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ninjaships.node.js
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ninjaships.node.js
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/**
* @file Ninja Ships ninjanode main serverside handler for all network
* communication to clients and turning input from clients into ship movement
*/
var _ships = {}; // all Ships are held here with the key as the user hash
var _powerUps = {}; // All free floating power up orbs are stored with a random hash key
var powerUpCount = 20;
var _pnbits = {}; // All permanent natural bodies it the sky stored just like poweups
var pnbitsCount = 5;
var _playArea = 20000; // Size of Square where users will wrap to other side
var _gameData = require('./ninjanode.gamedata.js');
// INITIALIZE THE GAME!
// Create the powerups
for (var i = 0; i < powerUpCount; i++) {
_powerUps['pu-' + Math.floor(Math.random() * 2000)] = new _powerUpObject();
}
// Create the PNBITS: Planets, suns, etc
for (var i = 0; i < pnbitsCount; i++) {
_pnbits['pn-' + Math.floor(Math.random() * 2000)] = new _pnbitsObject();
}
/**
* Exported function for creating ships
*/
module.exports.addShip = function(options){
_ships[options.id] = new _shipObject(options);
}
/**
* Exported Main loop function
*/
module.exports.processShipFrame = function(){
_updateShipMovement();
_updateProjectileMovement();
_detectCollision();
}
/**
* Exported remover for ship data
*/
module.exports.shipRemove = function(id){
if (_ships[id]){
delete _ships[id];
return true;
} else {
return false;
}
}
/**
* Exported Getter for ship data
*/
module.exports.shipGet = function(id){
if (_ships[id]){
return _ships[id];
} else {
return _ships;
}
}
/**
* Exported Getter for power up orb data
*/
module.exports.powerUpGet = function(id){
if (_powerUps[id]){
return _powerUps[id];
} else {
return _powerUps;
}
}
/**
* Exported Getter for ship types & projectiles
*/
module.exports.shipTypesGet = function(){
return {
ships: _gameData.shipTypes,
projectiles: _gameData.projectileTypes
};
}
/**
* Exported Getter for all projectile positions
*/
module.exports.getActiveProjectiles = function(){
var out = {};
// Each projectile, from each ship
for (var s in _ships){
for (var p in _ships[s].projectiles) {
var proj = _ships[s].projectiles[p];
// Only return active projectiles
if (proj.active){
out[s + '_' + p] = proj;
}
}
}
return out;
}
/**
* Exported Getter for a ship spawn position
*/
function getShipSpawnPos(ship){
if (!ship.spawnPoint) {
return getRandomPos(ship.data.rotationSpeed);
} else {
return {
x: ship.spawnPoint.x,
y: ship.spawnPoint.y,
d: ship.spawnPoint.d
};
}
}
module.exports.getShipSpawnPos = getShipSpawnPos;
/**
* Exported Getter for a random starting position
*/
function getRandomPos(angleDivisibleBy){
angleDivisibleBy = angleDivisibleBy ? angleDivisibleBy : 1;
var angle = Math.floor((Math.random()*355)+1);
angle = Math.round(angle / angleDivisibleBy) * angleDivisibleBy;
var usefulArea = (_playArea / 4) * 3; // Limit spawn pos to 3/4 of the play area
return {
x: Math.floor((Math.random() * usefulArea) - (usefulArea / 2)),
y: Math.floor((Math.random() * usefulArea) - (usefulArea / 2)),
d: angle
};
}
module.exports.getRandomPos = getRandomPos;
/**
* Exported Getter for power up orbs
*/
module.exports.getPowerUps = function(){
return _powerUps;
}
/**
* Exported Getter for PNBITS
*/
module.exports.getPNBITS = function(){
return _pnbits;
}
/**
* Exported Getter for all ship positions
*/
module.exports.getAllPos = function(){
var out = {};
// Pile all the ship positions together into a clean list with a string version
for (var s in _ships){
var thrustNum = 0;
// Thrust detailing
if (!_ships[s].exploding){
if (_ships[s].thrust > 0) {
thrustNum = 1; // Forward
} else if (_ships[s].thrust < 0) {
thrustNum = 2; // Reverse
}
}
out[s] = {
pos: {
x: Math.round(_ships[s].pos.x * 100)/100,
y: Math.round(_ships[s].pos.y * 100)/100,
t: thrustNum,
d: _ships[s].pos.d
},
vel: {
x: _ships[s].velocity_x,
y: _ships[s].velocity_y,
l: _ships[s].velocityLength,
t: parseInt(Math.atan2(_ships[s].velocity_y, _ships[s].velocity_x)
