├── game
├── servers.json
├── menu.js
└── game2.js
├── assets
├── images
│ └── background.png
├── styles
│ └── main.css
└── scripts
│ └── jquery-1.12.4.min.js
├── README.md
├── index.html
└── LICENSE
/game/servers.json:
--------------------------------------------------------------------------------
1 | [
2 | "127.0.0.1:8080"
3 | ]
4 |
--------------------------------------------------------------------------------
/assets/images/background.png:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/devenlil/Bliep.io-Client/HEAD/assets/images/background.png
--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 | # BliepProject
2 | The Bliep Project is an educational project dedicated to cloning the game Diep.io.
3 |
4 | # Bliep.io Client
5 | This is the javascript game client for the Bliep.io Server. This client will not work with Diep.io!
6 |
7 | ## Work In Progress!
8 | This repository is still a work in progress.
9 |
10 | Please see the [Bliep.io Server repository](https://github.com/devenlil/Bliep.io-Server) for more information.
11 |
--------------------------------------------------------------------------------
/assets/styles/main.css:
--------------------------------------------------------------------------------
1 | html, body {
2 | margin: 0;
3 | padding: 0;
4 | color: white;
5 | font-family: 'Ubuntu';
6 | font-weight: bold;
7 | }
8 |
9 | canvas {
10 | display: block;
11 | }
12 |
13 | #overlay {
14 | /*background: rgba(0, 0, 0, 0.5);*/
15 | position: fixed;
16 | top: 0;
17 | left: 0;
18 | }
19 |
20 | #header-container {
21 | position: absolute;
22 | text-align: center;
23 | }
24 |
25 | #nick-container {
26 | position: absolute;
27 | }
28 |
29 | #nick-container p {
30 | margin: 0;
31 | text-align: center;
32 | }
33 |
34 | .label {
35 | font-size: 20px;
36 | text-shadow:
37 | -1px -1px 0 #000,
38 | 1px -1px 0 #000,
39 | -1px 1px 0 #000,
40 | 1px 1px 0 #000;
41 | }
42 |
43 | .note {
44 | font-size: 14px;
45 | }
46 |
47 | input[type="text"] {
48 | height: 45px;
49 | width: 385px;
50 | padding: 0px 5px;
51 | border: 5px solid black;
52 | font: bold 45px 'Ubuntu';
53 | }
54 |
--------------------------------------------------------------------------------
/index.html:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 | Bliep Client
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
15 |
16 |
This is the tale of...
17 |
18 |
(press enter to spawn)
19 |
20 |
21 |
23 |
24 |
25 |
--------------------------------------------------------------------------------
/game/menu.js:
--------------------------------------------------------------------------------
1 | (function(window) {
2 |
3 | var menuContainer,
4 | headerContainer,
5 | nickContainer,
6 | nickField,
7 | menuBg
8 | menuShown = true;
9 |
10 | function init() {
11 | menuContainer = document.getElementById("overlay");
12 | headerContainer = document.getElementById("header-container");
13 | nickContainer = document.getElementById("nick-container");
14 | nickField = document.getElementById("nick");
15 |
16 | initGame();
17 | resize();
18 |
19 | menuBg = new Image();
20 | menuBg.onload = function() {
21 | setGameMenuBg(menuBg);
22 | };
23 | menuBg.src = 'assets/images/background.png';
24 | }
25 |
26 | function resize() {
27 | menuContainer.style.width = window.innerWidth + "px";
28 | menuContainer.style.height = window.innerHeight + "px";
29 |
30 | headerContainer.style.top = ((window.innerHeight / 2) - 300) + "px";
31 | headerContainer.style.left = ((window.innerWidth / 2) - 50) + "px";
32 |
33 | nickContainer.style.top = ((window.innerHeight / 2) - 35) + "px";
34 | nickContainer.style.left = ((window.innerWidth / 2) - 195) + "px";
35 | resizeGame();
36 | }
37 |
38 | function onKeyDown(event) {
39 | switch(event.keyCode) {
40 | case 13: // enter key
41 | play(nickField.value);
42 | break;
43 | default:
44 | onMoveKeys(false, event);
45 | break;
46 | }
47 | }
48 |
49 | window.hideMenu = function() {
50 | $(menuContainer).fadeOut('slow', function() {
51 | menuShown = false;
52 | });
53 | };
54 | window.showMenu = function() {
55 | menuShown = true;
56 | $(menuContainer).fadeIn('slow');
57 | };
58 | window.onload = init;
59 | window.onresize = resize;
60 | window.onkeydown = onKeyDown;
61 | window.onkeyup = function(event) {
62 | onMoveKeys(true, event);
63 | };
64 |
65 | })(window);
66 |
--------------------------------------------------------------------------------
/LICENSE:
--------------------------------------------------------------------------------
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/game/game2.js:
--------------------------------------------------------------------------------
1 | (function(window, $) {
2 |
3 | /* Private Variables */
4 |
5 | var verbose = true,
6 | menuBg = null,
7 | canvas = null,
8 | ctx = null,
9 | region = null, // unused atm
10 | servers = null,
11 | websocket = null,
12 | hearbeat = null,
13 | playing = false,
14 | connecting = false,
15 | connected = false,
16 | loop = null,
17 | worldSize = null, // unused atm (but actually initializes)
18 | myPlayer = {},
19 | players = [],
20 | foods = [],
21 | projectiles = [],
22 | lprojectiles = []; // locally moving projectiles
23 |
24 | const maxuint32 = 4294967295; // max value a uint32 holds. DO NOT CHANGE!!!!!
