Minesweeper progress: GUTTED
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42
TODO.md
42
TODO.md
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# Project To Do list
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## Short Term
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- [] Kill socket when browser closes/inactive.
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- [] Make client get textures from single sprite sheet
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## Mid Term
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- [] Implement Rooms with different games on server
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- [] Add room selection menu on client
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- [] Implement Players
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- [] Player Names
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- [] Player Colors
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- [] Prevent Duplicate player info
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## Long Term
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- [] Power and money system for players
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- [] Add land ownership
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- [] Land Claiming
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- [] Difficulty to claim hills and seas
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- [] Create bouy flag sprite
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- [] Make differentiation between land owned by different players
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- [] System to have animated widgets overtop of the canvas.
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- [] Explosion
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- [] Selection cursor
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- [] Color for different land status (claimed/open/unclaimable)
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- [] Create spites for classes of buildings for economy.
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- [x] Factory
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- [x] Farmland/town
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- [] Fishing area
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- [] Building selection menu
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## Longer Term
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- [] Add tests to ensure features act as they should
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- [] Handle player death/leaving
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- [] Dead player's resources go to killer with some tax.
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- [] Leaving player's resources go to player
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## Finishing Touches
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- [] Sounds
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- [] Graphics Redo
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- [] Fancy webpage decorations
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## Maybe
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- [] Chat
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14
index.js
14
index.js
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@ -2,9 +2,8 @@ const worldgen = require("./worldgen.js")
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const util = require("./util.js")
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const util = require("./util.js")
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const log = require("./log.js")
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const log = require("./log.js")
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const {performance} = require('perf_hooks');
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const {performance} = require('perf_hooks');
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const gridSize = [18, 18];
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const gridSize = [32, 32];
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const perlinScale = 4;
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const perlinScale = 4;
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const startTime = performance.now()
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var express = require('express');
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var express = require('express');
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log.setMode(0);
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log.setMode(0);
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process.title = "Server"
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process.title = "Server"
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@ -83,7 +82,7 @@ class Game {
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constructor(name) {
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constructor(name) {
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this.name = name;
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this.name = name;
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this.players = [];
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this.players = [];
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this.world = worldgen.generateWorld(gridSize, perlinScale);
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this.world = worldgen.generateWorld(gridSize);
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}
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}
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addPlayer(id, name) {
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addPlayer(id, name) {
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getAllIDs() {
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getAllIDs() {
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let ids = []
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let ids = []
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for (i = 0; i < this.players.length; i++) {
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for (let i = 0; i < this.players.length; i++) {
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ids.push(this.players[i].id)
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ids.push(this.players[i].id)
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}
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}
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return ids
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return ids
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}
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}
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getAllNames() {
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getAllNames() {
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let names = []
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let names = []
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for (i = 0; i < this.players.length; i++) {
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for (let i = 0; i < this.players.length; i++) {
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names.push(this.players[i].name)
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names.push(this.players[i].name)
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}
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}
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return names
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return names
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@ -154,7 +153,7 @@ io.on('connection', function(client) {
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log.log(`${client.id} joined the game as ${data.name} requesting to join room: ${data.room}`, 'FgMagenta');
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log.log(`${client.id} joined the game as ${data.name} requesting to join room: ${data.room}`, 'FgMagenta');
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client.emit('inGame', true)
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client.emit('inGame', true)
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})
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})
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client.on('leaveGame', function(tank){
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client.on('leaveGame', function(data){
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log.log(client.id + ' disconnected.')
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log.log(client.id + ' disconnected.')
