node-haxball
Version:
The most powerful and lightweight API that allows you to develop your original Haxball(www.haxball.com) host, client, and standalone applications both on node.js and browser environments and also includes every possible hack and functionality that you can
55 lines (40 loc) • 2.37 kB
JavaScript
const { OperationType, VariableType, ConnectionState, AllowFlags, Direction, CollisionFlags, CameraFollow, BackgroundType, GamePlayState, Callback, Utils, Room, Replay, Query, Library, RoomConfig, Plugin, Renderer, Errors, Language, Impl } = API = require("../../../src/index");
const minCoordAlignDelta = 0.5, minKickDistance = 2;
function roomCallback(room){ // examples start from here.
room.onGameTick = () => {
// ensure extrapolation of the room state before calculating stuff.
room.extrapolate();
// get the extrapolated disc of the data object of the current player
var cp = that.room.currentPlayer, playerDisc = cp?.disc?.ext;
if (!playerDisc) // check or else error occurs after changing a player's team to spectators, if the player is not actually in the game, or the game is stopped.
return;
// get the extrapolated game state object
var { state, gameState, gameStateExt } = that.room;
gameState = gameStateExt || gameState;
// get the original extrapolated data object of the ball
var ball = gameState.physicsState.discs[0];
// get the coordinates of the ball
var {x, y} = ball?.pos || {};
// if ball is not reachable, do nothing.
if (x==null || isNaN(x) || !isFinite(x) || y==null || isNaN(y) || !isFinite(y)) // check
return;
// speed: playerDisc.speed.x, playerDisc.speed.y
// radius: playerDisc.radius
// calculate delta difference for both x and y axis.
var deltaX = x - playerDisc.pos.x, deltaY = y - playerDisc.pos.y, dirX, dirY, kick;
// x direction:
if (Math.abs(deltaX) < minCoordAlignDelta) // we can omit small delta.
dirX = 0;
else
dirX = Math.sign(deltaX); // direction is +1 or -1, depending on the delta difference
// y direction
if (Math.abs(deltaY) < minCoordAlignDelta) // we can omit small delta.
dirY = 0;
else
dirY = Math.sign(deltaY); // direction is +1 or -1, depending on the delta difference
// kick is true if the distance between ball and player is less than minKickDistance
kick = (deltaX * deltaX + deltaY * deltaY < (playerDisc.radius + ball.radius + minKickDistance) * (playerDisc.radius + ball.radius + minKickDistance));
// apply current keys
room.setKeyState(Utils.keyState(dirX, dirY, kick));
};
};