Implementation of a WebSocket server for a game in Javascript












0















I am trying to implement a simple javascript game and a WebSocket server for the game. My question is about the WebSocket server.



The code I implemented is here.



class Game{
constructor(){
this.GRID_SIZE = 20;
this.MAP_EDGE_RECTANGLE_COUNT = 1000;
}

init(){
this.createMap();
this.apple = ;
}

createMap(){
this.map = ;

// set map rows and columns
for(var i = 0; i < this.MAP_EDGE_RECTANGLE_COUNT; i++) {
this.map[i] = ;
for(var j = 0; j < this.MAP_EDGE_RECTANGLE_COUNT; j++){
var obj = new Object();
obj.row = i;
obj.column = j;
this.map[i][j] = obj;
}
}

// set walls
for(var i = 0; i < this.MAP_EDGE_RECTANGLE_COUNT; i++){
this.map[0][i].name = 'wall';
this.map[i][0].name = 'wall';
this.map[this.MAP_EDGE_RECTANGLE_COUNT -1][i].name = 'wall';
this.map[i][this.MAP_EDGE_RECTANGLE_COUNT -1].name = 'wall';
}

// set foods
for(var i = 0; i < 10 * this.MAP_EDGE_RECTANGLE_COUNT; i++){
var index1 = Math.floor(Math.random() * this.MAP_EDGE_RECTANGLE_COUNT);
var index2 = Math.floor(Math.random() * this.MAP_EDGE_RECTANGLE_COUNT);

this.map[index1][index2].name = 'foods';
this.map[index2][index1].name = 'foods';
}
}
}

const game = new Game();
game.init();



const WebSocket = require('ws');

const wss = new WebSocket.Server({ port: 8080 });

wss.on('connection', function connection(ws) {

console.log("a client connected:");

console.log("CONNECTED");
ws.on('message', function incoming(message) {
console.log('received: %s', message);
});

var counter = 0;
var interval = setInterval(function(){1
console.log('sending message to client');
ws.send('{"map:"' + game.map + '}');
}, 1000 / 10);

ws.on("close", function(ev) {
clearInterval(interval);
console.log('connection error with a client');
});

});


As you see the code has a map object that stores all status of the game grids. And I have an interval to push the current state of the map to all clients. But sending all map data to clients causes quality problems on my game UI.(Sending short data fixed the problem). So I need to send minimum data to my client.



Now what is the running mechanism of the games lite this and what type of data should I send?










share|improve this question





























    0















    I am trying to implement a simple javascript game and a WebSocket server for the game. My question is about the WebSocket server.



    The code I implemented is here.



    class Game{
    constructor(){
    this.GRID_SIZE = 20;
    this.MAP_EDGE_RECTANGLE_COUNT = 1000;
    }

    init(){
    this.createMap();
    this.apple = ;
    }

    createMap(){
    this.map = ;

    // set map rows and columns
    for(var i = 0; i < this.MAP_EDGE_RECTANGLE_COUNT; i++) {
    this.map[i] = ;
    for(var j = 0; j < this.MAP_EDGE_RECTANGLE_COUNT; j++){
    var obj = new Object();
    obj.row = i;
    obj.column = j;
    this.map[i][j] = obj;
    }
    }

    // set walls
    for(var i = 0; i < this.MAP_EDGE_RECTANGLE_COUNT; i++){
    this.map[0][i].name = 'wall';
    this.map[i][0].name = 'wall';
    this.map[this.MAP_EDGE_RECTANGLE_COUNT -1][i].name = 'wall';
    this.map[i][this.MAP_EDGE_RECTANGLE_COUNT -1].name = 'wall';
    }

    // set foods
    for(var i = 0; i < 10 * this.MAP_EDGE_RECTANGLE_COUNT; i++){
    var index1 = Math.floor(Math.random() * this.MAP_EDGE_RECTANGLE_COUNT);
    var index2 = Math.floor(Math.random() * this.MAP_EDGE_RECTANGLE_COUNT);

    this.map[index1][index2].name = 'foods';
    this.map[index2][index1].name = 'foods';
    }
    }
    }

    const game = new Game();
    game.init();



    const WebSocket = require('ws');

    const wss = new WebSocket.Server({ port: 8080 });

    wss.on('connection', function connection(ws) {

    console.log("a client connected:");

    console.log("CONNECTED");
    ws.on('message', function incoming(message) {
    console.log('received: %s', message);
    });

    var counter = 0;
    var interval = setInterval(function(){1
    console.log('sending message to client');
    ws.send('{"map:"' + game.map + '}');
    }, 1000 / 10);

    ws.on("close", function(ev) {
    clearInterval(interval);
    console.log('connection error with a client');
    });

    });


    As you see the code has a map object that stores all status of the game grids. And I have an interval to push the current state of the map to all clients. But sending all map data to clients causes quality problems on my game UI.(Sending short data fixed the problem). So I need to send minimum data to my client.



    Now what is the running mechanism of the games lite this and what type of data should I send?










    share|improve this question



























      0












      0








      0








      I am trying to implement a simple javascript game and a WebSocket server for the game. My question is about the WebSocket server.



