Update server.js
Browse files
server.js
CHANGED
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@@ -1,202 +1,578 @@
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const express = require('express');
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const http = require('http');
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const { Server } = require('socket.io');
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const app = express();
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const server = http.createServer(app);
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const io = new Server(server, {
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cors: { origin: "*" },
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});
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app.use(express.static('public'));
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//
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const
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const
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const
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}
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}
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loadCodes();
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function
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const
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const width = 40 + Math.random() * 60;
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return {
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};
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}
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//
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const last = platforms[platforms.length - 1];
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platforms.push(generatePlatform(last.x, last.w));
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}
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socket.emit('auth_error', 'Invalid Access Code');
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return;
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}
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if (
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platforms.push(newPlat);
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io.emit('new_platform', newPlat);
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}
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const newPlat = generatePlatform(last.x, last.w);
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platforms.push(newPlat);
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io.emit('new_platform', newPlat);
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}
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} else {
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});
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socket.on('disconnect', () => {
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}
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});
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});
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const express = require('express');
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const http = require('http');
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const { Server } = require('socket.io');
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const path = require('path');
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const app = express();
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const server = http.createServer(app);
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const io = new Server(server, {
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cors: { origin: "*" },
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pingInterval: 1000,
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pingTimeout: 5000,
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transports: ['websocket', 'polling']
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});
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app.use(express.static(path.join(__dirname, 'public')));
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// Game Constants
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const TICK_RATE = 20;
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const MAP_SIZE = 3000;
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const MAX_PLAYERS = 50;
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const ORB_COUNT = 200;
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const POWERUP_COUNT = 30;
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const OBSTACLE_COUNT = 50;
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const DANGER_ZONE_SHRINK_RATE = 0.5;
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const SAFE_ZONE_MIN = 500;
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// Game State
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const gameState = {
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players: new Map(),
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orbs: [],
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powerups: [],
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obstacles: [],
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projectiles: [],
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killFeed: [],
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safeZoneRadius: MAP_SIZE / 2,
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safeZoneCenter: { x: MAP_SIZE / 2, y: MAP_SIZE / 2 },
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gameTime: 0,
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roundActive: true
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};
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// Player Classes
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const CLASSES = {
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TANK: { health: 150, speed: 0.85, size: 35, damage: 8, ability: 'shield', color: '#4CAF50' },
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ASSASSIN: { health: 80, speed: 1.3, size: 25, damage: 15, ability: 'dash', color: '#9C27B0' },
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WARRIOR: { health: 100, speed: 1.0, size: 30, damage: 12, ability: 'charge', color: '#F44336' },
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MAGE: { health: 70, speed: 1.1, size: 28, damage: 20, ability: 'blast', color: '#2196F3' },
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BERSERKER: { health: 120, speed: 0.95, size: 32, damage: 10, ability: 'rage', color: '#FF9800' }
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};
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// Powerup Types
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const POWERUP_TYPES = ['speed', 'damage', 'health', 'shield', 'size', 'magnet', 'ghost', 'rapid'];
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// Initialize game objects
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function initializeGame() {
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gameState.orbs = [];
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gameState.powerups = [];
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gameState.obstacles = [];
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// Spawn orbs
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for (let i = 0; i < ORB_COUNT; i++) {
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spawnOrb();
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}
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// Spawn powerups
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for (let i = 0; i < POWERUP_COUNT; i++) {
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spawnPowerup();
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}
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// Spawn obstacles