25 |
26 | var move = {
27 | 'up': false,
28 | 'left': false,
29 | 'down': false,
30 | 'right': false
31 | };
32 |
33 | /* Old colors
34 | var friendColor = "#00B4E0",
35 | enemyColor = "#F04F54",
36 | yellowColor = "#FFE66B",
37 | blueColor = "#758EFA",
38 | redColor = "#FA7575",
39 | stuffFill = "#999999",
40 | stuffOutline = "#545454",
41 | outlineWidth = 4;*/
42 |
43 | var friendColor = "#00B4E0",
44 | friendOutline = "#0085A6",
45 | enemyColor = "#F04F54",
46 | enemyOutline = "#B33B3F",
47 | yellowColor = "#FFE66B",
48 | yellowOutline = "#BDAA4D",
49 | blueColor = "#758EFA",
50 | blueOutline = "#596BBD",
51 | redColor = "#FA7575",
52 | redOutline = "#BD5959",
53 | stuffFill = "#999999",
54 | stuffOutline = "#707070",
55 | outlineWidth = 4;
56 |
57 | /* Game Constants */
58 |
59 | const SQUARE_SIZE = 40,
60 | TRIANGLE_SIZE = 40,
61 | PENTAGON_SIZE = 43;
62 |
63 | const SQUARE_FOOD = 0,
64 | TRIANGLE_FOOD = 1,
65 | PENTAGON_FOOD = 2;
66 |
67 | /* Game Functions */
68 |
69 | function render() {
70 | // Rendering Code
71 | ctx.clearRect(0, 0, canvas.width, canvas.height);
72 |
73 | if (!isConnected()) {
74 | if (menuBg) {
75 |
76 | // Image
77 | var offsetY = 40;
78 | var width = canvas.height*(menuBg.width/menuBg.height);
79 | var height = canvas.height+offsetY;
80 | if (canvas.width > width) {
81 | width = canvas.width;
82 | height = canvas.width*(menuBg.height/menuBg.width);
83 | }
84 | ctx.drawImage(menuBg, 0, -offsetY, width, height);
85 |
86 | // Darken
87 | ctx.globalAlpha = 0.5;
88 | ctx.fillStyle = '#000';
89 | ctx.fillRect(0, 0, canvas.width, canvas.height);
90 | ctx.globalAlpha = 1; //reset
91 |
92 | ctx.save();
93 | ctx.lineWidth = 10;
94 | ctx.font = "bold 60px Ubuntu";
95 | ctx.fillStyle = '#fff';
96 | ctx.strokeStyle = '#000';
97 | var title = "Bliep.io",
98 | titleX = (canvas.width/2)-(ctx.measureText(title).width/2),
99 | titleY = canvas.height/4;
100 | ctx.strokeText(title, titleX, titleY);
101 | ctx.fillText(title, titleX, titleY);
102 | ctx.restore();
103 | }
104 | if (!menuShown) {
105 | showMenu();
106 | }
107 | return;
108 | }
109 |
110 | // lowest layer
111 | drawBackground();
112 |
113 | ctx.translate((canvas.width/2.0) - myPlayer.position.x, (canvas.height/2.0) - myPlayer.position.y);
114 | drawGrid();
115 | drawFoods();
116 | drawProjectiles();
117 | drawMyPlayer();
118 | drawPlayers();
119 | ctx.translate(-((canvas.width/2.0) - myPlayer.position.x), -((canvas.height/2.0) - myPlayer.position.y));
120 | drawInterface();
121 | // highest layer
122 | }
123 |
124 | function drawBackground() {
125 | ctx.fillStyle = '#B8B8B8';
126 | ctx.fillRect(0, 0, canvas.width, canvas.height);
127 | }
128 |
129 | function drawGrid() {
130 | // Grid and bg color
131 | ctx.fillStyle = '#CCCCCC';
132 | ctx.fillRect(0, 0, worldSize, worldSize);
133 |
134 | ctx.strokeStyle = '#C2C2C2';
135 | ctx.lineWidth = 1;
136 |
137 | for (var x = 0; x < worldSize; x += 25) {
138 | ctx.beginPath();
139 | ctx.moveTo(x, 0);
140 | ctx.lineTo(x, worldSize);
141 | ctx.stroke();
142 | }
143 | for (var y = 0; y < worldSize; y += 25) {
144 | ctx.beginPath();
145 | ctx.moveTo(0, y);
146 | ctx.lineTo(worldSize, y);
147 | ctx.stroke();
148 | }
149 | }
150 |
151 | function drawFoods() {
152 | ctx.save();
153 | //ctx.strokeStyle = stuffOutline; // no more. now outline is just darker shade of fill
154 | ctx.lineWidth = outlineWidth;
155 | for (var i = 0; i < foods.length; i++) {
156 | //log("Drawing food (" + food.type + ") at (" + food.position.x + ", " + food.position.y + ")");
157 | var r1 = Math.random()*0.25, r2 = Math.random()*0.25;
158 | if (foods[i].xPlus && Math.abs((foods[i].position.x+r1) - foods[i].position.originalX) > 20) {
159 | foods[i].xPlus = false;
160 | } else if (!foods[i].xPlus && Math.abs((foods[i].position.x-r1) - foods[i].position.originalX) > 20) {
161 | foods[i].xPlus = true;
