游戏多人转换websockets

时间:2015-12-03 16:21:41

标签: javascript websocket multiplayer

我在网上发现了一些很酷的代码,我正在寻求适应游戏,但首先我希望使用socket.io,express或eureca.io这样的插槽让多人游戏工作,但是我我不确定如何调整我必须使用的多人游戏代码,有人可以借给我一个并告诉我该怎么做吗?

此致

迷茫的个人

<!DOCTYPE html>
<html>
<head>
<title></title>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.3/jquery.min.js"></script>
<script type="text/javascript" src="script.js"></script>
</head>
<body>
<center><canvas id="gameCanvas" width="600" height="600"></canvas></center>

$(document).ready(function() {
var socket = io.connect();
window.Game = {};
    (function(){
        function Rectangle(left, top, width, height){
            this.left = left || 0;
            this.top = top || 0;
            this.width = width || 0;
            this.height = height || 0;
            this.right = this.left + this.width;
            this.bottom = this.top + this.height;
        }

        Rectangle.prototype.set = function(left, top, /*optional*/width, /*optional*/height){
            this.left = left;
            this.top = top;
            this.width = width || this.width;
            this.height = height || this.height
            this.right = (this.left + this.width);
            this.bottom = (this.top + this.height);
        }

        Rectangle.prototype.within = function(r) {
            return (r.left <= this.left && 
                    r.right >= this.right &&
                    r.top <= this.top && 
                    r.bottom >= this.bottom);
        }       

        Rectangle.prototype.overlaps = function(r) {
            return (this.left < r.right && 
                    r.left < this.right && 
                    this.top < r.bottom &&
                    r.top < this.bottom);
        }

        // add "class" Rectangle to our Game object
        Game.Rectangle = Rectangle;
    })();   

    // wrapper for "class" Camera (avoid global objects)
    (function(){

        // possibles axis to move the camera
        var AXIS = {
            NONE: "none", 
            HORIZONTAL: "horizontal", 
            VERTICAL: "vertical", 
            BOTH: "both"
        };

        // Camera constructor
        function Camera(xView, yView, canvasWidth, canvasHeight, worldWidth, worldHeight)
        {
            // position of camera (left-top coordinate)
            this.xView = xView || 0;
            this.yView = yView || 0;

            // distance from followed object to border before camera starts move
            this.xDeadZone = 0; // min distance to horizontal borders
            this.yDeadZone = 0; // min distance to vertical borders

            // viewport dimensions
            this.wView = canvasWidth;
            this.hView = canvasHeight;          

            // allow camera to move in vertical and horizontal axis
            this.axis = AXIS.BOTH;  

            // object that should be followed
            this.followed = null;

            // rectangle that represents the viewport
            this.viewportRect = new Game.Rectangle(this.xView, this.yView, this.wView, this.hView);             

            // rectangle that represents the world's boundary (room's boundary)
            this.worldRect = new Game.Rectangle(0, 0, worldWidth, worldHeight);

        }

        // gameObject needs to have "x" and "y" properties (as world(or room) position)
        Camera.prototype.follow = function(gameObject, xDeadZone, yDeadZone)
        {       
            this.followed = gameObject; 
            this.xDeadZone = xDeadZone;
            this.yDeadZone = yDeadZone;
        }                   

        Camera.prototype.update = function()
        {
            // keep following the player (or other desired object)
            if(this.followed != null)
            {       
                if(this.axis == AXIS.HORIZONTAL || this.axis == AXIS.BOTH)
                {       
                    // moves camera on horizontal axis based on followed object position
                    if(this.followed.x - this.xView  + this.xDeadZone > this.wView)
                        this.xView = this.followed.x - (this.wView - this.xDeadZone);
                    else if(this.followed.x  - this.xDeadZone < this.xView)
                        this.xView = this.followed.x  - this.xDeadZone;