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for (let i = 0; i < OBSTACLE_COUNT; i++) {
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gameState.obstacles.push({
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id: `obs_${i}`,
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x: Math.random() * MAP_SIZE,
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y: Math.random() * MAP_SIZE,
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radius: 30 + Math.random() * 50,
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type: Math.random() > 0.7 ? 'bounce' : 'solid'
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});
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}
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}
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function spawnOrb() {
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const value = Math.random() > 0.9 ? 3 : (Math.random() > 0.7 ? 2 : 1);
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gameState.orbs.push({
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id: `orb_${Date.now()}_${Math.random()}`,
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x: Math.random() * MAP_SIZE,
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y: Math.random() * MAP_SIZE,
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value: value,
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radius: 5 + value * 3
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});
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}
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function spawnPowerup() {
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gameState.powerups.push({
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id: `pow_${Date.now()}_${Math.random()}`,
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x: Math.random() * MAP_SIZE,
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y: Math.random() * MAP_SIZE,
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type: POWERUP_TYPES[Math.floor(Math.random() * POWERUP_TYPES.length)],
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radius: 15
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});
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}
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function createPlayer(id, username, playerClass) {
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const classData = CLASSES[playerClass] || CLASSES.WARRIOR;
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return {
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id,
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| 106 |
+
username: username.substring(0, 15),
|
| 107 |
+
class: playerClass,
|
| 108 |
+
x: MAP_SIZE / 2 + (Math.random() - 0.5) * 500,
|
| 109 |
+
y: MAP_SIZE / 2 + (Math.random() - 0.5) * 500,
|
| 110 |
+
vx: 0,
|
| 111 |
+
vy: 0,
|
| 112 |
+
angle: 0,
|
| 113 |
+
health: classData.health,
|
| 114 |
+
maxHealth: classData.health,
|
| 115 |
+
energy: 100,
|
| 116 |
+
maxEnergy: 100,
|
| 117 |
+
size: classData.size,
|
| 118 |
+
baseSize: classData.size,
|
| 119 |
+
speed: classData.speed,
|
| 120 |
+
baseSpeed: classData.speed,
|
| 121 |
+
damage: classData.damage,
|
| 122 |
+
baseDamage: classData.damage,
|
| 123 |
+
color: classData.color,
|
| 124 |
+
score: 0,
|
| 125 |
+
kills: 0,
|
| 126 |
+
deaths: 0,
|
| 127 |
+
killStreak: 0,
|
| 128 |
+
maxKillStreak: 0,
|
| 129 |
+
orbsCollected: 0,
|
| 130 |
+
lastAttack: 0,
|
| 131 |
+
lastAbility: 0,
|
| 132 |
+
attackCooldown: 500,
|
| 133 |
+
abilityCooldown: 5000,
|
| 134 |
+
ability: classData.ability,
|
| 135 |
+
effects: {},
|
| 136 |
+
isAlive: true,
|
| 137 |
+
respawnTime: 0,
|
| 138 |
+
invincible: false,
|
| 139 |
+
lastUpdate: Date.now(),
|
| 140 |
+
inputSequence: 0,
|
| 141 |
+
pendingInputs: []
|
| 142 |
};
|
| 143 |
}
|
| 144 |
|
| 145 |
+
// Physics and collision
|
| 146 |
+
function distance(a, b) {
|
| 147 |
+
return Math.sqrt((a.x - b.x) ** 2 + (a.y - b.y) ** 2);
|
|