162 | }
163 | if (foods[i].yPlus && Math.abs((foods[i].position.y+r2) - foods[i].position.originalY) > 20) {
164 | foods[i].yPlus = false;
165 | } else if (!foods[i].yPlus && Math.abs((foods[i].position.y-r2) - foods[i].position.originalY) > 20) {
166 | foods[i].yPlus = true;
167 | }
168 | if (foods[i].xPlus) {
169 | foods[i].position.x += r1;
170 | } else {
171 | foods[i].position.x -= r1;
172 | }
173 | if (foods[i].yPlus) {
174 | foods[i].position.y += r2;
175 | } else {
176 | foods[i].position.y -= r2;
177 | }
178 |
179 | var foodFill;
180 | var foodOutline;
181 | ctx.beginPath();
182 | switch (foods[i].type) {
183 | case SQUARE_FOOD:
184 | foodFill = yellowColor;
185 | foodOutline = yellowOutline;
186 | ctx.rect(foods[i].position.x, foods[i].position.y, SQUARE_SIZE, SQUARE_SIZE);
187 | break;
188 | case TRIANGLE_FOOD:
189 | foodFill = redColor;
190 | foodOutline = redOutline;
191 | ctx.beginPath();
192 | ctx.moveTo(foods[i].position.x, foods[i].position.y);
193 | ctx.lineTo(foods[i].position.x + (TRIANGLE_SIZE/2.0), foods[i].position.y);
194 | ctx.lineTo(foods[i].position.x, foods[i].position.y - (0.9*TRIANGLE_SIZE));
195 | ctx.lineTo(foods[i].position.x - (TRIANGLE_SIZE/2.0), foods[i].position.y);
196 | break;
197 | case PENTAGON_FOOD:
198 | foodFill = blueColor;
199 | foodOutline = blueOutline;
200 | ctx.beginPath();
201 | ctx.moveTo(foods[i].position.x, foods[i].position.y);
202 | ctx.lineTo(foods[i].position.x + PENTAGON_SIZE, foods[i].position.y);
203 | ctx.lineTo(foods[i].position.x + PENTAGON_SIZE + 18, foods[i].position.y - PENTAGON_SIZE);
204 | ctx.lineTo(foods[i].position.x + (PENTAGON_SIZE/2.0), foods[i].position.y - (1.75*PENTAGON_SIZE));
205 | ctx.lineTo(foods[i].position.x - 18, foods[i].position.y - PENTAGON_SIZE);
206 | break;
207 | default:
208 | log("Unknown Food Type Received!");
209 | continue;
210 | }
211 | ctx.closePath();
212 | ctx.fillStyle = foodFill;
213 | ctx.strokeStyle = foodOutline;
214 | ctx.fill();
215 | ctx.stroke();
216 | }
217 | ctx.restore();
218 | }
219 |
220 | function drawMyPlayer() {
221 | var position = {
222 | 'x': myPlayer.position.x,
223 | 'y': myPlayer.position.y
224 | };
225 |
226 | drawTank(myPlayer.tank, calcTankSizes(myPlayer), position,
227 | myPlayer.aim, true);
228 | }
229 |
230 | function drawPlayers() {
231 | players.forEach(function(player) {
232 | // Check if player's position has initialized (happens after packet 25)
233 | if (typeof player.position == "undefined") {
234 | return;
235 | }
236 | drawTank(player.tank, calcTankSizes(player), player.position,
237 | player.aim, false);
238 | drawPlayerTankInfo(player);
239 | });
240 | }
241 |
242 | function drawProjectiles() {
243 | /* Server Projectiles (no longer used)
244 | * Bullet coordinates are sent from server
245 | */
246 | projectiles.forEach(function(projectile) {
247 | switch(projectile.type) {
248 | case 1:
249 | drawBullet(projectile.position, projectile.isMine);
250 | break;
251 | }
252 | }.bind(this));
253 |
254 | /* Local projectiles
255 | * Bullet coordinates are calculated locally.
256 | */
257 | lprojectiles.forEach(function(projectile, index) {
258 | if (projectile.life <= 0) {
259 | this.slice(index, 1);
260 | return;
261 | }
262 |
263 | switch(projectile.type) {
264 | case 1:
265 | drawBullet(projectile.position, ((projectile.ownerId == 0) ? true : false),
266 | projectile.life);
267 | var elapsed = Date.now() - projectile.lastUpdated;
268 | projectile.position.x += (projectile.velocity.x * elapsed);
269 | projectile.position.y += (projectile.velocity.y * elapsed);
270 | projectile.life -= elapsed;
271 | projectile.lastUpdated = Date.now();
272 | }
273 | }.bind(lprojectiles));
274 | }
275 |
276 | function drawBullet(position, isMine, life) {
277 | ctx.save();
278 |
279 | var bulletRadius = 12; // [TODO] what about different sizes of bullets??
