forked from MTSR/mapserver
cbf58dfbf8
* Put markers at the center of nodes * Do the fix on every objects
210 lines
6.1 KiB
JavaScript
210 lines
6.1 KiB
JavaScript
import wsChannel from '../../WebSocketChannel.js';
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import layerMgr from '../../LayerManager.js';
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const defaultSkin = "pics/sam.png";
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let players = [];
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let playerSkins = {};
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//update players all the time
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wsChannel.addListener("minetest-info", function(info){
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players = info.players || [];
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});
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export default L.LayerGroup.extend({
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initialize: function() {
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L.LayerGroup.prototype.initialize.call(this);
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this.currentObjects = {}; // name => marker
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this.reDraw = this.reDraw.bind(this);
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this.onMinetestUpdate = this.onMinetestUpdate.bind(this);
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},
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createPopup: function(player) {
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// moderators get a small crown icon
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let moderator = player.moderator ? `<img src="pics/crown.png" alt="moderator" title="moderator">` : "";
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let info = `<b>${moderator} ${player.name}</b>`;
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info += "<hr>";
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for (let i = 0; i < Math.floor(player.hp / 2); i++)
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info += "<img src='pics/heart.png' alt='health'>";
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if (player.hp % 2 === 1)
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info += "<img src='pics/heart_half.png' alt='health'>";
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info += "<br>";
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for (let i = 0; i < Math.floor(player.breath / 2); i++)
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info += "<img src='pics/bubble.png' alt='breath'>";
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if (player.breath % 2 === 1)
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info += "<img src='pics/bubble_half.png' alt='breath'>";
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info += `
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<br>
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<b>RTT:</b> ${Math.floor(player.rtt*1000)} ms
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<br>
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<b>Protocol version:</b> ${player.protocol_version}
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`;
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info = `<div class="info">${info}</div>`;
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let portrait = `<img class="portrait" src="${this.getSkin(player)}" alt="${player.name}">`;
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return `<div class="player-popup">${portrait}${info}</div>`;
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},
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createMarker: function(player) {
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const marker = L.marker([player.pos.z + 0.5, player.pos.x + 0.5], {icon: this.getIcon(player)});
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marker.bindPopup(this.createPopup(player), {minWidth: 220});
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return marker;
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},
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getIcon: function(player) {
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const icon = this.getSkin(player);
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// compatibility with mapserver_mod without `yaw` attribute - value will be 0.
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const indicator = player.yaw === 0 ? false : player.velocity.x !== 0 || player.velocity.z !== 0 ? 'pics/sam_dir_move.png' : 'pics/sam_dir.png';
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return L.divIcon({
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html: `<div style="display:inline-block;width:48px;height:48px">
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<img src="${icon}" style="position:absolute;top:8px;left:16px;width:16px;height:32px;" alt="${player.name}">
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${indicator ? `<img src="${indicator}" style="position:absolute;top:0;left:0;width:48px;height:48px;transform:rotate(${player.yaw*-1}rad)" alt="${player.name}">` : ''}
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</div>`,
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className: '', // don't use leaflet default of a white block
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iconSize: [48, 48],
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iconAnchor: [24, 24],
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popupAnchor: [0, -24]
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});
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},
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getSkin: function(player) {
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if (!player.skin || player.skin === "" || player.skin === "character.png") return defaultSkin;
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let skin = `api/skins/${player.skin}`;
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if (playerSkins[skin]) return playerSkins[skin];
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// no cached skin, we need to build the image
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let img = new Image();
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img.onload = function() {
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const canvas = document.createElement("canvas");
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const ctx = canvas.getContext("2d");
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canvas.width = 16;
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canvas.height = 32;
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// head
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ctx.drawImage(img, 8, 8, 8, 8, 4, 0, 8, 8);
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// chest
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ctx.drawImage(img, 20, 20, 8, 12, 4, 8, 8, 12);
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// leg left
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ctx.drawImage(img, 4, 20, 4, 12, 4, 20, 4, 12);
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// leg right
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if (img.height === 64) {
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ctx.drawImage(img, 20, 52, 4, 12, 8, 20, 4, 12);
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} else {
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ctx.drawImage(img, 4, 20, 4, 12, 8, 20, 4, 12);
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}
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// arm left
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ctx.drawImage(img, 44, 20, 4, 12, 0, 8, 4, 12);
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// arm right
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if (img.height === 64) {
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ctx.drawImage(img, 36, 52, 4, 12, 12, 8, 4, 12);
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} else {
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ctx.drawImage(img, 44, 20, 4, 12, 12, 8, 4, 12);
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}
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// store the skin, so it gets used on next update
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playerSkins[skin] = canvas.toDataURL("image/png");
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};
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// trigger source image load
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img.src = skin;
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// return the default skin while the replacement loads
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return defaultSkin;
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},
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isPlayerInCurrentLayer: function(player){
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const mapLayer = layerMgr.getCurrentLayer();
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return (
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player.pos.y >= (mapLayer.from*16) &&
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player.pos.y <= ((mapLayer.to*16) + 15)
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);
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},
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onMinetestUpdate: function(/*info*/){
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players.forEach(player => {
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const isInLayer = this.isPlayerInCurrentLayer(player);
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if (!isInLayer){
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if (this.currentObjects[player.name]){
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//player is displayed and not on the layer anymore
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//Remove the marker and reference
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this.currentObjects[player.name].remove();
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delete this.currentObjects[player.name];
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}
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return;
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}
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if (this.currentObjects[player.name]){
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//marker exists
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const marker = this.currentObjects[player.name];
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marker.setLatLng([player.pos.z + 0.5, player.pos.x + 0.5]);
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marker.setIcon(this.getIcon(player));
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marker.setPopupContent(this.createPopup(player));
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} else {
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//marker does not exist
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const marker = this.createMarker(player);
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marker.addTo(this);
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this.currentObjects[player.name] = marker;
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}
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});
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Object.keys(this.currentObjects).forEach(existingName => {
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const playerIsActive = players.find(function(p){
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return p.name == existingName;
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});
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if (!playerIsActive){
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//player
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this.currentObjects[existingName].remove();
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delete this.currentObjects[existingName];
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}
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});
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},
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reDraw: function(){
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this.currentObjects = {};
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this.clearLayers();
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players.forEach(player => {
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if (!this.isPlayerInCurrentLayer(player)){
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//not in current layer
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return;
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}
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const marker = this.createMarker(player);
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marker.addTo(this);
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this.currentObjects[player.name] = marker;
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});
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},
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onAdd: function(/*map*/) {
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wsChannel.addListener("minetest-info", this.onMinetestUpdate);
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this.reDraw();
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},
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onRemove: function(/*map*/) {
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this.clearLayers();
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wsChannel.removeListener("minetest-info", this.onMinetestUpdate);
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}
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});
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