Skip to content

svnh/Dinosaurio

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

DVC

--dinos vs. chickens, get it? aaand it's (a)live

Stack

*Node.js/Express *Kinetic.js (and HTML5 canvas) *Socket.IO *Mousetrap *ImageMagick

What it is

The one and only multiplayer dinosaur chicken eating game, of course.

Code

Head into the game directory to explore my code. The directory is split into 'app,' which contains all of the server side functionality, and 'public' which contains all of the client side functionality.

'init()' in 'game/public/src/init.js' is called on the click of the play button, which instantiates the game. 'game/public/src/game.js' contains the bulk of the client-side game logic. Here, the canvas is created and the stage is loaded. Although the coordinate movement of the spiders and chickens is controlled by the server, all objects are rendered to the client facing game itself in this file. Each type of game actor is associated with a class, which can be found in 'game/public/src/actors/*.js', and all helper functions are found in 'game/public/src/util.js'. As soon as a game is instantiated and there are two users connected, the new game on the client side pings the server, which creates a new server-side game for a pair of users. When collisions occur, and as actors must be updated, clients ping the server which broadcasts events containing the specified data. The server also contains classes for the AI chickens and spiders, which control their movement. Each dinosaur send their coordinates to the server, so that their dino object moves appropriately on their opponent's screen.

TLDR: The entire shabang begins in app.js, and then user connection is established through the creation of a new game in /public/src/init.js which creates a new game. User dinosaurs are created client-side, and 'game/app.js' instructs broadcasts chicken positions and opponent movements to all players once users are paired.

Animations

The sprites were originally a file of serveral hundred pngs. I used ImageMagick to horizontally append them, and then based my animation sequences off of their direction and action in the original file. Each animation contains a set of eight images, and there are eight directions for each image. When a new actor is instantiated, they are endowed with the ability to move based on these animations in through the 'getAnimArray' function in 'public/src/getanimations.js'. Their direction and coordinates are synced constantly, so that the animation is always current.