diff --git a/TODO.md b/TODO.md deleted file mode 100644 index 40a0640..0000000 --- a/TODO.md +++ /dev/null @@ -1,42 +0,0 @@ -# Project To Do list - -## Short Term - - [] Kill socket when browser closes/inactive. - - [] Make client get textures from single sprite sheet - -## Mid Term - - [] Implement Rooms with different games on server - - [] Add room selection menu on client - - [] Implement Players - - [] Player Names - - [] Player Colors - - [] Prevent Duplicate player info -## Long Term - - [] Power and money system for players - - [] Add land ownership - - [] Land Claiming - - [] Difficulty to claim hills and seas - - [] Create bouy flag sprite - - [] Make differentiation between land owned by different players - - [] System to have animated widgets overtop of the canvas. - - [] Explosion - - [] Selection cursor - - [] Color for different land status (claimed/open/unclaimable) - - [] Create spites for classes of buildings for economy. - - [x] Factory - - [x] Farmland/town - - [] Fishing area - - [] Building selection menu -## Longer Term - - - [] Add tests to ensure features act as they should - - [] Handle player death/leaving - - [] Dead player's resources go to killer with some tax. - - [] Leaving player's resources go to player -## Finishing Touches - - [] Sounds - - [] Graphics Redo - - [] Fancy webpage decorations - -## Maybe - - [] Chat diff --git a/index.js b/index.js index bc85bd4..e6cbdbb 100644 --- a/index.js +++ b/index.js @@ -2,9 +2,8 @@ const worldgen = require("./worldgen.js") const util = require("./util.js") const log = require("./log.js") const {performance} = require('perf_hooks'); -const gridSize = [18, 18]; +const gridSize = [32, 32]; const perlinScale = 4; -const startTime = performance.now() var express = require('express'); log.setMode(0); process.title = "Server" @@ -83,7 +82,7 @@ class Game { constructor(name) { this.name = name; this.players = []; - this.world = worldgen.generateWorld(gridSize, perlinScale); + this.world = worldgen.generateWorld(gridSize); } addPlayer(id, name) { @@ -109,14 +108,14 @@ class Game { getAllIDs() { let ids = [] - for (i = 0; i < this.players.length; i++) { + for (let i = 0; i < this.players.length; i++) { ids.push(this.players[i].id) } return ids } getAllNames() { let names = [] - for (i = 0; i < this.players.length; i++) { + for (let i = 0; i < this.players.length; i++) { names.push(this.players[i].name) } return names @@ -154,7 +153,7 @@ io.on('connection', function(client) { log.log(`${client.id} joined the game as ${data.name} requesting to join room: ${data.room}`, 'FgMagenta'); client.emit('inGame', true) }) - client.on('leaveGame', function(tank){ + client.on('leaveGame', function(data){ log.log(client.id + ' disconnected.') client.game.removePlayer(client.id) io.to(client.game.name).emit('playerList', client.game.players) @@ -163,16 +162,13 @@ io.on('connection', function(client) { client.on('clickCanvas', function(data){ if (!server.getAllIDs().includes(client.id)) return client.illegalAction(1) - const room = client.game.name const xu = util.clamp(data.tilePosition[0], 0, gridSize[0]) const yu = util.clamp(data.tilePosition[1], 0, gridSize[1]) if (!Number.isInteger(xu) || !Number.isInteger(yu)) return client.illegalAction(23) client.game.world[xu][yu].structure = data.structure - client.game.world[xu][yu].owner = client.game.getPlayerByID(client.id).color; io.to(client.game.name).emit('sync',{world: client.game.world}) - // client.emit('sync',{world: client.game.world}) }) diff --git a/perlin.js b/perlin.js deleted file mode 100644 index a3d5dd4..0000000 --- a/perlin.js +++ /dev/null @@ -1,311 +0,0 @@ -/* - * A speed-improved perlin and simplex noise algorithms for 2D. - * - * Based on example code by Stefan Gustavson (stegu@itn.liu.se). - * Optimisations by Peter Eastman (peastman@drizzle.stanford.edu). - * Better rank ordering method by Stefan Gustavson in 2012. - * Converted to Javascript by Joseph Gentle. - * Converted to NPM Package by Jacob Schneider - * - * Version 2012-03-09 - * - * This code was placed in the public domain by its original author, - * Stefan Gustavson. You may use it as you see fit, but - * attribution is appreciated. - * - */ - -module.exports = (function(global){ - var functions = global.noise = {}; - - function Grad(x, y, z) { - this.x = x; this.y = y; this.z = z; - } - - Grad.prototype.dot2 = function(x, y) { - return this.x*x + this.y*y; - }; - - Grad.prototype.dot3 = function(x, y, z) { - return this.x*x + this.y*y + this.z*z; - }; - - var grad3 = [new Grad(1,1,0),new Grad(-1,1,0),new Grad(1,-1,0),new Grad(-1,-1,0), - new Grad(1,0,1),new Grad(-1,0,1),new Grad(1,0,-1),new Grad(-1,0,-1), - new Grad(0,1,1),new Grad(0,-1,1),new Grad(0,1,-1),new Grad(0,-1,-1)]; - - var p = [151,160,137,91,90,15, - 131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23, - 190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33, - 88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166, - 77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244, - 102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196, - 135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123, - 5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42, - 223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9, - 129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228, - 251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107, - 49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254, - 138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180]; - // To remove the need for index wrapping, double the permutation table length - var perm = new Array(512); - var gradP = new Array(512); - - // This isn't a very good seeding function, but it works ok. It supports 2^16 - // different seed values. Write something better if you need more seeds. - functions.seed = function(seed) { - if(seed > 0 && seed < 1) { - // Scale the seed out - seed *= 65536; - } - - seed = Math.floor(seed); - if(seed < 256) { - seed |= seed << 8; - } - - for(var i = 0; i < 256; i++) { - var v; - if (i & 1) { - v = p[i] ^ (seed & 255); - } else { - v = p[i] ^ ((seed>>8) & 255); - } - - perm[i] = perm[i + 256] = v; - gradP[i] = gradP[i + 256] = grad3[v % 12]; - } - }; - - functions.seed(0); - - /* - for(var i=0; i<256; i++) { - perm[i] = perm[i + 256] = p[i]; - gradP[i] = gradP[i + 256] = grad3[perm[i] % 12]; - }*/ - - // Skewing and unskewing factors for 2, 3, and 4 dimensions - var F2 = 0.5*(Math.sqrt(3)-1); - var G2 = (3-Math.sqrt(3))/6; - - var F3 = 1/3; - var G3 = 1/6; - - // 2D simplex noise - functions.simplex2 = function(xin, yin) { - var n0, n1, n2; // Noise contributions from the three corners - // Skew the input