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player.js
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player.js
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var exec = {
up: function (player) {
player.game.y -= 7.5;
},
down: function (player) {
player.game.y += 7.5;
},
left: function (player) {
player.game.x -= 7.5;
},
right: function (player) {
player.game.x += 7.5;
}
};
function Inventory (main, session) {
"use strict";
var player = session.user;
var socket = session.socket;
var db = main.db;
var self = this;
self.items = player.game.inventory;
self.add = function (item) {
var i, firstEmptySlot = 30;
for (i = 0; i < 30; i += 1) {
if (self.items[i] !== void 0 &&
self.items[i].name === item &&
self.items[i].num < 64
) {
self.items[i].num += 1;
self.update();
return true;
}
if (self.items[i] === void 0 && firstEmptySlot === 30) {
firstEmptySlot = i;
}
}
if (firstEmptySlot === 30) {
return false;
}
console.log('first empty slot:', firstEmptySlot);
self.items[firstEmptySlot] = {
name: item,
num: 1
};
console.log('items:', self.items);
self.update();
return true;
};
self.remove = function (id) {
if (self.items[id].num > 1) {
self.items[id].num -= 1;
} else if (self.items[id].num === 1) {
self.items.splice(id, 1);
} else {
return false;
}
self.update();
return true;
};
self.update = function () {
console.log('inventory update:');
console.log(player._id, self.items);
db.users.update({_id: player._id}, {$set: {'game.inventory': self.items}});
socket.emit('inventory-update', self.items);
}
}
module.exports = function (m, session) {
var socket = session.socket;
var player;
var intervalTime = 100;
var lastCmdTime = 0;
function updatePlayer () {
m.db.users.update({
'username': player.username
}, {
$set: {game: player.game}
}, {multi: false});
m.event.emit('player-update', player);
}
function initPlayer () {
var userId, other;
session.state = 4;
session.user.inventory = new Inventory(m, session);
session.event.emit('game-ready', true);
socket.emit('player', {username: player.username, game: player.game});
for (userId in m.session) {
if (userId === session.id || m.session[userId].user === void 0) {
continue;
}
other = m.session[userId].user;
socket.emit('others-update', {username: other.username, game: {
x: other.game.x,
y: other.game.y
}});
}
}
session.event.on('logged_in', function (result) {
if (result === true) {
player = session.user;
session.state = 3;
}
});
socket.on('game-ready', function () {
if (player) {
initPlayer();
} else {
session.event.on('logged_in', function (result) {
if (result === true) {
initPlayer();
}
});
}
});
socket.on('player-input', function (data) {
var now = Date.now();
var lag = now - data.time;
var cmd = data.action;
if (session.state !== 4) {
return;
}
console.log('cmd:', cmd, 'lag:', lag, 'step:', data.step);
if (cmd in exec) {
if ((lastCmdTime + intervalTime) > now) {
console.log("Client moving too fast!", lastCmdTime, now);
} else if (isNaN(lag) || lag < 0) {
console.log("Client supplied invalid lag data!", data.lag);
} else {
exec[cmd](player);
}
lastCmdTime = now;
socket.emit('player-move', {game: player.game, time: now - lag, step: data.step});
updatePlayer();
} else if (cmd === 'still') {
//m.event.emit('player-update', player);
}
});
}