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client.game.removePlayer(client.id)
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client.game.removePlayer(client.id)
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io.to(client.game.name).emit('playerList', client.game.players)
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io.to(client.game.name).emit('playerList', client.game.players)
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@ -163,16 +162,13 @@ io.on('connection', function(client) {
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client.on('clickCanvas', function(data){
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client.on('clickCanvas', function(data){
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if (!server.getAllIDs().includes(client.id)) return client.illegalAction(1)
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if (!server.getAllIDs().includes(client.id)) return client.illegalAction(1)
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const room = client.game.name
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const xu = util.clamp(data.tilePosition[0], 0, gridSize[0])
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const xu = util.clamp(data.tilePosition[0], 0, gridSize[0])
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const yu = util.clamp(data.tilePosition[1], 0, gridSize[1])
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const yu = util.clamp(data.tilePosition[1], 0, gridSize[1])
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if (!Number.isInteger(xu) || !Number.isInteger(yu)) return client.illegalAction(23)
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if (!Number.isInteger(xu) || !Number.isInteger(yu)) return client.illegalAction(23)
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client.game.world[xu][yu].structure = data.structure
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client.game.world[xu][yu].structure = data.structure
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client.game.world[xu][yu].owner = client.game.getPlayerByID(client.id).color;
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io.to(client.game.name).emit('sync',{world: client.game.world})
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io.to(client.game.name).emit('sync',{world: client.game.world})
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// client.emit('sync',{world: client.game.world})
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})
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})
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311
perlin.js
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perlin.js
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/*
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* A speed-improved perlin and simplex noise algorithms for 2D.
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*
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* Based on example code by Stefan Gustavson (stegu@itn.liu.se).
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* Optimisations by Peter Eastman (peastman@drizzle.stanford.edu).
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* Better rank ordering method by Stefan Gustavson in 2012.
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* Converted to Javascript by Joseph Gentle.
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* Converted to NPM Package by Jacob Schneider
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*
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* Version 2012-03-09
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*
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* This code was placed in the public domain by its original author,
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* Stefan Gustavson. You may use it as you see fit, but
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* attribution is appreciated.
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*
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*/
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module.exports = (function(global){
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var functions = global.noise = {};
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function Grad(x, y, z) {
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this.x = x; this.y = y; this.z = z;
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}
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Grad.prototype.dot2 = function(x, y) {
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return this.x*x + this.y*y;
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};
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Grad.prototype.dot3 = function(x, y, z) {
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return this.x*x + this.y*y + this.z*z;
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};
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var grad3 = [new Grad(1,1,0),new Grad(-1,1,0),new Grad(1,-1,0),new Grad(-1,-1,0),
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new Grad(1,0,1),new Grad(-1,0,1),new Grad(1,0,-1),new Grad(-1,0,-1),
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new Grad(0,1,1),new Grad(0,-1,1),new Grad(0,1,-1),new Grad(0,-1,-1)];
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var p = [151,160,137,91,90,15,
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131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
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190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
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88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
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77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
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102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
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135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
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5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
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223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
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129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
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251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
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49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
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138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180];
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// To remove the need for index wrapping, double the permutation table length
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var perm = new Array(512);
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var gradP = new Array(512);
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// This isn't a very good seeding function, but it works ok. It supports 2^16
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// different seed values. Write something better if you need more seeds.
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functions.seed = function(seed) {
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if(seed > 0 && seed < 1) {
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// Scale the seed out
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seed *= 65536;
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}
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seed = Math.floor(seed);
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if(seed < 256) {
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seed |= seed << 8;
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}
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for(var i = 0; i < 256; i++) {
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var v;
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if (i & 1) {
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v = p[i] ^ (seed & 255);
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} else {
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v = p[i] ^ ((seed>>8) & 255);
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}
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perm[i] = perm[i + 256] = v;
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gradP[i] = gradP[i + 256] = grad3[v % 12];
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}
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};
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functions.seed(0);
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/*
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for(var i=0; i<256; i++) {
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perm[i] = perm[i + 256] = p[i];
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gradP[i] = gradP[i + 256] = grad3[perm[i] % 12];
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}*/
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// Skewing and unskewing factors for 2, 3, and 4 dimensions
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var F2 = 0.5*(Math.sqrt(3)-1);
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var G2 = (3-Math.sqrt(3))/6;
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var F3 = 1/3;
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var G3 = 1/6;
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// 2D simplex noise
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functions.simplex2 = function(xin, yin) {
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var n0, n1, n2; // Noise contributions from the three corners
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// Skew the input space to determine which simplex cell we're in
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var s = (xin+yin)*F2; // Hairy factor for 2D
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var i = Math.floor(xin+s);
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var j = Math.floor(yin+s);
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var t = (i+j)*G2;
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var x0 = xin-i+t; // The x,y distances from the cell origin, unskewed.
