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main.js
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var database = require("./Database/database");
//the maps.. auto load all js files in map
var normalizedPath = require("path").join(__dirname, "map");
require("fs").readdirSync(normalizedPath).forEach(function(file) {
require("./map/" + file);
});
//the map container
var MapContainer = require("./Model/mapContainer");
//make all maps.
for (var key in TileMaps) {
MapContainer.add(TileMaps[key]);
};
var RealmContainer = require("./Model/realmContainer");
var express = require('express');
var app = express();
var server = require('http').createServer(app);
var io = require('socket.io').listen(server);
var port = 3000;
var fps = 1000 / 30 ;
var delta = 0;
var gameLoop = null;
console.log("starter server on port "+port);
server.listen(port);
app.use("/site/", express.static(__dirname + '/site/'));
app.use("/map/", express.static(__dirname + '/map/'));
app.get('/', function (req, res) {
res.sendfile(__dirname + '/site/index.html');
});
var PlayerContainer = require("./Model/playerContainer");
//var NpcContainer = require("./Model/npcContainer");
var PokeTypes = require("./pokemon/TypeContainer");
PokeTypes.load();
//preload realms
database.query("SELECT * FROM realm", function(realms){
for (var i = 0; i < realms.length; i++) {
console.log("=========|Load Realm|=========");
RealmContainer.add(realms[i].name,realms[i].type, realms[i].id);
};
startGame();
});
// done load servers
io.sockets.on('connection', function (socket) {
console.log("New connection");
socket.emit('realms', RealmContainer.getNames());
socket.on('ping', function() {
socket.emit('pong');
});
socket.on('login', function(name, realmId, callback) {
console.log("login: "+name + " realmId: "+ realmId);
database.query("SELECT t1.*, t2.x AS cX, t2.y AS cY FROM `player` AS `t1`, `characters` AS `t2` WHERE t1.characters = t2.id AND name = \""+name+"\" AND realm = \""+realmId+"\"", function(player){
if (player.length <= 0) {
callback(false);
}else{
//console.log(player[0]);
socket.ownSocket = socket;
var newPlayer = RealmContainer.newPlayer(player[0], socket.ownSocket);
if (newPlayer != null) {
socket.player = newPlayer;
callback("login and game will start soon");
updateWorld(newPlayer);
}else{
callback("user world mest up");
}
}
});
});
socket.on('disconnect', function(){
if(!socket.player) return;
var toUpdateWorld = {"realm": socket.player.realm, "world": socket.player.world}
if (PlayerContainer.remove(socket.player, RealmContainer)) {
updateWorld(toUpdateWorld);
};
console.log("player dc");
});
socket.on('doKey', function(key){
//console.log(key);
if(key == "down"){
socket.player.move.down = true;
}else if(key == "up"){
socket.player.move.up = true;
}else if(key == "left"){
socket.player.move.left = true;
}else if(key == "right"){
socket.player.move.right = true;
}else if(key == "z"){
socket.player.move.z = true;
}else if(key == "x"){
socket.player.move.x = true;
}
});
socket.on('endKey', function(key){
//console.log(key);
if(key == "down"){
socket.player.move.down = false;
}else if(key == "up"){
socket.player.move.up = false;
}else if(key == "left"){
socket.player.move.left = false;
}else if(key == "right"){
socket.player.move.right = false;
}else if(key == "z"){
socket.player.move.z = false;
}else if(key == "x"){
socket.player.move.x = false;
}
});
});
function updateWorld (playerObj) {
var data = PlayerContainer.buildPlayerToClient(playerObj, RealmContainer);
//console.log(data.users);
for (var i = 0; i < data.users.length; i++) {
console.log("update: "+data.users[i].world + " - "+ data.users[i].realm);
data.users[i].ownSocket.emit('gameUpdate', {"users" : data.buildUsers, "camera": {"x": data.users[i].x, "y": data.users[i].y}, "world": data.users[i].world});
};
}
function updateNpc (realm, world, npc) {
var placeObj = { "realm": realm.id, "world": world.name };
//console.log(placeObj);
var data = PlayerContainer.buildPlayerToClient(placeObj, RealmContainer);
//console.log(data);
for (var i = 0; i < data.users.length; i++) {
data.users[i].ownSocket.emit('gameNpcUpdate', npc);
};
}
function movePlayer (delta) {
if (delta % 5 === 0) {
for (var i = 0; i < PlayerContainer.container.length; i++) {
var playerObj = PlayerContainer.container[i];
if (playerObj.move.left == true || playerObj.move.right == true || playerObj.move.up == true || playerObj.move.down == true) {
if(playerObj.movePlayer(RealmContainer)){
//console.log("frame : "+ delta + " player World : " + playerObj.world);
updateWorld(playerObj);
}
}else if (playerObj.move.z == true) {
if(playerObj.doZ()){
}
playerObj.move.z = false;
}else if (playerObj.move.x == true) {
playerObj.move.x = false;
};
}
}
}
function NpcUpdate (delta) {
if ((delta % 60) === 0) {
for (var i = 0; i < RealmContainer.container.length; i++) {
var realms = RealmContainer.container[i];
for (var ii = 0; ii < realms.world.length; ii++) {
var world = realms.world[ii];
for (var iii = 0; iii < world.npcContainer.length; iii++) {
var npc = world.npcContainer[iii];
if (npc.canMove && npc.movment.type != "standing"){
npc.findTile(world);
}
};
updateNpc(realms, world, world.npcContainer);
};
};
console.log("npc moved!");
}
}
function startGame () {
if (gameLoop == null) {
gameLoop = setInterval(mainloop, fps);
console.log("game start");
};
}
var mainloop = function() {
delta++;
NpcUpdate(delta);
movePlayer(delta);
};
function stopGame () {
console.log("stopGame");
clearInterval(gameLoop);
gameLoop = null;
}