280 | if (typeof life == "number" && life < 150 && life >= 0) {
281 | ctx.globalAlpha = life/150;
282 | bulletRadius += ((150-life)*0.5)/bulletRadius;
283 | }
284 | ctx.beginPath();
285 | ctx.arc(position.x, position.y, bulletRadius, 0, 2*Math.PI);
286 | ctx.closePath();
287 | /*ctx.fillStyle = (isMine) ? friendColor : enemyColor;
288 | ctx.strokeStyle = stuffOutline;*/
289 | if (isMine) {
290 | ctx.fillStyle = friendColor;
291 | ctx.strokeStyle = friendOutline;
292 | } else {
293 | ctx.fillStyle = enemyColor;
294 | ctx.strokeStyle = enemyOutline;
295 | }
296 | ctx.lineWidth = outlineWidth;
297 | ctx.fill();
298 | ctx.stroke();
299 |
300 | ctx.restore();
301 | }
302 |
303 | function drawTank(type, sizes, position, aimAngle, isMine) {
304 | if (typeof position == 'undefined' ||
305 | typeof aimAngle == 'undefined') {
306 | return;
307 | }
308 | if (typeof isMine != 'boolean') {
309 | isMine = false;
310 | }
311 |
312 | ctx.save();
313 |
314 | ctx.translate(position.x, position.y);
315 | ctx.rotate(aimAngle);
316 | ctx.translate(-(position.x), -(position.y));
317 | ctx.fillStyle = stuffFill;
318 | ctx.strokeStyle = stuffOutline;
319 | ctx.lineWidth = outlineWidth;
320 | roundRect(ctx, position.x+(0.5*sizes.radius), position.y-(0.4*sizes.radius),
321 | 36.0+sizes.gunOffset, 22, 0.5, true, true);
322 |
323 | // Body
324 | ctx.beginPath();
325 | ctx.arc(position.x, position.y, sizes.radius, 0, 2*Math.PI);
326 | ctx.closePath();
327 | if (isMine) {
328 | ctx.fillStyle = friendColor;
329 | ctx.strokeStyle = friendOutline;
330 | } else {
331 | ctx.fillStyle = enemyColor;
332 | ctx.strokeStyle = enemyOutline;
333 | }
334 | ctx.fill();
335 | ctx.stroke();
336 |
337 | ctx.restore();
338 | }
339 |
340 | function drawPlayerTankInfo(player) {
341 | var r = calcTankSizes(player).radius;
342 | var x,
343 | y = (player.position.y - r);
344 |
345 | ctx.save();
346 | ctx.fillStyle = '#fff';
347 | ctx.strokeStyle = '#545454';
348 |
349 | // Score
350 | if (player.score > 0) {
351 | ctx.lineWidth = 3;
352 | ctx.font = "bold 12px Ubuntu";
353 | x = player.position.x - (ctx.measureText(player.score).width / 2);
354 | y -= 8;
355 | ctx.strokeText(player.score, x, y);
356 | ctx.fillText(player.score, x, y);
357 |
358 | y -= 8;
359 | }
360 |
361 | // Name
362 | ctx.lineWidth = 4;
363 | ctx.font = "bold 19px Ubuntu";
364 | x = player.position.x - (ctx.measureText(player.name).width / 2);
365 | y -= 5;
366 | ctx.strokeText(player.name, x, y);
367 | ctx.fillText(player.name, x, y);
368 |
369 | ctx.restore();
370 | }
371 |
372 | function drawInterface() {
373 | ctx.globalAlpha = 0.9;
374 |
375 | var x,y;
376 | // Name
377 | var nick = myPlayer.name;
378 | ctx.save();
379 | ctx.fillStyle = '#fff';
380 | ctx.strokeStyle = '#292929';
381 | ctx.lineWidth = 8;
382 | ctx.font = "bold 40px Ubuntu";
383 | x = (canvas.width / 2) - (ctx.measureText(nick).width / 2);
384 | y = canvas.height - 75;
385 | ctx.strokeText(nick, x, y);
386 | ctx.fillText(nick, x, y);
387 |
388 | // Score box
389 | ctx.beginPath();
390 | ctx.moveTo((canvas.width/2)-(310/2), canvas.height-65);
391 | ctx.lineTo((canvas.width/2)+(310/2), canvas.height-65);
392 | ctx.quadraticCurveTo((canvas.width/2)+(330/2), canvas.height-(65-(18/2)),
393 | (canvas.width/2)+(310/2), canvas.height-(65-18));
394 | ctx.lineTo((canvas.width/2)-(310/2), canvas.height-(65-18));
395 | ctx.quadraticCurveTo((canvas.width/2)-(330/2), canvas.height-(65-(18/2)),
396 | (canvas.width/2)-(310/2), canvas.height-65);
397 | ctx.fillStyle = '#292929';
398 | ctx.fill();
399 | // Score Progress Bar [max = 326, min = 26]
400 | // Player score range [min = 0, max = 150000]
401 | var scoreProgress = (myPlayer.score > 150000) ? 150000 : myPlayer.score;
402 | var lengthScale = (326 - 26) / (150000 - 0);
403 | var length = (scoreProgress * lengthScale) + 26;
404 | ctx.beginPath();
405 | ctx.moveTo((canvas.width/2)-(306/2), canvas.height-63);
406 | ctx.lineTo((canvas.width/2)-(306/2)+(length-20), canvas.height-63);
407 | ctx.quadraticCurveTo((canvas.width/2)-(326/2)+length, canvas.height-(63-(14/2)),
408 | (canvas.width/2)-(306/2)+(length-20), canvas.height-(63-14));
409 | ctx.lineTo((canvas.width/2)-(306/2), canvas.height-(63-14));
410 | ctx.quadraticCurveTo((canvas.width/2)-(326/2), canvas.height-(63-(14/2)),
411 | (canvas.width/2)-(306/2), canvas.height-63);
412 | ctx.fillStyle = '#0ffcb1';
413 | ctx.fill();
414 | // Score box text
415 | ctx.fillStyle = '#fff';
416 | ctx.font = "bold 12px Ubuntu";
417 | ctx.lineWidth = 2;
418 | var scoreTxt = "Score: " + myPlayer.score.toLocaleString(),
419 | scoreX = (canvas.width/2)-(ctx.measureText(scoreTxt).width/2),
420 | scoreY = canvas.height-(59-(14/2));
421 | ctx.strokeText(scoreTxt, scoreX, scoreY);
422 | ctx.fillText(scoreTxt, scoreX, scoreY);
423 |
424 | // Level box
425 | ctx.beginPath();
426 | ctx.moveTo((canvas.width/2)-(320/2), canvas.height-45);
427 | ctx.lineTo((canvas.width/2)+(320/2), canvas.height-45);
428 | ctx.quadraticCurveTo((canvas.width/2)+(340/2), canvas.height-(45-(18/2)),
