2017-02-17 13 views
0

私はマルチプレイヤー無限ランナーのゲームを作っていて、自分のやり方でランダムな障害のあるループでバックグラウンドを動かしたいと思っています。これまでのところ、私はプレイヤーのためのコントロール、マルチプレイヤーアスペクト、サインインを設定してシーンを作ることができました。しかし、ループで背景を設定する方法や、プレーヤー。 HERESにコード: App2.JS:node.jsのループで私の背景をアニメーション化するには

    var mongojs = require("mongojs"); 
      var db = mongojs('localhost:27017/myGame', ['account','progress']); 

      var express = require('express'); 
      var app = express(); 
      var serv = require('http').Server(app); 

      app.get('/',function(req, res) { 
       res.sendFile(__dirname + '/client/index2.html'); 
      }); 
      app.use('/client',express.static(__dirname + '/client')); 

      serv.listen(2000); 
      console.log("Server started."); 

      var SOCKET_LIST = {}; 

      var Entity = function(){ 
       var self = { 
        x:250, 
        y:250, 
        spdX:0, 
        spdY:0, 
        id:"", 
       } 
       self.update = function(){ 
        self.updatePosition(); 
       } 
       self.updatePosition = function(){ 
        self.x += self.spdX; 
        self.y += self.spdY; 
       } 
       self.getDistance = function(pt){ 
        return Math.sqrt(Math.pow(self.x-pt.x,2) + Math.pow(self.y-pt.y,2)); 
       } 
       return self; 
      } 

      var Player = function(id){ 
       var self = Entity(); 
       self.id = id; 
       self.number = "" + Math.floor(10 * Math.random()); 
       self.pressingRight = false; 
       self.pressingLeft = false; 
       self.pressingUp = false; 
       self.pressingDown = false; 
       self.pressingAttack = false; 
       self.mouseAngle = 0; 
       self.maxSpd = 25; 
       self.hp = 10; 
       self.hpMax = 10; 
       self.score = 0; 

       var super_update = self.update; 
       self.update = function(){ 
        self.updateSpd(); 
        super_update(); 

        if(self.pressingAttack){ 
         self.shootBullet(self.mouseAngle); 
        } 
       } 
       self.shootBullet = function(angle){ 
        var b = Bullet(self.id,angle); 
        b.x = self.x; 
        b.y = self.y; 
       } 

       self.updateSpd = function(){ 
        if(self.pressingRight && (self.x + 30) < 500) 
         self.spdX = self.maxSpd; 
        else if(self.pressingLeft && self.x > 0) 
         self.spdX = -self.maxSpd; 
        else 
         self.spdX = 0; 

        if(self.pressingUp) 
         self.spdY = 0; 
        else if(self.pressingDown) 
         self.spdY = 0; 
        else 
         self.spdY = 0;  
       } 

       self.getInitPack = function(){ 
        return { 
         id:self.id, 
         x:self.x, 
         y:self.y, 
         number:self.number, 
         hp:self.hp, 
         hpMax:self.hpMax, 
         score:self.score, 
        };  
       } 
       self.getUpdatePack = function(){ 
        return { 
         id:self.id, 
         x:self.x, 
         y:self.y, 
         hp:self.hp, 
         score:self.score, 
        } 
       } 

       Player.list[id] = self; 

       initPack.player.push(self.getInitPack()); 
       return self; 
      } 
      Player.list = {}; 
      Player.onConnect = function(socket){ 
       var player = Player(socket.id); 
       socket.on('keyPress',function(data){ 
        if(data.inputId === 'left') 
         player.pressingLeft = data.state; 
        else if(data.inputId === 'right') 
         player.pressingRight = data.state; 
        else if(data.inputId === 'up') 
         player.pressingUp = data.state; 
        else if(data.inputId === 'down') 
         player.pressingDown = data.state; 
        else if(data.inputId === 'attack') 
         player.pressingAttack = data.state; 
        else if(data.inputId === 'mouseAngle') 
         player.mouseAngle = data.state; 
       }); 

       socket.emit('init',{ 
        selfId:socket.id, 
        player:Player.getAllInitPack(), 
        bullet:Bullet.getAllInitPack(), 
       }) 
      } 
      Player.getAllInitPack = function(){ 
       var players = []; 
       for(var i in Player.list) 
        players.push(Player.list[i].getInitPack()); 
       return players; 
      } 

