Page MenuHomePhabricator

No OneTemporary

diff --git a/scripts/network.js b/scripts/network.js
index a798bd6..e185445 100644
--- a/scripts/network.js
+++ b/scripts/network.js
@@ -1,296 +1,306 @@
/*
* 3DCycles - A lightcycle game.
* Copyright (C) 2019 Glen Harpring
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
function connectTo(host,port)
{
hideMenu(); engine.inputState = "";
try
{
var connection = new WebSocket('ws'+(settings.CONNECT_SSL?'s':'')+'://'+host+':'+port);
connection.onmessage = connectionHandler;
connection.onerror = function(e)
{
console.log(e); var msg;
if(engine.network)
{
engine.console.print(msg="An error occurred with the connection.");
}
else
{
engine.console.print(msg="Couldn't connect to server. Please ensure that you have the right host and port.");
}
disconnectFromGame();menu("leave");showMenu();
menu("menu:");
document.getElementById('menu').innerHTML = "<h1>Connection Error</h1><div style='text-align:left;font-size:11pt'>"+msg+"</div>";
}
connection.onclose = function(e)
{
console.log(e); var msg;
if(engine.network)
{
engine.console.print(msg="Our connection with the server has been terminated.");
msg += " ";
if(e.reason == "") engine.console.print(msg+="No reason given.\n"); else engine.console.print(msg+="Reason: "+e.reason+"\n");
disconnectFromGame();menu("leave");showMenu();
menu("menu:");
document.getElementById('menu').innerHTML = "<h1>Connection Terminated</h1><div style='text-align:left;font-size:11pt'>"+msg+"</div>";
}
}
return connection;
}
catch(e)
{
engine.console.print(e+"\n");
disconnectFromGame();menu("leave");showMenu();
menu("menu:");
document.getElementById('menu').innerHTML = "<h1>An error occurred</h1><div style='text-align:left;font-size:11pt'>"+e+"</div>";
}
}
function doNetSlide(cycle,timestep=1)
{
timestep *= settings.CYCLE_SMOOTH_TIME;
if(timestep > 1) timestep = 1;
cycle.lastpos.x = (cycle.position.x += (cycle.newPos.x-cycle.position.x)*timestep);
cycle.lastpos.y = (cycle.position.y += (cycle.newPos.y-cycle.position.y)*timestep);
cycle.resetCurrWallSegment();
if(cycle.position.x == cycle.newPos.x && cycle.position.y == cycle.newPos.y) delete cycle.newPos;
}
function connectionHandler(e)
{
//console.log(e);
var msg = JSON.parse(e.data);
switch(msg.type)
{
case "ping": engine.connection.send('{"type":"pong"}'); break;
case "endRound": if(inround()) endRound(); break;
- case "newRound": if(!inround()) newRound(); break;
+ case "newRound":
+ if(!engine.playGame) playGame();
+ else if(!inround()) newRound();
+ break;
case "setting":
console.log(e);
netcfg(msg.setting,""+msg.data);
break;
case "con":
engine.console.print(msg.data);
break;
case "cen":
centerMessage(msg.data.msg,msg.data.time);
break;
case "syncdata":
console.log(msg.gtime);
engine.connection.send(JSON.stringify({type:"player",data:settings.player}));
if(typeof(msg.netid) != "undefined")
{
engine.activePlayer = msg.netid||0; //we got id
engine.network = true;
if(!engine.scene) init();
//endRound();
}
//engine.totalPauseTime += (msg.gtime||0)-engine.gtime;
if(msg.gtime !== undefined) engine.gtime = msg.gtime;
break;
case "leave":
if(engine.players[msg.data])
{
if(msg.data == engine.activePlayer)
{
console.warn("Player being deleted is ours.");
}
if(msg.data == engine.viewTarget)
{
changeViewTarget(1);
}
if(engine.players[msg.data].alive) engine.players[msg.data].kill();
engine.players.splice(msg.data,1);
updateScoreBoard();
}
else
{
console.warn("Left player doesn't seem to exist.");
}
break;
case "playerdata":
console.log(msg.data);
for(var i=msg.data.length;i--;) if(typeof(msg.data[i]) != "undefined")
{
var data = msg.data[i];
if(!engine.players[data.netid])
{
var cycleinfo;
data.ai = false; // AIs should be exclusively handled by the server. Maybe a different solution in the future?
