game: core: use server game calulation form

This commit is contained in:
2024-01-17 14:23:23 +01:00
parent b2dc43c1d8
commit 2bd0624100
15 changed files with 274 additions and 110 deletions

View File

@ -1,7 +1,10 @@
import { sleep } from "../../utils/sleep.js";
import { Ball } from "./Ball.js";
import { GameConfig } from "./GameConfig.js"
import { MyPlayer } from "./MyPlayer.js";
import { Player } from "./Player.js";
import { Time } from "./Time.js";
import { Wall } from "./Wall.js";
class Game
{
@ -15,8 +18,6 @@ class Game
*/
this.client = client;
this.id = id;
this.keys_pressed = [];
this.last_pos = null
}
async init()
@ -43,60 +44,33 @@ class Game
if (ret !== 0)
return ret;
this.players = [];
response_data.players_id.forEach(player_id => {
let player = new Player(player_id, 0.5, 0, this, 0, 0, 0, 0);
this.players.push(player);
});
this.ball = new Ball(this);
this.time = new Time();
this.last_pos = null
this._inited = false;
this._wall_drew = false;
return 0;
}
draw_wall(ctx, stop_x, stop_y)
draw_sides(ctx)
{
ctx.lineTo(stop_x, stop_y);
}
draw_sides(ctx, nb_sides)
{
let start_x,
start_y,
stop_x,
stop_y;
let radius = Math.min(this.config.size_x, this.config.size_y) / 2 - 10;
for (let i = 0; i <= nb_sides; i++)
if (this._wall_drew !== true)
{
let angle = (i * 2 * Math.PI / nb_sides) + (Math.PI * 3 / 4);
stop_x = this.config.center_x + radius * Math.cos(angle);
stop_y = this.config.center_y + radius * Math.sin(angle);
if (i == 0)
ctx.moveTo(stop_x, start_y);
if (i % 2 == 0)
this.draw_wall(ctx, stop_x, stop_y);
else
this.players[(i - 1) / 2].draw(ctx);
start_x = stop_x;
start_y = stop_y;
this.walls.forEach(wall => {
wall.draw(ctx);
});
}
this.players.forEach(player => {
player.draw(ctx);
});
this._wall_drew = true;
}
draw(ctx)
{
ctx.beginPath()
ctx.clearRect(0, 0, this.config.size_x, this.config.size_y);
this.draw_sides(ctx, (this.players_id.length) * 2);
this.draw_sides(ctx);
this.ball.draw(ctx);
ctx.strokeStyle = "#000000";
ctx.lineWidth = 10;
ctx.stroke();
}
_send(data)
@ -134,24 +108,54 @@ class Game
})
}
_update_ball(data)
{
this.ball.position_x = data.position_x;
this.ball.position_y = data.position_y;
this.ball.velocity_x = data.velocity_x;
this.ball.velocity_y = data.velocity_y;
}
_update(data)
{
console.log("bozo2", data)
if (data.detail === "update_paddles")
this._update_paddles(data);
else if (data.detail === "update_ball")
this._update_ball(data);
else if (data.detail === "init_game")
this._init_game(data)
}
join()
_init_game(data)
{
const ball_data = data.ball;
this.ball = new Ball(this, ball_data.position_x, ball_data.position_y, ball_data.velocity_x, ball_data.velocity_y);
this.walls = [];
const walls_data = data.walls;
walls_data.forEach((wall_data) => {
this.walls.push(new Wall(wall_data.rail_start_x,
wall_data.rail_start_y,
wall_data.rail_stop_x,
wall_data.rail_stop_y));
});
this.players = []
const players_data = data.players;
players_data.forEach((player_data) => {
this.players.push(new Player(player_data.user_id,
this,
player_data.rail_start_x,
player_data.rail_start_y,
player_data.rail_stop_x,
player_data.rail_stop_y,
player_data.nb_goal,
player_data.position
));
});
this._inited = true;
}
async wait_init()
{
while (this._inited !== true)
await sleep(100);
}
async join()
{
if (this.started !== true || this.finished === true)
{
@ -167,6 +171,8 @@ class Game
const data = JSON.parse(event.data);
this._update(data);
};
return this.wait_init();
}
leave()