|
|
|
|
|
| 148 |
}
|
| 149 |
|
| 150 |
+
function circleCollision(a, b, radiusA, radiusB) {
|
| 151 |
+
return distance(a, b) < radiusA + radiusB;
|
| 152 |
+
}
|
| 153 |
|
| 154 |
+
function normalizeVector(vx, vy) {
|
| 155 |
+
const mag = Math.sqrt(vx * vx + vy * vy);
|
| 156 |
+
if (mag === 0) return { x: 0, y: 0 };
|
| 157 |
+
return { x: vx / mag, y: vy / mag };
|
| 158 |
+
}
|
|
|
|
|
|
|
|
|
|
| 159 |
|
| 160 |
+
// Game logic
|
| 161 |
+
function processPlayerInput(player, input) {
|
| 162 |
+
if (!player.isAlive) return;
|
| 163 |
+
|
| 164 |
+
const speed = 8 * player.speed;
|
| 165 |
+
const { joystickX, joystickY, useAbility, sequence } = input;
|
| 166 |
+
|
| 167 |
+
// Apply movement with dead zone
|
| 168 |
+
if (Math.abs(joystickX) > 0.1 || Math.abs(joystickY) > 0.1) {
|
| 169 |
+
const normalized = normalizeVector(joystickX, joystickY);
|
| 170 |
+
player.vx = normalized.x * speed * Math.min(1, Math.sqrt(joystickX ** 2 + joystickY ** 2));
|
| 171 |
+
player.vy = normalized.y * speed * Math.min(1, Math.sqrt(joystickX ** 2 + joystickY ** 2));
|
| 172 |
+
player.angle = Math.atan2(joystickY, joystickX);
|
| 173 |
+
} else {
|
| 174 |
+
player.vx *= 0.9;
|
| 175 |
+
player.vy *= 0.9;
|
| 176 |
+
}
|
| 177 |
+
|
| 178 |
+
// Use ability
|
| 179 |
+
if (useAbility) {
|
| 180 |
+
usePlayerAbility(player);
|
| 181 |
+
}
|
| 182 |
+
|
| 183 |
+
player.inputSequence = sequence;
|
| 184 |
+
}
|
| 185 |
|
| 186 |
+
function usePlayerAbility(player) {
|
| 187 |
+
const now = Date.now();
|
| 188 |
+
if (now - player.lastAbility < player.abilityCooldown) return;
|
| 189 |
+
if (player.energy < 30) return;
|
| 190 |
+
|
| 191 |
+
player.lastAbility = now;
|
| 192 |
+
player.energy -= 30;
|
| 193 |
+
|
| 194 |
+
switch (player.ability) {
|
| 195 |
+
case 'dash':
|
| 196 |
+
player.vx *= 4;
|
| 197 |
+
player.vy *= 4;
|
| 198 |
+
player.invincible = true;
|
| 199 |
+
setTimeout(() => { player.invincible = false; }, 300);
|
| 200 |
+
break;
|
| 201 |
+
case 'shield':
|
| 202 |
+
player.effects.shield = { duration: 3000, startTime: now };
|
| 203 |
+
player.invincible = true;
|
| 204 |
+
setTimeout(() => { player.invincible = false; }, 3000);
|
| 205 |
+
break;
|
| 206 |
+
case 'charge':
|
| 207 |
+
const chargeSpeed = 15;
|
| 208 |
+
player.vx = Math.cos(player.angle) * chargeSpeed;
|
| 209 |
+
player.vy = Math.sin(player.angle) * chargeSpeed;
|
| 210 |
+
player.effects.charging = { duration: 500, startTime: now, damage: player.damage * 2 };
|
| 211 |
+
break;
|
| 212 |
+
case 'blast':
|
| 213 |
+
// Area damage
|
| 214 |
+
gameState.players.forEach((target) => {
|
| 215 |
+
if (target.id !== player.id && target.isAlive) {
|
| 216 |
+
const dist = distance(player, target);
|
| 217 |
+
if (dist < 150) {
|
| 218 |
+
const damage = player.damage * 2 * (1 - dist / 150);
|
| 219 |
+
dealDamage(target, damage, player);
|
| 220 |
+
}
|
| 221 |
+
}
|
| 222 |
+
});
|
| 223 |
+
break;
|
| 224 |
+
case 'rage':
|
| 225 |
+
player.effects.rage = { duration: 5000, startTime: now };
|
| 226 |
+
player.damage = player.baseDamage * 1.5;
|
| 227 |
+
player.speed = player.baseSpeed * 1.3;
|
| 228 |
+
setTimeout(() => {
|
| 229 |
+
player.damage = player.baseDamage;
|
| 230 |
+
player.speed = player.baseSpeed;
|
| 231 |
+
}, 5000);
|
| 232 |
+
break;
|
| 233 |
+
}
|
| 234 |
+
}
|
| 235 |
|
| 236 |
+
function dealDamage(target, amount, attacker) {
|
| 237 |
+
if (target.invincible || !target.isAlive) return;
|
| 238 |
+
|
| 239 |
+
target.health -= amount;
|
| 240 |
+
|
| 241 |
+
if (target.health <= 0) {
|
| 242 |
+
killPlayer(target, attacker);
|
| 243 |
+
}
|
| 244 |
+
}
|
| 245 |
|
| 246 |
+
function killPlayer(victim, killer) {
|
| 247 |
+
victim.isAlive = false;
|
| 248 |
+
victim.deaths++;
|
| 249 |
+
victim.killStreak = 0;
|
| 250 |
+
victim.respawnTime = Date.now() + 3000;
|
| 251 |
+
|
| 252 |
+
if (killer && killer.id !== victim.id) {
|
| 253 |
+
const streakBonus = Math.min(killer.killStreak, 10) * 10;
|
| 254 |
+
const sizeBonus = Math.floor(victim.size - victim.baseSize);