* (180 / Math.PI))
}
};
out[s].str = JSON.stringify(out[s]);
}
return out;
}
/**
* Exported Setter for thrust
*/
shipSetThrust = function(id, direction){
if (_ships[id]){
var amount = _ships[id].data.accelRate;
_ships[id].thrust = amount * direction;
if (_ships[id].exploding) {
_ships[id].thrust = 0;
}
return true;
}else {
return false;
}
}
module.exports.shipSetThrust = shipSetThrust;
/**
* Exported Setter for direction
*/
shipSetTurn = function(id, direction){
if (_ships[id]){
if (direction){
_ships[id].turn = _ships[id].data.rotationSpeed * (direction == 'l' ? -1 : 1);
} else {
_ships[id].turn = 0;
}
if (_ships[id].exploding) {
_ships[id].turn = 0;
}
return true;
}else {
return false;
}
}
module.exports.shipSetTurn = shipSetTurn;
/**
* Exported Setter for spawn point
*/
shipSetSpawn = function(id){
if (_ships[id]){
if (_ships[id].spawnPoint) {
_ships[id].spawnPoint = null;
} else {
_ships[id].spawnPoint = {
x: _ships[id].pos.x,
y: _ships[id].pos.y,
d: 0,
};
}
return true;
} else {
return false;
}
}
module.exports.shipSetSpawn = shipSetSpawn;
/**
* Exported Setter for thrust & direction via xy input
*/
shipSetTouch = function(id, angle){
if (_ships[id]){
if (angle !== false) {
var d = _ships[id].pos.d;
// Round incoming angle to nearest available ship rotation speed angle
// Prevents angle jitter, but makes touch less precise
angle = Math.round(angle / _ships[id].data.rotationSpeed) * _ships[id].data.rotationSpeed;
// Figure out which direction to turn comparing current angle to touch angle
var turnDir = (((angle - d + 540) % 360) - 180);
// If user touches in 40 degree range behind the ship, thrust backwards
var reverse = Math.abs(turnDir) > 150;
shipSetThrust(id, reverse ? -1 : 1);
// Same direction! disable turning
if (d == angle){
shipSetTurn(id, false);
// Stop ship calc position
_ships[id].touchAngle = false;
return true;
}
// The algorithm below fails with an angle of 0, so cheat and make it 1
if (angle == 0) {
angle = 1;
}
if (!reverse) {
if (turnDir > 0) {
shipSetTurn(id, 'r');
} else {
shipSetTurn(id, 'l');
}
}
// Continue calculation during ship move without new data sent
_ships[id].touchAngle = angle;
} else {
// Stop ship calc position
_ships[id].touchAngle = false;
shipSetTurn(id, false);
shipSetThrust(id, false);
}
return true;
}else {
return false;
}
}
module.exports.shipSetTouch = shipSetTouch;
/**
* Exported Setter for triggering Fire command
*/
module.exports.shipSetFire = function(id, createCallback, destroyCallback, weaponID){
if (_ships[id] && !_ships[id].exploding){
_ships[id].fire(createCallback, destroyCallback, weaponID);
return true;
}else {
return false;
}
}
/**
* Private ship instantiator function
* @param {object} options
* Accepts the following object keys:
* name {string}: Name of the user
* style {char}: Letter of the ship style to use (a|b|c|d|e|f)
* pos {object}: Initial position object (x:[n], y:[n], d:[n])
* hit {func}: Callback for when the ship gets hit or collides
* @returns {object} instantiated ship object
* @see module.exports.addShip
*/
function _shipObject(options){
this.name = options.name;
// Ship object state variables===========
// Velocity (speed + direction)
this.velocity_x = 0;
this.velocity_y = 0;
this.id = options.id;
this.velocityLength = 0;
this.turn = 0;
this.thrust = 0;
this.width = 64;
this.height = 64;
this.projectiles = [];
this.exploding = false;
this.powerUps = {active: [], inactive: [], list: {}, rebuild: function(){
// Rebuild the lists from scratch
this.active = [];
this.inactive = [];
for (var p in this.list) {
if (this.list[p].active) {
this.active.push(this.list[p].type.active.cssClass);
} else {
this.inactive.push(this.list[p].type.active.cssClass);
}
}
},
// Returns true if an alter function returns true, can be used to skip
// certain operations based on input
alterSkip: function(func, arg1, arg2){
for (var p in _gameData.powerUpTypes) {
if (_gameData.powerUpTypes[p].skipAlters){
if (typeof _gameData.powerUpTypes[p].skipAlters[func] == 'function') {
return _gameData.powerUpTypes[p].skipAlters[func](arg1, arg2);
}
}
}