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var y0 = yin-j+t;
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// For the 2D case, the simplex shape is an equilateral triangle.
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// Determine which simplex we are in.
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var i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords
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if(x0>y0) { // lower triangle, XY order: (0,0)->(1,0)->(1,1)
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i1=1; j1=0;
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} else { // upper triangle, YX order: (0,0)->(0,1)->(1,1)
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i1=0; j1=1;
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}
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// A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
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// a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
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// c = (3-sqrt(3))/6
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var x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords
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var y1 = y0 - j1 + G2;
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var x2 = x0 - 1 + 2 * G2; // Offsets for last corner in (x,y) unskewed coords
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var y2 = y0 - 1 + 2 * G2;
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// Work out the hashed gradient indices of the three simplex corners
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i &= 255;
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j &= 255;
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var gi0 = gradP[i+perm[j]];
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var gi1 = gradP[i+i1+perm[j+j1]];
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var gi2 = gradP[i+1+perm[j+1]];
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// Calculate the contribution from the three corners
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var t0 = 0.5 - x0*x0-y0*y0;
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if(t0<0) {
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n0 = 0;
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} else {
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t0 *= t0;
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n0 = t0 * t0 * gi0.dot2(x0, y0); // (x,y) of grad3 used for 2D gradient
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}
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var t1 = 0.5 - x1*x1-y1*y1;
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if(t1<0) {
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n1 = 0;
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} else {
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t1 *= t1;
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n1 = t1 * t1 * gi1.dot2(x1, y1);
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}
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var t2 = 0.5 - x2*x2-y2*y2;
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if(t2<0) {
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n2 = 0;
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} else {
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t2 *= t2;
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n2 = t2 * t2 * gi2.dot2(x2, y2);
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}
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// Add contributions from each corner to get the final noise value.
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// The result is scaled to return values in the interval [-1,1].
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return 70 * (n0 + n1 + n2);
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};
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// 3D simplex noise
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functions.simplex3 = function(xin, yin, zin) {
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var n0, n1, n2, n3; // Noise contributions from the four corners
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// Skew the input space to determine which simplex cell we're in
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var s = (xin+yin+zin)*F3; // Hairy factor for 2D
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var i = Math.floor(xin+s);
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var j = Math.floor(yin+s);
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var k = Math.floor(zin+s);
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var t = (i+j+k)*G3;
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var x0 = xin-i+t; // The x,y distances from the cell origin, unskewed.
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var y0 = yin-j+t;
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var z0 = zin-k+t;
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// For the 3D case, the simplex shape is a slightly irregular tetrahedron.
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// Determine which simplex we are in.
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var i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords
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var i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords
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if(x0 >= y0) {
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if(y0 >= z0) { i1=1; j1=0; k1=0; i2=1; j2=1; k2=0; }
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else if(x0 >= z0) { i1=1; j1=0; k1=0; i2=1; j2=0; k2=1; }
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else { i1=0; j1=0; k1=1; i2=1; j2=0; k2=1; }
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} else {
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if(y0 < z0) { i1=0; j1=0; k1=1; i2=0; j2=1; k2=1; }
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else if(x0 < z0) { i1=0; j1=1; k1=0; i2=0; j2=1; k2=1; }
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else { i1=0; j1=1; k1=0; i2=1; j2=1; k2=0; }
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}
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// A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z),
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// a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and
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// a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where
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// c = 1/6.
