/
server.js
203 lines (172 loc) · 5.34 KB
/
server.js
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var express = require('express'),
app = express(app),
server = require('http').createServer(app);
// serve static files from the current directory
app.use(express.static(__dirname));
//we'll keep clients data here
var clients = {};
var updatedPowers = [];
var totalKills = [];
var allNames = [];
powerUpUpdate();
//get EurecaServer class
var EurecaServer = require('eureca.io').EurecaServer;
//create an instance of EurecaServer
var eurecaServer = new EurecaServer({
allow: ['killPowerups', 'setInfo', 'spawnEnemy', 'kill', 'updateState', 'updatePowerUps',
'nameChange', 'removePlayerHealth', 'displayScoreboard', 'printKillText'
]
});
//attach eureca.io to our http server
eurecaServer.attach(server);
//eureca.io provides events to detect clients connect/disconnect
//detect client connection
eurecaServer.onConnect(function(conn) {
console.log('New Client id=%s ', conn.id, conn.remoteAddress);
//the getClient method provide a proxy allowing us to call remote client functions
var remote = eurecaServer.getClient(conn.id);
//register the client
clients[conn.id] = {
id: conn.id,
remote: remote
};
//here we call setId (defined in the client side)
remote.setInfo({
id: conn.id,
powerups: updatedPowers
});
});
//detect client disconnection
eurecaServer.onDisconnect(function(conn) {
console.log('Client disconnected ', conn.id);
var removeId = clients[conn.id].id;
delete clients[conn.id];
var index;
allNames.forEach(function(each, i) {
if (each.id === conn.id) {
index = i
}
})
allNames.splice(index, 1);
for (var c in clients) {
var remote = clients[c].remote;
//here we call kill() method defined in the client side
remote.kill(conn.id);
}
});
eurecaServer.exports.handshake = function(connId) {
var remote = clients[connId].remote;
// loop thru all players
for (var cc in clients) {
if (cc === connId) {
continue;
}
//send latest known position
var x = clients[cc].laststate ? clients[cc].laststate.x : 0;
var y = clients[cc].laststate ? clients[cc].laststate.y : 0;
// send current player to new player
remote.spawnEnemy(clients[cc].id, x, y);
// send new player spawn to current player
clients[cc].remote.spawnEnemy(connId, 0, 0);
}
};
function powerUpUpdate() {
var locs = [
[2161, 2421],
[2145, 1360],
[1814, 1629],
[1694, 1169],
[670, 2043],
[1022, 2421],
[522, 1087],
[324, 325],
[889, 129],
[1578, 200],
[2261, 234],
[1296, 815]
];
var powerUpType = ['rifle', 'shotgun', 'health', 'shield', 'two-guns', 'rocket'];
updatedPowers = [];
for (var i = 0; i < 5; i++) {
var pu = updatedPowers[i] = [
locs.splice(Math.floor(locs.length * Math.random()), 1)[0],
powerUpType[Math.floor(powerUpType.length * Math.random())]
];
}
for (var c in clients) {
var remote = clients[c].remote;
remote.updatePowerUps(updatedPowers);
}
}
eurecaServer.exports.assignName = function(id, name) {
allNames.push({
id, name
});
for (var c in clients) {
var remote = clients[c].remote;
remote.nameChange(id, name, allNames);
}
}
eurecaServer.exports.bulletHitsPlayer = function(playerShotandShooter) {
for (var c in clients) {
var remote = clients[c].remote;
remote.removePlayerHealth(playerShotandShooter);
}
}
eurecaServer.exports.pickupPowerUp = function() {
for (var c in clients) {
var remote = clients[c].remote;
remote.killPowerups();
}
setTimeout(function() {
powerUpUpdate();
}, 3000);
};
eurecaServer.exports.killUpdate = function(packge) {
totalKills.push(packge) //packge is the latest kill event
var conn = this.connection;
var updatedClient = clients[conn.id];
for (var c in clients) {
var remote = clients[c].remote;
remote.printKillText(packge, allNames);
}
}
eurecaServer.exports.scoreDisplay = function(id) {
if (totalKills.length === 0) return;
var fullKDcount = []
allNames.forEach(function(namePair) {
var kdPair = []
var player = namePair.name;
var killCount = 0;
var deathCount = 0;
totalKills.forEach(function(killEvent) {
if (namePair.id === killEvent.killer) {
killCount += 1
}
if (namePair.id === killEvent.victim) {
deathCount += 1
}
})
kdPair[0] = player;
kdPair[1] = killCount;
kdPair[2] = deathCount;
fullKDcount.push(kdPair);
})
var useableName;
//we display to only the ID passed in the function to us
for (var c in clients) {
var remote = clients[c].remote;
remote.displayScoreboard(fullKDcount, id);
}
}
eurecaServer.exports.handleKeys = function(keys) {
var conn = this.connection;
var updatedClient = clients[conn.id];
for (var c in clients) {
var remote = clients[c].remote;
remote.updateState(updatedClient.id, keys);
//keep last known state so we can send it to new connected clients
clients[c].laststate = keys;
}
};
server.listen(process.env.PORT);