added Mod support

fixed a rollover bug on change room that got players stuck

Starting to add client and server side mods.

added a secret room for mods ?room=experiments
master
molleindustria 5 years ago
parent a487f8f951
commit 6bc17ead3c

@ -98,7 +98,18 @@ module.exports.ROOMS = {
{ file: "likelike-backyard-chairs.png", position: [33, 44] },
]
},
//just an empty room for testing mods
experiments: {
},
bg: "experiments-bg.png",
avatarScale: 2,
pageBg: "#bfaeae",
area: "experiments-areas.png",
tint: "#FFFFFF",
bubblesY: 50,
spawn: [15, 77, 113, 96]
}
};

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@ -136,6 +136,7 @@ var allSheets;
//current room bg and areas
var bg;
var areas;
var room; //the id
//command quequed for when the destination is reached
var nextCommand;
@ -620,6 +621,7 @@ function newGame() {
//if it's me///////////
if (socket.id == p.id) {
rolledSprite = null;
//the location appears in the url
if (ROOM_LINK && ROOMS[p.room] != null)
@ -642,6 +644,7 @@ function newGame() {
me.sprite.onMousePressed = function () { socket.emit('emote', { room: me.room, em: true }); };
me.sprite.onMouseReleased = function () { socket.emit('emote', { room: me.room, em: false }); };
room = p.room;
//if a page background is specified change it
if (ROOMS[p.room].pageBg != null)
@ -724,8 +727,12 @@ function newGame() {
}
//initialize the mod if any
if (window.initMod != null) {
window.initMod(p.id, p.room);
}
}//it me
else {
//
players[p.id] = new Player(p);
@ -765,6 +772,11 @@ function newGame() {
console.log("There are now " + Object.keys(players).length + " players in this room");
//calling a custom function roomnameEnter if it exists
if (window[p.room + "Enter"] != null) {
window[p.room + "Enter"](p.id, p.room);
}
}
catch (e) {
console.log("Error on playerJoined");
@ -814,6 +826,12 @@ function newGame() {
console.log("Player " + p.id + " left");
if (players[p.id] != null) {
//calling a custom function roomnameEnter if it exists
if (window[p.room + "Exit"] != null) {
window[p.room + "Exit"](p.id);
}
if (p.disconnect && players[p.id].nickName != "") {
var spark = createSprite(players[p.id].x, players[p.id].y - AVATAR_H + 1);
spark.addAnimation("spark", disappearEffect);
@ -861,12 +879,18 @@ function newGame() {
var offY = ROOMS[me.room].bubblesY * ASSET_SCALE;
var newBubble = new Bubble(p.id, p.message, p.color, p.x, p.y, offY);
//calling a custom function
if (window[me.room + "Talk"] != null) {
window[me.room + "Talk"](p.id, newBubble);
}
pushBubbles(newBubble);
bubbles.push(newBubble);
if (SOUND) {
blips[floor(random(0, blips.length))].play();
}
}
}
} catch (e) {
@ -1017,6 +1041,12 @@ function update() {
text(errorMessage, floor(WIDTH / 8), floor(HEIGHT / 8), WIDTH - floor(WIDTH / 4), HEIGHT - floor(HEIGHT / 4) + 1);
}
else if (screen == "game") {
//calling a custom function
if (window[room + "Update"] != null) {
window[room + "Update"]();
}
//draw a background
background(UI_BG);
imageMode(CORNER);
@ -1501,6 +1531,7 @@ function Player(p) {
this.sprite.id = this.id;
this.sprite.label = p.nickName;
this.sprite.transparent = false;
this.sprite.roomId = p.room; //sure anything goes
//save the dominant color for bubbles and rollover label
var c = color(AVATAR_PALETTES[p.color][2]);
@ -1563,7 +1594,12 @@ function Player(p) {
if (this.transparent)
tint(255, 100);
if (window[this.roomId + "DrawSprite"] != null) {
window[this.roomId + "DrawSprite"](this.id, this, this.originalDraw);
}
else {
this.originalDraw();
}
if (this.transparent)
noTint();
@ -1671,7 +1707,12 @@ function isObstacle(x, y, room, a) {
if (room != null && a != null) {
var c1 = a.get(x, y);
//you know, at this point I'm not sure if you are using assets scaled by 2 for the areas
//so I'm just gonna stretch the coordinates ok
var px = floor(map(x, 0, WIDTH, 0, a.width));
var py = floor(map(y, 0, HEIGHT, 0, a.height));
var c1 = a.get(px, py);
//if not white check if color is obstacle
if (c1[0] != 255 || c1[1] != 255 || c1[2] != 255) {
@ -1717,7 +1758,13 @@ function mouseMoved() {
walkIcon.visible = false;
if (areas != null && me != null) {
var c = areas.get(mouseX, mouseY);
//you know, at this point I'm not sure if you are using assets scaled by 2 for the areas
//so I'm just gonna stretch the coordinates ok
var mx = floor(map(mouseX, 0, WIDTH, 0, areas.width));
var my = floor(map(mouseY, 0, HEIGHT, 0, areas.height));
var c = areas.get(mx, my);
areaLabel = "";
if (alpha(c) != 0 && me.room != null) {
@ -1797,7 +1844,12 @@ function canvasReleased() {
//check the area info
else if (areas != null && me.room != null) {
var c = areas.get(mouseX, mouseY);
//you know, at this point I'm not sure if you are using assets scaled by 2 for the areas
//so I'm just gonna stretch the coordinates ok
var mx = floor(map(mouseX, 0, WIDTH, 0, areas.width));
var my = floor(map(mouseY, 0, HEIGHT, 0, areas.height));
var c = areas.get(mx, my);
//if transparent or semitransparent do nothing
if (alpha(c) != 255) {