engine.players[data.netid] = new Player(cycleinfo={
x:data.x||0, y:data.y||0, z:data.z||0, dir:data.dir||0, ai:data.ai||false,
name:data.name||"1",
cycleColor:data.cycleColor, tailColor:data.tailColor,
engineType:data.engineType||settings.player.engineType,
});
console.log(data);
engine.players[data.netid].spawn(cycleinfo,false);
audioMixing(engine.players[data.netid]);
}
else
{
engine.players[data.netid].name = data.name;
engine.players[data.netid].cycleColor = data.cycleColor;
engine.players[data.netid].tailColor = data.tailColor;
}
}
break;
case "griddata":
if(!engine.playGame) playGame();
//console.log(msg.data);
engine.gtime = (performance.now()/settings.TIME_FACTOR)-engine.timeStart-engine.totalPauseTime-4000;
if(msg.gtime > engine.gtime)
{
engine.gtime = msg.gtime;
//console.log("S: ",msg.gtime-engine.gtime);
}
var delta = engine.gtime-(msg.gtime);
var timestep = delta/1000;
//var delta = timestep*1000;
for(var i=msg.data.length;i--;)
if(typeof(msg.data[i]) != "undefined")
{
var data = msg.data[i];
var cycle = engine.players[data.netid];
if(cycle.alive != data.alive)
{
if(cycle.alive == true) cycle.killAt(data.position[0],data.position[1],data.position[2]);
else cycle.spawn({x:data.position[0],y:data.position[1],z:data.position[2]},(!!data.spawntime));
delete cycle.newPos;
}
cycle.speed = data.speed; cycle.rubber = data.rubber;
if(cycle.alive)
{
var olddir = cycle.rotation.z, newdir = deg2rad(data.direction||0);
if(!data.wall && normalizeRad(olddir) == normalizeRad(newdir) && isFinite(data.position[0]) && isFinite(data.position[1])) //slide to position
{
if(!cycle.newPos) cycle.newPos = new THREE.Vector2(cycle.position.x,cycle.position.y);
cycle.newPos.x = data.position[0]; cycle.newPos.y = data.position[1];
+
+ if(!cycle.handleNetTurn)
+ {
+ doNetSlide(cycle,Infinity);
+ cycle.handleNetTurn = true;
+ }
}
- else //jump straight to the position, we're doing a turn
- {
+ else if(cycle.handleNetTurn) //jump straight to the position, we're doing a turn
+ { //also, don't handle updates until our last turn has been sent by the server
cycle.lastpos.x = cycle.position.x = data.position[0]||0;
cycle.lastpos.y = cycle.position.y = data.position[1]||0;
delete cycle.newPos;
- if(data.wall) { cycle.walls.map = data.wall; cycle.resetWall(false); }
cycle.gameTime = Math.max(0,msg.gtime);
}
+ if(data.wall) { cycle.walls.map = data.wall; cycle.resetWall(false); }
+
cycle.lastpos.z = cycle.position.z = data.position[2]||0;
if(cycle.haswall)
{
if(rad2deg(olddir) == rad2deg(newdir))
{
cycle.walls.map[cycle.walls.map.length-1] = [cycle.position.x,cycle.position.y];
}
else
{
cycle.rotation.z = newdir;
var wallmod = cycle.walls.children[cycle.walls.children.length-1];
cycle.newWallSegment();
}
}
else
{
cycle.rotation.z = newdir;
}
}
//if(isFinite(timestep)) cycle.update(timestep);
}
if(!engine.lastPingTime) engine.players[engine.activePlayer].ping = parseInt(delta);
updateScoreBoard(); //console.log(timestep);
break;
case "scoredata":
for(var i=msg.data.length;i--;)
if(typeof(msg.data[i]) != "undefined")
{
var data = msg.data[i];
var cycle = engine.players[data.netid];
cycle.chatting = data.chatting||false;
cycle.ping = data.ping||0;
cycle.score = data.score||0;
engine.lastPingTime = performance.now();
}
updateScoreBoard();
break;
case "zone":
for(var i=msg.data.length-1;i>=0;--i) if(msg.data[i])
{
var zone = msg.data[i];
if(zone.destroyed)
{
if(engine.zones[zone.id])
{
engine.zones[zone.id].destroy();
}
}
else if(engine.zones[zone.id])
{
//maybe a bit hacky but it's the best way I can think of to ensure everything is correct, short of destroying and recreating the zone entirely (which would likely be too slow)
engine.zones[zone.id].constructor(zone);
}
else
{
try
{
var s = new Zone(zone).spawn();
//we don't need to process the zone ourselves (as that will all be handled by the server), however we should still know the type for our chatbot.