      Player.onDisconnect = function(socket){ 
       delete Player.list[socket.id]; 
       removePack.player.push(socket.id); 
      } 
      Player.update = function(){ 
       var pack = []; 
       for(var i in Player.list){ 
        var player = Player.list[i]; 
        player.update(); 
        pack.push(player.getUpdatePack());  
       } 
       return pack; 
      } 


      var Bullet = function(parent,angle){ 
       var self = Entity(); 
       self.id = Math.random(); 
       self.spdX = Math.cos(angle/180*Math.PI) * 10; 
       self.spdY = Math.sin(angle/180*Math.PI) * 10; 
       self.parent = parent; 
       self.timer = 0; 
       self.toRemove = false; 
       var super_update = self.update; 
       self.update = function(){ 
        if(self.timer++ > 100) 
         self.toRemove = true; 
        super_update(); 

        for(var i in Player.list){ 
         var p = Player.list[i]; 
         if(self.getDistance(p) < 32 && self.parent !== p.id){ 
          p.hp -= 1; 

          if(p.hp <= 0){ 
           var shooter = Player.list[self.parent]; 
           if(shooter) 
            shooter.score += 1; 
           p.hp = p.hpMax; 
           p.x = Math.random() * 500; 
           p.y = Math.random() * 500;     
          } 
          self.toRemove = true; 
         } 
        } 
       } 
       self.getInitPack = function(){ 
        return { 
         id:self.id, 
         x:self.x, 
         y:self.y,  
        }; 
       } 
       self.getUpdatePack = function(){ 
        return { 
         id:self.id, 
         x:self.x, 
         y:self.y,  
        }; 
       } 

       Bullet.list[self.id] = self; 
       initPack.bullet.push(self.getInitPack()); 
       return self; 
      } 
      Bullet.list = {}; 

      Bullet.update = function(){ 
       var pack = []; 
       for(var i in Bullet.list){ 
        var bullet = Bullet.list[i]; 
        bullet.update(); 
        if(bullet.toRemove){ 
         delete Bullet.list[i]; 
         removePack.bullet.push(bullet.id); 
        } else 
         pack.push(bullet.getUpdatePack());  
       } 
       return pack; 
      } 

      Bullet.getAllInitPack = function(){ 
       var bullets = []; 
       for(var i in Bullet.list) 
        bullets.push(Bullet.list[i].getInitPack()); 
       return bullets; 
      } 

      var DEBUG = true; 

      var isValidPassword = function(data,cb){ 
       db.account.find({username:data.username,password:data.password},function(err,res){ 
        if(res.length > 0) 
         cb(true); 
        else 
         cb(false); 
       }); 
      } 
      var isUsernameTaken = function(data,cb){ 
       db.account.find({username:data.username},function(err,res){ 
        if(res.length > 0) 
         cb(true); 
        else 
         cb(false); 
       }); 
      } 
      var addUser = function(data,cb){ 
       db.account.insert({username:data.username,password:data.password},function(err){ 
        cb(); 
       }); 
      } 

      var io = require('socket.io')(serv,{}); 
      io.sockets.on('connection', function(socket){ 
       socket.id = Math.random(); 
       SOCKET_LIST[socket.id] = socket; 

       socket.on('signIn',function(data){ 
        isValidPassword(data,function(res){ 
         if(res){ 
          Player.onConnect(socket); 
          socket.emit('signInResponse',{success:true}); 
         } else { 
          socket.emit('signInResponse',{success:false});   
         } 
        }); 
       }); 
       socket.on('signUp',function(data){ 
        isUsernameTaken(data,function(res){ 
         if(res){ 
          socket.emit('signUpResponse',{success:false});  
         } else { 
          addUser(data,function(){ 
           socket.emit('signUpResponse',{success:true});     
          }); 
         } 
        });  
       }); 