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var x1 = x0 - i1 + G3; // Offsets for second corner
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var y1 = y0 - j1 + G3;
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var z1 = z0 - k1 + G3;
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var x2 = x0 - i2 + 2 * G3; // Offsets for third corner
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var y2 = y0 - j2 + 2 * G3;
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var z2 = z0 - k2 + 2 * G3;
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var x3 = x0 - 1 + 3 * G3; // Offsets for fourth corner
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var y3 = y0 - 1 + 3 * G3;
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var z3 = z0 - 1 + 3 * G3;
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// Work out the hashed gradient indices of the four simplex corners
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i &= 255;
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j &= 255;
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k &= 255;
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var gi0 = gradP[i+ perm[j+ perm[k ]]];
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|
||||||
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);
|
|
18
tileinfo.js
18
tileinfo.js
|
@ -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}
|
|
10
tt.js
10
tt.js
|
@ -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"
|
|
41
worldgen.js
41
worldgen.js
|
@ -1,5 +1,5 @@
|
||||||
var noise = require('./perlin.js');
|
|
||||||
const util = require("./util.js")
|
const util = require("./util.js")
|
||||||
|
const log = require("./log.js")
|
||||||
|
|
||||||
function generateWorld(gridSize, perlinScale){
|
function generateWorld(gridSize, perlinScale){
|
||||||
let x, y = 0
|
let x, y = 0
|
||||||
|
@ -7,34 +7,35 @@ function generateWorld(gridSize, perlinScale){
|
||||||
let tempWorld = Array.from(Array(gridSize[0]), () => new Array(gridSize[1]));
|
let tempWorld = Array.from(Array(gridSize[0]), () => new Array(gridSize[1]));
|
||||||
for (x = 0; x < gridSize[0]; x++){
|
for (x = 0; x < gridSize[0]; x++){
|
||||||
for (y = 0; y < gridSize[1]; y++){
|
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(x = 0; x < gridSize[0]; x++){
|
||||||
for(y = 0; y < gridSize[1]; y++){
|
for(y = 0; y < gridSize[1]; y++){
|
||||||
|
const value = util.randomNumber(0, 3);
|
||||||
var value = (noise.perlin2(x/perlinScale, y/perlinScale))*10;
|
var n;
|
||||||
if (value >= -3) {
|
switch (value) {
|
||||||
tempWorld[x][y].type = 0
|
case 1:
|
||||||
} else if (value < -3) {
|
n = 0
|
||||||
tempWorld[x][y].type = 1
|
break;
|
||||||
}
|
case 2:
|
||||||
if (value > 1.4) {
|
n = 6
|
||||||
tempWorld[x][y].type = 2
|
break;
|
||||||
}
|
case 1:
|
||||||
|
n = 0
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
log.log("OTHER")
|
||||||
|
n = 7
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
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;
|
return tempWorld;
|
||||||
}
|
}
|
||||||
|
|
||||||
module.exports = { generateWorld };
|
module.exports = { generateWorld };
|
||||||
|
|
|
@ -13,25 +13,24 @@
|
||||||
<h1>Project</h1>
|
<h1>Project</h1>
|
||||||
|
|
||||||
<div class="wrapper" id="wrapper">
|
<div class="wrapper" id="wrapper">
|
||||||
<div class="top">
|
<!-- <div class="top"> -->
|
||||||
<h4 id="status">Connection Status</h4>
|
<h4 id="status">Connection Status</h4>
|
||||||
</div>
|
<!-- </div> -->
|
||||||
<span class ="left"><p>left</p></span>
|
<!-- <span class ="left"><p>left</p></span> -->
|
||||||
<span class="canvasStack">
|
<span class="canvasStack">
|
||||||
<canvas oncontextmenu="return false;" class="canvas1" id="canvas" width=0 height=0></canvas>
|
<canvas oncontextmenu="return false;" class="canvas1" id="canvas" width=0 height=0></canvas>
|
||||||
<canvas oncontextmenu="return false;" class="canvas2" id="parti" width=0 height=0></canvas>
|
|
||||||
<canvas oncontextmenu="return false;" class="canvas3" id="hud" width="0" height="0"></canvas>
|
<canvas oncontextmenu="return false;" class="canvas3" id="hud" width="0" height="0"></canvas>
|
||||||
</span>
|
</span>
|
||||||
<span class ="right"><p>right</p></span>
|
<!-- <span class ="right"><p>right</p></span> -->
|
||||||
|
|
||||||
<div class="bottom">
|
<!-- <div class="bottom"> -->
|
||||||
<div class="buttonBar" id="buttonBar">
|
<!-- <div class="buttonBar" id="buttonBar"> -->
|
||||||
<!-- <span class="button" no="1"></span>
|
<!-- <span class="button" no="1"></span>
|
||||||
<span class="button" no="2"></span>
|
<span class="button" no="2"></span>
|
||||||
<span class="button" no="3"></span>
|
<span class="button" no="3"></span>
|
||||||
<span class="button" no="4"></span>
|
<span class="button" no="4"></span>
|
||||||
<span class="button" no="null"></span> -->
|
<span class="button" no="null"></span> -->
|
||||||
</div>
|
<!-- </div> -->
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
BIN
www/mine.png
Normal file
BIN
www/mine.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 64 KiB |
|
@ -3,7 +3,6 @@ import {tileArray} from './tileRenderer.js';
|
||||||
import { cursor } from '../interface/game/mouse.js'
|
import { cursor } from '../interface/game/mouse.js'
|
||||||
import { ctx, hctx } from './html.js';
|
import { ctx, hctx } from './html.js';
|
||||||
import { game } from '../game/game.js'
|
import { game } from '../game/game.js'
|
||||||
import * as animation from './visualLoop.js'
|
|
||||||
|
|
||||||
export function render() {
|
export function render() {
|
||||||
renderTiles()
|
renderTiles()
|
||||||
|
@ -19,17 +18,8 @@ export function renderTiles() { // DRAW THE IMAGE TO THE CANVAS.
