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[client] Refactor OtherClient data into class.

This commit is contained in:
Starbeamrainbowlabs 2017-02-21 20:34:18 +00:00
parent 3689f685b9
commit 74c7c64015
4 changed files with 381 additions and 8 deletions

View File

@ -8,6 +8,7 @@ window.panzoom = require("pan-zoom");
// Our files
import RippleLink from './RippleLink';
import ViewportSyncer from './ViewportSyncer';
import OtherClient from './OtherClient';
import { get } from './Utilities';
class BoardWindow extends EventEmitter
@ -164,12 +165,11 @@ class BoardWindow extends EventEmitter
{
context.save();
for (let [clientId, clientData] of this.otherClients)
for (let [otherClientId, otherClient] of this.otherClients)
{
// TODO: Filter rendering by working out if this client is actually inside our viewport or not here
// TODO: Refactor the other client information out into another class.
context.save();
context.translate(clientData.AbsCursorPosition.X, clientData.AbsCursorPosition.Y);
context.translate(otherClient.CursorPosition.x, otherClient.CursorPosition.y);
context.beginPath();
// Horizontal line
@ -179,7 +179,7 @@ class BoardWindow extends EventEmitter
context.moveTo(0, -this.otherCursorRadius);
context.lineTo(0, this.otherCursorRadius);
context.strokeStyle = clientData.Colour;
context.strokeStyle = otherClient.Colour;
context.lineWidth = this.otherCursorWidth
context.stroke();
@ -225,16 +225,26 @@ class BoardWindow extends EventEmitter
this.sidebar.style.borderTopColor = this.Colour;
}
/**
* Handles peer update messages recieved from the server via the RippleLink.
*/
handlePeerUpdates(message) {
// Update our knowledge about other clients
for (let otherClient of message.ClientStates) {
// If this client is new, emit an event about it
if(!this.otherClients.has(otherClient.Id))
if(!this.otherClients.has(otherClient.Id)) {
this.emit("OtherClientConnect", otherClient);
else // If not, emit a normal update message about it
// Convert the raw object into a class instance
let otherClientObj = new OtherClient();
otherClientObj.Id = otherClient.Id;
}
else { // If not, emit a normal update message about it
this.emit("OtherClientUpdate", otherClient);
// Store the information for later
this.otherClients.set(otherClient.Id, otherClient);
}
// Get the OtherClient instance to pull in the rest of the data
this.otherClients.get(otherClient.Id).update(otherClient);
}
}
}

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@ -0,0 +1,37 @@
"use strict";
import Vector from './Utilities/Vector';
import Rectangle from './Utilities/Rectangle';
class OtherClient
{
constructor()
{
// The unique id of this client.
this.Id = -1;
// The name of this client.
this.Name = "";
// The colour the server assigned to this client.
this.Colour = "green";
// The position of this clients' cursor.
this.CursorPosition = new Vector(0, 0);
// The position and dimensions of this client's viewport.
this.Viewport = Rectangle.Zero.clone();
}
update(data) {
// Update our local copy of this clients' name and colour (just in case)
this.Name = data.Name;
this.Colour = data.Colour;
// Update the cursor position
this.CursorPosition.x = data.CursorPosition.X;
this.CursorPosition.y = data.CursorPosition.Y;
// Update the viewport
this.Viewport.x = data.Viewport.X;
this.Viewport.y = data.Viewport.X;
this.Viewport.width = data.Viewport.Width;
this.Viewport.height = data.Viewport.Height;
}
}
export default OtherClient;

View File

@ -0,0 +1,98 @@
"use strict";
import Vector from './Vector';
/// <summary>
/// Represents a rectangle in 2D space.
/// </summary>
public class Rectangle
{
/**
* The top-left corner of the rectangle.
* @returns {Vector}
*/
get TopLeft() {
return new Vector(this.x, this.y);
}
/**
* The top-right corner of the rectangle.
* @returns {Vector}
*/
get TopRight() {
return new Vector(this.x + this.width, this.y);
}
/**
* The bottom-left corner of the rectangle.
* @returns {Vector}
*/
get BottomLeft() {
return new Vector(this.x, this.y + this.height);
}
/**
* The bottom-right corner of the rectangle.
*/
get BottomRight() {
return new Vector(this.x + this.width, this.y + this.height);
}
/**
* The Y coordinate of the top of the rectangle.
* @returns {Number}
*/
get Top {
return this.y;
}
/**
* The Y coordinate of the bottom of the rectangle.
* @returns {Number}
*/
get Bottom {
return this.y + this.height;
}
/**
* The X coordinate of the left side of the rectangle.
* @returns {Number}
*/
get Left() {
return this.x;
}
/**
* The X coordinate of the right side of the rectangle.
* @returns {Number}
*/
get Right() {
return this.x + this.width;
}
constructor(x, y, width, height)
{
this.x = x;
this.y = y;
this.width = width;
this.height = height;
}
/**
* Returns a copy of this rectangle that can be safely edited without affecting the original.
* @returns {Rectangle}
*/
clone()
{
return new Rectangle(this.x, this.y, this.width, this.height);
}
}
/**
* A rectangle with all it's values initalised to zero.
* Don't forget to clone it before editing!
* @type {Rectangle}
*/
Rectangle.Zero = new Rectangle(0, 0, 0, 0);)
export default Rectangle;

