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https://github.com/fluencelabs/dwh-game
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try catches
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42219385f8
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@ -101,59 +101,65 @@ export default {
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methods: {
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getEnemies: function() {
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window.session.request(`SELECT * FROM enemies`).result().then((r)=>{
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var val = r.asString().split("\n").map(i => i.split(", "))
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val.splice(0, 1)
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this.enemies = []
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if(val.length <= 1){
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let id = randomInteger(500, 2000000)
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let x = Math.floor(randomInteger(50, window.innerWidth - 50))
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let y = Math.floor(randomInteger(50, window.innerHeight - 50))
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window.session.request(`INSERT INTO enemies VALUES(${id}, 100, ${x}, ${y})`).then((r) => {
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this.enemies.push({
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left: x,
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top: y,
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hp: 100,
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id
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})
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})
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}else{
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val.forEach(v=>{
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if(v){
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// console.log("syncing enemies")
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try {
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var val = r.asString().split("\n").map(i => i.split(", "))
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val.splice(0, 1)
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this.enemies = []
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if(val.length <= 1){
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let id = randomInteger(500, 2000000)
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let x = Math.floor(randomInteger(50, window.innerWidth - 50))
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let y = Math.floor(randomInteger(50, window.innerHeight - 50))
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window.session.request(`INSERT INTO enemies VALUES(${id}, 100, ${x}, ${y})`).then((r) => {
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this.enemies.push({
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left: v[2],
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top: v[3],
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hp: v[1],
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id: v[0]
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left: x,
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top: y,
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hp: 100,
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id
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})
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}
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})
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}
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})
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}else{
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val.forEach(v=>{
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if(v){
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this.enemies.push({
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left: v[2],
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top: v[3],
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hp: v[1],
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id: v[0]
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})
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}
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})
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}
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} catch {}
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setTimeout(()=>this.getEnemies(), 1000)
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})
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},
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getPlayers: function() {
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// console.log("syncing players")
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window.session.request(`SELECT * FROM players`).result().then((r)=>{
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var val = r.asString().split("\n").map(i => i.split(", "))
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val.splice(0, 1)
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this.players = []
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val.forEach(v=>{
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function emptyPlayer(player) {
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return v[1] == 0 && v[2] == 0 && v[3] == 0;
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}
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if(v && v[0] !== this.playerId && !emptyPlayer(v)){
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let player = {
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left: v[1],
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top: v[2],
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angle: v[3]
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};
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try {
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var val = r.asString().split("\n").map(i => i.split(", "))
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val.splice(0, 1)
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this.players = []
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val.forEach(v=>{
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function emptyPlayer(player) {
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return v[1] == 0 && v[2] == 0 && v[3] == 0;
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}
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if(v && v[0] !== this.playerId && !emptyPlayer(v)){
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let player = {
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left: v[1],
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top: v[2],
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angle: v[3]
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};
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// console.log(`player: ${v[0]} ${JSON.stringify(player)}`)
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// console.log(`player: ${v[0]} ${JSON.stringify(player)}`)
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this.players.push(player);
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}
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})
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this.players.push(player);
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}
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})
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} catch {}
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setTimeout(()=>this.getPlayers(), 500)
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})
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},
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@ -246,8 +252,10 @@ export default {
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window.session.request(`UPDATE users SET cash = ${this.money} WHERE id = ${this.playerId}`)
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if (this.money >= this.level * 100 + 1000) {
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this.level = this.level>5?5:this.level + 1
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console.log("Level INCREASED => " + this.level)
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if (this.level < 5) {
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this.level += 1;
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console.log("Level INCREASED => " + this.level)
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}
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}
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// Don't always generate enemies
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@ -339,7 +347,7 @@ export default {
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this.getPlayers()
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var self = this;
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setInterval(function(){
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self.regenerate();
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try { self.regenerate(); } catch {}
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}, 10);
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}, 1000)
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}
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