return false;
},
// Returns a value if an alter function returns a value, default value otherwise
alter: function(func, def, arg1, arg2){
for (var p in _gameData.powerUpTypes) {
if (_gameData.powerUpTypes[p].alters){
if (typeof _gameData.powerUpTypes[p].alters[func] == 'function') {
return _gameData.powerUpTypes[p].alters[func](def, arg1, arg2);
}
}
}
return def;
}
};
// Default to style 'a' if not found in shipTypes
this.style = _gameData.shipTypes[options.style] ? options.style : 'a';
// All customizable ship type options are held here
this.data = _gameData.shipTypes[this.style];
// Set intial shield power level (will be drawn down by hits from opponents)
this.shieldPowerStatus = this.data.shield.max;
// Populate weapons with projectile type data for data access
for (var w in this.data.weapons){
this.data.weapons[w].data = _gameData.projectileTypes[this.data.weapons[w].type];
}
this.pos = options.pos ? options.pos : getRandomPos(this.data.rotationSpeed);
// FUNCTION Direct visual rotation
this.rot = function(deg){
this.pos.d = this.pos.d + deg;
if (this.pos.d >= 360) {
this.pos.d = 0;
}else if (this.pos.d <= 0) {
this.pos.d = 360;
}
};
// Prep the lastFire var for testing
this.lastFire = [0, 0];
// FUNCTION Send out a projectile
this.fire = function(createCallback, destroyCallback, weaponID){
// Don't fire too quickly! Respect the fireRate for this ship
if (new Date().getTime() - this.lastFire[weaponID] < this.data.weapons[weaponID].fireRate){
return;
}
this.lastFire[weaponID] = new Date().getTime();
var fireCount = this.powerUps.alter('fire_count', 1, this);
switch (fireCount) {
case 1:
addProjectile(this, this.pos.d);
break;
case 3:
addProjectile(this, this.pos.d - 10);
addProjectile(this, this.pos.d);
addProjectile(this, this.pos.d + 10);
break;
}
function addProjectile(ship, angle) {
// Add to the projectile array for the ship object
var index = -1;
// Cull the array position of the first non-active projectile
for (var i in this.projectiles){
if (!ship.projectiles[i].active){
index = i;
break;
}
}
// If there are nor projectiles, or they're all active, then
// index should be added to the end (AKA, array length!)
if (index == -1) {
index = ship.projectiles.length;
}
ship.projectiles[index] = new _projectileObject({
id: index,
type: ship.data.weapons[weaponID].type,
style: ship.data.weapons[weaponID].style,
shipID: ship.id,
weaponID: weaponID,
pos: {x: ship.pos.x + ship.width/2, y: ship.pos.y + ship.height/2, d: angle},
create: createCallback,
destroy: destroyCallback
});
}
}
// FUNCTION remove velocity helper
this.kill_velocity = function(){
this.velocity_x = 0;
this.velocity_y = 0;
this.velocityLength = 0;
}
// FUNCTION projectile hit/collision callback
this.hit = function(data){
data.target = this;
if (data.type == 'collision'){
// Same shield, both die
if (data.target.shieldPowerStatus == data.source.shieldPowerStatus) {
data.target.shieldPowerStatus = 0;
data.source.shieldPowerStatus = 0;
} else {
// Force shield comparison, whoever wins gets only 5 shield points left
data.target.shieldPowerStatus -= data.source.shieldPowerStatus;
data.source.shieldPowerStatus -= data.target.shieldPowerStatus + 15;
}
if (data.target.shieldPowerStatus > 0) {
// Only leave them with a sliver if they lived
data.target.shieldPowerStatus = 5;
} else { // Kill em if their shield is out
data.target.shieldPowerStatus = 0;
data.target.triggerBoom();
}
if (data.source.shieldPowerStatus > 0) {
// Only leave them with a sliver if they lived
data.source.shieldPowerStatus = 5;
} else {
options.hit({
type: 'secondary collision',
target: data.source
});
data.source.shieldPowerStatus = 0;
data.source.triggerBoom();
}
} else if (data.type == 'projectile') {
// Remove the shield power directly via the weapon damage
data.target.shieldPowerStatus = data.target.shieldPowerStatus - data.weapon.data.damage;
// Kill em if their shield is out
if (data.target.shieldPowerStatus <= 0) {
data.target.shieldPowerStatus = 0;
data.target.triggerBoom();
}
} else if (data.type == 'pnbcollision') {
// Target hit source (A permanent natural body!)