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@ -0,0 +1,228 @@
"use strict";
/******************************************************
************** Simple ES6 Vector Class **************
******************************************************
* Author: Starbeamrainbowlabs
* Twitter: @SBRLabs
* Email: feedback at starbeamrainbowlabs dot com
*
* From https://gist.github.com/sbrl/69a8fa588865cacef9c0
******************************************************
* Originally written for my 2D Graphics ACW at Hull
* University.
******************************************************
* Changelog
******************************************************
* 19th December 2015:
* Added this changelog.
* 28th December 2015:
* Rewrite tests with klud.js + Node.js
* 30th January 2016:
* Tweak angleFrom function to make it work properly.
* 31st January 2016:
* Add the moveTowards function.
* Add the minComponent getter.
* Add the maxComponent getter.
* Add the equalTo function.
* Tests still need to be written for all of the above.
* 19th September 2016:
* Added Vector support to the multiply method.
*/
class Vector {
// Constructor
constructor(inX, inY) {
if(typeof inX != "number")
throw new Error("Invalid x value.");
if(typeof inY != "number")
throw new Error("Invalid y value.");
// Store the (x, y) coordinates
this.x = inX;
this.y = inY;
}
/**
* Add another vector to this vector.
* @param {Vector} v The vector to add.
* @return {Vector} The current vector. useful for daisy-chaining calls.
*/
add(v) {
this.x += v.x;
this.y += v.y;
return this;
}
/**
* Take another vector from this vector.
* @param {Vector} v The vector to subtrace from this one.
* @return {Vector} The current vector. useful for daisy-chaining calls.
*/
subtract(v) {
this.x -= v.x;
this.y -= v.y;
return this;
}
/**
* Divide the current vector by a given value.
* @param {number} value The value to divide by.
* @return {Vector} The current vector. Useful for daisy-chaining calls.
*/
divide(value) {
if(typeof value != "number")
throw new Error("Can't divide by non-number value.");
this.x /= value;
this.y /= value;
return this;
}
/**
* Multiply the current vector by a given value.
* @param {(number|Vector)} value The number (or Vector) to multiply the current vector by.
* @return {Vector} The current vector. useful for daisy-chaining calls.
*/
multiply(value) {
if(value instanceof Vector)
{
this.x *= value.x;
this.y *= value.y;
}
else if(typeof value == "number")
{
this.x *= value;
this.y *= value;
}
else
throw new Error("Can't multiply by non-number value.");
return this;
}
/**
* Move the vector towards the given vector by the given amount.
* @param {Vector} v The vector to move towards.
* @param {number} amount The distance to move towards the given vector.
*/
moveTowards(v, amount)
{
// From http://stackoverflow.com/a/2625107/1460422
var dir = new Vector(
v.x - this.x,
v.y - this.y
).limitTo(amount);
this.x += dir.x;
this.y += dir.y;
return this;
}
/**
* Limit the length of the current vector to value without changing the
* direction in which the vector is pointing.
* @param {number} value The number to limit the current vector's length to.
* @return {Vector} The current vector. useful for daisy-chaining calls.
*/
limitTo(value) {
if(typeof value != "number")
throw new Error("Can't limit to non-number value.");
this.divide(this.length);
this.multiply(value);
return this;
}
/**
* Return the dot product of the current vector and another vector.
* @param {Vector} v The other vector we should calculate the dot product with.
* @return {Vector} The current vector. useful for daisy-chaining calls.
*/
dotProduct(v) {
return (this.x * v.x) + (this.y * v.y);
}
/**
* Calculate the angle, in radians, from north to another vector.
* @param {Vector} v The other vector to which to calculate the angle.
* @return {Vector} The current vector. useful for daisy-chaining calls.
*/
angleFrom(v) {
// From http://stackoverflow.com/a/16340752/1460422
var angle = Math.atan2(v.y - this.y, v.x - this.x) - (Math.PI / 2);
angle += Math.PI/2;
if(angle < 0) angle += Math.PI * 2;
return angle;
}
/**
* Clones the current vector.
* @return {Vector} A clone of the current vector. Very useful for passing around copies of a vector if you don't want the original to be altered.
*/
clone() {
return new Vector(this.x, this.y);
}
/*
* Returns a representation of the current vector as a string.
* @returns {string} A representation of the current vector as a string.
*/
toString() {
return `(${this.x}, ${this.y})`;
}
/**
* Whether the vector is equal to another vector.
* @param {Vector} v The vector to compare to.
* @return {boolean} Whether the current vector is equal to the given vector.
*/
equalTo(v)
{
if(this.x == v.x && this.y == v.y)
return true;
else
return false;
}
/**
* Get the unit vector of the current vector - that is a vector poiting in the same direction with a length of 1. Note that this does *not* alter the original vector.
* @return {Vector} The current vector's unit form.
*/
get unitVector() {
var length = this.length;
return new Vector(
this.x / length,
this.y / length);
}
/**
* Get the length of the current vector.
* @return {number} The length of the current vector.
*/
get length() {
return Math.sqrt((this.x * this.x) + (this.y * this.y));
}
/**
* Get the value of the minimum component of the vector.
* @return {number} The minimum component of the vector.
*/
get minComponent() {
return Math.min(this.x, this.y);
}
/**
* Get the value of the maximum component of the vector.
* @return {number} The maximum component of the vector.
*/
get maxComponent() {
return Math.min(this.x, this.y);
}
}
export default Vector;