|
| 255 |
+
const killScore = 100 + streakBonus + sizeBonus;
|
| 256 |
|
| 257 |
+
killer.kills++;
|
| 258 |
+
killer.killStreak++;
|
| 259 |
+
killer.maxKillStreak = Math.max(killer.maxKillStreak, killer.killStreak);
|
| 260 |
+
killer.score += killScore;
|
| 261 |
+
killer.size = Math.min(killer.size + 2, killer.baseSize * 2);
|
| 262 |
+
killer.health = Math.min(killer.health + 20, killer.maxHealth);
|
| 263 |
|
| 264 |
+
// Kill feed
|
| 265 |
+
gameState.killFeed.unshift({
|
| 266 |
+
killer: killer.username,
|
| 267 |
+
victim: victim.username,
|
| 268 |
+
time: Date.now()
|
| 269 |
+
});
|
| 270 |
+
if (gameState.killFeed.length > 5) gameState.killFeed.pop();
|
| 271 |
+
}
|
| 272 |
+
|
| 273 |
+
// Drop orbs
|
| 274 |
+
const orbsToDrop = Math.min(Math.floor(victim.score / 50), 10);
|
| 275 |
+
for (let i = 0; i < orbsToDrop; i++) {
|
| 276 |
+
gameState.orbs.push({
|
| 277 |
+
id: `orb_${Date.now()}_${i}`,
|
| 278 |
+
x: victim.x + (Math.random() - 0.5) * 50,
|
| 279 |
+
y: victim.y + (Math.random() - 0.5) * 50,
|
| 280 |
+
value: 2,
|
| 281 |
+
radius: 8
|
| 282 |
+
});
|
| 283 |
+
}
|
| 284 |
+
}
|
| 285 |
|
| 286 |
+
function respawnPlayer(player) {
|
| 287 |
+
const classData = CLASSES[player.class];
|
| 288 |
+
player.isAlive = true;
|
| 289 |
+
player.health = classData.health;
|
| 290 |
+
player.energy = 100;
|
| 291 |
+
player.size = classData.size;
|
| 292 |
+
player.x = gameState.safeZoneCenter.x + (Math.random() - 0.5) * gameState.safeZoneRadius;
|
| 293 |
+
player.y = gameState.safeZoneCenter.y + (Math.random() - 0.5) * gameState.safeZoneRadius;
|
| 294 |
+
player.vx = 0;
|
| 295 |
+
player.vy = 0;
|
| 296 |
+
player.invincible = true;
|
| 297 |
+
player.effects = {};
|
| 298 |
+
setTimeout(() => { player.invincible = false; }, 2000);
|
| 299 |
+
}
|
| 300 |
|
| 301 |
+
function updatePlayer(player, deltaTime) {
|
| 302 |
+
if (!player.isAlive) {
|
| 303 |
+
if (Date.now() >= player.respawnTime) {
|
| 304 |
+
respawnPlayer(player);
|
|
|
|
|
|
|
| 305 |
}
|
| 306 |
+
return;
|
| 307 |
+
}
|
| 308 |
+
|
| 309 |
+
// Apply velocity
|
| 310 |
+
player.x += player.vx;
|
| 311 |
+
player.y += player.vy;
|
| 312 |
+
|
| 313 |
+
// Friction
|
| 314 |
+
player.vx *= 0.95;
|
| 315 |
+
player.vy *= 0.95;
|
| 316 |
+
|
| 317 |
+
// Boundary check
|
| 318 |
+
player.x = Math.max(player.size, Math.min(MAP_SIZE - player.size, player.x));
|
| 319 |
+
player.y = Math.max(player.size, Math.min(MAP_SIZE - player.size, player.y));
|
| 320 |
+
|
| 321 |
+
// Energy regeneration
|
| 322 |
+
player.energy = Math.min(player.energy + 0.2, player.maxEnergy);
|
| 323 |
+
|
| 324 |
+
// Safe zone damage
|
| 325 |
+
const distFromCenter = distance(player, gameState.safeZoneCenter);
|
| 326 |
+
if (distFromCenter > gameState.safeZoneRadius) {
|
| 327 |
+
const overDistance = distFromCenter - gameState.safeZoneRadius;
|
| 328 |
+
player.health -= Math.min(overDistance * 0.01, 2);
|
| 329 |
+
if (player.health <= 0) {
|
| 330 |
+
killPlayer(player, null);
|
| 331 |
}
|
| 332 |
+
}
|
| 333 |
+
|
| 334 |
+
// Collision with obstacles
|
| 335 |
+
gameState.obstacles.forEach(obs => {
|
| 336 |
+
if (circleCollision(player, obs, player.size, obs.radius)) {
|
| 337 |
+
const angle = Math.atan2(player.y - obs.y, player.x - obs.x);
|
| 338 |
+
const overlap = player.size + obs.radius - distance(player, obs);
|
| 339 |
+
|
| 340 |
+
if (obs.type === 'bounce') {
|
| 341 |
+
player.vx = Math.cos(angle) * 10;
|
| 342 |
+
player.vy = Math.sin(angle) * 10;
|
|
|
|
|
|
|
|
|
|
|
|
|
| 343 |
} else {
|
| 344 |
+
player.x += Math.cos(angle) * overlap;
|
| 345 |
+
player.y += Math.sin(angle) * overlap;
|
| 346 |
+
}
|
| 347 |
+
}
|
| 348 |
+
});
|
| 349 |
+
|
| 350 |
+
// Auto-attack nearby enemies
|
| 351 |
+
const now = Date.now();
|
| 352 |
+
if (now - player.lastAttack > player.attackCooldown) {
|
| 353 |
+
let closestEnemy = null;
|
| 354 |
+
let closestDist = player.size + 50;
|
| 355 |
+
|
| 356 |
+
gameState.players.forEach((target) => {
|
| 357 |
+
