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gameEngine.js
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384 lines (318 loc) · 11.3 KB
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var util = require('util');
var EventEmitter = require('events').EventEmitter;
var worldWidth = 1000;
var worldHeight = 1000;
var minimumSizeDifferenceForEating = 3;
var minimumSplitSize = 10;
var speedMultiplier = 2;
var nextFoodId = 0;
function Blobby(playerId, instanceId, x, y, size, colour, name, isGhost, splitFraction) {
this.playerId = playerId;
this.instanceId = instanceId;
this.x = x;
this.y = y;
this.size = size;
this.colour = colour;
this.name = name;
this.isGhost = isGhost;
this.splitFraction = splitFraction;
this.getSpeed = function() {
return Math.max((4000 - this.getArea()) / 800, 1);
};
this.getArea = function() {
return Math.PI * (this.size * this.size);
};
this.distanceBetween = function(blobby) {
var vector = {
x: blobby.x - this.x,
y: blobby.y - this.y
};
return Math.abs(calculateVectorMagnitude(vector));
};
this.overlaps = function(blobby) {
if (this.isGhost == true) {
return false;
}
var distanceBetweenBlobbies = this.distanceBetween(blobby);
return distanceBetweenBlobbies < this.size + blobby.size;
};
this.increaseSize = function(blobby) {
var area = this.getArea();
var blobbyArea = blobby.getArea();
this.size = Math.sqrt((blobbyArea + area) / Math.PI);
};
this.decreaseSize = function(blobby) {
var area = this.getArea();
var blobbyArea = blobby.getArea();
this.size = Math.sqrt((area - blobbyArea) / Math.PI);
};
this.canSplit = function() {
return this.size > minimumSplitSize;
}
this.splitAndCreateNewBlobby = function(mousePos) {
var newBlobbySize = this.size * this.splitFraction;
var unitVector = calculateUnitVectorFromOrigin(mousePos);
var offsetVector = multiplyVectorByScalar(unitVector, this.size * 3);
var newBlobby = new Blobby(playerId, 'instance '+new Date().getTime(), this.x + offsetVector.x, this.y + offsetVector.y, newBlobbySize, this.colour, this.name, this.isGhost, this.splitFraction)
this.decreaseSize(newBlobby);
return newBlobby;
}
}
function FoodDelta() {
this.newFood = [];
this.eatenFood = [];
}
function GameEngine() {
EventEmitter.call(this);
var mousePoses = [];
var foodDeltas = [];
var gameState = {
food: [],
players: []
};
var running = false;
var timeOfLastFood = new Date();
this.updateClientState = function(newClientState, playerId) {
if (newClientState.mousePos != undefined) {
mousePoses[playerId] = newClientState.mousePos;
}
if (newClientState.name != undefined) {
for (var i = gameState.players.length - 1; i >= 0; i--) {
if (gameState.players[i].playerId === playerId) {
gameState.players[i].name = newClientState.name;
}
}
}
if (newClientState.isGhost != undefined) {
for (var i = gameState.players.length - 1; i >= 0; i--) {
if (gameState.players[i].playerId === playerId) {
gameState.players[i].isGhost = newClientState.isGhost;
}
}
}
if (newClientState.colour != undefined) {
for (var i = gameState.players.length - 1; i >= 0; i--) {
if (gameState.players[i].playerId === playerId) {
gameState.players[i].colour = newClientState.colour;
}
}
}
if (newClientState.splitFraction != undefined) {
for (var i = gameState.players.length - 1; i >= 0; i--) {
if (gameState.players[i].playerId === playerId) {
gameState.players[i].splitFraction = newClientState.splitFraction;
}
}
}
if (newClientState.requestedAction === 'split') {
var mousePos = mousePoses[playerId];
//Have to search forwards in this case, as want to split the first blobby for player
for (var i = 0; i < gameState.players.length; i++) {
if (gameState.players[i].playerId === playerId) {
if (gameState.players[i].canSplit() && mousePos != undefined) {
var newBlobby = gameState.players[i].splitAndCreateNewBlobby(mousePos);
gameState.players.push(newBlobby);
}
break;
}
}
}
};
this.addPlayer = function(playerId) {
this.ensureStarted();
gameState.players.push(new Blobby(playerId, 'initial', 500, 500, 15, 'green', 'player', true, 0.5));
foodDeltas[playerId] = new FoodDelta();
for (var i = 0; i < gameState.food.length; i++) {
foodDeltas[playerId].newFood.push(gameState.food[i]);
}
};
this.removePlayer = function(playerId) {
for (var i = gameState.players.length - 1; i >= 0; i--) {
if (gameState.players[i].playerId === playerId) {
gameState.players.splice(i, 1);
}
}
delete foodDeltas[playerId];
if (gameState.players.length == 0) {
stop();
}
};
