stnight99

Problem with RealTime Movement of an Object

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I'm using laravel's hoa websocket plugin for websocket event listeners, I attached a function on update event to send the players movement to other players. Using 2 browsers to simulate the multiplayer, the one that moves sends an events telling that a player is moving in a certain direction, on the other hand, the one that receives updates the player/enemies movement but it wasn't the exact movement compare to the senders' position. Please help me, below is my code:

 

app.js

var Player, randPos, sendUpdate, socket;socket = new WebSocket('ws://127.0.0.1:8899');randPos = function() {  return Math.floor((Math.random() * 150) + 50);};sendUpdate = function(type, direction, objectPos) {  return socket.send(JSON.stringify({    type: type,    direction: direction,    det: objectPos  }));};Player = function(startX, startY, playerName) {  var angle, getAngle, getDetails, getPlayerName, getX, getY, playerId, setPos, x, y;  x = startX;  y = startY;  angle = 0;  playerName = playerName;  playerId = Number(new Date());  setPos = function(newX, newY, newAngle) {    x = newX;    y = newY;    return angle = newAngle;  };  getX = function() {    return x;  };  getY = function() {    return y;  };  getAngle = function() {    return angle;  };  getPlayerName = function() {    return playerName;  };  getDetails = function() {    return {      x: getX(),      y: getY(),      angle: getAngle(),      playerName: getPlayerName(),      playerId: playerId    };  };  return {    getX: getX,    getY: getY,    getAngle: getAngle,    setPos: setPos,    getPlayerName: getPlayerName,    getDetails: getDetails,    playerId: playerId  };};

game.js

var bulletTime, bullets, create, downButton, enemies, enemy, fireBullets, fireButton, floor, game, hitWall, leftButton, localPlayer, player, preload, rightButton, upButton, update, wall;upButton = null;leftButton = null;downButton = null;rightButton = null;fireButton = null;player = null;localPlayer = null;bullets = null;bulletTime = 0;enemies = null;enemy = {};wall = null;floor = null;fireBullets = function() {  var bullet;  if (game.time.now > bulletTime && bullets.countDead() > 0) {    bullet = bullets.getFirstDead();    switch (player.angle) {      case 0:        bullet.reset(player.x, player.y - 20);        bullet.body.velocity.y = -400;        break;      case -180:        bullet.reset(player.x, player.y + 20);        bullet.body.velocity.y = 400;        break;      case -90:        bullet.reset(player.x - 20, player.y);        bullet.body.velocity.x = -400;        break;      case 90:        bullet.reset(player.x + 20, player.y);        bullet.body.velocity.x = 400;    }    bullet.angle = player.angle;    bulletTime = game.time.now + 400;  }};hitWall = function(bullet, wall) {  bullet.kill();};preload = function() {  game.load.tilemap('level0', 'game_assets/level0.json', null, Phaser.Tilemap.TILED_JSON);  game.load.image('tiles', 'game_assets/assets.png');  game.load.spritesheet('player', 'game_assets/player.png');  game.load.spritesheet('enemy', 'game_assets/enemy.png');  game.load.image('bullet', 'game_assets/bullet.png');};create = function() {  var map, startX, startY;  game.physics.startSystem(Phaser.Physics.ARCADE);  game.stage.backgroundColor = '#FFFFFF';  map = game.add.tilemap('level0');  map.addTilesetImage('assets', 'tiles');  floor = map.createLayer('floor');  wall = map.createLayer('walls');  game.physics.arcade.enable(wall);  map.setCollisionBetween(1, 100, true, 'walls');  wall.resizeWorld();  game.physics.arcade.enable(map);  game.physics.setBoundsToWorld();  startX = randPos();  startY = randPos();  player = game.add.sprite(startX, startY, 'player');  player.anchor.setTo(0.5, 0.5);  game.physics.arcade.enable(player);  localPlayer = new Player(startX, startY, 'stnight');  upButton = game.input.keyboard.addKey(Phaser.Keyboard.UP);  leftButton = game.input.keyboard.addKey(Phaser.Keyboard.LEFT);  downButton = game.input.keyboard.addKey(Phaser.Keyboard.DOWN);  rightButton = game.input.keyboard.addKey(Phaser.Keyboard.RIGHT);  fireButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);  game.input.keyboard.addKeyCapture([Phaser.Keyboard.UP, Phaser.Keyboard.LEFT, Phaser.Keyboard.DOWN, Phaser.Keyboard.RIGHT]);  enemies = game.add.group();  enemies.enableBody = true;  enemies.physicsBodyType = Phaser.Physics.ARCADE;  bullets = game.add.group();  bullets.enableBody = true;  bullets.physicsBodyType = Phaser.Physics.ARCADE;  bullets.createMultiple(1000, 'bullet');  bullets.setAll('anchor.x', 0.5);  bullets.setAll('anchor.y', 0.5);  bullets.setAll('checkWorldBounds', true);  bullets.setAll('outOfBoundsKill', true);  sendUpdate('start', '', localPlayer.getDetails());  game.camera.follow(player);};update = function() {  player.body.velocity.y = 0;  player.body.velocity.x = 0;  game.physics.arcade.collide(player, wall);  game.physics.arcade.collide(player, enemies);  game.physics.arcade.collide(enemies, wall);  game.physics.arcade.collide(bullets, wall, hitWall, null, this);  enemies.setAll('body.velocity.y', 0);  enemies.setAll('body.velocity.x', 0);  if (upButton.isDown) {    player.body.velocity.y = -86;    player.angle = 0;    localPlayer.setPos(player.x, player.y, player.angle);    sendUpdate('pos', 'up', localPlayer.getDetails());  } else if (downButton.isDown) {    player.body.velocity.y = 86;    player.angle = -180;    localPlayer.setPos(player.x, player.y, player.angle);    sendUpdate('pos', 'down', localPlayer.getDetails());  } else if (leftButton.isDown) {    player.body.velocity.x = -86;    player.angle = -90;    localPlayer.setPos(player.x, player.y, player.angle);    sendUpdate('pos', 'left', localPlayer.getDetails());  } else if (rightButton.isDown) {    player.body.velocity.x = 86;    player.angle = 90;    localPlayer.setPos(player.x, player.y, player.angle);    sendUpdate('pos', 'right', localPlayer.getDetails());  }  if (fireButton.isDown) {    fireBullets();  }  socket.onmessage = function(data) {    data = JSON.parse(data.data);    switch (data.type) {      case 'start':        enemy[data.det.playerId] = enemies.create(data.det.x, data.det.y, 'enemy');        enemy[data.det.playerId].anchor.setTo(0.5, 0.5);        enemy[data.det.playerId].angle = data.det.angle;        break;      case 'newPlayer':        sendUpdate('start', '', localPlayer.getDetails());        break;      case 'pos':        enemy[data.det.playerId].angle = data.det.angle;        switch (data.direction) {          case 'up':            enemy[data.det.playerId].body.velocity.y = -86;            break;          case 'down':            enemy[data.det.playerId].body.velocity.y = 86;            break;          case 'left':            enemy[data.det.playerId].body.velocity.x = -86;            break;          case 'right':            enemy[data.det.playerId].body.velocity.x = 86;        }    }    console.log(data);  };};game = new Phaser.Game(756, 700, Phaser.AUTO, 'game', {  preload: preload,  create: create,  update: update});