data.target.shieldPowerStatus *= 0.9;
// Kill em if their shield is out
if (data.target.shieldPowerStatus < 1) {
data.target.shieldPowerStatus = 1;
}
}
options.hit(data);
}
// FUNCTION Trigger ship explosion
this.triggerBoom = function(){
if (!this.exploding){
var ship = this;
ship.exploding = true;
// Clear out any powerups when you die
for (var p in ship.powerUps.list) {
if (ship.powerUps.list[p].active) {
ship.powerUps.list[p].active = false;
clearInterval(ship.powerUps.list[p].interval);
}
}
ship.powerUps.rebuild();
// Trigger first callback
options.boom({
id: ship.id,
stage: 'start'
});
// 2 seconds to wait for the middle
setTimeout(function(){
// Trigger second callback
options.boom({
id: ship.id,
stage: 'middle'
});
}, 300)
// 5 seconds should be enough time for the explosion and wait
// Respawn & reset ship
setTimeout(function(){
ship.kill_velocity();
ship.pos = getShipSpawnPos(ship);
ship.exploding = false;
ship.shieldPowerStatus = ship.data.shield.max;
// Trigger third callback
options.boom({
id: ship.id,
stage: 'complete'
});
}, 5500)
}
}
}
/**
* Private projectile instantiator function
* @param {object} options
* Requires the following object keys:
* type {string}: Type of projectile, currently supports (laser|energy)
* style {string}: Class/Color for projectile
* pos {object}: Starting position object (x:[n], y:[n], d:[n])
* id {integer}: The serial index ID for this projectile
* create {func}: Callback called when projectile is created
* destroy {func}: Callback called when projectile is destroyed
* @returns {object} instantiated projectile object
* @see _shipObject.fire
*/
function _projectileObject(options){
this.pos = options.pos;
this.style = options.style;
this.id = options.id;
this.shipID = options.shipID;
this.age = 0;
this.type = options.type;
this.weaponID = options.weaponID;
this.born = new Date().getTime();
this.data = _gameData.projectileTypes[options.type];
this.pos.x = this.pos.x - this.data.size.width/2;
this.pos.y = this.pos.y - this.data.size.height/2;
this.destroy = function(){
this.active = false;
options.destroy(this);
}
this.active = true;
options.create(this);
}
/**
* Private projectile calculator. Moves all projectiles for all ships
* @see module.exports.processShipFrame
*/
function _updateProjectileMovement(){
for(var s in _ships) {
for(var p in _ships[s].projectiles) {
var proj = _ships[s].projectiles[p];
if (proj.active){
var theta = proj.pos.d * (Math.PI / 180);
proj.pos.x+= Math.sin(theta) * proj.data.speed;
proj.pos.y+= Math.cos(theta) * -proj.data.speed;
// Projectile is to old! Kill it.
if (new Date().getTime() - proj.born > proj.data.life) {
proj.destroy();
}
}
}
}
}
/**
* Private powerUp instantiator function
* @param {object} options
* Accepts the following object keys:
* type {string}: specific type of power up to create
* @returns {object} instantiated power up object
* @see module.exports.addPowerUp
*/
function _powerUpObject(options){
var powerUps = _gameData.powerUpTypes;
if (!options) options = {};
// Take in passed type value
if (options.type && powerUps[options.type]) {
this.type = powerUps[options.type];
} else { // Pick one at random~
this.type = _getWeightedRandomItem(powerUps);
}
// Power up object state variables===========
this.id = this.type.id;
this.pos = options.pos ? options.pos : getRandomPos();
delete this.pos.d; // Don't need the rotation
this.visible = true;
// Activate the powerup for a given ship! ===================================
this.activate = function(ship) {
this.visible = false;
var pType = this.id;
// has this user seen this powerup before?
if (ship.powerUps.list[pType] && ship.powerUps.list[pType].active) {
ship.powerUps.list[pType].counter += this.type.active.time; // Add to the time
} else {
ship.powerUps.list[pType] = {
counter: this.type.active.time,
active: true,
type: this.type,
interval: setInterval(function(){
ship.powerUps.list[pType].counter--;
if (ship.powerUps.list[pType].counter <= 0) {
ship.powerUps.list[pType].active = false;
clearInterval(ship.powerUps.list[pType].interval);
ship.powerUps.rebuild();
}
}, 1000)
}
}
ship.powerUps.rebuild();
// Time till the power up orb respawns
setTimeout(function(powerUp){
powerUp.visible = true;
// TODO: randomize position?