s.netObject = true;
}
catch(e)
{
engine.console.print("0xff7f7fAn error occurred when syncing zones. You may be missing some important elements of the game.\n");
console.error(e);
}
}
}
break;
}
}
function connectToGame()
{
if(!engine.connection)
{
engine.connection = connectTo(settings.CONNECT_HOST,settings.CONNECT_PORT)
}
}
function disconnectFromGame()
{
if(engine.connection && engine.connection.close) engine.connection.close();
engine.connection = engine.network = false;
engine.viewTarget = engine.activePlayer = 0;
for(var i=netChanged.length-1;i>=0;--i)
{
chsetting(netChanged[i][0],netChanged[i][1],true);
}
netChanged = [];
}
diff --git a/scripts/player.js b/scripts/player.js
index 45cc6b3..aa8d01f 100644
--- a/scripts/player.js
+++ b/scripts/player.js
@@ -1,608 +1,609 @@
/*
* 3DCycles - A lightcycle game.
* Copyright (C) 2019 Glen Harpring
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//if(typeof(THREE) == "undefined") var THREE = require('./lib/Three.js');
class Player extends THREE.Object3D
{
softReset() //! Resets the cycle state to default variables
{
this.speed = 0;
this.lastSpeed = this.speed;
this.rubber = 0;
this.brakes = 1;
this.braking = false;
this.boosting = false;
this.boost = 0;
this.dedtime = 0;
this.alive = false;
this.collidetime = Infinity;
this.sensor = {left:Infinity,right:Infinity,front:Infinity};
this.dir = {front:[0,0],left:[0,0],right:[0,0]};
this.minDistance = {front:settings.CYCLE_RUBBER_MINDISTANCE};
this.turnQueue = [];
this.lastTurnTime = 0;
this.gameTime = 0;
+ this.handleNetTurn = true;
}
hardReset() //! Same as soft reset but resets all varaibles
{
this.softReset();
this.score = 0;
this.ping = 0;
}
getColoredName() //! Name with colors...
{
switch(typeof(this.tailColor))
{
case "string":
return this.tailColor.replace("#","0x")+this.name;
case "object":
return "0x"+this.tailColor.getHexString()+this.name;
case "number":
var color = this.tailColor.toString(16);
color = ("0".repeat(6-color.length))+color;
return "0x"+color+this.name;
default:
console.warn("Can't get color");
return "0xRESETT"+this.name;
}
}
getBoringName() //! Name without colors...
{
return removeColors(cycle.name);
}
newWallSegment() //should be called on turns
{
var adj = 0.7, wmap = this.walls.map, dirmult = this.dir.front;
wmap[wmap.length-1] = [this.position.x,this.position.y,this.position.z];
wmap[wmap.length] = [this.position.x,this.position.y,this.position.z];
this.resetCurrWallSegment(false,1);
var wall = newWall(this.tailColor,this.position.x,this.position.y,this.position.z);
var adjx = (dirmult[0]*adj), adjy = (dirmult[1]*adj);
wall.scale.x -= adjx/wall.size; wall.scale.y -= adjy/wall.size;
this.walls.add(wall);
}
/*recalcCurrWallLength(tocurrpos=false)
{
var adj = 0.7, dirmult = this.dir.front, wall = this.walls.children[this.walls.children.length-1];
var adjx = (dirmult[0]*adj), adjy = (dirmult[1]*adj);
wall.scale.x += adjx/wall.size; wall.scale.y += adjy/wall.size;
this.resetCurrWallSegment(tocurrpos,0,true);
wall.scale.x -= adjx/wall.size; wall.scale.y -= adjy/wall.size;
}*/
resetCurrWallSegment(tocurrpos=false,offset=0,breakWallLength=false) //! Redoes the current 3D wall segment to the actual wall segment.
