# Phaser Multiplayer problem

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Hello, I am creating a simple, multiplayer, platform game in Phaser.

I'm looking the best solution for lag.

At the begining I sent to clients current positions of players. It was't be good solution.

Next, I sent to clients velocities. In this solution I saw misalignment effect. One player saw own character at another postion than second player.

Now I use queque of movement. This solution is good, but I think code can be better. Maybe someone has any ideas?

function distance(x1, y1, x2, y2) {
var dx = x1 - x2;
var dy = y1 - y2;
return Math.sqrt(dx * dx + dy * dy);
}

function update() {

if (player.body.velocity.x != 0 && !(leftButton.isDown) && !(rightButton.isDown)) {
player.body.velocity.x = 0;
client.ws.send("VELX0|" + parseInt(player.body.x) + "|" + parseInt(player.body.y));
}
if (player.body.velocity.x == 0 && !(leftButton.isDown) && (player.body.touching.down) && !(rightButton.isDown)) {
player.body.velocity.x = 0;
client.ws.send("VELX0|" + parseInt(player.body.x) + "|" + parseInt(player.body.y));
}

if (leftButton.isDown && player.body.velocity.x != -300) {
player.body.velocity.x = -300;
client.ws.send("VELX-300|" + parseInt(player.body.x) + "|" + parseInt(player.body.y));
}

if (rightButton.isDown && player.body.velocity.x != 300) {
player.body.velocity.x = 300;
client.ws.send("VELX300|" + parseInt(player.body.x) + "|" + parseInt(player.body.y));
}

if (upButton.isDown && player.body.velocity.y==0 && player.body.touching.down) {
player.body.velocity.y = -500;
client.ws.send("VELY-500|" + parseInt(player.body.x) + "|" + parseInt(player.body.y));
}

if (Object.keys(playersList).length > 1) {
if (moves.length > 0) {
i = moves.shift();

if (distance(player2.x, player2.y, parseInt(i["x"]), parseInt(i["y"])) <= 10 || moves.length >= 1) {
if (i.move === "VELX") {
player2.body.x = i["x"];
player2.body.y = i["y"];
player2.body.velocity.x = i["value"];

}
if (i.move === "VELY") {
player2.body.x = i["x"];
player2.body.y = i["y"];
player2.body.velocity.y = i["value"];

}
}
else moves.unshift(i);
}
}
}
}
game = new Phaser.Game(900, 580, Phaser.AUTO, 'phaser', {
, create: create
, update: update
});

function Client() {}
Client.prototype.openConnection = function () {
this.ws = new WebSocket("ws://127.0.0.1/ws/");
this.connected = false;
this.ws.onmessage = this.onMessage.bind(this);
this.ws.onerror = this.displayError.bind(this);
this.ws.onopen = this.connectionOpen.bind(this);
};
Client.prototype.connectionOpen = function () {
this.connected = true;
};
Client.prototype.onMessage = function (message) {

if (message.data.substring(0, 4) == "VELX") {
z = {
x: parseInt(message.data.substring(6).split("|")[2])
, y: parseInt(message.data.substring(6).split("|")[3])
, move: "VELX"
, value: parseInt(message.data.substring(6).split("|")[1])
}
moves.push(z);

}

if (message.data.substring(0, 4) == "VELY") {
z = {
x: parseInt(message.data.substring(6).split("|")[2])
, y: parseInt(message.data.substring(6).split("|")[3])
, move: "VELY"
, value: parseInt(message.data.substring(6).split("|")[1])
}
moves.push(z);

}
};
Client.prototype.displayError = function (err) {
console.log('Websocketerror: ' + err);
};