|
||||||
const yu = y*tileSize;
|
const yu = y*tileSize;
|
||||||
const tempWorld = game.world;
|
const tempWorld = game.world;
|
||||||
// Draw buildings
|
// Draw buildings
|
||||||
switch (tempWorld[x][y].type) {
|
|
||||||
case (0):
|
ctx.drawImage(tileArray[tempWorld[x][y].type], xu,yu)
|
||||||
ctx.drawImage(tileArray[0], xu,yu)
|
|
||||||
break;
|
|
||||||
case (1):
|
|
||||||
ctx.drawImage(tileArray[2], xu,yu)
|
|
||||||
break;
|
|
||||||
case (2):
|
|
||||||
ctx.drawImage(tileArray[1], xu,yu)
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Draw Structures
|
// Draw Structures
|
||||||
switch (tempWorld[x][y].structure) {
|
switch (tempWorld[x][y].structure) {
|
||||||
|
@ -48,23 +38,14 @@ export function renderTiles() { // DRAW THE IMAGE TO THE CANVAS.
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Draw Property overlays
|
|
||||||
if (tempWorld[x][y].color != null){
|
|
||||||
ctx.beginPath();
|
|
||||||
ctx.fillStyle = tempWorld[x][y].color;
|
|
||||||
|
|
||||||
ctx.rect(xu, yu, tileSize, tileSize)
|
|
||||||
ctx.globalAlpha = 0.6;
|
|
||||||
ctx.fill()
|
|
||||||
ctx.globalAlpha = 1;
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
console.log("image Rendered")
|
console.log("image Rendered")
|
||||||
}
|
}
|
||||||
|
|
||||||
export function renderHud(x, y) {
|
export function renderHud(x, y) {
|
||||||
const tileSize = game.tileSize;
|
const tileSize = game.tileSize;
|
||||||
hctx.clearRect(cursor.xold*tileSize, cursor.yold*tileSize, tileSize, tileSize)
|
hctx.clearRect(cursor.xold*tileSize, cursor.yold*tileSize, tileSize, tileSize)
|
||||||
hctx.drawImage(tileArray[80], x*tileSize,y*tileSize)
|
hctx.drawImage(tileArray[4], x*tileSize,y*tileSize)
|
||||||
}
|
}
|
||||||
|
|
|
@ -4,12 +4,8 @@ export var canvas = document.getElementById('canvas');
|
||||||
export var ctx = canvas.getContext('2d');
|
export var ctx = canvas.getContext('2d');
|
||||||
export var hud = document.getElementById('hud');
|
export var hud = document.getElementById('hud');
|
||||||
export var hctx = hud.getContext('2d');
|
export var hctx = hud.getContext('2d');
|
||||||
export var parti = document.getElementById('parti');
|
|
||||||
export var pctx = parti.getContext('2d');
|
|
||||||
|
|
||||||
canvas.width = game.tileSize*game.gridSize[0];
|
canvas.width = game.tileSize*game.gridSize[0];
|
||||||
canvas.height = game.tileSize*game.gridSize[1];
|
canvas.height = game.tileSize*game.gridSize[1];
|
||||||
hud.width = canvas.width;
|
hud.width = canvas.width;
|
||||||
hud.height = canvas.height;
|
hud.height = canvas.height;
|
||||||
parti.width = canvas.width;
|
|
||||||
parti.height = canvas.height;
|
|
||||||
|
|
|
@ -1,26 +0,0 @@
|
||||||
class particleHandler {
|
|
||||||
constructor() {
|
|
||||||
|
|
||||||
}
|
|
||||||
new(type, location) {
|
|
||||||
const id;
|
|
||||||
return id;
|
|
||||||
}
|
|
||||||
|
|
||||||
destroy(id) {
|
|
||||||
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
class particle {
|
|
||||||
constructor(id, type, location, timeout = 6) {
|