@ -34,6 +34,7 @@
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.10.2/addons/p5.sound.min.js"></script>
<script src="p5.play.js"></script>
<script defer src="client.js"></script>
<script defer src="mod.js"></script>
<link rel="stylesheet" type="text/css" href="style.css">

@ -0,0 +1,84 @@
/*
WARNING: THIS IS STILL EXPERIMENTAL STUFF
I want to have the ability to assign specific behaviors to each room without messing with the main engine
So this is a file for client-side modifications (mods). There is one for the server side as well.
Their naming convention is roomIdFunction.
The functions are called by the engine at crucial points, only if they exist.
*/
//when my players joins the game for the first time, after everything in the room is initialized
//called also for lurk mode (nickName == "")
function initMod(playerId, roomId) {
print("Mod: " + players[playerId].nickName + " joined the game at " + roomId)
}
//roomnameEnter: called when a player enters a room, after all the normal operations
//called also for lurk mode (nickName == "")
function experimentsEnter(playerId, roomId) {
print("MOD: " + players[playerId].nickName + " entered room " + roomId);
//a full screen welcome text appears
longText = "Welcome " + players[playerId].nickName;
longTextLines = -1;
longTextAlign = "center";
}
//roomnameExit: called right before a player exits or disconnects
function experimentsExit(playerId) {
print("MOD: " + players[playerId].nickName + " exited room " + roomId);
}
//called every frame in a specific room - beware: this is client side, everything non deterministic and non server-driven
//may misalign the players clients
function experimentsUpdate() {
//print("MOD: updating experiments");
}
//roomnameTalk: called when somebody in the room talks, passes player object and the new bubble (before it's added to the stack and before the sound is made)
function experimentsTalk(playerId, bubble) {
print("MOD: " + players[playerId].nickName + " said " + bubble.message);
//overwrites the color
bubble.color = color("#FFFFFF");
//all bubbles show up in the center and lines are not drawn
/*
bubble.x = WIDTH / 2 - bubble.w / 2;
bubble.y = HEIGHT / 2;
bubble.px = 0;
bubble.py = 0;
*/
}
//this can override or modify the normal player drawing function
function experimentsDrawSprite(playerId, sprite, drawingFunction) {
//print("MOD: " + players[playerId].nickName + " being drawn experimentally " + sprite.width); //let's not call this at every frame
//the normal drawing function comment this out to see the examples below
drawingFunction();
/*
//don't try this
tint(random(0, 255), random(0, 255), random(0, 255));
drawingFunction();
noTint();
*/
//draw a square
/*
fill(0);
rect(0, 0, 10, 10);
*/
/*
//sprites drawn horizontally and 20 pixel above the grund
push();
translate(0, -20);
angleMode(DEGREES);
rotate(90);
//the original drawing function
drawingFunction();
pop();
*/
}