429 | (canvas.width/2)+(320/2), canvas.height-(45-18));
430 | ctx.lineTo((canvas.width/2)-(320/2), canvas.height-(45-18));
431 | ctx.quadraticCurveTo((canvas.width/2)-(340/2), canvas.height-(45-(18/2)),
432 | (canvas.width/2)-(320/2), canvas.height-45);
433 | ctx.fillStyle = '#292929';
434 | ctx.fill();
435 | // Level box fill
436 | var length = ((myPlayer.score*300)/50000)+26; // max = 326, min = 26
437 | // [TODO] adjust length based on player score and top player's score
438 | ctx.beginPath();
439 | ctx.moveTo((canvas.width/2)-(316/2), canvas.height-43);
440 | ctx.lineTo((canvas.width/2)-(316/2)+(length-20), canvas.height-43);
441 | ctx.quadraticCurveTo((canvas.width/2)-(336/2)+length, canvas.height-(43-(14/2)),
442 | (canvas.width/2)-(316/2)+(length-20), canvas.height-(43-14));
443 | ctx.lineTo((canvas.width/2)-(316/2), canvas.height-(43-14));
444 | ctx.quadraticCurveTo((canvas.width/2)-(336/2), canvas.height-(43-(14/2)),
445 | (canvas.width/2)-(316/2), canvas.height-43);
446 | ctx.fillStyle = '#fce156';
447 | ctx.fill();
448 | // Level box text
449 | ctx.fillStyle = '#fff';
450 | ctx.font = "bold 12px Ubuntu";
451 | ctx.lineWidth = 2;
452 | var levelTxt = "Level: " + myPlayer.score.toLocaleString(),
453 | levelX = (canvas.width/2)-(ctx.measureText(scoreTxt).width/2),
454 | levelY = canvas.height-(39-(14/2));
455 | ctx.strokeText(levelTxt, levelX, levelY);
456 | ctx.fillText(levelTxt, levelX, levelY);
457 |
458 | ctx.restore();
459 | ctx.globalAlpha = 1;
460 | }
461 |
462 | function update() {
463 |
464 | render();
465 |
466 | loop = requestAnimFrame(update);
467 | }
468 |
469 | function calcTankSizes(player) {
470 | // [TODO] calculate the level from the player's score
471 | var level = 1;
472 |
473 | var gunOffset = 0;
474 | if (player.lastBullet != 0) {
475 | var timeSinceLastBullet = Date.now() - player.lastBullet;
476 | var animLength = 250;
477 | if (timeSinceLastBullet >= animLength) {
478 | // Animation done
479 | player.lastBullet = 0;
480 | } else if (timeSinceLastBullet < animLength/2) {
481 | // Gun Shrinking
482 | gunOffset = -timeSinceLastBullet/50;
483 | } else {
484 | // Gun Expanding
485 | gunOffset = (-(animLength/2)/50)+((timeSinceLastBullet-(animLength/2))/50);
486 | }
487 | }
488 |
489 | var obj = {
490 | 'radius': (27 + (level/5.0)),
491 | 'gunOffset': (level/5.0) + gunOffset,
492 | 'level': 1
493 | };
494 | return obj;
495 | }
496 |
497 | function aimTowards(x, y) {
498 | //goTowards(event.clientX-(canvas.width/2), (canvas.height/2)-event.clientY);
499 | var angle = Math.atan(y/x);
500 | if (x < 0) {
501 | angle += Math.PI;
502 | } else if (y < 0) {
503 | angle += (2*Math.PI);
504 | }
505 | myPlayer.aim = angle;
506 | angle = angle * (180.0 / Math.PI); // to degrees
507 |
508 | var buffer = new ArrayBuffer(3);
509 | var data = new DataView(buffer);
510 | data.setUint8(0, 50); // packet id
511 | data.setUint16(1, angle); // mouse angle
512 | sendSafe(buffer);
513 | }
514 |
515 | // Draws rounded rectangle on canvas
516 | function roundRect(ctx, x, y, width, height, radius, fill, stroke) {
517 | if (typeof stroke == 'undefined') {
518 | stroke = true;
519 | }
520 | if (typeof radius === 'undefined') {
521 | radius = 5;
522 | }
523 | if (typeof radius === 'number') {
524 | radius = {tl: radius, tr: radius, br: radius, bl: radius};
525 | } else {
526 | var defaultRadius = {tl: 0, tr: 0, br: 0, bl: 0};
527 | for (var side in defaultRadius) {
528 | radius[side] = radius[side] || defaultRadius[side];
529 | }
530 | }
531 | ctx.beginPath();
532 | ctx.moveTo(x + radius.tl, y);
533 | ctx.lineTo(x + width - radius.tr, y);
534 | ctx.quadraticCurveTo(x + width, y, x + width, y + radius.tr);
535 | ctx.lineTo(x + width, y + height - radius.br);
536 | ctx.quadraticCurveTo(x + width, y + height, x + width - radius.br, y + height);
537 | ctx.lineTo(x + radius.bl, y + height);
538 | ctx.quadraticCurveTo(x, y + height, x, y + height - radius.bl);
539 | ctx.lineTo(x, y + radius.tl);
540 | ctx.quadraticCurveTo(x, y, x + radius.tl, y);
541 | ctx.closePath();
542 | if (fill) {
543 | ctx.fill();
544 | }
545 | if (stroke) {
546 | ctx.stroke();
547 | }
548 | }
549 |
550 | /* Network Functions */
551 |
552 | function connect(callback) {
553 | if (isConnected()) // double check
554 | return true;
555 | connecting = true;
556 | var server = findServer(findRegion());
557 | websocket = new WebSocket('ws://' + server);
558 | websocket.binaryType = 'arraybuffer';
559 | websocket.onopen = function() {
560 | log("Opened Socket Connection");
561 | connecting = false;
562 | connected = true;
563 | heartbeat = setInterval(function() {
564 | var buffer = new ArrayBuffer(1);
565 | var data = new DataView(buffer);
566 | data.setUint8(0, 0);
567 | sendSafe(buffer);
568 | }, 1000);
569 | if (typeof callback == 'function') callback();
570 | };
571 | websocket.onclose = function(event) {
572 | log("Closed Socket Connection (" + event.code + ")");
573 | if (heartbeat) {
574 | clearInterval(heartbeat);