}, this.type.respawnTime * 1000, this);
}
}
/**
* Private PNBITS (celestial object) instantiator function
* @param {object} options
* Accepts the following object keys:
* (N/A for the moment)
* @returns {object} instantiated pnbits object
*/
function _pnbitsObject(options){
var pnbits = _gameData.pnbitsTypes;
if (!options) options = {};
// Pick one at random based on rarity
this.type = _getWeightedRandomItem(pnbits);
// PNBITS state variables===========
this.id = this.type.id;
this.pos = options.pos ? options.pos : getRandomPos();
this.visible = true;
this.radius = Math.round(_rand(this.type.ranges.radius));
this.density = _rand(this.type.ranges.density);
this.center = {x: this.pos.x + this.radius, y: this.pos.y + this.radius};
this.g = (this.density * this.radius)^2 / 10000000;
this.name = "a type " + this.type.minor.toUpperCase() + ' ' + this.type.major;
}
/**
* Private collision detector. Detects collisions between ships, projectiles,
* powerups, obstacles and the rest. Currently very broken.
* @see module.exports.processShipFrame
*/
function _detectCollision(){
// Loop through every ship, to every ship, to every projectile
for(var s in _ships){
var source = _ships[s];
// Check for ship intersection with a power up!
if (!source.exploding) { // Ship can't be exploding...'
for(var p in _powerUps) {
var pow = _powerUps[p];
if (pow.visible) { // Only currently visible powerups
if (_circleIntersects(source.pos, source.width/2, pow.pos, pow.type.size/2)){
pow.activate(source);
}
}
}
}
// Check for ship intersection with a celestial body!
if (!source.exploding) { // Ship can't be exploding...'
for(var p in _pnbits) {
var pnb = _pnbits[p];
if (_circleIntersects(source.pos, source.width/2, pnb.pos, pnb.radius)){
console.log(source.name + ' slammed into a type ' + pnb.type.minor + ' ' + pnb.type.major);
source.hit({type: 'pnbcollision', source: pnb});
}
}
}
// Check for projectile intersection with a celestial body!
for (var i in source.projectiles){
var p = source.projectiles[i];
if (p.active){ // Skip inactive projectiles
// Have projectiles hit PNBITS
for(var x in _pnbits) {
var pnb = _pnbits[x];
if (_circleIntersects({x: p.pos.x, y: p.pos.y - p.data.yOffset}, p.data.size.hitRadius, pnb.pos, pnb.radius)){
p.destroy();
break;
}
}
}
}
// Check every ship against this projectile
for(var t in _ships){
var target = _ships[t];
if (t != s && !target.exploding && source.powerUps.alterSkip('collision_ship2projectile', source, target) !== true){ // Ships can't hit themselves
// Exploding ships can't collide with things
if (!source.exploding){
skipcollision = source.powerUps.alterSkip('collision_ship2ship', source, target) === true;
// While we're here, check for ship to ship collision via circular hitbox
if (_circleIntersects(source.pos, source.width/2, target.pos, target.width/2) && !skipcollision){
// Trigger hit callback (to simplify things.. both should die
if (target.velocityLength > source.velocityLength){
console.log(target.name + ' slammed into ' + source.name);
source.hit({
type: 'collision',
source: target // Include source to find out who's hitting who
});
} else {
console.log(source.name + ' slammed into ' + target.name);
target.hit({
type: 'collision',
source: source // Include source to find out who's hitting who
});
}
} // End Check Circle Intersection
} // End not source exploding
// Loop through projectiles on source ship (CAN be exploding!)
for (var i in source.projectiles){
var p = source.projectiles[i];
if (p.active){ // Skip inactive projectiles
if (_circleIntersects({x: p.pos.x, y: p.pos.y - p.data.yOffset}, p.data.size.hitRadius, target.pos, target.width/2)){
// Target is within the hit circle fpr projectile! check horizontal
console.log(source.name + ' shot ' + target.name);
// Run hit callback on the target, the shooter is the source
target.hit({
type: 'projectile',
weapon: p,
source: source
});
// Register knockback on the target on next move
target.knockBack = {
angle: p.pos.d,
amount: p.data.knockBackForce
};
p.destroy();
} // End Check Circular Intersection
} // End if projectile active
} // End each projectile in source ship
} // End if source != target
} // End each target ship
} // End Each source ship
}
// Find out if two circles intersect for hit detection
function _circleIntersects(pos1, radius1, pos2, radius2){
// Get center of circles (as positions are all top left corner centered)
var x0 = pos1.x + radius1;
var y0 = pos1.y + radius1;
var x1 = pos2.x + radius2;
var y1 = pos2.y + radius2;
// Find the distance between the centerpoints
// TODO: Probably use something faster than sqrt...