if (target.id !== player.id && target.isAlive) {
|
| 358 |
+
const dist = distance(player, target);
|
| 359 |
+
if (dist < closestDist) {
|
| 360 |
+
closestDist = dist;
|
| 361 |
+
closestEnemy = target;
|
| 362 |
+
}
|
| 363 |
}
|
| 364 |
+
});
|
| 365 |
+
|
| 366 |
+
if (closestEnemy) {
|
| 367 |
+
player.lastAttack = now;
|
| 368 |
+
dealDamage(closestEnemy, player.damage, player);
|
| 369 |
+
}
|
| 370 |
+
}
|
| 371 |
+
|
| 372 |
+
// Collect orbs
|
| 373 |
+
const magnetRange = player.effects.magnet ? 150 : 0;
|
| 374 |
+
gameState.orbs = gameState.orbs.filter(orb => {
|
| 375 |
+
const dist = distance(player, orb);
|
| 376 |
+
|
| 377 |
+
// Magnet effect
|
| 378 |
+
if (magnetRange > 0 && dist < magnetRange) {
|
| 379 |
+
const angle = Math.atan2(player.y - orb.y, player.x - orb.x);
|
| 380 |
+
orb.x += Math.cos(angle) * 5;
|
| 381 |
+
orb.y += Math.sin(angle) * 5;
|
| 382 |
+
}
|
| 383 |
+
|
| 384 |
+
if (circleCollision(player, orb, player.size, orb.radius)) {
|
| 385 |
+
player.score += orb.value * 10;
|
| 386 |
+
player.orbsCollected++;
|
| 387 |
+
player.size = Math.min(player.size + orb.value * 0.5, player.baseSize * 2);
|
| 388 |
+
return false;
|
| 389 |
+
}
|
| 390 |
+
return true;
|
| 391 |
+
});
|
| 392 |
+
|
| 393 |
+
// Collect powerups
|
| 394 |
+
gameState.powerups = gameState.powerups.filter(pow => {
|
| 395 |
+
if (circleCollision(player, pow, player.size, pow.radius)) {
|
| 396 |
+
applyPowerup(player, pow.type);
|
| 397 |
+
return false;
|
| 398 |
+
}
|
| 399 |
+
return true;
|
| 400 |
+
});
|
| 401 |
+
|
| 402 |
+
// Update effects
|
| 403 |
+
Object.keys(player.effects).forEach(effect => {
|
| 404 |
+
if (now - player.effects[effect].startTime > player.effects[effect].duration) {
|
| 405 |
+
delete player.effects[effect];
|
| 406 |
+
}
|
| 407 |
+
});
|
| 408 |
+
}
|
| 409 |
|
| 410 |
+
function applyPowerup(player, type) {
|
| 411 |
+
const now = Date.now();
|
| 412 |
+
const duration = 10000;
|
| 413 |
+
|
| 414 |
+
switch (type) {
|
| 415 |
+
case 'speed':
|
| 416 |
+
player.speed = player.baseSpeed * 1.5;
|
| 417 |
+
player.effects.speed = { duration, startTime: now };
|
| 418 |
+
setTimeout(() => { player.speed = player.baseSpeed; }, duration);
|
| 419 |
+
break;
|
| 420 |
+
case 'damage':
|
| 421 |
+
player.damage = player.baseDamage * 1.5;
|
| 422 |
+
player.effects.damage = { duration, startTime: now };
|
| 423 |
+
setTimeout(() => { player.damage = player.baseDamage; }, duration);
|
| 424 |
+
break;
|
| 425 |
+
case 'health':
|
| 426 |
+
player.health = Math.min(player.health + 50, player.maxHealth);
|
| 427 |
+
break;
|
| 428 |
+
case 'shield':
|
| 429 |
+
player.effects.shield = { duration: 5000, startTime: now };
|
| 430 |
+
player.invincible = true;
|
| 431 |
+
setTimeout(() => { player.invincible = false; }, 5000);
|
| 432 |
+
break;
|
| 433 |
+
case 'size':
|
| 434 |
+
player.size = Math.min(player.size + 10, player.baseSize * 2);
|
| 435 |
+
break;
|
| 436 |
+
case 'magnet':
|
| 437 |
+
player.effects.magnet = { duration, startTime: now };
|
| 438 |
+
break;
|
| 439 |
+
case 'ghost':
|
| 440 |
+
player.effects.ghost = { duration: 5000, startTime: now };
|
| 441 |
+
break;
|
| 442 |
+
case 'rapid':
|
| 443 |
+
player.attackCooldown = 250;
|
| 444 |
+
player.effects.rapid = { duration, startTime: now };
|
| 445 |
+
setTimeout(() => { player.attackCooldown = 500; }, duration);
|
| 446 |
+
break;
|
| 447 |
+
}
|
| 448 |
+
}
|
| 449 |
|
| 450 |
+
function updateGame() {
|
| 451 |
+
const now = Date.now();
|
| 452 |
+
gameState.gameTime++;
|
| 453 |
+
|
| 454 |
+
// Shrink safe zone
|
| 455 |
+
if (gameState.safeZoneRadius > SAFE_ZONE_MIN && gameState.gameTime % 100 === 0) {
|
| 456 |
+
gameState.safeZoneRadius -= DANGER_ZONE_SHRINK_RATE;
|
| 457 |
+
}
|
| 458 |
+
|
| 459 |
+
// Update players
|
| 460 |
+
gameState.players.forEach(player => {
|
| 461 |
+
updatePlayer(player, 1 / TICK_RATE);
|
| 462 |
});
|
| 463 |
+
|
| 464 |
+
// Respawn orbs
|
| 465 |
+
while (gameState.orbs.length < ORB_COUNT) {
|
| 466 |
+
spawnOrb();
