【发布时间】:2011-09-09 20:33:31
【问题描述】:
我正在尝试使用 websockets、node 和 JavaScript 创建一个多人游戏。更新客户端和跟踪服务器上客户端坐标的最佳方法是什么。我目前的方法有效,但效率很低。 (我可以听到我的笔记本电脑风扇在旋转,哈哈!)。
那么发生了什么:
服务器正在等待客户端发送消息“startmove”,该消息也持有方向。一旦服务器收到此消息,它将开始移动播放器并广播其位置。如果服务器收到消息“停止移动”,它也包含一个方向......它会停止向那个方向移动。
我的问题:
我可以使用任何调整来提高性能吗?
服务器代码 sn-p
var player = { x: 100,
y: 200,
left: false,
right: false,
down: false,
up: false
}
var count = 0;
io.sockets.on('connection', function(client){
++count;
io.sockets.emit('player_count', count);
io.sockets.emit('connect', { "x" : player.x, "y" : player.y });
client.on('disconnect', function () {
--count;
io.sockets.emit('player_count', count);
});
client.on('startmove', function(d){
var direction = d.d;
if (direction == 0) //Left
{
player.left = true;
}
else if (direction == 1) //Up
{
player.up = true;
}
else if (direction == 2) //Right
{
player.right = true;
}
else if (direction == 3) //Down
{
player.down = true;
}
});
client.on('stopmove', function(d){
var direction = d.d;
if (direction == 0) //Left
{
player.left = false;
}
else if (direction == 1) //Up
{
player.up = false;
}
else if (direction == 2) //Right
{
player.right = false;
}
else if (direction == 3) //Down
{
player.down = false;
}
});
setInterval(loop, 15); // 33 milliseconds = ~ 30 frames per sec
function loop() {
if(player.left)
{
player.x--;
io.sockets.emit('position', {"x" : player.x, "y" : player.y });
}
else if (player.right)
{
player.x++;
io.sockets.emit('position', {"x" : player.x, "y" : player.y });
}
if(player.up)
{
player.y--;
io.sockets.emit('position', {"x" : player.x, "y" : player.y });
}
else if (player.down)
{
player.y++;
io.sockets.emit('position', {"x" : player.x, "y" : player.y });
}
}
});
客户端代码sn-p
$(document).ready(function(){
var canvas = document.getElementById('game'),
ctx = canvas.getContext('2d'),
socket = io.connect('http://localhost');
//Only start the game upon receiving the connect message
socket.on('connect', function(data){
var y = data.y;
var x = data.x;
//Constants
var GAME_WIDTH = $('canvas').width(),
GAME_HEIGHT = $('canvas').height();
var Player = function(x,y,w,h){
this.x = x;
this.y = y;
this.w = w;
this.h = h;
};
var Game = new function(){
var player = new Player(x, y, 100, 100),
left = false,
right = false,
up = false,
down = false;
/* Gather player input */
$(document).keydown(function(event)
{
if ( event.keyCode == 37) //Left
{
socket.emit('startmove', {"d" : 0});
return false;
}
else if (event.keyCode == 38) //Up
{
socket.emit('startmove', {"d" : 1});
return false;
}
else if (event.keyCode == 39) //Right
{
socket.emit('startmove', {"d" : 2});
return false;
}
else if (event.keyCode == 40) //Down
{
socket.emit('startmove', {"d" : 3});
return false;
}
});
$(document).keyup(function(event)
{
if ( event.keyCode == 37) //Left
{
socket.emit('stopmove', {"d" : 0});
return false;
}
else if (event.keyCode == 38) //Up
{
socket.emit('stopmove', {"d" : 1});
return false;
}
else if (event.keyCode == 39) //Right
{
socket.emit('stopmove', {"d" : 2});
return false;
}
else if (event.keyCode == 40) //Down
{
socket.emit('stopmove', {"d" : 3});
return false;
}
});
socket.on('position', function(data){
console.log("x: " + data.x + "\ny: " + data.y);
player.x = data.x;
player.y = data.y;
clear();
draw();
});
/* Clear the canvas */
function clear(){
ctx.clearRect(0,0,GAME_WIDTH, GAME_HEIGHT);
}
/* Draw to the canvas */
function draw(){
ctx.fillRect(player.x, player.y, player.w, player.h);
}
}();
});
});
在浏览器中:
【问题讨论】:
-
您意识到
startmove和stopmove不会自行修复延迟。所以每个客户看到的输入完全不同 -
@Raynos,我不确定你所说的修复自己是什么意思,但目前游戏几乎是单人游戏。我正在尝试找出一种有效更新我在屏幕上绘制的对象位置的方法,我会上传一张图片到我的问题中。
标签: javascript node.js client-server socket.io express