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server.js
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const express = require('express')
const bodyParser = require('body-parser')
const app = express()
const http = require('http').createServer(app)
const io = require('socket.io')(http)
const Player = require('./src/player')
const game = require('./src/game')
app.use(express.static('public'))
app.use(bodyParser.urlencoded({ extended: true}))
app.use(bodyParser.json())
app.get('/', (req, res) => {
res.sendFile('index.html')
})
app.post('/player', (req, res) => {
let player = new Player()
player.setBoard(req.body.width, req.body.height)
game.players.setPlayer(player)
res.send(player)
})
app.get('/player/:id', (req, res) => {
let player = game.players.getPlayer(req.params.id)
if (!player) return res.send(false)
// Show attacking players to help spawning players
for (let id in game.playersOnAttack.list) {
let enemy = game.playersOnAttack.getPlayer(id)
console.log('show enemy barrier')
io.emit('attack', enemy)
}
res.send(player)
})
app.post('/player/:id', (req, res) => {
let player = game.players.getPlayer(req.params.id)
let event = 'movement'
if (!player) return res.send(false)
if (player.dead) return res.send(player)
player.attacks = req.body.attacks
player.victory = false
game.playersOnAttack.removePlayer(player)
// Player attacks
if (player.attacks) {
event = 'attack'
player.scalate()
game.playersOnAttack.setPlayer(player)
player.switchAxis()
}
// Player depletes
if (player.size === 0) {
event = 'depletion'
player.dead = true
player.depleted = true
game.playersOnDead.setPlayer(player)
}
// Player wins
if (!player.depleted && !player.dead &&
game.players.countPlayers() > 1 &&
game.players.countPlayers() - game.playersOnDead.countPlayers() == 1)
{
event = 'victory'
player.victory = true
player.attacks = false
player.size += 1
for (let id in game.playersOnDead.list) {
let player = game.playersOnDead.getPlayer(id)
player.dead = false
player.depleted = false
player.attacks = false
player.size = 2
io.emit('revive', player)
game.playersOnDead.removePlayer(player)
}
}
// Player crosses an axis
for (let id in game.playersOnAttack.list) {
let enemy = game.playersOnAttack.getPlayer(id)
let axis = enemy.axis
let to = player.calcPosition(req.body.position.x, req.body.position.y)
if (!player.spawned && to[axis] > enemy.position[axis] && player.position[axis] < enemy.position[axis] ||
!player.spawned && to[axis] < enemy.position[axis] && player.position[axis] > enemy.position[axis])
{
io.emit('unattack', enemy)
enemy.attacks = false
game.playersOnAttack.removePlayer(enemy)
event = 'death'
player.dead = true
game.playersOnDead.setPlayer(player)
}
}
// Player moves
player.setBoard(req.body.board.width, req.body.board.height)
player.setPosition(req.body.position.x, req.body.position.y)
player.spawned = false
for (let id in game.players.list) {
let enemy = game.players.getPlayer(id)
let random1 = Math.floor(Math.random() * 10)
let random2 = Math.floor(Math.random() * 10)
// Detect a dead player
if (enemy.id !== player.id && enemy.size === 0) {
enemy.dead = true
enemy.depleted = true
io.emit('depletion', enemy)
game.playersOnDead.setPlayer(enemy)
}
// Reduce enemies randomly on every move
if (enemy.id !== player.id && random1 === random2 &&
!game.playersOnDead.getPlayer(enemy.id))
{
enemy.scalate()
enemy.attacks = false
io.emit('unattack', enemy)
game.playersOnAttack.removePlayer(enemy)
}
}
console.log(event)
io.emit(event, player)
game.players.setPlayer(player)
res.send(player)
})
var listener = http.listen(process.env.PORT || 4000, () => {
console.log(`Server listening at http://localhost:${listener.address().port}`)
})