/
client.js
181 lines (156 loc) · 5.18 KB
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client.js
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var url = require('url')
var websocket = require('websocket-stream')
var engine = require('voxel-engine')
var duplexEmitter = require('duplex-emitter')
var toolbar = require('toolbar')
var randomName = require('./randomname')
var crunch = require('voxel-crunch')
var emitChat = require('./chat')
var blockSelector = toolbar({el: '#tools'})
var highlight = require('voxel-highlight')
var skin = require('minecraft-skin')
var player = require('voxel-player')
var emitter, playerID
var players = {}, lastProcessedSeq = 0
var localInputs = [], connected = false, erase = true
var currentMaterial = 1
var lerpPercent = 0.1
window.addEventListener('keydown', function (ev) {
if (ev.keyCode === 'X'.charCodeAt(0)) erase = !erase
})
function ctrlToggle (ev) { erase = !ev.ctrlKey }
window.addEventListener('keyup', ctrlToggle)
window.addEventListener('keydown', ctrlToggle)
var socket = websocket('ws://' + url.parse(window.location.href).host)
socket.on('end', function() { connected = false })
connectToGameServer(socket)
function connectToGameServer(socket) {
emitter = duplexEmitter(socket)
connected = true
emitter.on('id', function(id) {
playerID = id
})
emitter.on('settings', function(settings) {
settings.generateChunks = false
window.game = game = createGame(settings)
emitter.emit('created')
emitter.on('chunk', function(encoded, chunk) {
var voxels = crunch.decode(encoded, chunk.length)
chunk.voxels = voxels
game.showChunk(chunk)
})
})
// fires when server sends us voxel edits
emitter.on('set', function(pos, val) {
game.setBlock(pos, val)
})
}
function createGame(options) {
options.controlsDisabled = false
window.game = engine(options)
function sendState() {
if (!connected) return
var state = {
position: viking.yaw.position,
rotation: {
y: viking.yaw.rotation.y,
x: viking.pitch.rotation.x
}
}
emitter.emit('state', state)
}
var name = localStorage.getItem('name')
if (!name) {
name = randomName()
localStorage.setItem('name', name)
}
game.controls.on('data', function(state) {
var interacting = false
Object.keys(state).map(function(control) {
if (state[control] > 0) interacting = true
})
if (interacting) sendState()
})
emitChat(name, emitter)
var container = document.querySelector('#container')
game.appendTo(container)
// rescue(game)
var createPlayer = player(game)
var viking = createPlayer('viking.png')
viking.moveTo(options.startingPosition)
viking.possess()
highlight(game)
blockSelector.on('select', function(material) {
currentMaterial = +material
})
game.on('fire', function (target, state) {
var vec = game.cameraVector()
var pos = game.cameraPosition()
var point = game.raycast(pos, vec, 100)
if (!point) return
var erase = !state.firealt && !state.alt
var size = game.cubeSize
if (erase) {
emitter.emit('set', {x: point.x, y: point.y, z: point.z}, 0)
} else {
var newBlock = game.checkBlock(point)
if (!newBlock) return
var direction = game.camera.matrixWorld.multiplyVector3(new game.THREE.Vector3(0,0,-1))
var diff = direction.subSelf(game.controls.target().yaw.position.clone()).normalize()
diff.multiplySelf({ x: 1, y: 1, z: 1 })
var p = point.clone().addSelf(diff)
emitter.emit('set', p, currentMaterial)
}
})
// setTimeout is because three.js seems to throw errors if you add stuff too soon
setTimeout(function() {
emitter.on('update', function(updates) {
Object.keys(updates.positions).map(function(player) {
var update = updates.positions[player]
if (player === playerID) return onServerUpdate(update) // local player
updatePlayerPosition(player, update) // other players
})
})
}, 1000)
emitter.on('leave', function(id) {
if (!players[id]) return
game.scene.remove(players[id].mesh)
delete players[id]
})
return game
}
function onServerUpdate(update) {
var pos = game.controls.target().yaw.position
var distance = pos.distanceTo(update.position)
// todo use server sent location
}
function lerpMe(position) {
var to = new game.THREE.Vector3()
to.copy(position)
var from = game.controls.target().yaw.position
from.copy(from.lerpSelf(to, lerpPercent))
}
function updatePlayerPosition(id, update) {
var pos = update.position
var player = players[id]
if (!player) {
var playerSkin = skin(game.THREE, 'viking.png')
var playerMesh = playerSkin.mesh
players[id] = playerSkin
playerMesh.children[0].position.y = 10
game.scene.add(playerMesh)
}
var playerSkin = window.playerSkin = players[id]
var playerMesh = playerSkin.mesh.children[0]
playerMesh.position.copy(pos, lerpPercent)
var to = new game.THREE.Vector3()
to.copy(pos)
var from = playerMesh.position
from.copy(from.lerpSelf(to, lerpPercent))
playerMesh.position.y += 17
playerMesh.rotation.y = update.rotation.y + (Math.PI / 2)
playerSkin.head.rotation.z = scale(update.rotation.x, -1.5, 1.5, -0.75, 0.75)
}
function scale( x, fromLow, fromHigh, toLow, toHigh ) {
return ( x - fromLow ) * ( toHigh - toLow ) / ( fromHigh - fromLow ) + toLow
}