Buff Queen AKA "Ez egy fa?"
Because the first placeholder player model resembled a queen that's been to the gym a bit too much. Also, before she got her head and hands, she looked like a tree, legit.
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import { Circle } from 'detect-collisions'
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import Victor from 'victor'
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export default class Entity {
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id = crypto.randomUUID()
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pos = new Victor(0, 0)
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radius = 0
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#collider = null
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#dest = null
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#game = null
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constructor(...options) {
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Object.entries(options).forEach((value, key) => this[key] = value)
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this.#collider = new Circle(this.pos, this.radius)
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}
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get collider() { return this.#collider }
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get game() { return this.#game }
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get system() { return this.game?.system }
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set game(value) { this.#game = value }
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moveAction(x, y) {
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this.#dest = new Victor(x, y)
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}
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async takeStep() {
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if (this.#dest != null) {
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this.pos.add(this.#dest.clone().subtract(this.pos).normalize())
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if (this.pos.clone().subtract(this.#dest).length() <= 1) {
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this.pos = this.#dest
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this.#dest = null
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}
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}
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}
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async updateCollider() {
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if (this.pos.x != this.collider.pos.x || this.pos.y != this.collider.pos.y || this.radius != this.collider.unscaledRadius) {
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this.system?.remove(this.#collider)
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this.#collider = new Circle(this.pos, this.radius)
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this.system?.insert(this.#collider)
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}
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}
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async update() {
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await Promise.allSettled([
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this.updateCollider(),
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this.takeStep(),
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])
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}
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}
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+32
@@ -0,0 +1,32 @@
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import { System } from 'detect-collisions'
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import { EventEmitter } from 'node:events'
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export default class Game {
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entities = []
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tickRate = 30
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currentTick = 0
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#eventEmitter = new EventEmitter()
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#system = new System()
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#tickBudget = Math.floor(1000 / this.tickRate)
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get eventEmitter() { return this.#eventEmitter }
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get system() { return this.#system }
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spawn_entity(entity) {
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this.entities.push(entity)
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this.#system.insert(entity.collider)
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}
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async start() {
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const start = performance.now()
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await this.update()
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setTimeout(() => this.start(), Math.max(0, this.#tickBudget - (performance.now() - start)))
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}
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async update() {
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Promise.allSettled(this.entities.map((e) => e.update()))
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this.currentTick++
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this.eventEmitter.emit('tick')
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}
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}
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@@ -0,0 +1,57 @@
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import express from 'express'
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import { WebSocketExpress } from 'websocket-express'
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import Game from './game.js'
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import Entity from './entity.js'
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import Victor from 'victor'
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const app = new WebSocketExpress()
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const port = 1280
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const game = new Game()
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app.use('/', express.static('public'))
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app.use('/three/', express.static('node_modules/three'))
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app.use(express.urlencoded({ extended: true }))
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app.ws('/ws', async (req, res) => {
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const websocket = await res.accept()
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const subscription = () => websocket.send(JSON.stringify(game))
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game.eventEmitter.on('tick', subscription)
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websocket.on('close', () => {
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game.eventEmitter.removeListener('tick', subscription)
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})
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websocket.on('message', (rawData) => {
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const message = JSON.parse(rawData)
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console.log(message)
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if (message.action == 'teleport') {
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const entity = game.entities.find((e) => e.id == message.id)
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entity.pos = new Victor(message.x, message.y)
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}
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if (message.action == 'move') {
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const entity = game.entities.find((e) => e.id == message.id)
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entity.moveAction(message.x, message.y)
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}
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})
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})
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app.listen(port, () => {
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console.log(`Server started! Visit http://localhost:${port}`)
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const entity = new Entity()
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entity.id = '1'
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entity.pos = new Victor(0, 0)
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entity.radius = 35
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game.spawn_entity(entity)
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const entity2 = new Entity()
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entity2.id = '2'
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entity2.pos = new Victor(200, 100)
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entity2.radius = 35
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game.spawn_entity(entity2)
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game.start()
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})
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