575 | }
576 | reset();
577 | };
578 | websocket.onerror = function() {
579 | log("Socket Error", true);
580 | reset();
581 | };
582 | websocket.onmessage = handleMessage;
583 | }
584 |
585 | function sendSafe(data) {
586 | if (!data) return false;
587 | if (isConnected()) {
588 | websocket.send(data);
589 | return true;
590 | }
591 | return false;
592 | }
593 |
594 | function isConnected() {
595 | if (websocket && websocket.readyState == WebSocket.OPEN)
596 | return true;
597 | return false;
598 | }
599 |
600 | function handleMessage(message) {
601 | if (!(message.data instanceof ArrayBuffer)) {
602 | log('Message from server is not an arraybuffer.');
603 | return;
604 | }
605 |
606 | message = new DataView(message.data);
607 | var packetId = message.getUint8(0);
608 |
609 | log("Packet from Server: " + packetId);
610 |
611 | switch(packetId) {
612 | case 0: // Handshake Request
613 | worldSize = message.getUint16(1);
614 | var buffer = new ArrayBuffer(2);
615 | var data = new DataView(buffer);
616 | data.setUint8(0, 1); // packet id
617 | data.setUint8(1, 1); // protocol version
618 | sendSafe(buffer);
619 | break;
620 | case 20: // Init Player
621 | var byteOffset = 1;
622 | var playerCount = message.getUint8(byteOffset++);
623 | for (var i = 0; i < playerCount; i++) {
624 | var playerId = message.getUint32(byteOffset);
625 | byteOffset += 4;
626 |
627 | var nick = "";
628 | for (; message.getUint16(byteOffset) != 0; byteOffset += 2) {
629 | nick += String.fromCharCode(message.getUint16(byteOffset));
630 | }
631 | byteOffset += 2; // skip end of nick byte
632 |
633 | var score = message.getUint32(byteOffset);
634 | byteOffset += 4;
635 |
636 | var tank = message.getUint8(byteOffset++);
637 |
638 | if (playerId == 0) {
639 | myPlayer.name = nick;
640 | myPlayer.score = score;
641 | myPlayer.tank = tank;
642 | myPlayer.position = {};
643 | myPlayer.aim = 0;
644 | myPlayer.lastBullet = 0;
645 | if (!loop) {
646 | hideMenu();
647 | update();
648 | if (!playing) {
649 | playing = true;
650 | }
651 | }
652 | } else {
653 | // Check if existing player in known players array
654 | var pi = players.findIndex(player => player.id === playerId);
655 | if (pi != -1) {
656 | log("Player Already Initialized. Replacing...");
657 | players.splice(pi, 1);
658 | }
659 | log("Initializing player: " + playerId);
660 | players.push({
661 | 'id': playerId,
662 | 'name': nick,
663 | 'score': score,
664 | 'tank': tank,
665 | 'lastBullet': 0
666 | });
667 | }
668 | }
669 | break;
670 | case 21: // Forget Player(s)
671 | var byteOffset = 1;
672 | var playerCount = message.getUint8(byteOffset++);
673 | for (var i = 0; i < playerCount; i++) {
674 | var playerId = message.getUint32(byteOffset);
675 | byteOffset += 4;
676 |
677 | log("Forgetting player: " + playerId);
678 |
679 | var pi = players.findIndex(player => player.id === playerId);
680 | if (pi != -1) {
681 | players.splice(pi, 1);
682 | } else {
683 | log("Server requested forget player for uninitialized player id.");
684 | }
685 | }
686 | break;
687 | case 25: // Update Player(s) [score & position]
688 | var byteOffset = 1;
689 | var playerCount = message.getUint8(byteOffset++);
690 | var newProjectiles = [];
691 | for (var i = 0; i < playerCount; i++) {
692 | var playerId = message.getUint32(byteOffset);
693 | var player = (playerId == 0) ? myPlayer : { 'id': -1, 'score': -1, 'position': {}, 'aim' : 0 };
694 |
695 | player.score = message.getUint32(byteOffset+4);
696 | player.position.x = message.getInt32(byteOffset+8);
697 | player.position.y = message.getInt32(byteOffset+12);
698 | byteOffset += 16;
699 |
700 | var isMine = true;
701 | if (player !== myPlayer) {
702 | isMine = false;
703 | // Get aim if network player & convert to radians
704 | player.aim = message.getUint16(byteOffset) * (Math.PI / 180.0);
705 | byteOffset += 2;
706 |
707 | // Find player in memory & update score, position, and rotation
708 | var pi = players.findIndex(player => player.id === playerId);
709 | if (pi == -1) {
710 | log("Warning! Uninitialized Player's Data Received (" + playerId + ")");
711 | continue;
712 | }
713 | players[pi].score = player.score;
714 | players[pi].position = player.position;
715 | players[pi].aim = player.aim;
716 | }
717 |
718 | // projectiles
719 | var bulletCount = message.getUint8(byteOffset++);
720 | for (var o = 0; o < bulletCount; o++) {
721 | newProjectiles.push({
722 | 'type': message.getUint8(byteOffset++),
723 | 'position': {
724 | 'x': message.getInt32(byteOffset),
725 | 'y': message.getInt32(byteOffset+4)
726 | },
727 | 'isMine': isMine
728 | });
729 | byteOffset += 8;
730 | }
731 | //byteOffset += (bulletCount * 9);
732 | }
733 | projectiles = newProjectiles;
734 | break;
735 | case 30: // Add Food(s)
736 | var byteOffset = 1;
737 | var foodCount = message.getUint16(byteOffset);
738 | byteOffset += 2;
739 | for (var i = 0; i < foodCount; i++) {
740 | var food = { 'type': -1, 'position': {} };
741 | food.type = message.getUint8(byteOffset++);