       socket.on('disconnect',function(){ 
        delete SOCKET_LIST[socket.id]; 
        Player.onDisconnect(socket); 
       }); 
       socket.on('sendMsgToServer',function(data){ 
        var playerName = ("" + socket.id).slice(2,7); 
        for(var i in SOCKET_LIST){ 
         SOCKET_LIST[i].emit('addToChat',playerName + ': ' + data); 
        } 
       }); 

       socket.on('evalServer',function(data){ 
        if(!DEBUG) 
         return; 
        var res = eval(data); 
        socket.emit('evalAnswer',res);  
       }); 



      }); 

      var initPack = {player:[],bullet:[]}; 
      var removePack = {player:[],bullet:[]}; 


      setInterval(function(){ 
       var pack = { 
        player:Player.update(), 
        bullet:Bullet.update(), 
       } 

       for(var i in SOCKET_LIST){ 
        var socket = SOCKET_LIST[i]; 
        socket.emit('init',initPack); 
        socket.emit('update',pack); 
        socket.emit('remove',removePack); 
       } 
       initPack.player = []; 
       initPack.bullet = []; 
       removePack.player = []; 
       removePack.bullet = []; 

      },1000/25); 

indexCars2.html:無限のランナーで

   <div id="signDiv"> 
       Username: <input id="signDiv-username" type="text"></input><br> 
       Password: <input id="signDiv-password" type="password"></input> 
       <button id="signDiv-signIn">Sign In</button> 
       <button id="signDiv-signUp">Sign Up</button> 
      </div> 
      <div id="animate" 
       style = "position: relative;" 
       style = "border: 1px solid green;" 
       style = "background: yellow; " 
       style = "width: 100;" 
       style = "height: 100;" 
       style = "z-index: 5;"> 
       Sample 
      </div> 

      <div id="gameDiv" style="display:none;"> 
       <canvas id="ctx" width="500" height="500" style="border:1px solid #000000;"></canvas> 

       <div id="chat-text" style="width:500px;height:100px;overflow-y:scroll"> 
        <div>Hello!</div> 
       </div> 

       <form id="chat-form"> 
        <input id="chat-input" type="text" style="width:500px"></input> 
       </form> 
      </div> 

      <script src="https://cdn.socket.io/socket.io-1.4.5.js"></script> 
      <script> 
       $(document).ready(function(e) { 
       var width = "+=" + $(document).width(); 
       $("#animate").animate({ 
       left: width 
       }, 5000, function() { 
       // Animation complete. 
       }); 
      });</script> 
      <script> 
      // var WIDTH = 500; 
      // var HEIGHT = 500; 
       var socket = io(); 

       //sign 
       var signDiv = document.getElementById('signDiv'); 
       var signDivUsername = document.getElementById('signDiv-username'); 
       var signDivSignIn = document.getElementById('signDiv-signIn'); 
       var signDivSignUp = document.getElementById('signDiv-signUp'); 
       var signDivPassword = document.getElementById('signDiv-password'); 


       signDivSignIn.onclick = function(){ 
        socket.emit('signIn',{username:signDivUsername.value,password:signDivPassword.value}); 
       } 
       signDivSignUp.onclick = function(){ 
        socket.emit('signUp',{username:signDivUsername.value,password:signDivPassword.value}); 
       } 
       socket.on('signInResponse',function(data){ 
        if(data.success){ 
         signDiv.style.display = 'none'; 
         gameDiv.style.display = 'inline-block'; 
        } else 
         alert("Sign in unsuccessul."); 
       }); 
       socket.on('signUpResponse',function(data){ 
        if(data.success){ 
         alert("Sign up successul."); 
        } else 
         alert("Sign up unsuccessul."); 
       }); 