{
var wmap = this.walls.map;
var oldwall = this.walls.children[this.walls.children.length-1];
if(breakWallLength)
{
var sizex = oldwall.scale.x*oldwall.size,sizey = oldwall.scale.y*oldwall.size;
this.walls.netLength -= Math.sqrt((sizex*sizex)+(sizey*sizey));
}
if(typeof(wmap[wmap.length-3]) == "undefined")
{
console.warn("Wall was undefined when trying to calculate wall size");
//console.log();
return;
}
if(tocurrpos)
{
wmap[wmap.length-2] = [this.position.x,this.position.y,this.position.z];
}
var a = 2+offset, b=1+offset;
oldwall.position.set(wmap[wmap.length-a][0],wmap[wmap.length-a][1],wmap[wmap.length-3][2]||0);
oldwall.scale.x = (wmap[wmap.length-b][0]-wmap[wmap.length-a][0])/oldwall.size||1;
oldwall.scale.y = (wmap[wmap.length-b][1]-wmap[wmap.length-a][1])/oldwall.size||1;
if(breakWallLength)
{
var sizex = oldwall.scale.x*oldwall.size,sizey = oldwall.scale.y*oldwall.size;
this.walls.netLength += Math.sqrt((sizex*sizex)+(sizey*sizey));
}
else
{
this.calcWallLength();
}
}
calcWallLength(cycle) //! sets the actual wall length
{
var wmap = this.walls.map;
this.walls.netLength = 0;
for(var x=wmap.length;x>=0;x--)
{
if(wmap[x+1] !== undefined)
{
var p1=wmap[x],p2=wmap[x+1];
this.walls.netLength += pointDistance(p1[0],p1[1],p2[0],p2[1]);
}
}
return this.walls.netLength;
}
resetWall(cycle,full=true) //! Completely redoes the 3D wall according to the actual wall
{
if(full === true)
{
for(var x=0,len=this.walls.children.length;x<len;x++)
{
this.walls.remove(this.walls.children[x]);
}
}
var wmap = this.walls.map, wallmod;
for(var x=1,len=wmap.length;x<len;x++)
{
if(full === true)
{
this.walls.add(wallmod = newWall(this.tailColor,wmap[x][0],wmap[x][1],wmap[x][2]));
}
else
{
wallmod = this.walls.children[x-1];
wallmod.position.set(wmap[x][0],wmap[x][1],wmap[x][2]||0);
}
wallmod.scale.x = (wmap[x-1][0]-wmap[x][0])/wallmod.size;
wallmod.scale.y = (wmap[x-1][1]-wmap[x][1])/wallmod.size;
}
if(full !== true)
{
for(;x<this.walls.length;x++)
{
this.walls.remove(this.walls.children[x]);
}
}
this.calcWallLength();
}
turn(dir)
{
if(dir != -1 && dir != 1) return false;
this.turnQueue.push(dir);
}
turnAbs(dirX,dirY)
{
var ang = Math.atan2(this.position.y+dirY,this.position.x+dirX);
centerMessage(ang,500);
if(ang > Math.PI)
{
return this.turn(1);
}
else if(ang != 0)
{
return this.turn(-1);
}
}
spawn(cfg,respawn=true,update=true)
{
//configure cycle
this.softReset();
this.position.set(cfg.x,cfg.y,cfg.z);
this.lastpos = this.position.clone();
this.rotation.set(0,0,cfg.dir);
this.lastdir = {front:0};
this.alive = true;
this.speed = settings.CYCLE_START_SPEED;
this.gameTime = this.spawntime = Math.max(0,engine.gtime);
this.haswall = !(respawn||settings.CYCLE_FIRST_SPAWN_PROTECTION);
//walls
if(this.haswall)
{
this.walls = createWall(this,cfg.x,cfg.y,cfg.z);
engine.scene.add(this.walls);
}
if(this.audio) this.audio.panner.connect(ctx.destination);
engine.scene.add(this);
if(update) updateScoreBoard();
if(this == engine.players[engine.activePlayer]) engine.viewTarget = engine.activePlayer;
}
kill()
{
this.resetCurrWallSegment();
this.alive = false; this.dedtime = performance.now();
engine.scene.remove(this);
if(this == engine.players[engine.viewTarget] && !engine.dedicated)
setTimeout(function(){if(!engine.players[engine.viewTarget].alive)changeViewTarget()},3000);
if(this.audio)
{
this.audio.panner.disconnect();
playSound(bufferLoader.bufferList[this.engineType+6],0.5,1,false,ctx.destination);
spawnExplosion(this.position,this.cycleColor,this.tailColor);
}
updateScoreBoard();
if(engine.dedicated)