                }
                if(this.axis == AXIS.VERTICAL || this.axis == AXIS.BOTH)
                {
                    // moves camera on vertical axis based on followed object position
                    if(this.followed.y - this.yView + this.yDeadZone > this.hView)
                        this.yView = this.followed.y - (this.hView - this.yDeadZone);
                    else if(this.followed.y - this.yDeadZone < this.yView)
                        this.yView = this.followed.y - this.yDeadZone;
                }                       

            }       

            // update viewportRect
            this.viewportRect.set(this.xView, this.yView);

            // don't let camera leaves the world's boundary
            if(!this.viewportRect.within(this.worldRect))
            {
                if(this.viewportRect.left < this.worldRect.left)
                    this.xView = this.worldRect.left;
                if(this.viewportRect.top < this.worldRect.top)                  
                    this.yView = this.worldRect.top;
                if(this.viewportRect.right > this.worldRect.right)
                    this.xView = this.worldRect.right - this.wView;
                if(this.viewportRect.bottom > this.worldRect.bottom)                    
                    this.yView = this.worldRect.bottom - this.hView;
            }

        }   

        // add "class" Camera to our Game object
        Game.Camera = Camera;

    })();

    // wrapper for "class" Player
    (function(){
        function Player(x, y){
            // (x, y) = center of object
            // ATTENTION:
            // it represents the player position on the world(room), not the canvas position
            this.x = x;
            this.y = y;             

            // move speed in pixels per second
            this.speed = 200;       

            // render properties
            this.width = 50;
            this.height = 50;
        }

        Player.prototype.update = function(step, worldWidth, worldHeight){
            // parameter step is the time between frames ( in seconds )

            // check controls and move the player accordingly
            if(Game.controls.left)
                this.x -= this.speed * step;
            if(Game.controls.up)
                this.y -= this.speed * step;
            if(Game.controls.right)
                this.x += this.speed * step;
            if(Game.controls.down)
                this.y += this.speed * step;        

            // don't let player leaves the world's boundary
            if(this.x - this.width/2 < 0){
                this.x = this.width/2;
            }
            if(this.y - this.height/2 < 0){
                this.y = this.height/2;
            }
            if(this.x + this.width/2 > worldWidth){
                this.x = worldWidth - this.width/2;
            }
            if(this.y + this.height/2 > worldHeight){
                this.y = worldHeight - this.height/2;
            }
        }

        Player.prototype.draw = function(context, xView, yView){        
            // draw a simple rectangle shape as our player model
            context.save();     
            context.fillStyle = "black";
            // before draw we need to convert player world's position to canvas position            
            context.fillRect((this.x-this.width/2) - xView, (this.y-this.height/2) - yView, this.width, this.height);
            context.restore();          
        }

        // add "class" Player to our Game object
        Game.Player = Player;

    })();

    // wrapper for "class" Map
    (function(){
        function Map(width, height){
            // map dimensions
            this.width = width;
            this.height = height;

            // map texture
            this.image = null;
        }

        // generate an example of a large map
        Map.prototype.generate = function(){
            var ctx = document.createElement("canvas").getContext("2d");        
            ctx.canvas.width = this.width;
            ctx.canvas.height = this.height;        

            var rows = ~~(this.width/44) + 1;
            var columns = ~~(this.height/44) + 1;


            ctx.restore();  

            // store the generate map as this image texture
            this.image = new Image();
            this.image.src = ctx.canvas.toDataURL("image/png");                 

            // clear context
            ctx = null;
        }

        // draw the map adjusted to camera
        Map.prototype.draw = function(context, xView, yView){                   
            // easiest way: draw the entire map changing only the destination coordinate in canvas
            // canvas will cull the image by itself (no performance gaps -> in hardware accelerated environments, at least)
            //context.drawImage(this.image, 0, 0, this.image.width, this.image.height, -xView, -yView, this.image.width, this.image.height);

            // didactic way:

            var sx, sy, dx, dy;
            var sWidth, sHeight, dWidth, dHeight;

