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The database can also store highscore of the data or total highscore and send it to the players to display it in the top right corner, this is used a lot by IO games. If your backend server also manages callbacks from transactions you will probably need to have a SSL certificate on the server. There are many different providers of SSL certificates but I would recommend using LetsEncrypt since it has many tutorials on the internet. The certificate is valid for 90 days and it wil then have to be renewed, this can be made easier by using crontab which can update the SSL certificate automaticall when there are less than 7 days left. Apart from using something like GULP to check simple bugs such as functions that return the wrong value, I would recommend to create a simple bot when testing your IO Game.
This enables you to fully test how the game will play with many players connected. Multiplayer games are notoriously hard to test since there are so many thing going on at the same time in a very dynamic environment, there is a high chance that you have missed to think of some scenario that happens when many players are connected. The bot can be as simple as sending a message every second to change angle. Running many of these bots simultaneously will simulate what the game will be like when there are many players conneced. I would suggest making a simple web browser application that can start any number of bots.
You may experience being limited by you router when reaching upwards of connected bots from the same network. I would also suggest using a npm library like microtime or nanotime to minitor the time each part of the function takes. Especially checking collision to other players, keep track of how it scales when increasing the amount of players. If the time to determine whether the players are colliding is increasing in a quadratic manner, then you may have optimize your code.
You want to achieve a increase that is as linear as possible. It is also a good idea to have a backup URL that you use to test new versions of the game before your changes or bugfixes go live on th main server. Sometimes it is also necessary to have a seperate backend server for testing in case you send some weird data from the new client that crashes the server. It doesn't have to be a real domain, it can just be your IP or the IP of a server that you rent. There are thousands of ways to reduce lag in a multiplayer game, far too many for me to cover every single on. To remove the stutter everytime the servr sends an update to the client about the player position, the client will update the position of the player in its own inbetween it receives info from the server.
The best way to do this in a 2D environment would be to have the server send a position and also an angle that the player is moving in. The client which is running at 30 or 60 frames per second can then use this angle and take the cos and sin values to change the position in the mean time in a way that is mirroring what is happening on the server. Another approach that would complement this method would be to have a server position and a "visual" positiopn for each player that the client keeps track of. The server position is the real position of the player, this is what changes when a mesages is received from the server. The "visual" position is what is displayed to the player, this position is then dragged towards the server position.
The purpose of this is to reduce the not so smoothj motion that occurs everythime a new position is received from the server while still representing the client position as it is on the server. To reduce the amount of data that is sent from the server, it would be wise to only send a position update once every three seconds in order to save some bandwidth. Only send updates about when the angle is changing. Send the angle change immediately and let the clients that are connected mirror what is happening on the server by using the techniques that I described previously. This will result in very smooth movement of the players.
You may add similar systems to reduce lag for the angle as well depending on the mechanics that you whant your game to have. The player could have a visual angle and a "real" angle. The real angle is what is fed to the cos and sin functions for managing movement while the visual angle is used when drawing the player to the screen. Drag the visual angle towards the real angle to avoid a laggy motion when the new angle is received.
I would suggest using some sort of linear scaling for the speed that the visual angle is approaching the real angle, the speed can be the difference between the angles. This will make sure that the angle goes faster to the real angle if the difference is greater, reducing the time which the player is pointing in the wrong direction while making the game more smooth. Most IO Game require some sort of collision detection, this can be from players that collide with each other, projectiles that are fired or any other elements that you want in your game.
Collisions is often critical to the gameplay of your game and therefor it is incredible important to get it right. You will have to iterate through ecery other player in the game and check collsion unless you use a quadtree or some other clever way to filter what players you are going to check collsion to. Collision is in most cases calculated by comparing two points and seeing if the distance between them is less than their radius combined. Compare the sides squared and avoid to take the square root of the squared sides since square root is a very heavy calculation for the computer, square the raduis instead in order to get the same result.
It is common to use a datastrucure called QuadTree to increase server performance and avaid maiing unecessary comparisons between players that are far from each other on the map and there is no chance that they would be colliding. QuadTrees divides the map into squares and only checkes collsion to the players and gems that are in the same square. Suppose that the map is divided into squares and the players are evenly distributed, this will enable the server to make times less comparisons compared to if it had to compare it to everone on the map. This in turn enables the server to have more players playing simultaneously with the same amount of lag as if the less efficient version of collision detection was used.
