Class: GameLogic
- Inherits:
-
Object
- Object
- GameLogic
- Defined in:
- lib/server/gamelogic.rb
Overview
high level game logic
Instance Method Summary collapse
- #check_collide(players, player) ⇒ Object
- #game_map_collision_vertical(game_map, player) ⇒ Object
- #gravity(game_map, player, _dt, _tick) ⇒ Object
- #handle_client_requests(game_map, data, id, players, _dt) ⇒ Object
-
#initialize(console) ⇒ GameLogic
constructor
A new instance of GameLogic.
- #on_player_connect(client, players) ⇒ Object
- #on_player_disconnect(client, players) ⇒ Object
- #posttick(game_map, players, _dt) ⇒ Object
- #tick(game_map, players, dt, tick) ⇒ Object
Constructor Details
#initialize(console) ⇒ GameLogic
Returns a new instance of GameLogic.
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# File 'lib/server/gamelogic.rb', line 7 def initialize(console) @console = console @alive_players = 0 end |
Instance Method Details
#check_collide(players, player) ⇒ Object
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# File 'lib/server/gamelogic.rb', line 27 def check_collide(players, player) players.each do |other| next if other == player next unless player.collide[:down] x_force = player.check_player_collide(other) player.apply_force(x_force, -8) unless x_force.zero? end end |
#game_map_collision_vertical(game_map, player) ⇒ Object
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# File 'lib/server/gamelogic.rb', line 57 def game_map_collision_vertical(game_map, player) if player.dy.positive? # left bottom col = game_map.collision?(player.x / TILE_SIZE, (player.y + player.h) / TILE_SIZE) if col player.y = col[:y] * TILE_SIZE player.y -= player.crouching? ? PLAYER_SIZE / 2 : PLAYER_SIZE player.do_collide(:down, true) end # right bottom col = game_map.collision?((player.x + player.w) / TILE_SIZE, (player.y + player.h) / TILE_SIZE) if col player.y = col[:y] * TILE_SIZE player.y -= player.crouching? ? PLAYER_SIZE / 2 : PLAYER_SIZE player.do_collide(:down, true) end elsif player.dy.negative? # left top col = game_map.collision?(player.x / TILE_SIZE, player.y / TILE_SIZE) if col player.y = (col[:y] * TILE_SIZE) + player.h player.y += 1 player.y += PLAYER_SIZE / 2 if player.crouching? player.do_collide(:up, true) end # right top col = game_map.collision?((player.x + player.w) / TILE_SIZE, player.y / TILE_SIZE) if col player.y = (col[:y] * TILE_SIZE) + player.h player.y += 1 player.y += PLAYER_SIZE / 2 if player.crouching? player.do_collide(:up, true) end end nil end |
#gravity(game_map, player, _dt, _tick) ⇒ Object
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# File 'lib/server/gamelogic.rb', line 184 def gravity(game_map, player, _dt, _tick) if player.dead player.dead_ticks += 1 player.state[:bleeding] = true if player.dead_ticks > 3 player.dead = false player.state[:bleeding] = false player.die end elsif game_map.death?(player.x / TILE_SIZE, (player.y + player.h) / TILE_SIZE) player.dead = true player.dead_ticks = 0 end # grav = 100000 * dt # @console.log "grav: #{grav}" # player.y += grav player.dy += 1 if player.dy < 16 end |
#handle_client_requests(game_map, data, id, players, _dt) ⇒ Object
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# File 'lib/server/gamelogic.rb', line 94 def handle_client_requests(game_map, data, id, players, _dt) player = Player.get_player_by_id(players, id) if player.nil? @console.log "WARNING failed to update nil player with id=#{id}" if players.count.positive? @console.log 'connected players:' else @console.log 'no players currently connected!' end players.each do |p| @console.log "id=#{p.id} name='#{p.name}'" end return players end # reset values (should stay first) player.wants_crouch = false # move request if data[0] == '1' @console.dbg "player=#{id} wants to crouch" player.crouch! player.wants_crouch = true player.x -= PLAYER_SIZE / 4 unless player.was_crouching # TODO: why is it checking right when on left side!? if closest_interval_side(TILE_SIZE, player.x) == SIDE_LEFT player.check_move_right(game_map) else player.check_move_left(game_map) end player.was_crouching = true end if data[1] == 'l' game_map_collision_vertical(game_map, player) @console.dbg "player=#{id} wants to walk left" player.move_left(game_map) end if data[1] == 'r' @console.dbg "player=#{id} wants to walk right" game_map_collision_vertical(game_map, player) player.move_right(game_map) end if data[2] == '1' @console.dbg "player=#{id} wants to jump" player.do_jump end if data[3] == '1' && player.crouching? == false @console.dbg "player=#{id} wants to fire" player.fire_ticks += 1 if player.fire_ticks > 29 player.state[:fire] = 3 elsif player.fire_ticks > 19 player.state[:fire] = 2 elsif player.fire_ticks > 9 player.state[:fire] = 1 end else if player.fire_ticks.positive? dx = (player.aim_x - player.x).clamp(-200, 200) / 20 dy = (player.aim_y - player.y).clamp(-200, 200) / 20 dx *= (player.fire_ticks / 10).clamp(1, 3) dy *= (player.fire_ticks / 10).clamp(1, 3) player.projectile.fire(player.x + TILE_SIZE / 4, player.y + TILE_SIZE / 2, dx, dy, player) end player.fire_ticks = 0 player.state[:fire] = 0 end player.aim_x = net_unpack_bigint(data[4..5]) player.aim_y = net_unpack_bigint(data[6..7]) # player.projectile.x = player.aim_x + 20 # player.projectile.y = player.aim_y + 20 player.check_out_of_game_map # return updated players players end |
#on_player_connect(client, players) ⇒ Object
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# File 'lib/server/gamelogic.rb', line 12 def on_player_connect(client, players) player = Player.get_player_by_id(players, client[PLAYER_ID]) return if player.nil? port, ip = Socket.unpack_sockaddr_in(client[NET_CLIENT].getpeername) @console.log "player joined ID=#{player.id} IP=#{ip}:#{port} name='#{player.name}'" end |
#on_player_disconnect(client, players) ⇒ Object
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# File 'lib/server/gamelogic.rb', line 20 def on_player_disconnect(client, players) player = Player.get_player_by_id(players, client[PLAYER_ID]) return if player.nil? @console.log "player left ID=#{player.id} name='#{player.name}'" end |
#posttick(game_map, players, _dt) ⇒ Object
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# File 'lib/server/gamelogic.rb', line 172 def posttick(game_map, players, _dt) players.each do |player| # stopped crouching -> stand up next unless player.was_crouching && player.wants_crouch == false player.x += PLAYER_SIZE / 4 player.was_crouching = false player.stop_crouch! game_map_collision_vertical(game_map, player) end end |
#tick(game_map, players, dt, tick) ⇒ Object
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# File 'lib/server/gamelogic.rb', line 37 def tick(game_map, players, dt, tick) players.each do |player| # reset values (should stay first) player.reset_collide gravity(game_map, player, dt, tick) player.tick game_map_collision_vertical(game_map, player) if player.dx.positive? player.check_move_right(game_map) elsif player.dx.negative? player.check_move_left(game_map) end player.projectile.tick(players) # player collsions works # but it eats performance and delays jumping check_collide(players, player) end end |