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 = "

Connection Error

"+msg+"
"; } 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 = "

Connection Terminated

"+msg+"
"; } } return connection; } catch(e) { engine.console.print(e+"\n"); disconnectFromGame();menu("leave");showMenu(); menu("menu:"); document.getElementById('menu').innerHTML = "

An error occurred

"+e+"
"; } } 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 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= 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;