var distance = Math.sqrt(Math.pow(x0 - x1, 2) + Math.pow(y0 - y1, 2));
// If the distance between them is less than the radius, it's inside!
if (distance < radius2) {
return true;
}
// Return true if the distance is shorter than difference between the radii
if (distance >= (radius1 + radius2) || distance <= Math.abs(radius1 - radius2)){
return false;
} else {
return true;
}
}
/**
* Private ship calculator. Moves all ships individually based on inertia
* @see module.exports.processShipFrame
*/
function _updateShipMovement(){
for (s in _ships){
var self = _ships[s];
// Process touch angle movement, if any
if (self.touchAngle) {
shipSetTouch(s, self.touchAngle);
}
// Rotate the ship
if (self.turn != 0 && !self.exploding){
self.rot(self.turn);
}
// Apply shield regeneration
if (!self.exploding) {
self.shieldPowerStatus = self.shieldPowerStatus + self.data.shield.regenRate;
// Cap shield power at max power
if (self.shieldPowerStatus > self.data.shield.max){
self.shieldPowerStatus = self.data.shield.max;
}
}
// Apply thrust vector
if (self.thrust != 0 || self.hit){
var angle = self.pos.d;
var amount = self.thrust;
// For knockback hit, only run once..
if (self.knockBack){
angle = self.knockBack.angle;
amount = self.knockBack.amount;
delete self.knockBack;
}
theta = angle * (Math.PI / 180);
self.velocity_x += Math.cos(theta) * -amount;
self.velocity_y += Math.sin(theta) * amount;
}
// Modify Velocity length/angle based on proximity to all PNBITS
var pnbitsEffected = false;
if (!self.exploding) {
for (var i in _pnbits) {
var p = _pnbits[i];
var selfCenter = {x: self.pos.x + self.width/2, y: self.pos.y + self.height/2};
var distance = _lineDistance(selfCenter, p.center) - self.width/2;
// Only apply gravitational effects within the "effective area" of the object
if (distance < p.density * p.radius * 5) {
// Find the angle between the ship and the center of the mass
var theta = _lineAngle(self.pos, p.center);
var shipMass = 100;
pnbitsEffected = true;
// Calculate amount of gravitational pull as log of distance and mass
var amount = ((p.g * shipMass / distance ^ 2) / 300);
theta = theta - (Math.PI / 2); // Rotate angle 90 degrees
// Apply gravitational pull to vector
self.velocity_x += Math.cos(theta) * amount;
self.velocity_y += Math.sin(theta) * amount;
}
}
}
// Find the overall velocity length
var dragOption = pnbitsEffected ? 0 : self.data.drag;
self.velocityLength = Math.sqrt(Math.pow(self.velocity_x, 2) + Math.pow(self.velocity_y, 2)) - dragOption;
// if exploding, exponential drag!
if (self.exploding){
self.velocityLength = self.velocityLength / 1.1;
}
if (self.velocityLength < 0) {
self.velocityLength = 0;
} else {
if (self.velocityLength > self.data.topSpeed && !pnbitsEffected){
self.velocityLength = self.data.topSpeed;
}
// find the current velocity rotation
var rot = Math.atan2(self.velocity_y, self.velocity_x) * (180 / Math.PI);
// recalculate the velocities by multiplying the new rotation by the overall velocity length
var theta = rot * (Math.PI / 180);
self.velocity_x = Math.cos(theta) * self.velocityLength;
self.velocity_y = Math.sin(theta) * self.velocityLength;
// update position
self.pos.y += self.velocity_x;
self.pos.x += self.velocity_y;
// Wrap to Play Area (centered on zero)
var p = _playArea / 2;
if (self.pos.y < -p){self.pos.y = p} // Top to bottom
if (self.pos.y > p){self.pos.y = -p} // Bottom to top
if (self.pos.x < -p){self.pos.x = p} // Left to right
if (self.pos.x > p){self.pos.x = -p} // Right to left
}
}
}
/**