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backend.js
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const express = require('express');
const http = require('http');
const { Server } = require('socket.io');
// socket.io server setup
const app = express();
const server = http.createServer(app);
const io = new Server(server, { pingInterval: 2000, pingTimeout: 5000 });
const port = 8080;
app.use(express.static('public'));
app.get('/', (req, res) => {
res.sendFile(__dirname + '/index.html');
});
// player constants
const SPEED = 600;
const JUMP_FORCE = 1200;
const GRAVITY_CONSTANT = 2800;
const GROUND_FRICTION = 1000;
const AIR_FRICTION = 1000;
const MAX_HEALTH = 3;
// player dimensions
const WIDTH = 64;
const HEIGHT = 64;
// canvas dimensions
const CANVAS = {
width: 1024,
height: 576
}
// debug flags
let simulate_latency = true;
// world state
let backEndPlayers = {};
let inputQueue = [];
// initialize backend player on socket connection
io.on('connection', (socket) => {
console.log('a user connected: ' + socket.id);
io.emit('updatePlayers', backEndPlayers);
backEndPlayers[socket.id] = {
x: CANVAS.width * Math.random(),
y: CANVAS.height * Math.random(),
dx: 0,
dy: 0,
target_dx: 0,
target_dy: 0,
width: WIDTH,
height: HEIGHT,
color: 'rgba(0, 0, 255, 1)',
sequenceNumber: 0,
timestamp: 0,
canJump: false,
current_health: MAX_HEALTH,
character_number: 65 * Math.floor(Math.random() * 4),
server_timestamp: 0,
time_since_input: 0,
just_damaged: false,
damaged_time: 0,
state: ""
};
// cleanly remove player on socket disconnect
socket.on('disconnect', (reason) => {
console.log(reason);
delete backEndPlayers[socket.id];
io.emit('updatePlayers', backEndPlayers);
});
socket.on('sendInput', (input) => {
const delay = simulate_latency ? 1800 : 0;
setTimeout(() => {
inputQueue.push(input);
}, delay);
});
});
// backend main game loop
setInterval(() => {
// compute delta time since last update.
var now_ts = performance.now();
var last_ts = this.last_ts || now_ts;
var delta_time = (now_ts - last_ts) / 1000.0;
this.last_ts = now_ts;
processInputs(now_ts); // process inputs that haven't been seen yet
physics(now_ts, delta_time); // calculate backend state
io.emit('updatePlayers', backEndPlayers); // send authoritative state to client
}, 15); // 60 fps
function processInputs(now_ts) {
// process all inputs in queue
while (inputQueue.length != 0) {
let input = inputQueue.shift();
if (!input.event) return; // drop inputs that don't have an event
const backEndPlayer = backEndPlayers[input.id];
if (backEndPlayer.just_damaged) {
if (now_ts - backEndPlayer.damaged_time < 1500) {
return;
} else {
backEndPlayer.just_damaged = false;
}
}
// filter input event type
if (input.event === 'Stop') {
if (backEndPlayer.dx)
backEndPlayer.target_dx = backEndPlayer.target_dx;
} else if (input.event === 'Run_Right') {
backEndPlayer.target_dx = SPEED;
} else if (input.event === 'Run_Left') {
backEndPlayer.target_dx = -SPEED;
} else if (input.event === 'Jump' && backEndPlayer.canJump == true) {
backEndPlayer.canJump = false;
backEndPlayer.target_dy = -JUMP_FORCE;
} else if (input.event === 'Attack') {
attack(input, now_ts);
}
backEndPlayer.sequenceNumber = input.sequenceNumber;
backEndPlayer.timestamp = input.timestamp; // client pressed input timestamp
backEndPlayer.state = input.event;
backEndPlayer.server_timestamp = now_ts; // server received input timestamp
}
}
function physics(now_ts, delta_time) {
// process physics for every backend player
for (const id in backEndPlayers) {
const backEndPlayer = backEndPlayers[id];
// Player movement
backEndPlayer.target_dy += GRAVITY_CONSTANT * delta_time;
if (backEndPlayer.state === 'Stop' && backEndPlayer.dx != 0.0) {
//console.log("friction")