{
var alive = 0, aliveAI = 0;
for(var x=engine.players.length-1;x>=0;--x) if(engine.players[x])
{
if(engine.players[x].alive)
{
alive++;
if(engine.players[x].AI) aliveAI++;
}
}
if(alive==aliveAI) changeViewTarget(0); //this will handle the finish type stuff
}
}
killAt(position,y=false,z=false)
{
if(y !== false) var x = position;
else var x=position.x,y=position.y,z=position.z;
this.position.set(x,y,z===false?this.position.z:z);
this.kill();
}
killIn(timestep)
{
this.update(timestep);
this.kill();
}
doChat(msg)
{
if(engine.network)
{
engine.connection.send(JSON.stringify({type:"chat",data:msg}));
}
else
{
engine.console.print(this.getColoredName()+"0xffff7f: "+msg+"\n");
if(engine.dedicated) {}
}
}
update(timestep=false) //! Simulates game movement on cycles
{
if(timestep === false) { timestep = (engine.gtime-this.gameTime)/1000; }
this.gameTime += timestep*1000;
//var timeElapsed = engine.gtime;
var timeElapsed = this.gameTime;
//movement
var acceleration = 0;
if(this.braking)
{
if(this.brakes > 0)
{
acceleration -= settings.CYCLE_BRAKE;
this.brakes -= timestep*settings.CYCLE_BRAKE_DEPLETE;
}
}
else if(this.brakes < 1)
{
this.brakes += timestep*settings.CYCLE_BRAKE_REFILL;
}
if(this.brakes > 1) this.brakes = 1;
else if(this.brakes < 0) this.brakes = 0;
if(this.boosting)
acceleration += settings.CYCLE_BOOST;
if(this.speed < settings.CYCLE_SPEED)
{
acceleration += (settings.CYCLE_SPEED-this.speed)*settings.CYCLE_SPEED_DECAY_BELOW;
}
else if(this.speed > settings.CYCLE_SPEED)
{
acceleration += (settings.CYCLE_SPEED-this.speed)*settings.CYCLE_SPEED_DECAY_ABOVE;
}
if(this.sensor.left < settings.CYCLE_WALL_NEAR || this.sensor.right < settings.CYCLE_WALL_NEAR)
{
var wallAccel = settings.CYCLE_ACCEL;
if(wallAccel != 0) //don't bother if there's no accel
{
var accelMult = [(settings.CYCLE_WALL_NEAR-this.sensor.left)/settings.CYCLE_WALL_NEAR,(settings.CYCLE_WALL_NEAR-this.sensor.right)/settings.CYCLE_WALL_NEAR];
var accelTargets = [this.sensor.lnearestobj,this.sensor.rnearestobj];
for(var z=2;z--;)
{
if(accelMult[z] > 0)
{
if(accelTargets[z] == "rim")
{
wallAccel *= settings.CYCLE_ACCEL_RIM;
}
else if(typeof(accelTargets[z]) == "object")
{
if(accelTargets[z] == this)
{
wallAccel *= settings.CYCLE_ACCEL_SELF;
}
else
{
wallAccel *= settings.CYCLE_ACCEL_ENEMY;
}
}
else
{
throw "Accel target is unknown.";
}
wallAccel *= accelMult[z];
}
}
//console.log(wallAccel);
acceleration += wallAccel;
}
}
this.speed += acceleration*timestep;
if(this.speed < settings.CYCLE_SPEED*settings.CYCLE_SPEED_MIN)
{
this.speed = settings.CYCLE_SPEED*settings.CYCLE_SPEED_MIN;
}
if(settings.CYCLE_SPEED_MAX != 0 && this.speed > settings.CYCLE_SPEED*settings.CYCLE_SPEED_MIN)
{
this.speed = settings.CYCLE_SPEED*settings.CYCLE_SPEED_MAX;
}
this.accel = acceleration;
if(this.speed < 0) this.speed = 0;
//wheel spin per player
if(!engine.dedicated)
{
this.model.children[1].rotation.y += (deg2rad(this.model.rotaon.front * this.speed) * timestep);//0.5x wheel size
this.model.children[2].rotation.y += (deg2rad(this.model.rotaon.back * this.speed) * timestep);
}
//collision test
var dir = cdir(this.rotation.z);
var posx = this.position.x, posy = this.position.y;
var escape = false;
if(posx+settings.ARENA_BOUNDARY > engine.logicalBox.max.x*engine.REAL_ARENA_SIZE_FACTOR)
{
escape = true;
this.position.x = (engine.logicalBox.max.x*engine.REAL_ARENA_SIZE_FACTOR)-settings.ARENA_BOUNDARY;
}
if(posy+settings.ARENA_BOUNDARY > engine.logicalBox.max.y*engine.REAL_ARENA_SIZE_FACTOR)
{
escape = true;