the json level

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0, 0, 0, 2, 2, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 2, 2, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2],         "height":45,         "name":"walls",         "opacity":1,         "type":"tilelayer",         "visible":true,         "width":45,         "x":0,         "y":0        }], "orientation":"orthogonal", "properties":    {    }, "tileheight":32, "tilesets":[        {         "firstgid":1,         "image":"assets.png",         "imageheight":64,         "imagewidth":32,         "margin":0,         "name":"assets",         "properties":            {            },         "spacing":0,         "tileheight":32,         "tilewidth":32        }], "tilewidth":32, "version":1, "width":45}

and the php file that handles the websocket events

<?phprequire __DIR__.'/../bootstrap/autoload.php';$server = new Hoa\Websocket\Server(    new Hoa\Socket\Server('tcp://127.0.0.1:8899'));// when someone is connected$server->on('open', function (Hoa\Core\Event\Bucket $bucket) {    echo 'new player is joined the world', "\n";    $data = array('type' => 'newPlayer');    $bucket->getSource()->broadcast(json_encode($data));    return;});// general stuff$server->on('message', function (Hoa\Core\Event\Bucket $bucket) {    $data = $bucket->getData();    $data = json_decode($data['message']);    $bucket->getSource()->broadcast(json_encode($data));    return;});// on closing$server->on('close', function (Hoa\Core\Event\Bucket $bucket) {    echo 'a player leaved the world', "\n";    return;});$server->run();

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Hey stnight, you said it's a character movement issue from reading Websocket data so please just supply the code around that instead of including map data, and other non-relevant code.

 

Press F12, go to console are there any errors?

 

 

 

  1. // general stuff
  2. $server->on('message', function (Hoa\Core\Event\Bucket $bucket) {
  3. $data = $bucket->getData();
  4. $data = json_decode($data['message']);
  5. $bucket->getSource()->broadcast(json_encode($data));
  6. return;
  7. });

 

What is inside $data['message'] ?

 

 

Also, inside

 

"switch (data.direction) {"

 

you have set the velocity's to 

 

"enemy[data.det.playerId].body.velocity.y = -86;"

 

You need to replace -86 to the new velocity data that is coming from the web-socket server. That's why no one is moving, or if they are, it's the same direction and not dynamic. Also, make sure this data is type casted properly on the server (integer, string, or w/e).

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@WombatTurkey

 

Here's the example of $data['message'] content:

{"type": "pos","direction": "up", // down, left, right"det": {"x": 90,"y": 90,"angle": -90,"playerId": 29837298372837, // timestamp"playerName": "someName"}}

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You need to help us a little bit more on this one... Do you have a link to the game or the repo so we can see how it runs? I assume you're having a difficult, technical issue, we can't really fix it just by reading the code.

 

When it comes to real-time gaming, things get really complicated. You might see different behaviours on both screens just because of latency. And fixing that is far from easy.

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