this.createMyStateDeltaString = function(playerId) {
var gameStateDeltaForId = {
foodDelta: [],
players: [],
me: null
};
gameStateDeltaForId.foodDelta = foodDeltas[playerId];
for (var i = 0; i < gameState.players.length; i++) {
if ((gameState.players[i].playerId === playerId) && (gameStateDeltaForId.me === null)) {
gameStateDeltaForId.me = gameState.players[i];
} else {
gameStateDeltaForId.players.push(gameState.players[i]);
}
}
var string = JSON.stringify(gameStateDeltaForId);
foodDeltas[playerId].newFood = [];
foodDeltas[playerId].eatenFood = [];
return string;
};
this.gameLoop = function() {
updateBlobbies();
if ((new Date() - timeOfLastFood) > 5000) {
addFoods(3);
}
this.emit("gameStateUpdated", gameState);
var self = this;
setTimeout(function() {
if (running) {
self.gameLoop();
}
}, 1000/(60 / speedMultiplier));
};
this.ensureStarted = function() {
if (!running) {
console.log("Starting game engine");
reset();
running = true;
this.gameLoop();
}
};
function stop() {
if (running) {
running = false;
console.log("Stopped game engine");
}
}
function reset() {
mousePoses = [];
gameState = {
food: [],
players: []
};
addFoods(100);
}
function addFoods(n) {
for (var i=0; i<n; i++) {
addFood();
}
}
function addFood() {
var foodX = Math.floor(Math.random() * worldWidth);
var foodY = Math.floor(Math.random() * worldHeight);
var food = new Blobby("food " + (nextFoodId++), 'initial', foodX, foodY, 5, 'yellow', undefined, undefined, 0.5);
gameState.food.push(food);
addNewFoodToDeltas(food);
timeOfLastFood = new Date();
}
function addNewFoodToDeltas(food) {
for (var key in foodDeltas) {
if (foodDeltas.hasOwnProperty(key)) {
foodDeltas[key].newFood.push(food)
}
}
}
function addEatenFoodToDeltas(food) {
for (var key in foodDeltas) {
if (foodDeltas.hasOwnProperty(key)) {
foodDeltas[key].eatenFood.push(food.playerId)
}
}
}
function updateBlobbies() {
for (var i = gameState.players.length - 1; i >= 0; i--) {
var player = gameState.players[i];
var mousePos = mousePoses[player.playerId];
if (mousePos != undefined) {
updateBlobby(mousePos, player);
if (handleBlobbyOverlap(player, i)) {
i = gameState.players.length - 1;
continue;
}
}
}
}
function updateBlobby(mousePos, player) {
var unitVector = calculateUnitVectorFromOrigin(mousePos);
var speed = player.getSpeed() * speedMultiplier;
var vector = {
x: unitVector.x * speed,
y: unitVector.y * speed
};
if ((mousePos.x > 5) && (player.x < worldWidth)) {
player.x += vector.x;
} else if ((mousePos.x < -5) && (player.x > 0)) {
player.x += vector.x;
} else {
vector.x = 0;
}
if ((mousePos.y > 5) && (player.y < worldHeight)) {
player.y += vector.y;
} else if ((mousePos.y < -5) && (player.y > 0)) {
player.y += vector.y;
} else {
vector.y = 0;
}
player.vector = vector;
}
function handleBlobbyOverlap(player, playerIndex) {
for (var i = gameState.food.length - 1; i >= 0; i--) {
var food = gameState.food[i];
if (player.overlaps(food)) {
if (player.size > (food.size + minimumSizeDifferenceForEating)) {
player.increaseSize(food);
gameState.food.splice(i, 1);
addEatenFoodToDeltas(food);
}
}
}
for (var i = gameState.players.length - 1; i >= 0; i--) {
var otherPlayer = gameState.players[i];
if (player.overlaps(otherPlayer)) {
if (player.playerId != otherPlayer.playerId) {
if (player.size > (otherPlayer.size + minimumSizeDifferenceForEating)) {
player.increaseSize(otherPlayer);
gameState.players.splice(i, 1);
} else if (otherPlayer.size > (player.size + minimumSizeDifferenceForEating)) {
otherPlayer.increaseSize(player);
gameState.players.splice(playerIndex, 1);
return true;
}
} else {
if ((player.instanceId != otherPlayer.instanceId) && (playerIndex < i) && (player.distanceBetween(otherPlayer) < Math.max(player.size, otherPlayer.size) * 0.5)) {
player.increaseSize(otherPlayer);
gameState.players.splice(i, 1);
}
}
}
}
return false;
}
}
function calculateUnitVectorFromOrigin(point) {
return calculateUnitVector({
x: 0,
y: 0
}, point);
}
function calculateUnitVector(pointA, pointB) {
var vector = {
x: pointB.x - pointA.x,
y: pointB.y - pointA.y
};
var magnitude = calculateVectorMagnitude(vector);
return {
x: vector.x / magnitude,
y: vector.y / magnitude
};
}
function calculateVectorMagnitude(vector) {
return Math.sqrt((vector.x * vector.x) + (vector.y * vector.y));
}
function multiplyVectorByScalar(vector, scalar) {
return {
x: vector.x * scalar,
y: vector.y * scalar
};
}
util.inherits(GameEngine, EventEmitter);
module.exports = GameEngine;