       //chat 
       var chatText = document.getElementById('chat-text'); 
       var chatInput = document.getElementById('chat-input'); 
       var chatForm = document.getElementById('chat-form'); 

       socket.on('addToChat',function(data){ 
        chatText.innerHTML += '<div>' + data + '</div>'; 
       }); 
       socket.on('evalAnswer',function(data){ 
        console.log(data); 
       }); 


       chatForm.onsubmit = function(e){ 
        e.preventDefault(); 
        if(chatInput.value[0] === '/') 
         socket.emit('evalServer',chatInput.value.slice(1)); 
        else 
         socket.emit('sendMsgToServer',chatInput.value); 
        chatInput.value = '';  
       } 

       //game 
       var Img = {}; 
       Img.player = new Image(); 
       Img.player.src = '/client/img/lamboS.png'; 
       Img.bullet = new Image(); 
       Img.bullet.src = '/client/img/bullet.png'; 
       Img.map = new Image(); 
       Img.map.src = '/client/img/road.png'; 

       var ctx = document.getElementById("ctx").getContext("2d"); 
       ctx.font = '30px Arial'; 

       var Player = function(initPack){ 
        var self = {}; 
        self.id = initPack.id; 
        self.number = initPack.number; 
        self.x = initPack.x; 
        self.y = initPack.y; 
        self.hp = initPack.hp; 
        self.hpMax = initPack.hpMax; 
        self.score = initPack.score; 

        self.draw = function(){ 
      //   var x = self.x - Player.list[selfId].x + WIDTH/2; 
      //   var y = self.y - Player.list[selfId].y + HEIGHT/2; 

         var hpWidth = 30 * self.hp/self.hpMax; 
         ctx.fillStyle = 'red'; 
         ctx.fillRect(self.x - hpWidth/2,self.y - 40,hpWidth,4); 

         var width = Img.player.width; 
         var height = Img.player.height; 

         ctx.drawImage(Img.player, 
          0,0,Img.player.width,Img.player.height, 
          self.x-width/2,self.y-height/2,width,height); 

         //ctx.fillText(self.score,self.x,self.y-60); 
        } 

        Player.list[self.id] = self; 


        return self; 
       } 
       Player.list = {}; 


       var Bullet = function(initPack){ 
        var self = {}; 
        self.id = initPack.id; 
        self.x = initPack.x; 
        self.y = initPack.y; 

        self.draw = function(){   
         var width = Img.bullet.width/2; 
         var height = Img.bullet.height/2; 

      //   var x = self.x - Player.list[selfId].x + WIDTH/2; 
      //   var y = self.y - Player.list[selfId].y + HEIGHT/2; 

         ctx.drawImage(Img.bullet, 
          0,0,Img.bullet.width,Img.bullet.height, 
          self.x-width/2,self.y-height/2,width,height); 
        } 

        Bullet.list[self.id] = self;   
        return self; 
       } 
       Bullet.list = {}; 

       var selfId = null; 

       socket.on('init',function(data){  
        if(data.selfId) 
         selfId = data.selfId; 
        //{ player : [{id:123,number:'1',x:0,y:0},{id:1,number:'2',x:0,y:0}], bullet: []} 
        for(var i = 0 ; i < data.player.length; i++){ 
         new Player(data.player[i]); 
        } 
        for(var i = 0 ; i < data.bullet.length; i++){ 
         new Bullet(data.bullet[i]); 
        } 
       }); 

       socket.on('update',function(data){ 
        //{ player : [{id:123,x:0,y:0},{id:1,x:0,y:0}], bullet: []} 
        for(var i = 0 ; i < data.player.length; i++){ 
         var pack = data.player[i]; 
         var p = Player.list[pack.id]; 
         if(p){ 
          if(pack.x !== undefined) 
           p.x = pack.x; 
          if(pack.y !== undefined) 
           p.y = pack.y; 
          if(pack.hp !== undefined) 
           p.hp = pack.hp; 
          if(pack.score !== undefined) 
           p.score = pack.score; 
         } 
        } 
        for(var i = 0 ; i < data.bullet.length; i++){ 
         var pack = data.bullet[i]; 
         var b = Bullet.list[data.bullet[i].id]; 
         if(b){ 
          if(pack.x !== undefined) 
           b.x = pack.x; 
          if(pack.y !== undefined) 
           b.y = pack.y; 
         } 
        } 