      The code I implemented is here.



      class Game{
      constructor(){
      this.GRID_SIZE = 20;
      this.MAP_EDGE_RECTANGLE_COUNT = 1000;
      }

      init(){
      this.createMap();
      this.apple = ;
      }

      createMap(){
      this.map = ;

      // set map rows and columns
      for(var i = 0; i < this.MAP_EDGE_RECTANGLE_COUNT; i++) {
      this.map[i] = ;
      for(var j = 0; j < this.MAP_EDGE_RECTANGLE_COUNT; j++){
      var obj = new Object();
      obj.row = i;
      obj.column = j;
      this.map[i][j] = obj;
      }
      }

      // set walls
      for(var i = 0; i < this.MAP_EDGE_RECTANGLE_COUNT; i++){
      this.map[0][i].name = 'wall';
      this.map[i][0].name = 'wall';
      this.map[this.MAP_EDGE_RECTANGLE_COUNT -1][i].name = 'wall';
      this.map[i][this.MAP_EDGE_RECTANGLE_COUNT -1].name = 'wall';
      }

      // set foods
      for(var i = 0; i < 10 * this.MAP_EDGE_RECTANGLE_COUNT; i++){
      var index1 = Math.floor(Math.random() * this.MAP_EDGE_RECTANGLE_COUNT);
      var index2 = Math.floor(Math.random() * this.MAP_EDGE_RECTANGLE_COUNT);

      this.map[index1][index2].name = 'foods';
      this.map[index2][index1].name = 'foods';
      }
      }
      }

      const game = new Game();
      game.init();



      const WebSocket = require('ws');

      const wss = new WebSocket.Server({ port: 8080 });

      wss.on('connection', function connection(ws) {

      console.log("a client connected:");

      console.log("CONNECTED");
      ws.on('message', function incoming(message) {
      console.log('received: %s', message);
      });

      var counter = 0;
      var interval = setInterval(function(){1
      console.log('sending message to client');
      ws.send('{"map:"' + game.map + '}');
      }, 1000 / 10);

      ws.on("close", function(ev) {
      clearInterval(interval);
      console.log('connection error with a client');
      });

      });


      As you see the code has a map object that stores all status of the game grids. And I have an interval to push the current state of the map to all clients. But sending all map data to clients causes quality problems on my game UI.(Sending short data fixed the problem). So I need to send minimum data to my client.



      Now what is the running mechanism of the games lite this and what type of data should I send?










      share|improve this question
















      I am trying to implement a simple javascript game and a WebSocket server for the game. My question is about the WebSocket server.



      The code I implemented is here.



      class Game{
      constructor(){
      this.GRID_SIZE = 20;
      this.MAP_EDGE_RECTANGLE_COUNT = 1000;
      }

      init(){
      this.createMap();
      this.apple = ;
      }

      createMap(){
      this.map = ;

      // set map rows and columns
      for(var i = 0; i < this.MAP_EDGE_RECTANGLE_COUNT; i++) {
      this.map[i] = ;
      for(var j = 0; j < this.MAP_EDGE_RECTANGLE_COUNT; j++){
      var obj = new Object();
      obj.row = i;
      obj.column = j;
      this.map[i][j] = obj;
      }
      }

      // set walls
      for(var i = 0; i < this.MAP_EDGE_RECTANGLE_COUNT; i++){
      this.map[0][i].name = 'wall';
      this.map[i][0].name = 'wall';
      this.map[this.MAP_EDGE_RECTANGLE_COUNT -1][i].name = 'wall';
      this.map[i][this.MAP_EDGE_RECTANGLE_COUNT -1].name = 'wall';
      }

      // set foods
      for(var i = 0; i < 10 * this.MAP_EDGE_RECTANGLE_COUNT; i++){
      var index1 = Math.floor(Math.random() * this.MAP_EDGE_RECTANGLE_COUNT);
      var index2 = Math.floor(Math.random() * this.MAP_EDGE_RECTANGLE_COUNT);

      this.map[index1][index2].name = 'foods';
      this.map[index2][index1].name = 'foods';
      }
      }
      }

      const game = new Game();
      game.init();



      const WebSocket = require('ws');

      const wss = new WebSocket.Server({ port: 8080 });

      wss.on('connection', function connection(ws) {

      console.log("a client connected:");

      console.log("CONNECTED");
      ws.on('message', function incoming(message) {
      console.log('received: %s', message);
      });

      var counter = 0;
      var interval = setInterval(function(){1
      console.log('sending message to client');
      ws.send('{"map:"' + game.map + '}');
      }, 1000 / 10);

      ws.on("close", function(ev) {
      clearInterval(interval);
      console.log('connection error with a client');
      });

      });


      As you see the code has a map object that stores all status of the game grids. And I have an interval to push the current state of the map to all clients. But sending all map data to clients causes quality problems on my game UI.(Sending short data fixed the problem). So I need to send minimum data to my client.



      Now what is the running mechanism of the games lite this and what type of data should I send?







      javascript websocket






      share|improve this question















      share|improve this question













      share|improve this question




      share|improve this question








      edited Nov 23 '18 at 15:35







      SayMyName

















      asked Nov 23 '18 at 14:58









      SayMyNameSayMyName

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