|
||||||
this.id = id;
|
|
||||||
this.type = type;
|
|
||||||
this.location = location;
|
|
||||||
this.timeout = timeout;
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
|
@ -1,20 +1,24 @@
|
||||||
|
import {game} from "/scripts/game/game.js"
|
||||||
|
|
||||||
export var tileArray = loadSprites();
|
export var tileArray = loadSprites();
|
||||||
export function loadSprites() {
|
export function loadSprites() {
|
||||||
var tiles = [];
|
var tiles = [];
|
||||||
var spriteJank = document.getElementById('spriteJank');
|
var spriteJank = document.getElementById('spriteJank');
|
||||||
|
spriteJank.width = game.tileSize;
|
||||||
|
spriteJank.height = game.tileSize;
|
||||||
var ctxj = spriteJank.getContext('2d');
|
var ctxj = spriteJank.getContext('2d');
|
||||||
var spriteSheet = new Image();
|
var spriteSheet = new Image();
|
||||||
|
|
||||||
spriteSheet.src = '/sheet.png'
|
spriteSheet.src = '/mine.png'
|
||||||
spriteSheet.onload = function() {
|
spriteSheet.onload = function() {
|
||||||
|
|
||||||
|
const tileSize = game.tileSize;
|
||||||
for (let y = 0; y < 16; y++) {
|
for (let y = 0; y < 8; y++) {
|
||||||
for (let x = 0; x < 16; x++) {
|
for (let x = 0; x < 8; x++) {
|
||||||
ctxj.drawImage(spriteSheet, -x*24,-y*24)
|
ctxj.drawImage(spriteSheet, -x*tileSize,-y*tileSize)
|
||||||
var tmp = new Image();
|
var tmp = new Image();
|
||||||
tmp.src = spriteJank.toDataURL();
|
tmp.src = spriteJank.toDataURL();
|
||||||
ctxj.clearRect(0, 0, 24, 24);
|
ctxj.clearRect(0, 0, tileSize, tileSize);
|
||||||
tiles.push(tmp)
|
tiles.push(tmp)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -1,30 +0,0 @@
|
||||||
import {render } from "./draw.js"
|
|
||||||
var RUNNING = false;
|
|
||||||
var animationStage = 0;
|
|
||||||
export function start() {
|
|
||||||
if (!RUNNING) {
|
|
||||||
RUNNING = true;
|
|
||||||
loop();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
export function stop() {
|
|
||||||
RUNNING = false
|
|
||||||
}
|
|
||||||
|
|
||||||
export function get() {
|
|
||||||
return animationStage
|
|
||||||
}
|
|
||||||
|
|
||||||
async function loop() {
|
|
||||||
if (RUNNING === true)
|
|
||||||
setTimeout(function(){
|
|
||||||
if (animationStage < 6) {
|
|
||||||
animationStage = animationStage + 1;
|
|
||||||
} else {
|
|
||||||
animationStage = 0;
|
|
||||||
}
|
|
||||||
render()
|
|
||||||
loop();
|
|
||||||
}, (250));
|
|
||||||
}
|
|
|
@ -6,8 +6,8 @@ class Game {
|
||||||
this.status = status;
|
this.status = status;
|
||||||
}
|
}
|
||||||
reset() {
|
reset() {
|
||||||
game = new Game(24, [18, 18], null, false);
|
game = new Game(16, [32, 32], null, false);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
export var game = new Game(24, [18, 18])
|
export var game = new Game(16, [32, 32])
|
||||||
|
|
|
@ -24,12 +24,13 @@ hud.addEventListener("mousedown", function(e)
|
||||||
});
|
});
|
||||||
|
|
||||||
function mouseMoved(event) {
|
function mouseMoved(event) {
|
||||||
const x = Math.floor(event.offsetX/game.tileSize)
|
const tileSize = game.tileSize
