187 lines
4.8 KiB
JavaScript
187 lines
4.8 KiB
JavaScript
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 Terrain from './terrain.js'
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import { Vector2 } from 'three'
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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('/@tweenjs/', express.static('node_modules/@tweenjs'))
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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.state()))
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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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const entity = message.id != null ? game.entities.find((e) => e.id == message.id) : null
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if (entity == null) {
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console.log({ error: { reason: 'Invalid ID', message } })
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return
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}
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console.log(message)
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// DEPRECATED: teleporting is now directly possible via Ability...
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if (message.action == 'teleport') {
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entity.teleport(new Vector2(message.x, message.y))
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}
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if (message.action == 'attack') {
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entity.attackAction(message.x, message.y)
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}
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if (message.action == 'cast') {
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entity.castAction(message.slot, message.x, message.y)
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}
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if (message.action == 'halt') {
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entity.haltAction()
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}
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if (message.action == 'stop') {
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entity.stopAction()
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}
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if (message.action == 'move') {
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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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function testScenario() {
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const entity1 = new Entity()
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entity1.id = '1'
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entity1.teleport(new Vector2(200, 500))
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entity1.radius = 50
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entity1.maxHealth = 100
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entity1.health = 80
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game.spawnEntity(entity1)
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const entity2 = new Entity()
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entity2.id = '2'
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entity2.teleport(new Vector2(110, 110))
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entity2.radius = 50
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entity2.maxHealth = 50
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entity2.health = 50
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game.spawnEntity(entity2)
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const horseshoe = new Terrain([
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{ x: 400, y: 200 },
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{ x: 600, y: 200 },
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{ x: 700, y: 300 },
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{ x: 650, y: 600 },
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{ x: 400, y: 600 },
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{ x: 400, y: 450 },
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{ x: 600, y: 500 },
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{ x: 600, y: 300 },
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{ x: 400, y: 300 },
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])
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horseshoe.id = 'horseshoe'
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game.addTerrain(horseshoe)
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const stopsign = new Terrain([
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{ x: 800, y: 800 },
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{ x: 900, y: 900 },
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{ x: 900, y: 1000 },
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{ x: 800, y: 1100 },
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{ x: 800, y: 1100 },
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{ x: 700, y: 1100 },
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{ x: 600, y: 1000 },
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{ x: 600, y: 900 },
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{ x: 700, y: 800 },
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])
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stopsign.id = 'stopsign'
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game.addTerrain(stopsign)
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const box = new Terrain([
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{ x: 1200, y: 700 },
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{ x: 1200, y: 800 },
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{ x: 1300, y: 800 },
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{ x: 1300, y: 700 },
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])
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box.id = 'box'
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game.addTerrain(box)
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const diamond = new Terrain([
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{ x: 1000, y: 300 },
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{ x: 1100, y: 400 },
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{ x: 1000, y: 500 },
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{ x: 900, y: 400 },
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])
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diamond.id = 'diamond'
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game.addTerrain(diamond)
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const pole = new Terrain([
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{ x: 400, y: 1000 },
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{ x: 410, y: 1000 },
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{ x: 410, y: 1010 },
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{ x: 400, y: 1010 },
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])
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pole.id = 'pole'
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game.addTerrain(pole)
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}
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function laneScenario() {
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const entity1 = new Entity()
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entity1.id = '1'
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entity1.teleport(new Vector2(200, 200))
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entity1.radius = 50
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entity1.maxHealth = 100
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entity1.health = 100
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game.spawnEntity(entity1)
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const entity2 = new Entity()
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entity2.id = '2'
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entity2.teleport(new Vector2(1800, 1800))
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entity2.radius = 50
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entity2.maxHealth = 100
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entity2.health = 100
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game.spawnEntity(entity2)
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const midWallStart = new Vector2(400, 400)
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const midWallEnd = new Vector2(1600, 1600)
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const midWallMiddle = new Vector2(800, 1200)
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const midWallThickness = midWallEnd.clone().sub(midWallStart).rotateAround(new Vector2(), -Math.PI / 2).normalize().multiplyScalar(50)
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const midWallPoints = [
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midWallStart,
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midWallMiddle,
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midWallEnd,
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midWallEnd.clone().add(midWallThickness),
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midWallMiddle.clone().add(midWallThickness),
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midWallStart.clone().add(midWallThickness),
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]
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const midNorthWallOffset = new Vector2(-200, 200)
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const midNorthWallPoints = midWallPoints.map((p) => p.clone().add(midNorthWallOffset))
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const midNorthWall = new Terrain(midNorthWallPoints)
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midNorthWall.id = 'midNorthWall'
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game.addTerrain(midNorthWall)
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const midSouthWallOffset = new Vector2(200, -200)
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const midSouthWallPoints = midWallPoints.map((p) => p.clone().add(midSouthWallOffset))
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const midSouthWall = new Terrain(midSouthWallPoints)
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midSouthWall.id = 'midSouthWall'
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game.addTerrain(midSouthWall)
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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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laneScenario()
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game.entities[0].castAction(3, 2000, 2000)
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game.start()
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})
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