When a collsion occurs different things will occur depending on how you want you game to be. If the players are supposed to bounce away from each other you will then have to calculate the direction which they will bounce away. If there is collsion with gems you might want to increase the score of the player that collided with the coin.
The client contains everything that you users are able to see when they play your game. The client has three main tasks, to take input from the player, receive data from the server and display the game to the player. Taking input Taking input varies a little depending on what game engine you are using but the basic concept remains the same. When deciding what angle the player will go, the client checks the position of the mouse on the screen and then calculates the angle between the centre of the screen and the mouse and then it sends that angle to the server.
Receiving data from the server Receiving data from the server is what makes the client see the result of the input that it has sent to the server, the client will also receive information about every other client that is connected. Examples of data that is received can be, new position for a certain player, create a bullet at this position, remove this gem or player joined. Displaying data to the player This part can be done very simple or extremely advanced depending on how fancy you whant the game to look. Basically what you need to do is draw the players to the screen on their positions that you have received from the server.
Consider adding systems for managing particle effects on the client in order to give the game more life. This will be completely disconnected from the server and will appear slightly different on eahc client if the particles have some random movement. A basic rule of thumb would be to not involve the server in anything that does not have a significant effect on the game play and isolate those parts of teh program to the client side. Remember that the client does not have to be as carefully optimized as the server since most computers can handle a lot more than a 2D game.
It is still good to have efficient code on the client, just remember that it can be worth adding more calculations to make the game look better instead of saving computer power. The basics of making the client correspond to the server messages is to receive the data, send it to the player manager on the client side and apply the position or whatever data was received to the player object. This will then cause the player texture position to change accordingly. I will go further into detail on how to make the players move smoothly while not using a lot of bandwidth in future blog posts. An IO game like every other multiplayer game consists of two main parts, a client and a server, More advanced games can have several servers involved for storing highscores and user statistics etc.
But I am going to keep it simple here and only focus on the main server that handles the actual game. The servers main purpose is to handle movement and collision while the client is displaying it to the users and adding fancy effects that the server doesn't care about. You can use npm for pretty much anything you can think of that would require a third party program, the main thing that we will be using it for is to get a package called Socker.
There are two main parts of the server, one that manages the connection with all the connected clients and listens to events from the clients and the other part updates the game physics. The part that updates the game is strucured similar to the way that a regular game is structured, meaning that it uses a whileloop that is running forever to update the players and other entities that are in the game. This while loop is responsible for moving the players in the correct direction, checking collision to other players as well as checking collision to gems that are scattered on the map. To make a complete game some more funtionality is needed, for example a loop that runs less often that balances the amount of gems that are on the map.
The time it takes between runs of the physics loop is known as the server tick, it is reasonable to have a tick between 10 and 30 times per second depending on your game. A game with a lot of fast movenent and quick gameplay mey need a higher tick while slower phased games can deal with a relatively low tick without any noticable difference. The main cause of lag on the server is when the physics loop takes to long causing the players to be stuck in their previous position and moving with a noticable delay.
This will happen on everyserevr no matter how well it is made, the question is only how many players it can handle. The point where the game has noticable lag may come at 10 players or players depending on how well the code is written and how powerful the servers are. I will go into more detail on how to check collsion between players and other players as well as players and objects and also going into detail on how to make the server more efficient.
A game engine is necessary if you want to use more advanced graphical effectis such as blendmodes or tweens. Blendmodes is what enables the gems in Slither. I use Phaser game engine for this purpose because it is the most widely used game engine for the web and it has a great supportive community, not to mention the outstanding documentation with hundreds of code examples. A benefit of making a game withouty a game engine and only draw shapes to the canvas would be that the loading time of the site is reduced since since no textures have to be fetched when loading the page.
There would also never be any issues with scaling and blurry textures. Agario is a great example of when shape drawing us used to benefit the game, the edge of the cell never appears blurry even if the character has grown to twice the size of the screen. I recommend that you consider how you want your game to look and if you have any previous experience using any of the methods. Both Canvas and Phaser have a lot of documentation on the internet so it is unlikely that you will get stuck on something related to the game engine. There is no right or wrong when it comes to if you shall use an game enginge or not, maybe you are better of with something inbetween like for example Pixi.
JS which is a library that provides rendering textures to the screen like Phaser and not the other features that are included in a gameengine. In fact Phaser uses Pixi to hande it's rendering of textures and then it wrapps it with it's own functions. Discover how file compression works and easily download the main programs to compress and decompress files on the market. We throw to the past so that you remember five golf games that you must play no matter what.
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