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index.js
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'use strict';
const express = require('express');
const app = express();
const http = require('http').Server(app);
const io = require('socket.io')(http);
const fs = require('fs');
const path = require('path');
const gid = require('./game/game-init-data');
const cd = require('./game/collision-detection');
const bps = require('./game/binary-protocol-server');
const ms = require('./game/movements');
const PORT = process.env.PORT || 3000;
const playersPerRoomLimit = 2;
const gameLoopTimeOut = 20;
// game variables, to be used with something like Redis
let rooms = {};
let notFullRoomsStack = [];
http.listen(PORT, function() {
console.log('listening on port: ' + PORT);
});
app.use(express.static(path.join(__dirname, 'public')));
app.get('/', function(req, res) {
res.sendFile(__dirname + '/public/index.html');
});
io.on('connection', function(socket) {
if (notFullRoomsStack.length > 0) {
// add player to existing room
let roomName = notFullRoomsStack[notFullRoomsStack.length-1];
socket.join(roomName);
for (let i = 0; i < rooms[roomName].sockets.length; i++) {
if (rooms[roomName].sockets[i].gamePlayerNumber != i + 1) {
socket.gamePlayerNumber = i + 1;
};
};
if (!socket.gamePlayerNumber) socket.gamePlayerNumber = rooms[roomName].sockets.length + 1;
rooms[roomName].sockets.push({
"socket_id" : socket.id,
"gamePlayerNumber" : socket.gamePlayerNumber
});
socket.gameRoomName = roomName;
rooms[roomName].ships[socket.gamePlayerNumber] = gid.getPlayerShip(rooms[roomName].gameData);
rooms[roomName].ships[socket.gamePlayerNumber].playerNumber = socket.gamePlayerNumber;
// send data
io.sockets.to(socket.id).emit('init-data', rooms[roomName].gameData);
io.to(roomName).emit("new-ship-in-room", rooms[roomName].ships);
// if the room became full - remove it from notFullRoomsStack
if (rooms[roomName].sockets.length >= playersPerRoomLimit) {
notFullRoomsStack.pop();
};
console.log(socket.gamePlayerNumber + " joined room " + roomName);
} else {
// create new room and add player to it
let roomName = socket.id;
socket.gameRoomName = roomName;
socket.gamePlayerNumber = 1;
rooms[roomName] = {
"roomName" : roomName,
"sockets" : [{
"socket_id" : socket.id,
"gamePlayerNumber" : socket.gamePlayerNumber
}],
"ships" : {},
"gameData" : gid.getInitData(),
"gameLoop " : null
};
rooms[roomName].ships[socket.gamePlayerNumber] = gid.getPlayerShip(rooms[roomName].gameData);
rooms[roomName].ships[socket.gamePlayerNumber].playerNumber = socket.gamePlayerNumber;
// add new room to notFullRoomsStack
notFullRoomsStack.unshift(roomName);
// send data
io.sockets.to(socket.id).emit('init-data', rooms[roomName].gameData);
io.to(roomName).emit("new-ship-in-room", rooms[roomName].ships);
// start game in room
rooms[roomName].gameLoop = setTimeout(gameLoopNextIteration, gameLoopTimeOut, roomName);
console.log("new room created: ", roomName);
console.log(socket.gamePlayerNumber + " joined room " + roomName);
};
socket.on('disconnect', function() {
// remove player from room
for (let i = 0; i < rooms[socket.gameRoomName].sockets.length; i++) {
if (rooms[socket.gameRoomName].sockets[i].socket_id == socket.id) {
rooms[socket.gameRoomName].sockets.splice(i, 1);
};
};
console.log(socket.gamePlayerNumber + " left room " + socket.gameRoomName);
// if the room became empty - delete it
if (rooms[socket.gameRoomName].sockets.length < 1) {
delete rooms[socket.gameRoomName];
notFullRoomsStack.splice(notFullRoomsStack.indexOf(socket.gameRoomName), 1);
console.log("room deleted: ", socket.gameRoomName);
// else inform others in the room that this player disconnected
} else {
delete rooms[socket.gameRoomName].ships[socket.gamePlayerNumber];
io.to(socket.gameRoomName).emit("player-disconnected", socket.gamePlayerNumber);
notFullRoomsStack.unshift(socket.gameRoomName);
};
});
socket.on('ship moved', function(clientX) {
ms.moveShip(rooms[socket.gameRoomName].ships[socket.gamePlayerNumber], new Buffer(clientX).readInt16BE());
});
socket.on('fire left weapon', function() {
ms.fireLeftWeapon(rooms[socket.gameRoomName].gameData, rooms[socket.gameRoomName].ships[socket.gamePlayerNumber]);
});
socket.on('fire right weapon', function() {
ms.fireRightWeapon(rooms[socket.gameRoomName].gameData, rooms[socket.gameRoomName].ships[socket.gamePlayerNumber]);
});
});
function gameLoopNextIteration(roomName) {
if (rooms[roomName]) {
let room = rooms[roomName];
ms.moveStarsAndAsteroids(room.gameData.starsYellow, room.gameData.starsSpeed, room.gameData.canvasWidth, room.gameData.canvasHeight);
ms.moveStarsAndAsteroids(room.gameData.starsWhite, room.gameData.starsSpeed, room.gameData.canvasWidth, room.gameData.canvasHeight);
ms.moveProjectiles(room.gameData.projectiles, room.gameData.projectilesSpeed);
cd.asteroidsProjectilesCollisionDetection(room.gameData);
ms.moveStarsAndAsteroids(room.gameData.asteroids1, room.gameData.asteroidsSpeed, room.gameData.canvasWidth, room.gameData.canvasHeight);
ms.moveStarsAndAsteroids(room.gameData.asteroids2, room.gameData.asteroidsSpeed, room.gameData.canvasWidth, room.gameData.canvasHeight);
ms.moveStarsAndAsteroids(room.gameData.asteroids3, room.gameData.asteroidsSpeed, room.gameData.canvasWidth, room.gameData.canvasHeight);
cd.asteroidsPlayersShipsCollisionDetection(room);
io.to(roomName).emit("binary-data", bps.dynamicDataToBinary(room));
room.gameLoop = setTimeout(gameLoopNextIteration, gameLoopTimeOut, roomName);
};
};