if (backEndPlayer.dx > 0) {
backEndPlayer.target_dx -= GROUND_FRICTION * delta_time;
if (backEndPlayer.target_dx < 0) {
backEndPlayer.target_dx = 0;
}
} else if (backEndPlayer.dx < 0) {
backEndPlayer.target_dx += GROUND_FRICTION * delta_time;
if (backEndPlayer.target_dx > 0) {
backEndPlayer.target_dx = 0;
}
}
}
backEndPlayer.dy = backEndPlayer.target_dy;
backEndPlayer.dx = backEndPlayer.target_dx;
backEndPlayer.x += backEndPlayer.dx * delta_time;
backEndPlayer.y += backEndPlayer.dy * delta_time;
// floor check
if (backEndPlayer.y + backEndPlayer.height >= CANVAS.height) {
backEndPlayer.canJump = true;
backEndPlayer.dy = 0;
backEndPlayer.y = CANVAS.height - backEndPlayer.height;
} else {
backEndPlayer.canJump = false;
}
// TODO: find a better way to deal with this
if (backEndPlayer.server_timestamp !== 0)
// if player has just been initialized, don't update time_since_input
backEndPlayer.time_since_input = now_ts - backEndPlayer.server_timestamp;
}
}
function attack(input, now_ts) {
const player = backEndPlayers[input.id];
for (const id in backEndPlayers) {
if (id == input.id) continue; // don't want to hit ourselves
const enemy_player = backEndPlayers[id];
if (check_collision(player.x-player.width/2, player.y+player.height/2, player.width*2, player.height*2, enemy_player.x, enemy_player.y, enemy_player.width, enemy_player.height)) {
console.log("HIT")
enemy_player.current_health--;
enemy_player.just_damaged = true;
enemy_player.damaged_time = now_ts;
//knockback(enemy_player, player);
handleHit(player, enemy_player, 2000);
if (enemy_player.current_health <= 0) {
respawn(id);
io.emit('respawnPlayer', id);
}
}
}
}
// TODO: check for multiple collisions (currently returns true at first collision)
function check_collision(ax, ay, aw, ah, bx, by, bw, bh) {
if (((ax >= bx && ax <= bx + bw)
|| (ax + aw >= bx && ax + aw <= bx + bw))
&& ((ay >= by && ay <= by + bh)
|| (ay + ah >= by && ay + ah <= by + bh))) {
// objects are colliding
return true;
}
else false;
}
function respawn(id) {
backEndPlayers[id] = {
x: CANVAS.width * Math.random(),
y: CANVAS.height * Math.random(),
dx: 0,
dy: 0,
target_dx: 0,
target_dy: 0,
width: WIDTH,
height: HEIGHT,
color: 'rgba(0, 0, 255, 1)',
sequenceNumber: 0,
timestamp: 0,
canJump: false,
just_damaged: false,
current_health: MAX_HEALTH,
character_number: 65 * Math.floor(Math.random() * 4),
server_timestamp: 0,
time_since_input: 0,
};
}
// Function to calculate the direction vector
function calculateDirectionVector(player1, player2) {
let directionX = player2.x - player1.x;
let directionY = player2.y - player1.y;
return { x: directionX, y: directionY };
}
// Function to normalize a vector
function normalizeVector(vector) {
let magnitude = Math.sqrt(vector.x * vector.x + vector.y * vector.y);
return { x: vector.x / magnitude, y: vector.y / magnitude };
}
// Function to apply force to the player being hit
function applyForce(player, forceVector, forceMagnitude) {
player.dx -= forceVector.x * forceMagnitude;
player.dy = forceVector.y * forceMagnitude;
}
// Main function to handle the hit
function handleHit(player1, player2, forceMagnitude) {
// Calculate direction vector from player1 to player2
let directionVector = calculateDirectionVector(player1, player2);
// Normalize the direction vector
let normalizedDirection = normalizeVector(directionVector);
// Reverse the direction for applying force to player2 (the one being hit)
let forceVector = { x: -normalizedDirection.x, y: -normalizedDirection.y };
// Apply the force to player2
applyForce(player2, forceVector, forceMagnitude);
}
function lerp(start, end, a) {
return start + (end - start) * a;
}
server.listen(port, () => {
console.log(`Example app listening on port http://localhost:${port}`);
});