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I'm using laravel's hoa websocket plugin for websocket event listeners, I attached a function on update event to send the players movement to other players. Using 2 browsers to simulate the multiplayer, the one that moves sends an events telling that a player is moving in a certain direction, on the other hand, the one that receives updates the player/enemies movement but it wasn't the exact movement compare to the senders' position. Please help me, below is my code: app.js var Player, randPos, sendUpdate, socket;socket = new WebSocket('ws://127.0.0.1:8899');randPos = function() { return Math.floor((Math.random() * 150) + 50);};sendUpdate = function(type, direction, objectPos) { return socket.send(JSON.stringify({ type: type, direction: direction, det: objectPos }));};Player = function(startX, startY, playerName) { var angle, getAngle, getDetails, getPlayerName, getX, getY, playerId, setPos, x, y; x = startX; y = startY; angle = 0; playerName = playerName; playerId = Number(new Date()); setPos = function(newX, newY, newAngle) { x = newX; y = newY; return angle = newAngle; }; getX = function() { return x; }; getY = function() { return y; }; getAngle = function() { return angle; }; getPlayerName = function() { return playerName; }; getDetails = function() { return { x: getX(), y: getY(), angle: getAngle(), playerName: getPlayerName(), playerId: playerId }; }; return { getX: getX, getY: getY, getAngle: getAngle, setPos: setPos, getPlayerName: getPlayerName, getDetails: getDetails, playerId: playerId };};game.js var bulletTime, bullets, create, downButton, enemies, enemy, fireBullets, fireButton, floor, game, hitWall, leftButton, localPlayer, player, preload, rightButton, upButton, update, wall;upButton = null;leftButton = null;downButton = null;rightButton = null;fireButton = null;player = null;localPlayer = null;bullets = null;bulletTime = 0;enemies = null;enemy = {};wall = null;floor = null;fireBullets = function() { var bullet; if (game.time.now > bulletTime && bullets.countDead() > 0) { bullet = bullets.getFirstDead(); switch (player.angle) { case 0: bullet.reset(player.x, player.y - 20); bullet.body.velocity.y = -400; break; case -180: bullet.reset(player.x, player.y + 20); bullet.body.velocity.y = 400; break; case -90: bullet.reset(player.x - 20, player.y); bullet.body.velocity.x = -400; break; case 90: bullet.reset(player.x + 20, player.y); bullet.body.velocity.x = 400; } bullet.angle = player.angle; bulletTime = game.time.now + 400; }};hitWall = function(bullet, wall) { bullet.kill();};preload = function() { game.load.tilemap('level0', 'game_assets/level0.json', null, Phaser.Tilemap.TILED_JSON); game.load.image('tiles', 'game_assets/assets.png'); game.load.spritesheet('player', 'game_assets/player.png'); game.load.spritesheet('enemy', 'game_assets/enemy.png'); game.load.image('bullet', 'game_assets/bullet.png');};create = function() { var map, startX, startY; game.physics.startSystem(Phaser.Physics.ARCADE); game.stage.backgroundColor = '#FFFFFF'; map = game.add.tilemap('level0'); map.addTilesetImage('assets', 'tiles'); floor = map.createLayer('floor'); wall = map.createLayer('walls'); game.physics.arcade.enable(wall); map.setCollisionBetween(1, 100, true, 'walls'); wall.resizeWorld(); game.physics.arcade.enable(map); game.physics.setBoundsToWorld(); startX = randPos(); startY = randPos(); player = game.add.sprite(startX, startY, 'player'); player.anchor.setTo(0.5, 0.5); game.physics.arcade.enable(player); localPlayer = new Player(startX, startY, 'stnight'); upButton = game.input.keyboard.addKey(Phaser.Keyboard.UP); leftButton = game.input.keyboard.addKey(Phaser.Keyboard.LEFT); downButton = game.input.keyboard.addKey(Phaser.Keyboard.DOWN); rightButton = game.input.keyboard.addKey(Phaser.Keyboard.RIGHT); fireButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR); game.input.keyboard.addKeyCapture([Phaser.Keyboard.UP, Phaser.Keyboard.LEFT, Phaser.Keyboard.DOWN, Phaser.Keyboard.RIGHT]); enemies = game.add.group(); enemies.enableBody = true; enemies.physicsBodyType = Phaser.Physics.ARCADE; bullets = game.add.group(); bullets.enableBody = true; bullets.physicsBodyType = Phaser.Physics.ARCADE; bullets.createMultiple(1000, 'bullet'); bullets.setAll('anchor.x', 0.5); bullets.setAll('anchor.y', 0.5); bullets.setAll('checkWorldBounds', true); bullets.setAll('outOfBoundsKill', true); sendUpdate('start', '', localPlayer.getDetails()); game.camera.follow(player);};update = function() { player.body.velocity.y = 0; player.body.velocity.x = 0; game.physics.arcade.collide(player, wall); game.physics.arcade.collide(player, enemies); game.physics.arcade.collide(enemies, wall); game.physics.arcade.collide(bullets, wall, hitWall, null, this); enemies.setAll('body.velocity.y', 0); enemies.setAll('body.velocity.x', 0); if (upButton.isDown) { player.body.velocity.y = -86; player.angle = 0; localPlayer.setPos(player.x, player.y, player.angle); sendUpdate('pos', 'up', localPlayer.getDetails()); } else if (downButton.isDown) { player.body.velocity.y = 86; player.angle = -180; localPlayer.setPos(player.x, player.y, player.angle); sendUpdate('pos', 'down', localPlayer.getDetails()); } else if (leftButton.isDown) { player.body.velocity.x = -86; player.angle = -90; localPlayer.setPos(player.x, player.y, player.angle); sendUpdate('pos', 'left', localPlayer.getDetails()); } else if (rightButton.isDown) { player.body.velocity.x = 86; player.angle = 90; localPlayer.setPos(player.x, player.y, player.angle); sendUpdate('pos', 'right', localPlayer.getDetails()); } if (fireButton.isDown) { fireBullets(); } socket.onmessage = function(data) { data = JSON.parse(data.data); switch (data.type) { case 'start': enemy[data.det.playerId] = enemies.create(data.det.x, data.det.y, 'enemy'); enemy[data.det.playerId].anchor.setTo(0.5, 0.5); enemy[data.det.playerId].angle = data.det.angle; break; case 'newPlayer': sendUpdate('start', '', localPlayer.getDetails()); break; case 'pos': enemy[data.det.playerId].angle = data.det.angle; switch (data.direction) { case 'up': enemy[data.det.playerId].body.velocity.y = -86; break; case 'down': enemy[data.det.playerId].body.velocity.y = 86; break; case 'left': enemy[data.det.playerId].body.velocity.x = -86; break; case 'right': enemy[data.det.playerId].body.velocity.x = 86; } } console.log(data); };};game = new Phaser.Game(756, 700, Phaser.AUTO, 'game', { preload: preload, create: create, update: update});the json level { "height":45, "layers":[ { "data":[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 2, 2, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2], "height":45, "name":"walls", "opacity":1, "type":"tilelayer", "visible":true, "width":45, "x":0, "y":0 }], "orientation":"orthogonal", "properties": { }, "tileheight":32, "tilesets":[ { "firstgid":1, "image":"assets.png", "imageheight":64, "imagewidth":32, "margin":0, "name":"assets", "properties": { }, "spacing":0, "tileheight":32, "tilewidth":32 }], "tilewidth":32, "version":1, "width":45}and the php file that handles the websocket events <?phprequire __DIR__.'/../bootstrap/autoload.php';$server = new Hoa\Websocket\Server( new Hoa\Socket\Server('tcp://127.0.0.1:8899'));// when someone is connected$server->on('open', function (Hoa\Core\Event\Bucket $bucket) { echo 'new player is joined the world', "\n"; $data = array('type' => 'newPlayer'); $bucket->getSource()->broadcast(json_encode($data)); return;});// general stuff$server->on('message', function (Hoa\Core\Event\Bucket $bucket) { $data = $bucket->getData(); $data = json_decode($data['message']); $bucket->getSource()->broadcast(json_encode($data)); return;});// on closing$server->on('close', function (Hoa\Core\Event\Bucket $bucket) { echo 'a player leaved the world', "\n"; return;});$server->run();
- 3 replies
-
- phaserjs
- javascript
- (and 4 more)
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I am looking for some one experienced to develop some unique walk through around babylon.js leveraging the autocad/sketchup generated fbx models and providing a walk through. Example is Retail, ESPLIT and Flat 2009 on home page http://www.babylonjs.com/ Basically - phase 1 : modify the Flat2009 - to show that We can dynamically change colors of the wall or replace objects(chairs/tables) while doing a walk through. Perhaps - like control panel at the bottom - we have something similar on left -- called toolbar. Then user will be able select an area or object based with object from toolbar. The user will be able to select a wall and change the color from a palatte. Phase 2: Productizing end-end. So we get fbx models, that can be converted to .babylon json files and basically creating flat2009 like walk throughs quickly. First documenting the process and then completing it. This is urgent task and need to be done asap. Both phases are paid gigs - Thanks Sid