        for(var i = 0 ; i < data.bullet.length; i++){ 
         var pack = data.bullet[i]; 
         var b = Bullet.list[data.bullet[i].id]; 
         if(b){ 
          if(pack.x !== undefined) 
           b.x = pack.x; 
          if(pack.y !== undefined) 
           b.y = pack.y; 
         } 
        } 
       }); 

       socket.on('remove',function(data){ 
        //{player:[12323],bullet:[12323,123123]} 
        for(var i = 0 ; i < data.player.length; i++){ 
         delete Player.list[data.player[i]]; 
        } 
        for(var i = 0 ; i < data.bullet.length; i++){ 
         delete Bullet.list[data.bullet[i]]; 
        } 
       }); 

       setInterval(function(){ 
        if(!selfId) 
         return; 
        ctx.clearRect(0,0,500,500); 
        drawMap(); 
        drawScore(); 
        for(var i in Player.list) 
         Player.list[i].draw(); 
        for(var i in Bullet.list) 
         Bullet.list[i].draw(); 
       },40); 

       var drawMap = function(){ 
        var x = 0; 
        var y = 0; 
      //  var x = WIDTH/2 - Player.list[selfId].x; 
      //  var y = HEIGHT/2 - Player.list[selfId].y; 
        ctx.drawImage(Img.map, x, y); 
      //  for(x = 0; x < 5; x += 100){ 
      ////   ctx.drawImage(Img.map, x, y);  
      //  } 
       } 

       var drawScore = function(){ 
        ctx.fillStyle = 'red'; 
        ctx.fillText(Player.list[selfId].score,10,30); 
       } 

       document.onkeydown = function(event){ 
        if(event.keyCode === 68) //d 
         socket.emit('keyPress',{inputId:'right',state:true}); 
        else if(event.keyCode === 83) //s 
         socket.emit('keyPress',{inputId:'down',state:true}); 
        else if(event.keyCode === 65) //a 
         socket.emit('keyPress',{inputId:'left',state:true}); 
        else if(event.keyCode === 87) // w 
         socket.emit('keyPress',{inputId:'up',state:true}); 

       } 
       document.onkeyup = function(event){ 
        if(event.keyCode === 68) //d 
         socket.emit('keyPress',{inputId:'right',state:false}); 
        else if(event.keyCode === 83) //s 
         socket.emit('keyPress',{inputId:'down',state:false}); 
        else if(event.keyCode === 65) //a 
         socket.emit('keyPress',{inputId:'left',state:false}); 
        else if(event.keyCode === 87) // w 
         socket.emit('keyPress',{inputId:'up',state:false}); 
       } 

       document.onmousedown = function(event){ 
        socket.emit('keyPress',{inputId:'attack',state:true}); 
       } 
       document.onmouseup = function(event){ 
        socket.emit('keyPress',{inputId:'attack',state:false}); 
       } 
       document.onmousemove = function(event){ 
        var x = -250 + event.clientX - 8; 
        var y = -250 + event.clientY - 8; 
        var angle = Math.atan2(y,x)/Math.PI * 180; 
        socket.emit('keyPress',{inputId:'mouseAngle',state:angle}); 
       } 




      </script> 

答えて

2

アイデアは、実際の一定速度(すなわち速度でプレイヤーに向けて、オブジェクトを移動することですプレーヤー)。彼らが画面から降りるとすぐに、それらの更新を停止することができます。これをチェックしてくださいhttp://blog.sklambert.com/html5-game-tutorial-module-pattern/?utm_content=buffer18ac6&utm_medium=social&utm_source=twitter.com&utm_campaign=buffer

+0

ありがとうございますが、これを私のコードにどのように実装すればよいですか? –

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