|
| 467 |
+
}
|
| 468 |
+
|
| 469 |
+
// Respawn powerups
|
| 470 |
+
while (gameState.powerups.length < POWERUP_COUNT) {
|
| 471 |
+
spawnPowerup();
|
| 472 |
+
}
|
| 473 |
+
|
| 474 |
+
// Send game state to all players
|
| 475 |
+
const playersArray = Array.from(gameState.players.values()).map(p => ({
|
| 476 |
+
id: p.id,
|
| 477 |
+
username: p.username,
|
| 478 |
+
class: p.class,
|
| 479 |
+
x: Math.round(p.x),
|
| 480 |
+
y: Math.round(p.y),
|
| 481 |
+
vx: Math.round(p.vx * 100) / 100,
|
| 482 |
+
vy: Math.round(p.vy * 100) / 100,
|
| 483 |
+
angle: Math.round(p.angle * 100) / 100,
|
| 484 |
+
health: Math.round(p.health),
|
| 485 |
+
maxHealth: p.maxHealth,
|
| 486 |
+
energy: Math.round(p.energy),
|
| 487 |
+
size: Math.round(p.size),
|
| 488 |
+
score: p.score,
|
| 489 |
+
kills: p.kills,
|
| 490 |
+
killStreak: p.killStreak,
|
| 491 |
+
color: p.color,
|
| 492 |
+
isAlive: p.isAlive,
|
| 493 |
+
invincible: p.invincible,
|
| 494 |
+
effects: Object.keys(p.effects),
|
| 495 |
+
seq: p.inputSequence
|
| 496 |
+
}));
|
| 497 |
+
|
| 498 |
+
const leaderboard = playersArray
|
| 499 |
+
.filter(p => p.isAlive)
|
| 500 |
+
.sort((a, b) => b.score - a.score)
|
| 501 |
+
.slice(0, 10)
|
| 502 |
+
.map((p, i) => ({ rank: i + 1, username: p.username, score: p.score, kills: p.kills }));
|
| 503 |
+
|
| 504 |
+
const gameUpdate = {
|
| 505 |
+
players: playersArray,
|
| 506 |
+
orbs: gameState.orbs.map(o => ({ id: o.id, x: Math.round(o.x), y: Math.round(o.y), v: o.value })),
|
| 507 |
+
powerups: gameState.powerups.map(p => ({ id: p.id, x: Math.round(p.x), y: Math.round(p.y), t: p.type })),
|
| 508 |
+
obstacles: gameState.obstacles,
|
| 509 |
+
safeZone: {
|
| 510 |
+
x: Math.round(gameState.safeZoneCenter.x),
|
| 511 |
+
y: Math.round(gameState.safeZoneCenter.y),
|
| 512 |
+
r: Math.round(gameState.safeZoneRadius)
|
| 513 |
+
},
|
| 514 |
+
killFeed: gameState.killFeed,
|
| 515 |
+
leaderboard,
|
| 516 |
+
time: now,
|
| 517 |
+
playerCount: gameState.players.size
|
| 518 |
+
};
|
| 519 |
+
|
| 520 |
+
io.emit('gameState', gameUpdate);
|
| 521 |
+
}
|
| 522 |
|
| 523 |
+
// Socket.io handling
|
| 524 |
+
io.on('connection', (socket) => {
|
| 525 |
+
console.log(`Player connected: ${socket.id}`);
|
| 526 |
+
|
| 527 |
+
socket.on('join', (data) => {
|
| 528 |
+
if (gameState.players.size >= MAX_PLAYERS) {
|
| 529 |
+
socket.emit('error', { message: 'Server full!' });
|
| 530 |
+
return;
|
| 531 |
+
}
|
| 532 |
+
|
| 533 |
+
const { username, playerClass } = data;
|
| 534 |
+
if (!username || username.trim().length < 1) {
|
| 535 |
+
socket.emit('error', { message: 'Invalid username!' });
|
| 536 |
+
return;
|
| 537 |
+
}
|
| 538 |
+
|
| 539 |
+
const player = createPlayer(socket.id, username.trim(), playerClass || 'WARRIOR');
|
| 540 |
+
gameState.players.set(socket.id, player);
|
| 541 |
+
|
| 542 |
+
socket.emit('joined', {
|
| 543 |
+
id: socket.id,
|
| 544 |
+
mapSize: MAP_SIZE,
|
| 545 |
+
classes: CLASSES
|
| 546 |
+
});
|
| 547 |
+
|
| 548 |
+
console.log(`${username} joined as ${playerClass}`);
|
| 549 |
+
});
|
| 550 |
+
|
| 551 |
+
socket.on('input', (input) => {
|
| 552 |
+
const player = gameState.players.get(socket.id);
|
| 553 |
+
if (player) {
|
| 554 |
+
processPlayerInput(player, input);
|
| 555 |
+
}
|
| 556 |
+
});
|
| 557 |
+
|
| 558 |
+
socket.on('ping', (startTime) => {
|
| 559 |
+
socket.emit('pong', startTime);
|
| 560 |
+
});
|
| 561 |
+
|
| 562 |
socket.on('disconnect', () => {
|
| 563 |
+
const player = gameState.players.get(socket.id);
|
| 564 |
+
if (player) {
|
| 565 |
+
console.log(`${player.username} disconnected`);
|
| 566 |
}
|
| 567 |
+
gameState.players.delete(socket.id);
|
| 568 |
});
|
| 569 |
});
|
| 570 |
|
| 571 |
+
// Initialize and start
|
| 572 |
+
initializeGame();
|
| 573 |
+
setInterval(updateGame, 1000 / TICK_RATE);
|
| 574 |
+
|
| 575 |
+
const PORT = process.env.PORT || 7860;
|
| 576 |
+
server.listen(PORT, '0.0.0.0', () => {
|
| 577 |
+
console.log(`Server running on port ${PORT}`);
|
| 578 |
+
});
|