742 | food.position.x = food.position.originalX = message.getInt32(byteOffset);
743 | food.position.y = food.position.originalY = message.getInt32(byteOffset+4);
744 | food.xPlus = Boolean(Math.floor(Math.random() * 2));
745 | food.yPlus = Boolean(Math.floor(Math.random() * 2));
746 | byteOffset += 8;
747 | var fi = foods.indexOf(food);
748 | if (fi != -1) {
749 | log("Food Already Initialized. Skipping...");
750 | } else {
751 | foods.push(food);
752 | }
753 | }
754 | break;
755 | case 35: // Spawn Bullet
756 | var byteOffset = 1;
757 |
758 | var serverTime1 = message.getUint16(byteOffset);
759 | byteOffset += 2;
760 | var serverTime2 = message.getUint32(byteOffset);
761 | byteOffset += 4;
762 | var packetReceived = Date.now(); // current time
763 | var serverSentTime = (serverTime1*maxuint32)+serverTime2;
764 |
765 | var bulletCount = message.getUint8(byteOffset++);
766 | for (var i = 0; i < bulletCount; i++) {
767 | // Read all data sent and store in variables
768 | var ownerId = message.getUint8(byteOffset++);
769 | var bulletType = message.getUint8(byteOffset++);
770 | var bulletSpeed = message.getFloat32(byteOffset);
771 | byteOffset += 4;
772 | var bulletAngle = message.getUint16(byteOffset) * (Math.PI / 180.0);
773 | byteOffset += 2;
774 | var bulletStartX = message.getInt32(byteOffset);
775 | byteOffset += 4;
776 | var bulletStartY = message.getInt32(byteOffset);
777 | byteOffset += 4;
778 | var bulletLife = message.getUint16(byteOffset);
779 | byteOffset += 2;
780 |
781 | var velocity = {
782 | 'x': Math.cos(bulletAngle) * bulletSpeed,
783 | 'y': Math.sin(bulletAngle) * bulletSpeed
784 | };
785 | var elapsed = (Date.now() - packetReceived) + (Date.now() - serverSentTime);
786 | var position = {
787 | 'x': bulletStartX + (elapsed * velocity.x),
788 | 'y': bulletStartY + (elapsed * velocity.y)
789 | };
790 | lprojectiles.push({
791 | 'ownerId': ownerId,
792 | 'type': bulletType,
793 | 'velocity': velocity,
794 | 'position': position,
795 | 'life': (bulletLife - elapsed),
796 | 'lastUpdated': Date.now()
797 | });
798 | if (ownerId == 0) {
799 | myPlayer.lastBullet = Date.now();
800 | } else {
801 | var pi = players.findIndex(player => player.id === ownerId);
802 | if (pi == -1) {
803 | log("Warning! Uninitialized Player's Bullet Received (" + playerId + ")");
804 | continue;
805 | }
806 | players[pi].lastBullet = Date.now();
807 | }
808 | }
809 | break;
810 | default: // Unhandled Packet
811 | log(" - The packet was unhandled.", this.verbose, false);
812 | break;
813 | }
814 | }
815 |
816 | function findServer(region) {
817 | var index = Math.floor(Math.random() * servers.length);
818 | return servers[index];
819 | }
820 |
821 | function findRegion() {
822 | // [TODO] find a region
823 | return 'US';
824 | }
825 |
826 | function loadServers(callback) {
827 | $.getJSON("game/servers.json", function(json) {
828 | servers = json;
829 | if (typeof callback == 'function') callback();
830 | });
831 | }
832 |
833 | function reset() {
834 | if (isConnected()) {
835 | log("Cannot reset client while connected to server.");
836 | return;
837 | }
838 | cancelRequestAnimFrame(loop);
839 | hearbeat = null,
840 | playing = false,
841 | connecting = false,
842 | connected = false,
843 | loop = null,
844 | worldSize = null, // unused atm (but actually initializes)
845 | myPlayer = {},
846 | players = [],
847 | foods = [];
848 | render();
849 | }
850 |
851 | function log(msg, override, prefix) {
852 | if (typeof override != 'boolean')
853 | override = verbose;
854 | if (typeof prefix != 'boolean')
855 | prefix = true;
856 | if (override) {
857 | if (prefix) {
858 | console.log('[BliepClient] ' + msg);
859 | } else {
860 | console.log(msg);
861 | }
862 | }
863 | }
864 |
865 | /* Global Functions */
866 |
867 | window.initGame = function() {
868 | canvas = document.getElementById('canvas');
869 | ctx = canvas.getContext('2d');
870 | region = findRegion();
871 | loadServers();
872 | canvas.onmousemove = function(e) {
873 | aimTowards(e.clientX - (canvas.width/2.0), e.clientY - (canvas.height/2.0));
874 | };
875 | canvas.onmousedown = function(event) {
876 | var mouseBtn = event.which || event.button;
877 | if (mouseBtn == 1) { // left click
878 | onShootKeys(1);
879 | }
880 | };
881 | canvas.onmouseup = function(event) {
882 | var mouseBtn = event.which || event.button;
883 | if (mouseBtn == 1) { // left click
884 | onShootKeys(0);
885 | }
886 | };
887 | };
888 |
889 | window.resizeGame = function() {
890 | canvas.width = window.innerWidth;
891 | canvas.height = window.innerHeight;
892 | render();
893 | };
894 |
895 | window.setGameMenuBg = function(image) {
896 | if (image instanceof Image) {
897 | menuBg = image;
898 | render();
899 | return true;
900 | } else {
901 | return false;
902 | }
903 | };
904 |
905 | window.play = function(name) {
906 | if (playing || connecting) return;
907 |
908 | if (typeof name != 'string') name = "";
909 |
910 | // Clean & Trim Player Name (also done on serverside!)
