mirror of
https://github.com/solcloud/Counter-Strike.git
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204 lines
5.4 KiB
JavaScript
204 lines
5.4 KiB
JavaScript
import {EventProcessor} from "./EventProcessor.js";
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export class Game {
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#paused = false
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#round = 1
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#started = false
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#options = false
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#readyCallback
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#endCallback
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#hud
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#stats
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#world
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eventProcessor
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score = {
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attackers: 0,
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defenders: 0
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}
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alivePlayers = {
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attackers: 0,
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defenders: 0
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}
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players = []
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playerMe = {}
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constructor(world, hud, stats) {
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this.#world = world
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this.#hud = hud
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this.#stats = stats
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this.eventProcessor = new EventProcessor(this)
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}
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pause(msg, timeMs) {
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const game = this
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this.players.forEach(function (player) {
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if (player.data.id === game.playerMe.id) {
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return
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}
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player.object.visible = true
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})
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this.#started = true
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this.#paused = true
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console.log("Pause: " + msg + " for " + timeMs + "ms")
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this.#hud.pause(msg, timeMs)
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}
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unpause() {
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this.#paused = false
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this.#hud.clearTopMessage()
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console.log("Game unpause")
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}
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end(msg) {
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console.log('Game ended')
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if (this.#endCallback) {
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this.#endCallback(msg)
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}
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}
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roundStart(aliveAttackers, aliveDefenders) {
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console.log("Starting round " + this.#round)
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this.alivePlayers.attackers = aliveAttackers
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this.alivePlayers.defenders = aliveDefenders
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this.#hud.clearAlerts()
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this.#hud.roundStart(this.#options.setting.round_time_ms)
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}
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roundEnd(attackersWins, round) {
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let winner = attackersWins ? 'Attackers' : 'Defenders'
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console.log("Round " + this.#round + " ended. Round wins: " + winner)
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this.#round = round
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this.#hud.displayTopMessage(winner + ' wins')
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}
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isPlaying() {
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return this.#started
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}
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onReady(callback) {
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this.#readyCallback = callback
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}
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onEnd(callback) {
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this.#endCallback = callback
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}
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setOptions(options) {
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this.#options = options
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this.#hud.startWarmup(options.warmupSec * 1000)
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const playerId = options.playerId
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if (this.players[playerId]) {
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throw new Error("My Player is already set!")
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}
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this.playerMe = options.player
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this.players[playerId] = this.#spawnPlayerMe(playerId, options.player.color, options.player.isAttacker)
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if (this.#readyCallback) {
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this.#readyCallback(this.#options)
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}
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}
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playerKilled(playerIdDead, playerIdCulprit, wasHeadshot, killItemId) {
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this.players[playerIdDead].object.visible = false
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this.#hud.showKill(
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this.players[playerIdCulprit].data,
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this.players[playerIdDead].data,
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wasHeadshot,
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this.playerMe,
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killItemId
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)
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}
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#spawnPlayerMe(id, colorIndex, isAttacker) {
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const me = this.#world.createPlayerMe()
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return {
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object: me,
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data: {
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id: id,
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color: colorIndex,
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isAttacker: isAttacker
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}
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}
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}
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spawnPlayer(id, colorIndex, isAttacker) {
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const player = this.#world.spawnPlayer(id, colorIndex, this.playerMe.isAttacker !== isAttacker)
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this.players[id] = {
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object: player,
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data: {
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id: id,
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color: colorIndex,
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isAttacker: isAttacker
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}
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}
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return this.players[id]
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}
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equip(slotId) {
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if (!this.playerMe.slots[slotId]) {
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return false
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}
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this.#hud.equip(slotId)
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return true
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}
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tick(state) {
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const game = this
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if (state.events.length) {
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state.events.forEach(function (event) {
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game.eventProcessor.process(event)
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})
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}
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if (this.#options === false) {
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return
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}
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state.players.forEach(function (playerState) {
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let player = game.players[playerState.id]
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if (player === undefined) {
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player = game.spawnPlayer(playerState.id, playerState.color, playerState.isAttacker)
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}
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player.data.isAttacker = playerState.isAttacker
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player = player.object
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player.getObjectByName('head').position.y = playerState.heightSight
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player.position.set(playerState.position.x, playerState.position.y, -1 * (playerState.position.z))
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if (game.playerMe.id && playerState.id !== game.playerMe.id) {
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game.updatePlayerObject(player, playerState)
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}
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if (playerState.id === game.playerMe.id) {
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game.playerMe.money = playerState.money
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game.playerMe.health = playerState.health
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game.playerMe.item = playerState.item
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game.playerMe.slots = playerState.slots
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game.playerMe.ammo = playerState.ammo
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game.playerMe.ammoReserve = playerState.ammoReserve
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}
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})
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this.render()
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}
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playerIsAlive() {
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return this.playerMe.health > 0
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}
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updatePlayerObject(playerObject, data) {
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playerObject.rotation.y = serverRotationToThreeRadian(data.look.horizontal)
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this.#world.updatePlayerModel(playerObject, data)
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}
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render() {
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this.#stats.begin()
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this.#hud.updateHud(this.playerMe)
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this.#world.render()
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this.#stats.end()
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}
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}
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