|
||||||
const y = Math.floor(event.offsetY/game.tileSize)
|
const x = Math.floor(event.offsetX/tileSize)
|
||||||
|
const y = Math.floor(event.offsetY/tileSize)
|
||||||
if (cursor.xold != x || cursor.yold != y) {
|
if (cursor.xold != x || cursor.yold != y) {
|
||||||
cursor.x = x
|
cursor.x = x
|
||||||
cursor.y = y
|
cursor.y = y
|
||||||
renderHud(x, y)
|
// renderHud(x, y)
|
||||||
cursor.xold = x
|
cursor.xold = x
|
||||||
cursor.yold = y
|
cursor.yold = y
|
||||||
}
|
}
|
||||||
|
|
|
@ -18,16 +18,16 @@ for(let i=0;i < 5;i++) {
|
||||||
let n;
|
let n;
|
||||||
switch (i) {
|
switch (i) {
|
||||||
case (1):
|
case (1):
|
||||||
n = 4
|
n = 1
|
||||||
break;
|
break;
|
||||||
case (2):
|
case (2):
|
||||||
n = 32
|
n = 2
|
||||||
break;
|
break;
|
||||||
case (3):
|
case (3):
|
||||||
n = 33
|
n = 3
|
||||||
break;
|
break;
|
||||||
case (4):
|
case (4):
|
||||||
n = 34
|
n = 4
|
||||||
break;
|
break;
|
||||||
default:
|
default:
|
||||||
n = 5
|
n = 5
|
||||||
|
|
|
@ -4,11 +4,11 @@ export function changeScene(scene) {
|
||||||
if (scene == "game") {
|
if (scene == "game") {
|
||||||
document.getElementById('menu').style = "display: none;"
|
document.getElementById('menu').style = "display: none;"
|
||||||
document.getElementById('container').style = ""
|
document.getElementById('container').style = ""
|
||||||
picker.create();
|
// picker.create();
|
||||||
}
|
}
|
||||||
if (scene == "mainmenu") {
|
if (scene == "mainmenu") {
|
||||||
document.getElementById('menu').style = ""
|
document.getElementById('menu').style = ""
|
||||||
document.getElementById('container').style = "display: none;"
|
document.getElementById('container').style = "display: none;"
|
||||||
picker.destroy();
|
// picker.destroy();
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
|
@ -4,7 +4,6 @@ import {game} from "/scripts/game/game.js"
|
||||||
import {render} from "/scripts/display/draw.js"
|
import {render} from "/scripts/display/draw.js"
|
||||||
import { changeScene } from "/scripts/interface/scene.js"
|
import { changeScene } from "/scripts/interface/scene.js"
|
||||||
import { illegalAction } from "/scripts/interface/common/illegalaction.js"
|
import { illegalAction } from "/scripts/interface/common/illegalaction.js"
|
||||||
import * as animation from '../display/visualLoop.js'
|
|
||||||
|
|
||||||
export var socket = io.connect(env.IP_ADDRESS);
|
export var socket = io.connect(env.IP_ADDRESS);
|
||||||
|
|
||||||
|
@ -49,7 +48,6 @@ socket.on('playerList', function(data){
|
||||||
socket.on('inGame', function(data){
|
socket.on('inGame', function(data){
|
||||||
if (!game.status) {changeScene("game")}
|
if (!game.status) {changeScene("game")}
|
||||||
game.status = true;
|
game.status = true;
|
||||||
animation.start();
|
|
||||||
})
|
})
|
||||||
|
|
||||||
socket.on('sync', function (sync){
|
socket.on('sync', function (sync){
|
||||||
|
|
BIN
www/sheet.png
BIN
www/sheet.png
Binary file not shown.
Before Width: | Height: | Size: 7.3 KiB |
Loading…
Reference in a new issue