911 | name = name.trim();
912 | name = name.substr(0, 15); // max 15 chars
913 |
914 | // Build Packet
915 | var buffer = new ArrayBuffer(3 + (2 * name.length));
916 | var data = new DataView(buffer);
917 | var byteOffset = 0;
918 | data.setUint8(byteOffset++, 10);
919 | for (var i = 0; i < name.length; i++) {
920 | data.setUint16(byteOffset, name.charCodeAt(i));
921 | byteOffset += 2;
922 | }
923 | data.setUint16(byteOffset, 0);
924 | byteOffset += 2;
925 |
926 | // Send Play Packet
927 | if (!isConnected()) {
928 | connect(function() {
929 | sendSafe(buffer);
930 | });
931 | } else {
932 | sendSafe(buffer);
933 | }
934 | };
935 |
936 | window.onMoveKeys = function(upMode, event) {
937 | if (!playing) {
938 | return;
939 | }
940 | switch(event.keyCode) {
941 | case 87: // w key
942 | move.up = !upMode;
943 | break;
944 | case 65: // a key
945 | move.left = !upMode;
946 | break;
947 | case 83: // s key
948 | move.down = !upMode;
949 | break;
950 | case 68: // d key
951 | move.right = !upMode;
952 | break;
953 | }
954 |
955 | // send packet
956 | var buffer = new ArrayBuffer(5);
957 | var data = new DataView(buffer);
958 | data.setUint8(0, 51);
959 | data.setUint8(1, (move.up ? 1 : 0));
960 | data.setUint8(2, (move.left ? 1 : 0));
961 | data.setUint8(3, (move.down ? 1 : 0));
962 | data.setUint8(4, (move.right ? 1 : 0));
963 | sendSafe(buffer);
964 |
965 | /* Local Move */
966 | var angle = -1;
967 | if (move.up && !move.down) {
968 | if (move.left != move.right) {
969 | if (move.left) {
970 | angle = 135;
971 | } else if (move.right) {
972 | angle = 45;
973 | }
974 | } else {
975 | angle = 90;
976 | }
977 | } else if (!move.up && move.down) {
978 | if (move.left != move.right) {
979 | if (move.left) {
980 | angle = 225;
981 | } else if (move.right) {
982 | angle = 315;
983 | }
984 | } else {
985 | angle = 270;
986 | }
987 | } else if (move.left && !move.right) {
988 | angle = 180;
989 | } else if (!move.left && move.right) {
990 | angle = 0;
991 | }
992 | if (angle != -1) {
993 | angle = angle * Math.PI/180;
994 | var velocityX = Math.cos(angle)*5.0;
995 | var velocityY = -Math.sin(angle)*5.0;
996 |
997 | if (myPlayer.position.x + velocityX > worldSize) {
998 | myPlayer.position.x = worldSize;
999 | } else if (myPlayer.position.x + velocityX < 0) {
1000 | myPlayer.position.x = 0;
1001 | } else {
1002 | myPlayer.position.x += velocityX;
1003 | }
1004 | if (myPlayer.position.y + velocityY > worldSize) {
1005 | myPlayer.position.y = worldSize;
1006 | } else if (myPlayer.position.y + velocityY < 0) {
1007 | myPlayer.position.y = 0;
1008 | } else {
1009 | myPlayer.position.y += velocityY;
1010 | }
1011 | }
1012 | };
1013 |
1014 | window.onShootKeys = function(key) {
1015 | // key: 0 = released, 1 = clicked
1016 | if (key != 0 && key != 1) {
1017 | return;
1018 | }
1019 | // send packet
1020 | var buffer = new ArrayBuffer(2);
1021 | var data = new DataView(buffer);
1022 | data.setUint8(0, 52);
1023 | data.setUint8(1, key);
1024 | sendSafe(buffer);
1025 | };
1026 |
1027 | window.requestAnimFrame = (function() {
1028 | return window.requestAnimationFrame ||
1029 | window.webkitRequestAnimationFrame ||
1030 | window.mozRequestAnimationFrame ||
1031 | window.oRequestAnimationFrame ||
1032 | window.msRequestAnimationFrame ||
1033 | function(callback) {
1034 | return window.setTimeout(callback, 1000 / 60);
1035 | };
1036 | })();
1037 |
1038 | window.cancelRequestAnimFrame = (function() {
1039 | return window.cancelAnimationFrame ||
1040 | window.webkitCancelRequestAnimationFrame ||
1041 | window.mozCancelRequestAnimationFrame ||
1042 | window.oCancelRequestAnimationFrame ||
1043 | window.msCancelRequestAnimationFrame ||
1044 | clearTimeout
1045 | })();
1046 |
1047 | })(window, jQuery);
1048 |
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