.rocks = rocks;
let trees = GENERATOR.generateWithHeight(BOARD_SIZE, BOARD_SIZE, 0.01, 5);
for (let tree of trees) {
tree.h = Math.random() + 0.5;
}
obstacles.trees = trees;
}
for (let i = 0; i < terrainByLevels.length; i++) {
generateTerrain(terrainByLevels[i], i / 2);
}
io.on("connection", function(socket) {
users[socket.id] = socket;
console.log("Connect! Num users: " + Object.keys(users).length);
socket.emit('terrain', terrainByLevels);
socket.on("disconnect", function() {
delete users[socket.id];
delete gamestate.players[socket.id];
console.log("Disconnect! Num users: " + Object.keys(users).length);
});
socket.on("addplayer", name => {
gamestate.players[socket.id] = GAMESTATE.createPlayer(name);
console.log("New player named " + name);
});
socket.on("playermove", function(data) {
if (gamestate.players.hasOwnProperty(socket.id)) {
let health = gamestate.players[socket.id].health;
data.player.health = health;
gamestate.players[socket.id] = data.player;
}
});
socket.on("playershoot", function(bullet) {
bullet.damage = 5;
bullet.player = socket.id;
gamestate.bullets[bullet.id] = bullet;
});
socket.on('playerportal', function(portal) {
portal.start = Date.now();
gamestate.portals[socket.id] = portal;
});
});
const SLEEP_TIME = 20;
function mainLoop(timeUsed = 0) {
let t = Date.now();
// Game logic, check if bullet intersects
PHYSICS.bulletsHit(gamestate);
//check if bullets removeable
GAMESTATE.removeBullets(gamestate.bullets, BOARD_SIZE);
GAMESTATE.removePortals(gamestate.portals, PORTAL_LIFETIME);
// send to every client
io.emit("update", {
gamestate: gamestate
});
t = Date.now() - t;
setTimeout(function() {
mainLoop(t);
}, SLEEP_TIME - timeUsed);
gamestate.ticks++;
}
mainLoop();