space to determine which simplex cell we're in - var s = (xin+yin)*F2; // Hairy factor for 2D - var i = Math.floor(xin+s); - var j = Math.floor(yin+s); - var t = (i+j)*G2; - var x0 = xin-i+t; // The x,y distances from the cell origin, unskewed. - var y0 = yin-j+t; - // For the 2D case, the simplex shape is an equilateral triangle. - // Determine which simplex we are in. - var i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords - if(x0>y0) { // lower triangle, XY order: (0,0)->(1,0)->(1,1) - i1=1; j1=0; - } else { // upper triangle, YX order: (0,0)->(0,1)->(1,1) - i1=0; j1=1; - } - // A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and - // a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where - // c = (3-sqrt(3))/6 - var x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords - var y1 = y0 - j1 + G2; - var x2 = x0 - 1 + 2 * G2; // Offsets for last corner in (x,y) unskewed coords - var y2 = y0 - 1 + 2 * G2; - // Work out the hashed gradient indices of the three simplex corners - i &= 255; - j &= 255; - var gi0 = gradP[i+perm[j]]; - var gi1 = gradP[i+i1+perm[j+j1]]; - var gi2 = gradP[i+1+perm[j+1]]; - // Calculate the contribution from the three corners - var t0 = 0.5 - x0*x0-y0*y0; - if(t0<0) { - n0 = 0; - } else { - t0 *= t0; - n0 = t0 * t0 * gi0.dot2(x0, y0); // (x,y) of grad3 used for 2D gradient - } - var t1 = 0.5 - x1*x1-y1*y1; - if(t1<0) { - n1 = 0; - } else { - t1 *= t1; - n1 = t1 * t1 * gi1.dot2(x1, y1); - } - var t2 = 0.5 - x2*x2-y2*y2; - if(t2<0) { - n2 = 0; - } else { - t2 *= t2; - n2 = t2 * t2 * gi2.dot2(x2, y2); - } - // Add contributions from each corner to get the final noise value. - // The result is scaled to return values in the interval [-1,1]. - return 70 * (n0 + n1 + n2); - }; - - // 3D simplex noise - functions.simplex3 = function(xin, yin, zin) { - var n0, n1, n2, n3; // Noise contributions from the four corners - - // Skew the input space to determine which simplex cell we're in - var s = (xin+yin+zin)*F3; // Hairy factor for 2D - var i = Math.floor(xin+s); - var j = Math.floor(yin+s); - var k = Math.floor(zin+s); - - var t = (i+j+k)*G3; - var x0 = xin-i+t; // The x,y distances from the cell origin, unskewed. - var y0 = yin-j+t; - var z0 = zin-k+t; - - // For the 3D case, the simplex shape is a slightly irregular tetrahedron. - // Determine which simplex we are in. - var i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords - var i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords - if(x0 >= y0) { - if(y0 >= z0) { i1=1; j1=0; k1=0; i2=1; j2=1; k2=0; } - else if(x0 >= z0) { i1=1; j1=0; k1=0; i2=1; j2=0; k2=1; } - else { i1=0; j1=0; k1=1; i2=1; j2=0; k2=1; } - } else { - if(y0 < z0) { i1=0; j1=0; k1=1; i2=0; j2=1; k2=1; } - else if(x0 < z0) { i1=0; j1=1; k1=0; i2=0; j2=1; k2=1; } - else { i1=0; j1=1; k1=0; i2=1; j2=1; k2=0; } - } - // A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z), - // a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and - // a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where - // c = 1/6. - var x1 = x0 - i1 + G3; // Offsets for second corner - var y1 = y0 - j1 + G3; - var z1 = z0 - k1 + G3; - - var x2 = x0 - i2 + 2 * G3; // Offsets for third corner - var y2 = y0 - j2 + 2 * G3; - var z2 = z0 - k2 + 2 * G3; - - var x3 = x0 - 1 + 3 * G3; // Offsets for fourth corner - var y3 = y0 - 1 + 3 * G3; - var z3 = z0 - 1 + 3 * G3; - - // Work out the hashed gradient indices of the four simplex corners - i &= 255; - j &= 255; - k &= 255; - var gi0 = gradP[i+ perm[j+ perm[k ]]]; - var gi1 = gradP[i+i1+perm[j+j1+perm[k+k1]]]; - var gi2 = gradP[i+i2+perm[j+j2+perm[k+k2]]]; - var gi3 = gradP[i+ 1+perm[j+ 1+perm[k+ 1]]]; - - // Calculate the contribution from the four corners - var t0 = 0.6 - x0*x0 - y0*y0 - z0*z0; - if(t0<0) { - n0 = 0; - } else { - t0 *= t0; - n0 = t0 * t0 * gi0.dot3(x0, y0, z0); // (x,y) of grad3 used for 2D gradient - } - var t1 = 0.6 - x1*x1 - y1*y1 - z1*z1; - if(t1<0) { - n1 = 0; - } else { - t1 *= t1; - n1 = t1 * t1 * gi1.dot3(x1, y1, z1); - } - var t2 = 0.6 - x2*x2 - y2*y2 - z2*z2; - if(t2<0) { - n2 = 0; - } else { - t2 *= t2; - n2 = t2 * t2 * gi2.dot3(x2, y2, z2); - } - var t3 = 0.6 - x3*x3 - y3*y3 - z3*z3; - if(t3<0) { - n3 = 0; - } else { - t3 *= t3; - n3 = t3 * t3 * gi3.dot3(x3, y3, z3); - } - // Add contributions from each corner to get the final noise value. - // The result is scaled to return values in the interval [-1,1]. - return 32 * (n0 + n1 + n2 + n3); - - }; - - // ##### Perlin noise stuff - - function fade(t) { - return t*t*t*(t*(t*6-15)+10); - } - - function lerp(a, b, t) { - return (1-t)*a + t*b; - } - - // 2D Perlin Noise - functions.perlin2 = function(x, y) { - // Find unit grid cell containing point - var X = Math.floor(x), Y = Math.floor(y); - // Get relative xy coordinates of point within that cell - x = x - X; y = y - Y; - // Wrap the integer cells at 255 (smaller integer period can be introduced here) - X = X & 255; Y = Y & 255; - - // Calculate noise contributions from each of the four corners - var n00 = gradP[X+perm[Y]].dot2(x, y); - var n01 = gradP[X+perm[Y+1]].dot2(x, y-1); - var n10 = gradP[X+1+perm[Y]].dot2(x-1, y); - var n11 = gradP[X+1+perm[Y+1]].dot2(x-1, y-1); - - // Compute the fade curve value for x - var u = fade(x); - - // Interpolate the four results - return lerp( - lerp(n00, n10, u), - lerp(n01, n11, u), - fade(y)); - }; - - // 3D Perlin Noise - functions.perlin3 = function(x, y, z) { - // Find unit grid cell containing point - var X = Math.floor(x), Y = Math.floor(y), Z = Math.floor(z); - // Get relative xyz coordinates of point within that cell - x = x - X; y = y - Y; z = z - Z; - // Wrap the integer cells at 255 (smaller integer period can be introduced here) - X = X & 255; Y = Y & 255; Z = Z & 255; - - // Calculate noise contributions from each of the eight corners - var n000 = gradP[X+ perm[Y+ perm[Z ]]].dot3(x, y, z); - var n001 = gradP[X+ perm[Y+ perm[Z+1]]].dot3(x, y, z-1); - var n010 = gradP[X+ perm[Y+1+perm[Z ]]].dot3(x, y-1, z); - var n011 = gradP[X+ perm[Y+1+perm[Z+1]]].dot3(x, y-1, z-1); - var n100 = gradP[X+1+perm[Y+ perm[Z ]]].dot3(x-1, y, z); - var n101 = gradP[X+1+perm[Y+ perm[Z+1]]].dot3(x-1, y, z-1); - var n110 = gradP[X+1+perm[Y+1+perm[Z ]]].dot3(x-1, y-1, z); - var n111 = gradP[X+1+perm[Y+1+perm[Z+1]]].dot3(x-1, y-1, z-1); - - // Compute the fade curve value for x, y, z - var u = fade(x); - var v = fade(y); - var w = fade(z); - - // Interpolate - return lerp( - lerp( - lerp(n000, n100, u), - lerp(n001, n101, u), w), - lerp( - lerp(n010, n110, u), - lerp(n011, n111, u), w), - v); - }; - return functions; -})(this); diff --git a/tileinfo.js b/tileinfo.js deleted file mode 100644 index 31367c8..0000000 --- a/tileinfo.js +++ /dev/null @@ -1,18 +0,0 @@ -const tileTypes = -[ -{name: "Grass", textureID: 0, buildPrice: 20, capturePrice:10, capturePower: 10, captureTime: 2, sellPrice:5, recapturePrice: 15, recapturePower: 100, recaptureTime: 10}, -{name: "Hills", textureID: 1, buildPrice: 20, capturePrice:10, capturePower: 10, captureTime: 2, sellPrice:5, recapturePrice: 15, recapturePower: 100, recaptureTime: 10}, -{name: "Sea", textureID: 2, buildPrice: 20, capturePrice:10, capturePower: 10, captureTime: 2, sellPrice:5, recapturePrice: 15, recapturePower: 100, recaptureTime: 10} -]; - -const structureTypes = -[ -{name: "Air", textureID:null, claimable: true, buildable: false, destroyable: false, maxQuantity:null, buildPrice: null, sellPrice: null, buildableOn: null}, -{name: "Rock", textureID:4, claimable: false, buildable: false, destroyable: false, maxQuantity:null, buildPrice: null, sellPrice: null, buildableOn: [0,1]}, -{name: "Town", textureID:32, claimable: false, buildable: true, destroyable: true, maxQuantity:10, buildPrice: 10, sellPrice: 5, buildableOn: [0,2]}, -{name: "City", textureID:33, claimable: false, buildable: true, destroyable: true, maxQuantity:10, buildPrice: 20, sellPrice: 10, buildableOn: [0,2]}, -{name: "Capitol", textureID:34, claimable: false, buildable: true, destroyable: false, maxQuantity:1, buildPrice: 30, sellPrice: 20, buildableOn: [0,2]}, -] - - -module.exports = {tileTypes, structureTypes} diff --git a/tt.js b/tt.js deleted file mode 100644 index b318a2a..0000000 --- a/tt.js +++ /dev/null @@ -1,10 +0,0 @@ - -let os = require('os'); -var i = 0; -var j = 0; -var jh = 0 - - -process.stdout.write('Hello World' + os.EOL); -console.log(Boolean(process.stdout.isTTY)) -process.title = "Server" diff --git a/worldgen.js b/worldgen.js index 0a07073..3b591ba 100644 --- a/worldgen.js +++ b/worldgen.js @@ -1,5 +1,5 @@ -var noise = require('./perlin.js'); const util = require("./util.js") +const log = require("./log.js") function generateWorld(gridSize, perlinScale){ let x, y = 0 @@ -7,34 +7,35 @@ function generateWorld(gridSize, perlinScale){ let tempWorld = Array.from(Array(gridSize[0]), () => new Array(gridSize[1])); for (x = 0; x < gridSize[0]; x++){ for (y = 0; y < gridSize[1]; y++){ - tempWorld[x][y] = {type: 0, structure: 0, color: null, owner: null} + tempWorld[x][y] = {type: 0, structure: 0} } } - noise.seed(Math.random()) for(x = 0; x < gridSize[0]; x++){ for(y = 0; y < gridSize[1]; y++){ + const value = util.randomNumber(0, 3); + var n; + switch (value) { + case 1: + n = 0 + break; + case 2: + n = 6 + break; + case 1: + n = 0 + break; + default: + log.log("OTHER") + n = 7 - var value = (noise.perlin2(x/perlinScale, y/perlinScale))*10; - if (value >= -3) { - tempWorld[x][y].type = 0 - } else if (value < -3) { - tempWorld[x][y].type = 1 - } - if (value > 1.4) { - tempWorld[x][y].type = 2 } + tempWorld[x][y].type = n - } - } - for (i = 0; i < gridSize[0]*gridSize[1]/15; i){ - x = util.randomNumber(0,gridSize[0]); - y = util.randomNumber(0,gridSize[1]); - if (tempWorld[x][y].type != 1) { - i++; - tempWorld[x][y].structure = util.randomNumber(1,4) } } + return tempWorld; } + module.exports = { generateWorld }; diff --git a/www/index.html b/www/index.html index 92065bc..b2cfa1d 100644 --- a/www/index.html +++ b/www/index.html @@ -13,25 +13,24 @@
left
+ + - -right
+ -