this.position.y = (engine.logicalBox.max.y*engine.REAL_ARENA_SIZE_FACTOR)-settings.ARENA_BOUNDARY;
}
if(posx-settings.ARENA_BOUNDARY < engine.logicalBox.min.x*engine.REAL_ARENA_SIZE_FACTOR)
{
escape = true;
this.position.x = (engine.logicalBox.min.x*engine.REAL_ARENA_SIZE_FACTOR)+settings.ARENA_BOUNDARY;
}
if(posy-settings.ARENA_BOUNDARY < engine.logicalBox.min.y*engine.REAL_ARENA_SIZE_FACTOR)
{
escape = true;
this.position.y = (engine.logicalBox.min.y*engine.REAL_ARENA_SIZE_FACTOR)+settings.ARENA_BOUNDARY;
}
/*var collided = false;
for(var y=0; y<engine.map.walls.length;y++)
{
for(var i=0;i<engine.map.walls[y].length;i++)
{
var p = engine.map.walls[y][i].split(",");
var w1x = p[0],w1y = p[1];
if(engine.map.walls[y][i+1] !== undefined)
{
var p = engine.map.walls[y][i+1].split(",");
var w2x = p[0],w2y = p[1];
if(lineIntersect(posx,posy,posx+(dir[0]/4),posy+(dir[1]/4),w1x,w1y,w2x,w2y))
{
//console.log("Hitting wall");
collided = true;
}
}
}
}*/
var collided = (this.sensor.front <= this.minDistance.front); //potential replacement for above code
//var collided = false;
/*if(collided || (escape && settings.ARENA_BOUNDARY_KILLS))
{
this.collidetime = Infinity; //we've collided, no need to check
}
else*/
{
//var newx = dir[0]*this.speed*timestep, newy = dir[1]*this.speed*timestep;
var dist = this.speed*timestep, radj = dist;
if(dist < 0) dist = 0;
if(this.collidetime <= timeElapsed)
{
//this.rubber += timestep*(this.lastSpeed);
collided = true;
var adjdist = (((timeElapsed-this.collidetime)/1000)*this.lastSpeed);
radj = timestep;
//radj = adjdist;
radj *= this.lastSpeed;
dist -= adjdist;
//console.warn(x+" should have collided: "+(this.collidetime-timeElapsed)+"ms\n");
}
//if((dir[0]==0?0:(newx/dir[0]))+(dir[1]==0?0:(newx/dir[1])) >= this.sensor.front)
if(dist >= this.sensor.front-(this.minDistance.front))
//if(this.speed*timestep >= this.sensor.front)
{
dist = (this.sensor.front-(this.minDistance.front));
//if(x == engine.viewTarget) console.warn(dist+" "+this.sensor.front+"\n");
collided = true;
}
if(dist > this.sensor.front-(this.minDistance.front)) //shouldn't happen
{
dist = this.minDistance.front;
}
if(collided || (escape && settings.ARENA_BOUNDARY_KILLS))
{
if(this.rubber >= settings.CYCLE_RUBBER)
{
if(!engine.network)
{
doDeath(this,escape);
}
}
else if(
(settings.CYCLE_RUBBER_DEPLETE_RIM && this.sensor.nearestobj == "rim") ||
(settings.CYCLE_RUBBER_DEPLETE_SELF && this.sensor.nearestobj == this) ||
(settings.CYCLE_RUBBER_DEPLETE_ENEMY && this.sensor.nearestobj != this && typeof(this.sensor.nearestobj) == "object")
)
{
this.rubber += radj;
}
}
var move2d = Math.cos(this.model.rotation.y), movez = -this.model.rotation.y;
var dist2d = dist*move2d;
var newx = dist2d*dir[0], newy = dist2d*dir[1], newz = dist*movez;
this.position.x += newx;
this.position.y += newy;
this.position.z += newz;
if(this.position.z-this.sensor.bottom < this.model.rotation.y)
{
this.model.rotation.y = this.position.z;
if(this.model.rotation.y < 0)
{
this.model.rotation.y = 0;
this.position.z = this.sensor.bottom;
}
}
if(this.position.z > this.sensor.bottom)
{
this.model.rotation.y += timestep*(1-this.model.rotation.y);
}
//if(typeof(this.walls.children) != "undefined")
if(this.haswall)
{
var wallmod = this.walls.children[this.walls.children.length-1];
var wallmap = this.walls.map[this.walls.map.length-1];
wallmap[0]+=(newx); wallmap[1]+=(newy);
wallmod.scale.x += newx/wallmod.size;
wallmod.scale.y += newy/wallmod.size;
this.walls.netLength += dist;
this.sensor.front -= dist; //assume distance until we have new real results.