@ -10,6 +10,14 @@ ADMINS=username1|pass1,username2|pass2
PORT = 3000
*/
var MOD = {};
//load server side mod file
try {
MOD = require('./serverMod');
}
catch (e) {
}
var port = process.env.PORT || 3000;
//number of emits per second allowed for each player, after that ban the IP.
@ -219,6 +227,12 @@ io.on('connection', function (socket) {
if (playerInfo.nickName != "")
visits++;
//check if there is a custom function in the MOD to call at this point
if (MOD["joinGame"] != null) {
//call it!
MOD["joinGame"](newPlayer, playerInfo.room);
}
//send all players information about the new player
//upon creation destination and position are the same
io.to(playerInfo.room).emit('playerJoined', newPlayer);
@ -307,6 +321,21 @@ io.on('connection', function (socket) {
console.log(socket.id + " is problematic");
}
else {
//check if there is a custom function in the MOD to call at this point
if (MOD[obj.room + "TalkFilter"] != null) {
//call it!
obj.message = MOD[obj.room + "TalkFilter"](gameState.players[socket.id], obj.message);
if (obj.message == null) {
console.log("MOD: Warning - TalkFilter should return a message ");
obj.message = "";
}
}
if (obj.message != "")
io.to(obj.room).emit('playerTalked', { id: socket.id, color: obj.color, message: obj.message, x: obj.x, y: obj.y });
}
}
@ -343,10 +372,10 @@ io.on('connection', function (socket) {
else {
//console.log("Player " + socket.id + " moved from " + obj.from + " to " + obj.to);
socket.leave(obj.from);
socket.join(obj.to);
//broadcast the change to everybody in the current room
//from the client perspective leaving the room is the same as disconnecting
io.to(obj.from).emit('playerLeft', { id: socket.id, disconnect: false });
@ -357,6 +386,19 @@ io.on('connection', function (socket) {
playerObject.x = playerObject.destinationX = obj.x;
playerObject.y = playerObject.destinationY = obj.y;
playerObject.new = false;
//check if there is a custom function in the MOD to call at this point
if (MOD[obj.from + "Exit"] != null) {
//call it!
MOD[obj.from + "Exit"](playerObject, obj.from);
}
//check if there is a custom function in the MOD to call at this point
if (MOD[obj.to + "Enter"] != null) {
//call it!
MOD[obj.to + "Enter"](playerObject, obj.to);
}
io.to(obj.to).emit('playerJoined', playerObject);
}
} catch (e) {
@ -667,5 +709,6 @@ let myBadWords = ['chink', 'cunt', 'cunts', "fag", "fagging", "faggitt", "faggot
var filter = new Filter({ emptyList: true });
filter.addWords(...myBadWords);
//p5 style alias
function print(s) { console.log(s); }

@ -0,0 +1,33 @@
/*
WARNING: THIS IS STILL EXPERIMENTAL STUFF
I want to have the ability to assign specific behaviors to each room without messing with the main engine
So I'm creating a module for server-side modifications (mods). There is one also for the client.
Their naming convention is roomIdFunction.
The functions are called by the engine at crucial points, only if they exist.
*/
module.exports.joinGame = function (player, roomId) {
//console.log("MOD: Player " + player.nickName + " joined the game at room " + roomId);
//objects are passed by reference so this actually changes the nickname on the server (but not on the client)
//player.nickName = "Dude";
}
//custom function called on the server side when a player successfully enters or exits the room
//executed before it's broadcast to the other players
module.exports.experimentsEnter = function (player, roomId) {
console.log("MOD: " + player.nickName + " entered room " + roomId);
}
module.exports.experimentsExit = function (player, roomId) {
console.log("MOD: " + player.nickName + " exited room " + roomId);
}
//wouldn't it be funny if cetain rooms modified your messages?
module.exports.experimentsTalkFilter = function (player, message) {
console.log("MOD: " + player.nickName + " said " + message);
message = message.replace(/[aeiou]/ig, '');
//make sure it returns a message
return message;
}
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