            // offset point to crop the image
            sx = xView;
            sy = yView;

            // dimensions of cropped image          
            sWidth =  context.canvas.width;
            sHeight = context.canvas.height;

            // if cropped image is smaller than canvas we need to change the source dimensions
            if(this.image.width - sx < sWidth){
                sWidth = this.image.width - sx;
            }
            if(this.image.height - sy < sHeight){
                sHeight = this.image.height - sy; 
            }

            // location on canvas to draw the croped image
            dx = 0;
            dy = 0;
            // match destination with source to not scale the image
            dWidth = sWidth;
            dHeight = sHeight;                                  

            context.drawImage(this.image, sx, sy, sWidth, sHeight, dx, dy, dWidth, dHeight);            
        }

        // add "class" Map to our Game object
        Game.Map = Map;

    })();

    // Game Script
    (function(){
        // prepaire our game canvas
        var canvas = document.getElementById("gameCanvas");
        var context = canvas.getContext("2d");

        // game settings:   
        var FPS = 30;
        var INTERVAL = 1000/FPS; // milliseconds
        var STEP = INTERVAL/1000 // seconds

        // setup an object that represents the room
        var room = {
            width: 600,
            height: 600,
            map: new Game.Map(600, 600)
        };

        // generate a large image texture for the room
        room.map.generate();

        // setup player
        var player = new Game.Player(50, 50);

        // setup the magic camera !!!
        var camera = new Game.Camera(0, 0, canvas.width, canvas.height, room.width, room.height);       
        camera.follow(player, canvas.width/2, canvas.height/2);

        // Game update function
        var update = function(){            
            player.update(STEP, room.width, room.height);
            camera.update();
        }

        // Game draw function
        var draw = function(){
            // clear the entire canvas
            context.clearRect(0, 0, canvas.width, canvas.height);

            // redraw all objects
            room.map.draw(context, camera.xView, camera.yView);     
            player.draw(context, camera.xView, camera.yView);       
        }

        // Game Loop
        var gameLoop = function(){                      
            update();
            draw();
        }   

        // <-- configure play/pause capabilities:

        // I'll use setInterval instead of requestAnimationFrame for compatibility reason,
        // but it's easy to change that.

        var runningId = -1;

        Game.play = function(){ 
            if(runningId == -1){
                runningId = setInterval(function(){
                    gameLoop();
                }, INTERVAL);
                console.log("play");
            }
        }

        Game.togglePause = function(){      
            if(runningId == -1){
                Game.play();
            }
            else
            {
                clearInterval(runningId);
                runningId = -1;
                console.log("paused");
            }
        }   

        // -->

    })();

    // <-- configure Game controls:

    Game.controls = {
        left: false,
        up: false,
        right: false,
        down: false,
    };

    window.addEventListener("keydown", function(e){
        switch(e.keyCode)
        {
            case 37: // left arrow
                Game.controls.left = true;
                break;
            case 38: // up arrow
                Game.controls.up = true;
                break;
            case 39: // right arrow
                Game.controls.right = true;
                break;
            case 40: // down arrow
                Game.controls.down = true;
                break;
        }
    }, false);

    window.addEventListener("keyup", function(e){
        switch(e.keyCode)
        {
            case 37: // left arrow
                Game.controls.left = false;
                break;
            case 38: // up arrow
                Game.controls.up = false;
                break;
            case 39: // right arrow
                Game.controls.right = false;
                break;
            case 40: // down arrow
                Game.controls.down = false;
                break;
            case 80: // key P pauses the game
                Game.togglePause();
                break;      
        }
    }, false);

    // -->

    // start the game when page is loaded
    window.onload = function(){ 
        Game.play();
    }
    });

1 个答案:

答案 0 :(得分:0)

您在Map.prototype.generate中创建一个画布,然后在游戏脚本的最后选择html中的现有canava(准备我们的游戏画布) 它通常不起作用......