//this.sensor.front =
var lendiff = this.walls.netLength - settings.WALLS_LENGTH;
while(settings.WALLS_LENGTH > 0 && lendiff > 0)
{
var map = this.walls.map;
var xdir = (map[1][0]-map[0][0]), ydir = (map[1][1]-map[0][1]);
var len = Math.sqrt((xdir*xdir)+(ydir*ydir));
if(len > 1) { xdir /= len; ydir /= len; }
if(isNaN(xdir)) xdir = SMALL_NUM; if(isNaN(ydir)) ydir = SMALL_NUM;
//console.log(lendiff,xdir,ydir);
if(xdir == 0 && ydir == 0 && this.walls.map.length > 2)
{
//this.walls.children.shift();
this.walls.remove(this.walls.children[0]);
this.walls.map.shift();
}
else
{
this.walls.children[0].scale.x -= xdir/wallmod.size;
this.walls.children[0].position.x += xdir;
this.walls.children[0].scale.y -= ydir/wallmod.size;
this.walls.children[0].position.y += ydir;
this.walls.map[0][0] += xdir;
this.walls.map[0][1] += ydir;
this.walls.netLength -= Math.sqrt((xdir*xdir)+(ydir*ydir));
}
lendiff = this.walls.netLength - settings.WALLS_LENGTH;
}//*/
if(this.position.z > 0) this.newWallSegment();
}
else if(engine.gtime > this.spawntime+(settings.CYCLE_WALL_TIME*1000))
{
this.walls = createWall(this,this.position.x,this.position.y,this.position.z);
engine.scene.add(this.walls);
this.haswall = true;
}
this.collidetime = timeElapsed+(((this.sensor.front-this.minDistance.front)/this.speed)*1000);
this.lastSpeed = this.speed;
}
if(this.speed > engine.fastestSpeed)
{
engine.fastestPlayer = this; engine.fastestSpeed = this.speed;
}
}
constructor(cfg)
{
super();
//var dir = cdir(cfg.dir);
//this.cfg = cfg;//carry over the cfg???
//choose model
this.model = cycleModel(cfg.cycleColor);
this.add(this.model);
//this.shadow = cycleShadow();
//this.add(this.shadow);
this.cycleColor = cfg.cycleColor;
this.tailColor = cfg.tailColor;
/*this.walls = {};
//this.walls.children = [];
this.walls.netLength = 0;
this.walls.map = [];
this.walls.scale = this.walls.position = new THREE.Vector3();*/
this.walls = createWall(this,0,0,0); //walls are still called upon when spectating
this.hardReset();
this.chatting = cfg.chatting||false; this.spectating = cfg.spectating||false;
if(cfg.ai||settings.DEBUG_EVERYONE_IS_AI)
{
this.AI = new AI(this);
}
else
{
this.AI = false;
}
// this.playerID = cfg.playerID;
this.name = cfg.name;
//audio creation
this.engineType = cfg.engineType;
if(ctx)
{
this.audio = ctx.createGain();
this.audio.gain.value = 0.01;
this.audio.panner = ctx.createPanner();
if(engine.retroSound)
this.audio.panner.panningModel = "HRTF";
else
this.audio.panner.panningModel = "equalpower";
this.audio.connect(this.audio.panner);
this.audio.panner.connect(ctx.destination);
//audio initialization
this.engineSound = playSound(bufferLoader.bufferList[this.engineType], 0.5, 0, true, this.audio);
this.audio.gain.setTargetAtTime(6, ctx.currentTime, 1.0);
}
}
};
if(typeof(module) != "undefined") module.exports = Player;

File Metadata

Mime Type
text/x-diff
Expires
Wed, Aug 6, 10:57 PM (4 d, 22 h ago)
Storage Engine
blob
Storage Format
Raw Data
Storage Handle
11189

Event Timeline